2018-08-19 09:46:58 +02:00
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#include "draw.h"
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#include "lara.h"
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#include "..\Renderer\Renderer.h"
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Renderer* g_Renderer;
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__int32 __cdecl DrawPhaseGame()
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{
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// Control routines uses joints calculated here for getting Lara joint positions
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CalcLaraMatrices(0);
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phd_PushUnitMatrix();
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CalcLaraMatrices(1);
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// Calls my new rock & roll renderer :)
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g_Renderer->Draw();
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nFrames = g_Renderer->SyncRenderer();
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// We need to pop the matrix stack or the game will crash
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MatrixPtr -= 12;
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DxMatrixPtr -= 48;
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return nFrames;
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}
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2018-09-07 18:34:18 +02:00
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__int32 DrawGame()
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{
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// Control routines uses joints calculated here for getting Lara joint positions
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CalcLaraMatrices(0);
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phd_PushUnitMatrix();
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CalcLaraMatrices(1);
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// Calls my new rock & roll renderer :)
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g_Renderer->Draw();
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nFrames = g_Renderer->SyncRenderer();
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// We need to pop the matrix stack or the game will crash
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MatrixPtr -= 12;
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DxMatrixPtr -= 48;
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return nFrames;
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}
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__int32 DrawInventory()
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{
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return g_Renderer->DrawInventory();
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}
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2018-08-19 09:46:58 +02:00
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void __cdecl DoBootScreen(__int32 language)
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{
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//printf("DoBootScreen\n");
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//DrawFullScreenImage((char*)"load.bmp");
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}
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2018-09-12 20:37:37 +02:00
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__int32 __cdecl GetFrame_D2(ITEM_INFO* item, __int16* framePtr[], __int32* rate)
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{
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ANIM_STRUCT *anim;
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int frm;
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int first, second;
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int frame_size;
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int interp, rat;
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frm = item->frameNumber;
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anim = &Anims[item->animNumber];
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framePtr[0] = framePtr[1] = anim->framePtr;
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rat = *rate = anim->interpolation & 0x00ff;
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frame_size = anim->interpolation >> 8;
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frm -= anim->frameBase;
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first = frm / rat;
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interp = frm % rat;
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framePtr[0] += first * frame_size; // Get Frame pointers
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framePtr[1] = framePtr[0] + frame_size; // and store away
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if (interp == 0)
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return(0);
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second = first * rat + rat;
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if (second>anim->frameEnd) // Clamp KeyFrame to End if need be
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*rate = anim->frameEnd - (second - rat);
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return(interp);
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}
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2018-08-19 09:46:58 +02:00
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void Inject_Draw()
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{
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INJECT(0x004B8A80, DoBootScreen);
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}
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