ICB: Remove not used code

This commit is contained in:
Paweł Kołodziejski 2021-03-07 18:31:02 +01:00
parent a4761d9291
commit 99f1c888c8
10 changed files with 0 additions and 687 deletions

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@ -30,7 +30,6 @@
#include "engines/icb/gfx/psx_pcdefines.h"
#include "engines/icb/actor_pc.h"
#include "engines/icb/gfx/psx_scrn.h"
#include "engines/icb/gfx/psx_pchmd.h"
#include "engines/icb/gfx/psx_poly.h"
#include "engines/icb/global_objects_psx.h"
#include "engines/icb/drawpoly_pc.h"

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@ -29,7 +29,6 @@
#define ICB_DRAWPOLY_PC_H
#include "engines/icb/gfx/psx_tman.h"
#include "engines/icb/gfx/psx_pchmd.h"
namespace ICB {

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@ -54,7 +54,6 @@ int32 drawBuf = 0;
OT_tag *otarray[2];
OT_tag *drawot;
OT_tag otlist[2][OT_SIZE];
GsOT Wot[2];
// The min & max places to put Z data into the OT list
int32 minZOTpos = 5;

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@ -1,39 +0,0 @@
/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef ICB_PSX_BG_H
#define ICB_PSX_BG_H
#include "engines/icb/gfx/psx_zlayers.h"
namespace ICB {
#define PSX_ZTRANSP 0
} // End of namespace ICB
#endif // #ifndef PSX_BG_H

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@ -76,494 +76,6 @@ typedef struct {/* 2D short vector */
typedef uint8 PACKET;
/* For holding the coordinate frame of the bone animation */
typedef struct _GsCOORDUNIT {
uint32 flg;
MATRIX matrix;
MATRIX workm;
SVECTOR rot;
struct _GsCOORDUNIT *super;
} GsCOORDUNIT;
typedef struct {
MATRIX view;
GsCOORDUNIT *super;
} GsVIEWUNIT;
typedef struct {
int32 vpx, vpy, vpz;
int32 vrx, vry, vrz;
int32 rz;
GsCOORDUNIT *super;
} GsRVIEWUNIT;
typedef struct GsUNIT {
GsCOORDUNIT *coord; /* local dmatrix */
uint32 *primtop;
} GsUNIT;
typedef struct GsTYPEUNIT {
uint32 type;
uint32 *ptr;
} GsTYPEUNIT;
typedef struct GsOT_TAG {
unsigned p : 24;
uint8 num : 8;
} GsOT_TAG;
typedef struct GsOT {
uint32 length;
GsOT_TAG *org;
uint32 offset;
uint32 point;
GsOT_TAG *tag;
} GsOT;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
} GsARGUNIT;
typedef struct {
DVECTOR vec;
int16 otz;
int16 p;
} GsWORKUNIT;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint32 *primtop;
SVECTOR *vertop;
SVECTOR *nortop;
} GsARGUNIT_NORMAL;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint32 *primtop;
SVECTOR *vertop;
GsWORKUNIT *vertop2;
SVECTOR *nortop;
SVECTOR *nortop2;
} GsARGUNIT_SHARED;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint32 *imagetop;
uint32 *cluttop;
} GsARGUNIT_IMAGE;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint32 *polytop;
uint32 *boxtop;
uint32 *pointtop;
SVECTOR *nortop;
} GsARGUNIT_GND;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint32 *polytop;
uint32 *boxtop;
uint32 *pointtop;
SVECTOR *nortop;
uint32 *uvtop;
} GsARGUNIT_GNDT;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint32 *cparam;
GsCOORDUNIT *coord;
GsCOORDUNIT *rcoord;
} GsARGUNIT_CAMERA;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint32 *lparam;
GsCOORDUNIT *coord;
GsCOORDUNIT *rcoord;
} GsARGUNIT_LIGHT;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint32 *coord_sect;
int32 *mimepr;
uint32 mimenum;
uint16 mimeid, reserved;
uint32 *mime_diff_sect;
} GsARGUNIT_JntMIMe;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint32 *coord_sect;
uint16 mimeid, reserved;
uint32 *mime_diff_sect;
} GsARGUNIT_RstJntMIMe;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
int32 *mimepr;
uint32 mimenum;
uint16 mimeid, reserved;
uint32 *mime_diff_sect;
SVECTOR *orgs_vn_sect;
SVECTOR *vert_sect;
SVECTOR *norm_sect;
} GsARGUNIT_VNMIMe;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
uint16 mimeid, reserved;
uint32 *mime_diff_sect;
SVECTOR *orgs_vn_sect;
SVECTOR *vert_sect;
SVECTOR *norm_sect;
} GsARGUNIT_RstVNMIMe;
typedef struct {
uint32 *primp;
GsOT *tagp;
int32 shift;
int32 offset;
PACKET *out_packetp;
int32 header_size;
uint32 *htop;
uint32 *ctop;
uint32 *ptop;
} GsARGUNIT_ANIM;
typedef struct {
int16 idx;
uint8 sid;
uint8 pad;
} GsSEH;
typedef struct {
uint32 rewrite_idx;
uint16 size, num;
uint16 ii;
uint16 aframe;
uint8 sid;
int8 speed;
uint16 srcii;
int16 rframe;
uint16 tframe;
uint16 ci, ti;
uint16 start;
uint8 start_sid;
uint8 traveling;
} GsSEQ;
/*
* GsTYPEUNIT code macro
*/
#define GsUF3 0x00000008 /* flat triangle */
#define GsUFT3 0x00000009 /* texture flat triangle */
#define GsUG3 0x0000000c /* gour triangle */
#define GsUGT3 0x0000000d /* texture gour triangle */
#define GsUF4 0x00000010 /* flat quad */
#define GsUFT4 0x00000011 /* texture flat quad */
#define GsUG4 0x00000014 /* gour quad */
#define GsUGT4 0x00000015 /* texture gour quad */
#define GsUFF3 0x00020008 /* fog flat triangle */
#define GsUFFT3 0x00020009 /* fog texture flat triangle */
#define GsUFG3 0x0002000c /* fog gour triangle */
#define GsUFGT3 0x0002000d /* fog texture gour triangle */
#define GsUFF4 0x00020010 /* fog flat quad */
#define GsUFFT4 0x00020011 /* fog texture flat quad */
#define GsUFG4 0x00020014 /* fog gour quad */
#define GsUFGT4 0x00020015 /* fog texture gour quad */
#define GsUCF3 0x0000000a /* colored flat triangle */
#define GsUCFT3 0x0000000b /* colored texture flat triangle */
#define GsUCG3 0x0000000e /* colored gour triangle */
#define GsUCGT3 0x0000000f /* colored texture gour triangle */
#define GsUCF4 0x00000012 /* colored flat quad */
#define GsUCFT4 0x00000013 /* colored texture flat quad */
#define GsUCG4 0x00000016 /* colored gour quad */
#define GsUCGT4 0x00000017 /* colored texture gour quad */
#define GsUNF3 0x00040048 /* nonLight flat triangle */
#define GsUNFT3 0x00040049 /* nonLight texture flat triangle */
#define GsUNG3 0x0004004c /* nonLight gouraud triangle */
#define GsUNGT3 0x0004004d /* nonLight texture gouraud triangle */
#define GsUNF4 0x00040050 /* nonLight flat quad */
#define GsUNFT4 0x00040051 /* nonLight texture flat quad */
#define GsUNG4 0x00040054 /* nonLight gouraud quad */
#define GsUNGT4 0x00040055 /* nonLight texture gouraud quad */
#define GsUDF3 0x00010008 /* div flat triangle */
#define GsUDFT3 0x00010009 /* div texture flat triangle */
#define GsUDG3 0x0001000c /* div gour triangle */
#define GsUDGT3 0x0001000d /* div texture gour triangle */
#define GsUDF4 0x00010010 /* div flat quad */
#define GsUDFT4 0x00010011 /* div texture flat quad */
#define GsUDG4 0x00010014 /* div gour quad */
#define GsUDGT4 0x00010015 /* div texture gour quad */
#define GsUDFF3 0x00030008 /* div fog flat triangle */
#define GsUDFFT3 0x00030009 /* div fog texture flat triangle */
#define GsUDFG3 0x0003000c /* div fog gour triangle */
#define GsUDFGT3 0x0003000d /* div fog texture gour triangle */
#define GsUDFF4 0x00030010 /* div fog flat quad */
#define GsUDFFT4 0x00030011 /* div fog texture flat quad */
#define GsUDFG4 0x00030014 /* div fog gour quad */
#define GsUDFGT4 0x00030015 /* div fog texture gour quad */
#define GsUDNF3 0x00050048 /* div nonLight flat triangle */
#define GsUDNFT3 0x00050049 /* div nonLight texture flat triangle */
#define GsUDNG3 0x0005004c /* div nonLight gouraud triangle */
#define GsUDNGT3 0x0005004d /* div nonLight tex gouraud triangle */
#define GsUDNF4 0x00050050 /* div nonLight flat quad */
#define GsUDNFT4 0x00050051 /* div nonLight texture flat quad */
#define GsUDNG4 0x00050054 /* div nonLight gouraud quad */
#define GsUDNGT4 0x00050055 /* div nonLight tex gouraud quad */
#define GsUSCAL 0x01000000 /* shared calculate vertex and normal */
#define GsUSG3 0x0100000c /* shared gour triangle */
#define GsUSGT3 0x0100000d /* shared texture gour triangle */
#define GsUSG4 0x01000014 /* shared gour quad */
#define GsUSGT4 0x01000015 /* shared texture gour quad */
#define GsUSTGT3 0x0100020d /* shared tile texture gour triangle */
#define GsUSTGT4 0x01000215 /* shared tile texture gour quad */
#define GsUSFG3 0x0102000c /* shared fog gour triangle */
#define GsUSFGT3 0x0102000d /* shared fog texture gour triangle */
#define GsUSFG4 0x01020014 /* shared fog gour quad */
#define GsUSFGT4 0x01020015 /* shared fog texture gour quad */
#define GsUSNF3 0x01040048 /* shared nonLight flat tri */
#define GsUSNFT3 0x01040049 /* shared nonLight texture flat tri */
#define GsUSNG3 0x0104004c /* shared nonLight gour tri */
#define GsUSNGT3 0x0104004d /* shared nonLight texture gour tri */
#define GsUSNF4 0x01040050 /* shared nonLight flat quad */
#define GsUSNFT4 0x01040051 /* shared nonLight texture flat quad */
#define GsUSNG4 0x01040054 /* shared nonLight gour quad */
#define GsUSNGT4 0x01040055 /* shared nonLight texture gour quad */
#define GsUMF3 0x00000018 /* mesh flat tri */
#define GsUMFT3 0x00000019 /* mesh texture flat tri */
#define GsUMG3 0x0000001c /* mesh gour triangle */
#define GsUMGT3 0x0000001d /* mesh texture gour triangle */
#define GsUMNF3 0x00040058 /* mesh nonLight flat tri */
#define GsUMNFT3 0x00040059 /* mesh nonLight tex flat tri */
#define GsUMNG3 0x0004005c /* mesh nonLight gour triangle */
#define GsUMNGT3 0x0004005d /* mesh nonLight tex gour tri */
#define GsUTFT3 0x00000209 /* tile texture flat triangle */
#define GsUTGT3 0x0000020d /* tile texture gour triangle */
#define GsUTFT4 0x00000211 /* tile texture flat quad */
#define GsUTGT4 0x00000215 /* tile texture gour quad */
#define GsUPNF3 0x00040148 /* preset nonLight flat triangle */
#define GsUPNFT3 0x00040149 /* preset nonLight tex flat triangle */
#define GsUPNG3 0x0004014c /* preset nonLight gouraud triangle */
#define GsUPNGT3 0x0004014d /* preset nonLight tex gour triangle */
#define GsUPNF4 0x00040150 /* preset nonLight flat quad */
#define GsUPNFT4 0x00040151 /* preset nonLight tex flat quad */
#define GsUPNG4 0x00040154 /* preset nonLight gouraud quad */
#define GsUPNGT4 0x00040155 /* preset nonLight tex gour quad */
#define GsUSTPF3 0x00200008 /* semi-trans flat triangle */
#define GsUSTPFT3 0x00200009 /* semi-trans texture flat triangle */
#define GsUSTPG3 0x0020000c /* semi-trans gour triangle */
#define GsUSTPGT3 0x0020000d /* semi-trans texture gour triangle */
#define GsUSTPF4 0x00200010 /* semi-trans flat quad */
#define GsUSTPFT4 0x00200011 /* semi-trans texture flat quad */
#define GsUSTPG4 0x00200014 /* semi-trans gour quad */
#define GsUSTPGT4 0x00200015 /* semi-trans texture gour quad */
#define GsUSTPSG3 0x0120000c /* semi-trans shared gour tri */
#define GsUSTPSGT3 0x0120000d /* semi-trans shared tex gour tri */
#define GsUSTPSG4 0x01200014 /* semi-trans shared gour quad */
#define GsUSTPSGT4 0x01200015 /* semi-trans shared tex gour quad */
#define GsUSTPNF3 0x00240048 /* semi-trans nonLight flat tri */
#define GsUSTPNFT3 0x00240049 /* semi-trans nonLight tex flat tri */
#define GsUSTPNG3 0x0024004c /* semi-trans nonLight gour tri */
#define GsUSTPNGT3 0x0024004d /* semi-trans nonLight tex gour tri */
#define GsUSTPNF4 0x00240050 /* semi-trans nonLight flat quad */
#define GsUSTPNFT4 0x00240051 /* semi-trans nonLight tex flat quad */
#define GsUSTPNG4 0x00240054 /* semi-trans nonLight gour quad */
#define GsUSTPNGT4 0x00240055 /* semi-trans nonLight tex gour quad */
#define GsUSTPSNF3 0x01240048 /* stp shared nonLight flat tri */
#define GsUSTPSNFT3 0x01240049 /* stp shared nonLight tex flat tri */
#define GsUSTPSNG3 0x0124004c /* stp shared nonLight gour tri */
#define GsUSTPSNGT3 0x0124004d /* stp shared nonLight tex gour tri */
#define GsUSTPSNF4 0x01240050 /* stp shared nonLight flat quad */
#define GsUSTPSNFT4 0x01240051 /* stp shared nonLight tex flat quad */
#define GsUSTPSNG4 0x01240054 /* stp shared nonLight gour quad */
#define GsUSTPSNGT4 0x01240055 /* stp shared nonLight tex gour quad */
#define GsUADF3 0x00080008 /* active-div flat triangle */
#define GsUADFT3 0x00080009 /* active-div texture flat triangle */
#define GsUADG3 0x0008000c /* active-div gour triangle */
#define GsUADGT3 0x0008000d /* active-div texture gour triangle */
#define GsUADF4 0x00080010 /* active-div flat quad */
#define GsUADFT4 0x00080011 /* active-div texture flat quad */
#define GsUADG4 0x00080014 /* active-div gour quad */
#define GsUADGT4 0x00080015 /* active-div texture gour quad */
#define GsUADFF3 0x000a0008 /* active-div fog flat tri */
#define GsUADFFT3 0x000a0009 /* active-div fog texture flat tri */
#define GsUADFG3 0x000a000c /* active-div fog gour tri */
#define GsUADFGT3 0x000a000d /* active-div fog texture gour tri */
#define GsUADFF4 0x000a0010 /* active-div fog flat quad */
#define GsUADFFT4 0x000a0011 /* active-div fog texture flat quad */
#define GsUADFG4 0x000a0014 /* active-div fog gour quad */
#define GsUADFGT4 0x000a0015 /* active-div fog texture gour quad */
#define GsUADNF3 0x000c0048 /* active-div nonLight flat tri */
#define GsUADNFT3 0x000c0049 /* active-div nonLight tex flat tri */
#define GsUADNG3 0x000c004c /* active-div nonLight gour tri */
#define GsUADNGT3 0x000c004d /* active-div nonLight tex gour tri */
#define GsUADNF4 0x000c0050 /* active-div nonLight flat quad */
#define GsUADNFT4 0x000c0051 /* active-div nonLight tex flat quad */
#define GsUADNG4 0x000c0054 /* active-div nonLight gour quad */
#define GsUADNGT4 0x000c0055 /* active-div nonLight tex gour quad */
#define GsUBF3 0x00100008 /* back-f flat tri */
#define GsUBFT3 0x00100009 /* back-f tex flat tri */
#define GsUBG3 0x0010000c /* back-f gour tri */
#define GsUBGT3 0x0010000d /* back-f tex gour tri */
#define GsUBF4 0x00100010 /* back-f flat quad */
#define GsUBFT4 0x00100011 /* back-f tex flat quad */
#define GsUBG4 0x00100014 /* back-f gour quad */
#define GsUBGT4 0x00100015 /* back-f tex gour quad */
#define GsUBCF3 0x0010000a /* back-f colored flat tri */
#define GsUBCFT3 0x0010000b /* back-f colored tex flat tri */
#define GsUBCG3 0x0010000e /* back-f colored gour tri */
#define GsUBCGT3 0x0010000f /* back-f colored tex gour tri */
#define GsUBCF4 0x00100012 /* back-f colored flat quad */
#define GsUBCFT4 0x00100013 /* back-f colored tex flat quad */
#define GsUBCG4 0x00100016 /* back-f colored gour quad */
#define GsUBCGT4 0x00100017 /* back-f colored tex gour quad */
#define GsUBSTPF3 0x00300008 /* back-f semi-trans flat tri */
#define GsUBSTPFT3 0x00300009 /* back-f semi-trans tex flat tri */
#define GsUBSTPG3 0x0030000c /* back-f semi-trans gour tri */
#define GsUBSTPGT3 0x0030000d /* back-f semi-trans tex gour tri */
#define GsUBSTPF4 0x00300010 /* back-f semi-trans flat quad */
#define GsUBSTPFT4 0x00300011 /* back-f semi-trans tex flat quad */
#define GsUBSTPG4 0x00300014 /* back-f semi-trans gour quad */
#define GsUBSTPGT4 0x00300015 /* back-f semi-trans tex gour quad */
#define GsUBNF3 0x00140048 /* back-f noLgt flat tri */
#define GsUBNFT3 0x00140049 /* back-f noLgt tex flat tri */
#define GsUBNG3 0x0014004c /* back-f noLgt gouraud tri */
#define GsUBNGT3 0x0014004d /* back-f noLgt tex gouraud tri */
#define GsUBNF4 0x00140050 /* back-f noLgt flat quad */
#define GsUBNFT4 0x00140051 /* back-f noLgt tex flat quad */
#define GsUBNG4 0x00140054 /* back-f noLgt gouraud quad */
#define GsUBNGT4 0x00140055 /* back-f noLgt tex gouraud quad */
#define GsUBSTPNF3 0x00340048 /* back-f stp noLgt flat tri */
#define GsUBSTPNFT3 0x00340049 /* back-f stp noLgt tex flat tri */
#define GsUBSTPNG3 0x0034004c /* back-f stp noLgt gour tri */
#define GsUBSTPNGT3 0x0034004d /* back-f stp noLgt tex gour tri */
#define GsUBSTPNF4 0x00340050 /* back-f stp noLgt flat quad */
#define GsUBSTPNFT4 0x00340051 /* back-f stp noLgt tex flat quad */
#define GsUBSTPNG4 0x00340054 /* back-f stp noLgt gour quad */
#define GsUBSTPNGT4 0x00340055 /* back-f stp noLgt tex gour quad */
#define GsUBSNF3 0x01140048 /* back-f shrd noLgt flat tri */
#define GsUBSNFT3 0x01140049 /* back-f shrd noLgt tex flat tri */
#define GsUBSNG3 0x0114004c /* back-f shrd noLgt gour tri */
#define GsUBSNGT3 0x0114004d /* back-f shrd noLgt tex gour tri */
#define GsUBSNF4 0x01140050 /* back-f shrd noLgt flat quad */
#define GsUBSNFT4 0x01140051 /* back-f shrd noLgt tex flat quad */
#define GsUBSNG4 0x01140054 /* back-f shrd noLgt gour quad */
#define GsUBSNGT4 0x01140055 /* back-f shrd noLgt tex gour quad */
#define GsUBSTPSNF3 0x01340048 /* back-f stp shrd noLgt flat tri */
#define GsUBSTPSNFT3 0x01340049 /* back-f stp shrd noLgt tex flat tri */
#define GsUBSTPSNG3 0x0134004c /* back-f stp shrd noLgt gour tri */
#define GsUBSTPSNGT3 0x0134004d /* back-f stp shrd noLgt tex gour tri */
#define GsUBSTPSNF4 0x01340050 /* back-f stp shrd noLgt flat quad */
#define GsUBSTPSNFT4 0x01340051 /* back-f stp shrd noLgt tex flat quad*/
#define GsUBSTPSNG4 0x01340054 /* back-f stp shrd noLgt gour quad */
#define GsUBSTPSNGT4 0x01340055 /* back-f stp shrd noLgt tex gour quad*/
#define GsUIMG0 0x02000000 /* image data with no-clut */
#define GsUIMG1 0x02000001 /* image data with clut */
#define GsUGNDF 0x05000000 /* ground flat */
#define GsUGNDFT 0x05000001 /* ground flat texture */
#define GsUSCAL2 0x06000100 /* envmap shared calculate */
#define GsUE1G3 0x0600100c /* envmap 1D gour tri */
#define GsUE1G4 0x06001014 /* envmap 1D gour quad */
#define GsUE1SG3 0x0600110c /* envmap 1D shared gour tri */
#define GsUE1SG4 0x06001114 /* envmap 1D shared gour quad */
#define GsUE2LG3 0x0600200c /* envmap 2D reflect gour tri */
#define GsUE2LG4 0x06002014 /* envmap 2D reflect gour quad */
#define GsUE2RG3 0x0600300c /* envmap 2D refract gour tri */
#define GsUE2RG4 0x06003014 /* envmap 2D refract gour quad */
#define GsUE2RLG3 0x0600400c /* envmap 2D both gour tri */
#define GsUE2RLG4 0x06004014 /* envmap 2D both gour quad */
#define GsUE2OLG3 0x0600500c /* envmap 2D org+reflect gour tri */
#define GsUE2OLG4 0x06005014 /* envmap 2D org+reflect gour quad */
#define GsVtxMIMe 0x04010020 /* Vertex-MIMe */
#define GsNrmMIMe 0x04010021 /* Normal-MIMe */
#define GsRstVtxMIMe 0x04010028 /* Reset-Vertex-MIMe */
#define GsRstNrmMIMe 0x04010029 /* Reset-Normal-MIMe */
#define GsJntAxesMIMe 0x04010010 /* Joint-Axes-MIMe */
#define GsRstJntAxesMIMe 0x04010018 /* Reset-Joint-Axes-MIMe */
#define GsJntRPYMIMe 0x04010011 /* Joint-RPY-MIMe */
#define GsRstJntRPYMIMe 0x04010019 /* Reset-Joint-RPY-MIMe */
//-=- Definitions -=-//
#ifndef ONE
#define ONE 4096

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@ -34,7 +34,6 @@
#define PSXPL_ID "PLF"
#include "engines/icb/gfx/psx_zlayers.h"
#include "engines/icb/gfx/psx_bg.h"
#include "engines/icb/common/px_bitmap_psx.h"
namespace ICB {

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@ -93,10 +93,6 @@ typedef struct WeightedVertexLink {
// Notice, how poor ANSI C/C++ is at its representation
//
const int32 RAP_NO_PLATFORM = 0;
const int32 RAP_PC_PLATFORM = 1;
const int32 RAP_PSX_PLATFORM = 2;
typedef struct rap_API {
char id[4];
uint32 schema;

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@ -31,69 +31,12 @@
namespace ICB {
// For reusing characters already loaded into VRAM
// -32 because characters start from ' '
uint16 cPos[N_FONT_CHARS];
uint8 cPWidth[N_FONT_CHARS];
uint8 cHeight[N_FONT_CHARS];
uint8 cWidth[N_FONT_CHARS];
uint16 fontClutLoaded = 0;
uint16 fontFreePos = 0;
uint8 fontNcolours = 0;
// Global instances of common strings, as GCC seems to make
// multiple copies wasting all of the rdata section !
const char *global_null_path = "";
// The different fonts we have available
const char *fonts[MAX_FONTS] = {"font", "city", "futura", "futura_outline"};
int32 selFont = 2;
const char *global_sys_font = fonts[selFont];
const char *global_set_path = "\\M\\%s.CAM;1";
const char *global_session_cluster_path = "\\M\\%s.SEX;1";
const char *global_session_test_path = "\\M\\%s\\%s.SEX;1";
const char *global_snddata_test_path = "\\M\\%s.SND;1";
const char *global_session_xa_path = "\\M\\%s.XA\\XA%04d.XA;1";
const char *global_global_xa_path = "\\G\\XA\\XA%04d.XA;1";
const char *global_chr_path = "\\C\\%s\\%s.OFT;1";
const char *global_fir_cluster_path = "\\G\\FIR.CLU;1";
const char *global_image_cluster_path = "\\G\\IMAGES.CLU;1";
const char *global_cluster_path = "\\G\\HAVENOTA.CLU;1";
const char *global_var_path = "globals";
const char *gamescript_path = "gamescript";
const char *global_votext_name = "remora.ctf";
const char *global_icon_labels_filename = "iconlabels.ctf";
const char *global_cover_page = "cover_page.bs";
const char *global_speech_cluster = "\\G\\SPEECH.CLU;1";
uint32 global_speech_cluster_hash = NULL_HASH;
const char *global_music_cluster = "\\G\\MUSIC.CLU;1";
uint32 global_music_cluster_hash = NULL_HASH;
const char *session_speech_cluster_path = "\\M\\%s.SPK;1";
// The texture manager for the actor textures
TextureManager *tman;
// This does nothing but makes PC & PSX code more compatible the surface manager
// The 3 directional lights and the ambient light
psxLight Lights[4];
// Colour of ambient to add when targetting a mega and you are armed
int32 mega_select_armed_r = 60;
int32 mega_select_armed_g = 10;
int32 mega_select_armed_b = 10;
// Colour of ambient to add when targetting a mega and you are unarmed
int32 mega_select_unarmed_r = 50;
int32 mega_select_unarmed_g = 50;
int32 mega_select_unarmed_b = 50;
#if CD_BUILD == 0
// Colour of the z-fragments outlines
int32 zfragRed = 255;

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@ -35,77 +35,12 @@
namespace ICB {
#define DECOMPRESSION_BUFFER_SIZE (64 * 64)
// A piece of memory for decompressing sprites into
// extern uint8 decompBuffer[DECOMPRESSION_BUFFER_SIZE];
extern uint8 *decompBuffer;
// A piece of memory for pre-building the save game onto !
#define MEM_BUF_SIZE (8 * 1024)
// extern uint8 eightkb[MEM_BUF_SIZE];
extern uint8 *eightkb;
// For reusing characters already loaded into VRAM
// -32 because characters start from ' '
#define N_FONT_CHARS (256 - ' ')
extern uint16 cPos[N_FONT_CHARS];
extern uint8 cPWidth[N_FONT_CHARS];
extern uint8 cHeight[N_FONT_CHARS];
extern uint8 cWidth[N_FONT_CHARS];
extern uint16 fontClutLoaded;
extern uint16 fontFreePos;
extern uint8 fontNcolours;
// Global instances of common strings, as GCC seems to make
// multiple copies wasting all of the rdata section !
extern const char *global_null_path;
extern const char *global_sys_font;
extern const char *global_set_path;
extern const char *global_session_test_path;
extern const char *global_session_cluster_path;
extern const char *global_snddata_test_path;
extern const char *global_session_xa_path;
extern const char *global_global_xa_path;
extern const char *global_chr_path;
extern const char *global_fir_cluster_path;
extern const char *global_image_cluster_path;
extern const char *global_cluster_path;
extern const char *global_var_path;
extern const char *gamescript_path;
extern const char *global_votext_name;
extern const char *global_icon_labels_filename;
extern const char *global_cover_page;
// speech
extern const char *global_speech_cluster;
extern uint32 global_speech_cluster_hash;
extern const char *session_speech_cluster_path;
extern const char *global_music_cluster;
extern uint32 global_music_cluster_hash;
// The texture manager for the actor textures
extern TextureManager *tman;
// This does nothing but makes PC & PSX code more compatible the surface manager
extern _surface_manager *surface_manager;
// The 3 directional lights and the ambient light
extern psxLight Lights[4];
// Colour of ambient to add when targetting a mega and you are armed
extern int32 mega_select_armed_r;
extern int32 mega_select_armed_g;
extern int32 mega_select_armed_b;
// Colour of ambient to add when targetting a mega and you are unarmed
extern int32 mega_select_unarmed_r;
extern int32 mega_select_unarmed_g;
extern int32 mega_select_unarmed_b;
// Colour of the actors bounding box
extern int32 bboxRed;
extern int32 bboxGreen;
@ -160,35 +95,6 @@ extern int32 _drawCompass;
extern int32 _drawDebugMesh;
// For choosing different fonts
#define MAX_FONTS (4)
extern const char *fonts[MAX_FONTS];
extern int32 selFont;
#define MAX_MOVIES (64)
extern int32 selMovie;
extern int32 selSession;
extern int32 selGame;
// For choosing actor names for voxel_viewer
#define MAX_ACTORS 10
extern int32 selActor;
extern char *actor_names[MAX_ACTORS];
// For choosing actor outfits for voxel_viewer
#define MAX_OUTFITS 8
extern int32 selOutfit;
extern char *actor_outfits[MAX_OUTFITS];
// For choosing actor weapons for voxel_viewer
#define MAX_WEAPONS 3
extern int32 selWeapon;
extern char *actor_weapons[MAX_WEAPONS];
// For choosing actor anims : these come from the master list in
// animation_mega_set.{cpp,h}
extern int32 selAnim;
} // End of namespace ICB
#endif // #ifndef _GLOBAL_OBJECTS_PSX_H

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@ -46,7 +46,6 @@
#include "engines/icb/gfx/psx_tman.h"
#include "engines/icb/gfx/rap_api.h"
#include "engines/icb/gfx/rab_api.h"
#include "engines/icb/gfx/psx_pchmd.h"
#include "engines/icb/actor.h"
#include "engines/icb/actor_pc.h"
#include "engines/icb/drawpoly_pc.h"