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https://github.com/libretro/scummvm.git
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60 lines
2.4 KiB
C++
60 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_ACTOR_PC_H
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#define ICB_ACTOR_PC_H
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#include "engines/icb/gfx/psx_pcdefines.h"
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#include "engines/icb/gfx/psx_pcgpu.h"
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#include "engines/icb/light_pc.h"
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#include "engines/icb/gfx/psx_camera.h"
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#include "engines/icb/gfx/psx_pxactor.h"
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#include "engines/icb/gfx/psx_tman.h"
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#include "engines/icb/gfx/rap_api.h"
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#include "engines/icb/gfx/rab_api.h"
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#include "engines/icb/gfx/rlp_api.h"
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#include "engines/icb/common/px_bones.h"
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#include "engines/icb/breath.h"
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namespace ICB {
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void ConvertToScreenCoords(SVECTORPC *local, SVECTORPC *screen, int32 nVertices);
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void ConvertToScreenCoords(SVECTOR *local, SVECTOR *screen, int32 nVertices);
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void DrawActor4PC(psxActor *actor, psxCamera *camera, Bone_Frame *frame, rap_API *mesh, rap_API *pose, rap_API *smesh, PSXrgb *ambient, PSXLampList *lamplist,
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PSXShadeList *shadelist, int32 nShadows, SVECTORPC *p_n, int32 *p_d, uint32 debug, int32 uvframe, BoneDeformation **boneDeforms, int32 *brightness,
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MATRIXPC *local2screen);
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void DrawActorTiePC(psxCamera *camera, SVECTORPC *pos, uint32 size, CVECTOR *colour);
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// return 1 if something drawn, else return 0
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int32 DrawActorSpecialEffectsPC(int32 mflash, SVECTOR *mfpos, int32 mfh, int32 mfw, int32 bullet, SVECTOR *bulletPos, int32 bulletCol, Breath *breath, MATRIXPC *local2screen, int32 brightness,
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SVECTOR *minBBox, SVECTOR *maxBBox);
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} // End of namespace ICB
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#endif // #ifndef ACTOR_PC_H
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