scummvm/engines/icb/actor_pc.h
2021-12-26 21:19:38 +01:00

60 lines
2.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ICB_ACTOR_PC_H
#define ICB_ACTOR_PC_H
#include "engines/icb/gfx/psx_pcdefines.h"
#include "engines/icb/gfx/psx_pcgpu.h"
#include "engines/icb/light_pc.h"
#include "engines/icb/gfx/psx_camera.h"
#include "engines/icb/gfx/psx_pxactor.h"
#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/rlp_api.h"
#include "engines/icb/common/px_bones.h"
#include "engines/icb/breath.h"
namespace ICB {
void ConvertToScreenCoords(SVECTORPC *local, SVECTORPC *screen, int32 nVertices);
void ConvertToScreenCoords(SVECTOR *local, SVECTOR *screen, int32 nVertices);
void DrawActor4PC(psxActor *actor, psxCamera *camera, Bone_Frame *frame, rap_API *mesh, rap_API *pose, rap_API *smesh, PSXrgb *ambient, PSXLampList *lamplist,
PSXShadeList *shadelist, int32 nShadows, SVECTORPC *p_n, int32 *p_d, uint32 debug, int32 uvframe, BoneDeformation **boneDeforms, int32 *brightness,
MATRIXPC *local2screen);
void DrawActorTiePC(psxCamera *camera, SVECTORPC *pos, uint32 size, CVECTOR *colour);
// return 1 if something drawn, else return 0
int32 DrawActorSpecialEffectsPC(int32 mflash, SVECTOR *mfpos, int32 mfh, int32 mfw, int32 bullet, SVECTOR *bulletPos, int32 bulletCol, Breath *breath, MATRIXPC *local2screen, int32 brightness,
SVECTOR *minBBox, SVECTOR *maxBBox);
} // End of namespace ICB
#endif // #ifndef ACTOR_PC_H