ScummVM API documentation
actor_pc.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1999-2000 Revolution Software Ltd.
9 * This code is based on source code created by Revolution Software,
10 * used with permission.
11 *
12 * This program is free software: you can redistribute it and/or modify
13 * it under the terms of the GNU General Public License as published by
14 * the Free Software Foundation, either version 3 of the License, or
15 * (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 *
25 */
26
27#ifndef ICB_ACTOR_PC_H
28#define ICB_ACTOR_PC_H
29
30#include "engines/icb/gfx/psx_pcdefines.h"
31#include "engines/icb/gfx/psx_pcgpu.h"
32#include "engines/icb/light_pc.h"
33#include "engines/icb/gfx/psx_camera.h"
34#include "engines/icb/gfx/psx_pxactor.h"
35#include "engines/icb/gfx/psx_tman.h"
36#include "engines/icb/gfx/rap_api.h"
37#include "engines/icb/gfx/rab_api.h"
38#include "engines/icb/gfx/rlp_api.h"
39#include "engines/icb/common/px_bones.h"
40#include "engines/icb/breath.h"
41
42namespace ICB {
43
44void ConvertToScreenCoords(SVECTORPC *local, SVECTORPC *screen, int32 nVertices);
45void ConvertToScreenCoords(SVECTOR *local, SVECTOR *screen, int32 nVertices);
46
47void DrawActor4PC(psxActor *actor, psxCamera *camera, Bone_Frame *frame, RapAPI *mesh, RapAPI *pose, RapAPI *smesh, PSXrgb *ambient, PSXLampList *lamplist,
48 PSXShadeList *shadelist, int32 nShadows, SVECTORPC *p_n, int32 *p_d, uint32 debug, int32 uvframe, BoneDeformation **boneDeforms, int32 *brightness,
49 MATRIXPC *local2screen);
50
51void DrawActorTiePC(psxCamera *camera, SVECTORPC *pos, uint32 size, CVECTOR *colour);
52
53// return 1 if something drawn, else return 0
54int32 DrawActorSpecialEffectsPC(int32 mflash, SVECTOR *mfpos, int32 mfh, int32 mfw, int32 bullet, SVECTOR *bulletPos, int32 bulletCol, Breath *breath, MATRIXPC *local2screen, int32 brightness,
55 SVECTOR *minBBox, SVECTOR *maxBBox);
56
57} // End of namespace ICB
58
59#endif // #ifndef ACTOR_PC_H
void debug(MSVC_PRINTF const char *s,...) GCC_PRINTF(1