/* 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_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