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Sorry for these changes, i decided that it's annoying to save the "fixup" values used only in rare circumstances, that may be easily calculated from basic MoveList members. From upstream 13e59c4855a4ddcf9bfe5f935d6de1191debaf1e
40 lines
1.5 KiB
C++
40 lines
1.5 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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* 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 AGS_ENGINE_MAIN_UPDATE_H
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#define AGS_ENGINE_MAIN_UPDATE_H
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namespace AGS3 {
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// Update MoveList of certain index, save current position;
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// *resets* mslot to zero if path is complete.
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// returns "need_to_fix_sprite" value, which may be 0,1,2;
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// TODO: find out what this return value means, and refactor.
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// TODO: do not reset mslot in this function, reset externally instead.
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int do_movelist_move(short &mslot, int &pos_x, int &pos_y);
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// Recalculate derived (non-serialized) values in movelists
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void restore_movelists();
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// Update various things on the game frame (historical code mess...)
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void update_stuff();
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} // namespace AGS3
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#endif
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