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25fa525969
Renamed rince.* files to movers to be more game independent. Added elementary support for Noir movers which can use different logic. Allows game to boot to the first interactive scene, but there is no 3D model rendered (that is WIP).
48 lines
1.5 KiB
C++
48 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TINSEL_MOVE_H // prevent multiple includes
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#define TINSEL_MOVE_H
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#include "tinsel/dw.h" // for SCNHANDLE
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#include "tinsel/movers.h"
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namespace Tinsel {
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struct MOVER;
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typedef enum { YB_X2, YB_X1_5 } YBIAS;
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int SetActorDest(MOVER *pMover, int x, int y, bool igPath, SCNHANDLE film);
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void SSetActorDest(MOVER *pActor);
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void DoMoveActor(MOVER *pMover);
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void SetDefaultRefer(int32 defRefer);
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int GetLastLeadXdest();
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int GetLastLeadYdest();
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DIRECTION GetDirection(int fromx, int fromy, int tox, int toy, DIRECTION lastreel,
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HPOLYGON hPath, YBIAS yBias = YB_X2);
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} // End of namespace Tinsel
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#endif /* TINSEL_MOVE_H */
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