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authorMiroslav Remák2018-07-19 16:21:39 +0200
committerEugene Sandulenko2018-08-25 23:12:01 +0200
commit578a6794de9ba7679966fee9aec02c6b2bdbce94 (patch)
tree7c074790339a235599311d0cf12bde86678f3a17 /engines/mutationofjb
parentcda1f0dd3a553dbd4480b87a054d388c98740585 (diff)
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MUTATIONOFJB: Improve documentation, rename cryptic variables.
Diffstat (limited to 'engines/mutationofjb')
-rw-r--r--engines/mutationofjb/commands/changecommand.cpp28
-rw-r--r--engines/mutationofjb/debug.cpp30
-rw-r--r--engines/mutationofjb/gamedata.cpp32
-rw-r--r--engines/mutationofjb/gamedata.h219
-rw-r--r--engines/mutationofjb/room.cpp14
-rw-r--r--engines/mutationofjb/tasks/objectanimationtask.cpp34
-rw-r--r--engines/mutationofjb/tasks/saytask.cpp10
7 files changed, 247 insertions, 120 deletions
diff --git a/engines/mutationofjb/commands/changecommand.cpp b/engines/mutationofjb/commands/changecommand.cpp
index a2d45260f5..d7a8f9ca4b 100644
--- a/engines/mutationofjb/commands/changecommand.cpp
+++ b/engines/mutationofjb/commands/changecommand.cpp
@@ -381,22 +381,22 @@ Command::ExecuteResult ChangeObjectCommand::execute(ScriptExecutionContext &scri
switch (_register) {
case AC:
- object->_AC = _value._byteVal;
+ object->_active = _value._byteVal;
break;
case FA:
- object->_FA = _value._byteVal;
+ object->_firstFrame = _value._byteVal;
break;
case FR:
- object->_FR = _value._byteVal;
+ object->_randomFrame = _value._byteVal;
break;
case NA:
- object->_NA = _value._byteVal;
+ object->_numFrames = _value._byteVal;
break;
case FS:
- object->_FS = _value._byteVal;
+ object->_roomFrameLSB = _value._byteVal;
break;
case CA:
- object->_CA = _value._byteVal;
+ object->_currentFrame = _value._byteVal;
break;
case XX:
object->_x = _value._wordVal;
@@ -405,16 +405,16 @@ Command::ExecuteResult ChangeObjectCommand::execute(ScriptExecutionContext &scri
object->_y = _value._byteVal;
break;
case XL:
- object->_XL = _value._wordVal;
+ object->_width = _value._wordVal;
break;
case YL:
- object->_YL = _value._byteVal;
+ object->_height = _value._byteVal;
break;
case WX:
object->_WX = _value._wordVal;
break;
case WY:
- object->_WY = _value._byteVal;
+ object->_roomFrameMSB = _value._byteVal;
break;
case SP:
object->_SP = _value._byteVal;
@@ -468,7 +468,7 @@ Command::ExecuteResult ChangeStaticCommand::execute(ScriptExecutionContext &scri
stat->_walkToY = _value._byteVal;
break;
case SP:
- stat->_SP = _value._byteVal;
+ stat->_walkToFrame = _value._byteVal;
break;
default:
warning("Object does not support changing this register.");
@@ -493,7 +493,7 @@ Command::ExecuteResult ChangeSceneCommand::execute(ScriptExecutionContext &scrip
scene->_startup = _value._byteVal;
break;
case DL:
- scene->_DL = _value._byteVal;
+ scene->_delay = _value._byteVal;
break;
case ND:
scene->_noDoors = _value._byteVal;
@@ -505,13 +505,13 @@ Command::ExecuteResult ChangeSceneCommand::execute(ScriptExecutionContext &scrip
scene->_noStatics = _value._byteVal;
break;
case PF:
- scene->_palRotStart = _value._byteVal;
+ scene->_palRotFirst = _value._byteVal;
break;
case PL:
- scene->_palRotEnd = _value._byteVal;
+ scene->_palRotLast = _value._byteVal;
break;
case PD:
- scene->_palRotPeriod = _value._byteVal;
+ scene->_palRotDelay = _value._byteVal;
break;
default:
warning("Scene does not support changing this register.");
diff --git a/engines/mutationofjb/debug.cpp b/engines/mutationofjb/debug.cpp
index b1c96efd3a..b4f00c9da3 100644
--- a/engines/mutationofjb/debug.cpp
+++ b/engines/mutationofjb/debug.cpp
@@ -318,14 +318,14 @@ bool Console::cmd_dumpsceneinfo(int argc, const char **argv) {
Scene *scene = _vm->getGame().getGameData().getScene(sceneId);
if (scene) {
debugPrintf("Startup: %u\n", (unsigned int) scene->_startup);
- debugPrintf("Delay: %u\n", (unsigned int) scene->_DL);
+ debugPrintf("Delay: %u\n", (unsigned int) scene->_delay);
debugPrintf("Doors: %u\n", (unsigned int) scene->_noDoors);
debugPrintf("Objects: %u\n", (unsigned int) scene->_noObjects);
debugPrintf("Statics: %u\n", (unsigned int) scene->_noStatics);
debugPrintf("ObstacleY1: %u\n", (unsigned int) scene->_obstacleY1);
- debugPrintf("PalRotStart: %u\n", (unsigned int) scene->_palRotStart);
- debugPrintf("PalRotEnd: %u\n", (unsigned int) scene->_palRotEnd);
- debugPrintf("PalRotPeriod: %u\n", (unsigned int) scene->_palRotPeriod);
+ debugPrintf("PalRotFirst: %u\n", (unsigned int) scene->_palRotFirst);
+ debugPrintf("PalRotLast: %u\n", (unsigned int) scene->_palRotLast);
+ debugPrintf("PalRotDelay: %u\n", (unsigned int) scene->_palRotDelay);
} else {
debugPrintf(_("Scene %u not found.\n"), (unsigned int) sceneId);
}
@@ -377,19 +377,19 @@ bool Console::cmd_dumpobjectinfo(int argc, const char **argv) {
if (scene) {
Object *const object = scene->getObject(objectId);
if (object) {
- debugPrintf("AC: %u\n", (unsigned int) object->_AC);
- debugPrintf("FA: %u\n", (unsigned int) object->_FA);
- debugPrintf("FR: %u\n", (unsigned int) object->_FR);
- debugPrintf("NA: %u\n", (unsigned int) object->_NA);
- debugPrintf("FS: %u\n", (unsigned int) object->_FS);
- debugPrintf("Unknown: %u\n", (unsigned int) object->_unknown);
- debugPrintf("CA: %u\n", (unsigned int) object->_CA);
+ debugPrintf("AC: %u\n", (unsigned int) object->_active);
+ debugPrintf("FA: %u\n", (unsigned int) object->_firstFrame);
+ debugPrintf("FR: %u\n", (unsigned int) object->_randomFrame);
+ debugPrintf("NA: %u\n", (unsigned int) object->_numFrames);
+ debugPrintf("FS: %u\n", (unsigned int) object->_roomFrameLSB);
+ debugPrintf("Jump chance: %u\n", (unsigned int) object->_jumpChance);
+ debugPrintf("CA: %u\n", (unsigned int) object->_currentFrame);
debugPrintf("X: %u\n", (unsigned int) object->_x);
debugPrintf("Y: %u\n", (unsigned int) object->_y);
- debugPrintf("XL: %u\n", (unsigned int) object->_XL);
- debugPrintf("YL: %u\n", (unsigned int) object->_YL);
+ debugPrintf("XL: %u\n", (unsigned int) object->_width);
+ debugPrintf("YL: %u\n", (unsigned int) object->_height);
debugPrintf("WX: %u\n", (unsigned int) object->_WX);
- debugPrintf("WY: %u\n", (unsigned int) object->_WY);
+ debugPrintf("WY: %u\n", (unsigned int) object->_roomFrameMSB);
debugPrintf("SP: %u\n", (unsigned int) object->_SP);
} else {
debugPrintf(_("Object %u not found.\n"), (unsigned int) objectId);
@@ -421,7 +421,7 @@ bool Console::cmd_dumpstaticinfo(int argc, const char **argv) {
debugPrintf("Height: %u\n", (unsigned int) stat->_height);
debugPrintf("WalkToX: %u\n", (unsigned int) stat->_walkToY);
debugPrintf("WalkToY: %u\n", (unsigned int) stat->_walkToX);
- debugPrintf("WalkToFrame: %u\n", (unsigned int) stat->_SP);
+ debugPrintf("WalkToFrame: %u\n", (unsigned int) stat->_walkToFrame);
} else {
debugPrintf(_("Static %u not found.\n"), (unsigned int) staticId);
}
diff --git a/engines/mutationofjb/gamedata.cpp b/engines/mutationofjb/gamedata.cpp
index 6a9c166106..b6295a7b04 100644
--- a/engines/mutationofjb/gamedata.cpp
+++ b/engines/mutationofjb/gamedata.cpp
@@ -58,19 +58,19 @@ bool Door::loadFromStream(Common::ReadStream &stream) {
}
bool Object::loadFromStream(Common::ReadStream &stream) {
- _AC = stream.readByte();
- _FA = stream.readByte();
- _FR = stream.readByte();
- _NA = stream.readByte();
- _FS = stream.readByte();
- _unknown = stream.readByte();
- _CA = stream.readByte();
+ _active = stream.readByte();
+ _firstFrame = stream.readByte();
+ _randomFrame = stream.readByte();
+ _numFrames = stream.readByte();
+ _roomFrameLSB = stream.readByte();
+ _jumpChance = stream.readByte();
+ _currentFrame = stream.readByte();
_x = stream.readUint16LE();
_y = stream.readByte();
- _XL = stream.readUint16LE();
- _YL = stream.readByte();
+ _width = stream.readUint16LE();
+ _height = stream.readByte();
_WX = stream.readUint16LE();
- _WY = stream.readByte();
+ _roomFrameMSB = stream.readByte();
_SP = stream.readByte();
return true;
@@ -85,13 +85,13 @@ bool Static::loadFromStream(Common::ReadStream &stream) {
_height = stream.readByte();
_walkToX = stream.readUint16LE();
_walkToY = stream.readByte();
- _SP = stream.readByte();
+ _walkToFrame = stream.readByte();
return true;
}
bool Bitmap::loadFromStream(Common::ReadStream &stream) {
- _frame = stream.readByte();
+ _roomFrame = stream.readByte();
_isVisible = stream.readByte();
_x1 = stream.readUint16LE();
_y1 = stream.readByte();
@@ -108,7 +108,7 @@ bool Scene::loadFromStream(Common::ReadStream &stream) {
_unknown001 = stream.readByte();
_unknown002 = stream.readByte();
_unknown003 = stream.readByte();
- _DL = stream.readByte();
+ _delay = stream.readByte();
_noDoors = stream.readByte();
_noDoors = MIN(_noDoors, (uint8) ARRAYSIZE(_doors));
@@ -133,9 +133,9 @@ bool Scene::loadFromStream(Common::ReadStream &stream) {
}
_obstacleY1 = stream.readUint16LE();
- _palRotStart = stream.readByte();
- _palRotEnd = stream.readByte();
- _palRotPeriod = stream.readByte();
+ _palRotFirst = stream.readByte();
+ _palRotLast = stream.readByte();
+ _palRotDelay = stream.readByte();
_exhaustedChoiceNext = stream.readByte();
for (i = 0; i < 79; ++i) {
diff --git a/engines/mutationofjb/gamedata.h b/engines/mutationofjb/gamedata.h
index 62c66a1363..99174ee25d 100644
--- a/engines/mutationofjb/gamedata.h
+++ b/engines/mutationofjb/gamedata.h
@@ -36,40 +36,49 @@ enum {
MAX_ENTITY_NAME_LENGTH = 0x14
};
-/*
- There are 4 types of entities present in the game data:
- - Door
- - Object
- - Static
- - Bitmap
-*/
+/** @file gamedata.h
+ * There are 4 types of entities present in the game data:
+ * - Door
+ * - Object
+ * - Static
+ * - Bitmap
+ */
+/**
+ * An interactable scene changer with no visual representation.
+ */
struct Door {
- /*
- Door name.
- Can be empty - deactivates door completely.
- */
+ /**
+ * Door name (NM register).
+ *
+ * Can be empty - deactivates door completely (you can't mouse over or interact with it at all).
+ *
+ * If it ends with '+', using the "go" verb on the door will not implicitly change the scene,
+ * but the player will still walk towards the door.
+ *
+ * TODO: Implement the '+' restriction.
+ */
char _name[MAX_ENTITY_NAME_LENGTH + 1];
- /*
- Scene ID where the door leads.
- Can be 0 - you can hover your mouse over it, but clicking it doesn't do anything (unless scripted).
- */
+ /**
+ * Scene ID where the door leads (LT register).
+ * Can be 0 - you can hover your mouse over it, but clicking it doesn't do anything (unless scripted).
+ */
uint8 _destSceneId;
- /* X coordinate for player's position after going through the door. */
+ /** X coordinate for player's position after going through the door (SX register). */
uint16 _destX;
- /* Y coordinate for player's position after going through the door. */
+ /** Y coordinate for player's position after going through the door (SY register). */
uint16 _destY;
- /* X coordinate of the door rectangle. */
+ /** X coordinate of the door rectangle (XX register). */
uint16 _x;
- /* Y coordinate of the door rectangle. */
+ /** Y coordinate of the door rectangle (YY register). */
uint8 _y;
- /* Width of the door rectangle. */
+ /** Width of the door rectangle (XL register). */
uint16 _width;
- /* Height of the door rectangle. */
+ /** Height of the door rectangle (YL register). */
uint8 _height;
- /* X coordinate for position towards player will walk after clicking the door. */
+ /** X coordinate for position player will walk towards after clicking the door (WX register). */
uint16 _walkToX;
- /* Y coordinate for position towards player will walk after clicking the door. */
+ /** Y coordinate for position player will walk towards after clicking the door (WY register). */
uint8 _walkToY;
/* Unknown for now - likely not even used. */
uint8 _SP;
@@ -77,56 +86,148 @@ struct Door {
bool loadFromStream(Common::ReadStream &stream);
};
+/**
+ * An animated image in the scene.
+ *
+ * Object frames consist of surfaces carved out of room frames (starting from _roomFrame
+ * up until _roomFrame + _numFrames - 1) based on the object's rectangle. They are stored
+ * in the shared object frame space that each object occupies a continous part of from
+ * the beginning.
+ *
+ * By using the term "frame" alone we will be referring to an object frame, not a room
+ * frame.
+ *
+ * For details regarding animation playback, see objectanimationtask.cpp.
+ */
struct Object {
- uint8 _AC;
- uint8 _FA;
- uint8 _FR;
- uint8 _NA;
- uint8 _FS;
- uint8 _unknown;
- uint8 _CA;
+ /** Controls whether the animation is playing. */
+ uint8 _active;
+ /**
+ * Number of the first frame this object has in the shared object frame space (FA register).
+ *
+ * For the first object, it is equal to 1.
+ * For any subsequent object, it is equal to (_firstFrame + _numFrames) of the previous object.
+ *
+ * @note The numbering starts from 1.
+ * @note Technically this field is useless because it can be calculated.
+ */
+ uint8 _firstFrame;
+ /**
+ * The frame that is jumped to randomly based on _jumpChance (FR register).
+ *
+ * @note Numbered from 1 and relative to _firstFrame.
+ * @note A value of 0 disables randomness completely.
+ * @see objectanimationtask.cpp
+ * @see _jumpChance
+ */
+ uint8 _randomFrame;
+ /** Number of animation frames (NA register). */
+ uint8 _numFrames;
+ /**
+ * Low 8 bits of the 16-bit starting room frame (FS register).
+ *
+ * @see _roomFrameMSB
+ */
+ uint8 _roomFrameLSB;
+ /**
+ * Chance (1 in x) of the animation jumping to _randomFrame.
+ *
+ * @see objectanimationtask.cpp
+ */
+ uint8 _jumpChance;
+ /**
+ * Current animation frame (CA register).
+ *
+ * @note Absolute index to the frame space. Numbered from 1.
+ */
+ uint8 _currentFrame;
+ /** X coordinate of the object rectangle (XX register). */
uint16 _x;
+ /** Y coordinate of the object rectangle (YY register). */
uint8 _y;
- uint16 _XL;
- uint8 _YL;
+ /** Width of the object rectangle (XL register). */
+ uint16 _width;
+ /** Height of the object rectangle (YL register). */
+ uint8 _height;
+ /** A general-purpose register for use in scripts. Nothing to do with animation. */
uint16 _WX;
- uint8 _WY;
+ /**
+ * High 8 bits of the 16-bit starting room frame (WY register).
+ *
+ * @see _roomFrameLSB
+ */
+ uint8 _roomFrameMSB;
+ /* Unknown. TODO: Figure out what this does. */
uint8 _SP;
bool loadFromStream(Common::ReadStream &stream);
};
+/**
+ * An interactable area without a visual representation.
+ */
struct Static {
+ /** Whether you can mouse over and interact with the static (AC register). */
uint8 _active;
+ /**
+ * Static name (NM register).
+ *
+ * If it starts with '~', the static has an implicit "pickup" action that adds
+ * an item with the same name (except '`' replaces '~') to your inventory and
+ * disables the static. If there is a matching scripted "pickup" action, it
+ * overrides the implicit action.
+ *
+ * TODO: Support '~' statics.
+ */
char _name[MAX_ENTITY_NAME_LENGTH + 1];
+ /** X coordinate of the static rectangle (XX register). */
uint16 _x;
+ /** Y coordinate of the static rectangle (YY register). */
uint8 _y;
+ /** Width of the static rectangle (XL register). */
uint16 _width;
+ /** Height of the static rectangle (YL register). */
uint8 _height;
+ /** X coordinate of the position the player will walk towards after clicking the static (WX register). */
uint16 _walkToX;
+ /** Y coordinate of the position the player will walk towards after clicking the static (WY register). */
uint8 _walkToY;
- uint8 _SP;
+ /** Player frame (rotation) set after the player finishes walking towards the walk to position (SP register). */
+ uint8 _walkToFrame;
bool loadFromStream(Common::ReadStream &stream);
};
+/**
+ * A static image that is carved out of a room frame based on its rectangle.
+ * The bitmap rectangle also specifies where to blit it on the screen.
+ */
struct Bitmap {
- uint8 _frame;
+ /** Room frame that this bitmap carves out of. */
+ uint8 _roomFrame;
+ /** Whether to draw the bitmap. */
uint8 _isVisible;
+ /** X coordinate of the top left corner of the bitmap rectangle. */
uint16 _x1;
+ /** Y coordinate of the top left corner of the bitmap rectangle. */
uint8 _y1;
+ /** X coordinate of the bottom right corner of the bitmap rectangle. */
uint16 _x2;
+ /** Y coordinate of the bottom right corner of the bitmap rectangle. */
uint8 _y2;
bool loadFromStream(Common::ReadStream &stream);
};
+/**
+ * Encoded exhausted choice.
+ */
struct ExhaustedChoice {
- /*
- 1 bit - context
- 3 bits - choice index
- 4 bits - choice list index
- */
+ /**
+ * 1 bit - context
+ * 3 bits - choice index
+ * 4 bits - choice list index
+ */
uint8 _encodedData;
uint8 getContext() const { return (_encodedData >> 7) & 0x1; }
@@ -154,29 +255,41 @@ struct Scene {
void addExhaustedChoice(uint8 context, uint8 choiceIndex, uint8 choiceIndexList);
bool isChoiceExhausted(uint8 context, uint8 choiceIndex, uint8 choiceIndexList) const;
+ /** Refers to the script block that will be executed when you enter this scene (DS register). */
uint8 _startup;
+ /**
+ * These three variables control downscaling of the player character depending on his Y.
+ * TODO: Find out more.
+ */
uint8 _unknown001;
uint8 _unknown002;
uint8 _unknown003;
- uint8 _DL;
+ uint8 _delay; /**< Delay between object animation advancements (DL register). */
+
+ uint8 _noDoors; /**< Number of doors in the scene (ND register). */
+ Door _doors[5]; /**< Door definitions. */
- uint8 _noDoors;
- Door _doors[5];
+ uint8 _noObjects; /**< Number of animated objects in the scene (NO register). */
+ Object _objects[9]; /**< Object definitions. */
- uint8 _noObjects;
- Object _objects[9];
+ uint8 _noStatics; /**< Number of statics in the scene (NS register). */
+ Static _statics[15]; /**< Static definitions. */
- uint8 _noStatics;
- Static _statics[15];
+ Bitmap _bitmaps[10]; /**< Bitmap definitions. There is no corresponding _noBitmaps field. */
- Bitmap _bitmaps[10];
+ uint16 _obstacleY1; /**< Fixed Y coordinate for all static obstacles in the scene. Always 0 in data files. */
- uint16 _obstacleY1;
- uint8 _palRotStart;
- uint8 _palRotEnd;
- uint8 _palRotPeriod;
+ /** First index (inclusive and 0-indexed) of the rotating portion of the palette (PF register). */
+ uint8 _palRotFirst;
+ /** Last index (inclusive and 0-indexed) of the rotating portion of the palette (PL register). */
+ uint8 _palRotLast;
+ /** Delay between each right rotation of the palette portion (PD register). */
+ uint8 _palRotDelay;
- /* Points to the first free item in exhausted choices list. */
+ /**
+ * Points to the first free item in exhausted choices list.
+ * @note Indexed from 1.
+ */
uint8 _exhaustedChoiceNext;
ExhaustedChoice _exhaustedChoices[79];
diff --git a/engines/mutationofjb/room.cpp b/engines/mutationofjb/room.cpp
index 009c4bedbf..414a3675ec 100644
--- a/engines/mutationofjb/room.cpp
+++ b/engines/mutationofjb/room.cpp
@@ -71,12 +71,12 @@ void RoomAnimationDecoderCallback::onFrame(int frameNo, Graphics::Surface &surfa
const uint8 noObjects = scene->getNoObjects();
for (int i = 0; i < noObjects; ++i) {
Object &object = scene->_objects[i];
- const uint16 startFrame = (object._WY << 8) + object._FS;
- if (frameNo1 >= startFrame && frameNo1 < startFrame + object._NA) {
+ const uint16 startFrame = (object._roomFrameMSB << 8) + object._roomFrameLSB;
+ if (frameNo1 >= startFrame && frameNo1 < startFrame + object._numFrames) {
const int x = object._x;
const int y = object._y;
- const int w = (object._XL + 3) / 4 * 4; // Original code uses this to round up width to a multiple of 4.
- const int h = object._YL;
+ const int w = (object._width + 3) / 4 * 4; // Original code uses this to round up width to a multiple of 4.
+ const int h = object._height;
Common::Rect rect(x, y, x + w, y + h);
const Graphics::Surface sharedSurface = surface.getSubArea(rect);
@@ -100,11 +100,11 @@ bool Room::load(uint8 roomNumber, bool roomB) {
for (int i = 0; i < noObjects; ++i) {
uint8 firstIndex = 0;
if (i != 0) {
- firstIndex = _objectsStart[i - 1] + scene->_objects[i - 1]._NA;
+ firstIndex = _objectsStart[i - 1] + scene->_objects[i - 1]._numFrames;
}
_objectsStart.push_back(firstIndex);
- uint8 numAnims = scene->_objects[i]._NA;
+ uint8 numAnims = scene->_objects[i]._numFrames;
while (numAnims--) {
_surfaces.push_back(Graphics::Surface());
}
@@ -142,7 +142,7 @@ void Room::redraw() {
Scene *const currentScene = _game->getGameData().getCurrentScene();
for (int i = 0; i < currentScene->getNoObjects(); ++i) {
Object *const obj = currentScene->getObject(i + 1);
- if (obj->_AC) {
+ if (obj->_active) {
drawObjectAnimation(i + 1, 0);
}
}
diff --git a/engines/mutationofjb/tasks/objectanimationtask.cpp b/engines/mutationofjb/tasks/objectanimationtask.cpp
index 75c15bf624..90438f8bc2 100644
--- a/engines/mutationofjb/tasks/objectanimationtask.cpp
+++ b/engines/mutationofjb/tasks/objectanimationtask.cpp
@@ -31,6 +31,7 @@ namespace MutationOfJB {
static const int TICK_MILLIS = 100;
+// TODO: Respect currentScene._delay.
ObjectAnimationTask::ObjectAnimationTask() : _timer(TICK_MILLIS) {
}
@@ -47,6 +48,17 @@ void ObjectAnimationTask::update() {
}
}
+/**
+ * Advances every object animation in the current scene to the next frame.
+ *
+ * Normally the animation restarts after the last object frame. However, some animations have random
+ * elements to them. If _randomFrame is set, the animation restarts when _randomFrame is reached.
+ * Additionally, there is a chance with each frame until _randomFrame that the animation may jump
+ * straight to _randomFrame and continue until the last frame, then wrap around to the first frame.
+ *
+ * Randomness is used to introduce variety - e.g. in the starting scene a perched bird occassionally
+ * spreads its wings.
+ */
void ObjectAnimationTask::updateObjects() {
Scene *const scene = getTaskManager()->getGame().getGameData().getCurrentScene();
if (!scene) {
@@ -56,34 +68,34 @@ void ObjectAnimationTask::updateObjects() {
for (uint8 i = 1; i <= scene->getNoObjects(); ++i) {
Object *const object = scene->getObject(i);
// Skip if object animation not active.
- if (!object->_AC)
+ if (!object->_active)
continue;
- // Number of framers must be higher than 1.
- if (object->_NA <= 1)
+ // Number of frames must be higher than 1.
+ if (object->_numFrames <= 1)
continue;
- const uint8 currentAnimOffset = object->_CA - object->_FA;
+ const uint8 currentAnimOffset = object->_currentFrame - object->_firstFrame;
- const bool randomized = object->_FR != 0;
- const bool belowRandomFrame = currentAnimOffset < (object->_FR - 1);
+ const bool randomized = object->_randomFrame != 0;
+ const bool belowRandomFrame = currentAnimOffset < (object->_randomFrame - 1);
- uint8 maxAnimOffset = object->_NA - 1;
+ uint8 maxAnimOffset = object->_numFrames - 1;
if (randomized && belowRandomFrame) {
- maxAnimOffset = object->_FR - 2;
+ maxAnimOffset = object->_randomFrame - 2;
}
uint8 nextAnimationOffset = currentAnimOffset + 1;
if (currentAnimOffset == maxAnimOffset) {
- if (randomized && object->_unknown != 0 && getTaskManager()->getGame().getRandomSource().getRandomNumber(object->_unknown) == 0)
- nextAnimationOffset = object->_FR - 1;
+ if (randomized && object->_jumpChance != 0 && getTaskManager()->getGame().getRandomSource().getRandomNumber(object->_jumpChance) == 0)
+ nextAnimationOffset = object->_randomFrame - 1;
else
nextAnimationOffset = 0;
}
// TODO: Hardcoded animations.
- object->_CA = nextAnimationOffset + object->_FA;
+ object->_currentFrame = nextAnimationOffset + object->_firstFrame;
getTaskManager()->getGame().getRoom().drawObjectAnimation(i, nextAnimationOffset);
}
}
diff --git a/engines/mutationofjb/tasks/saytask.cpp b/engines/mutationofjb/tasks/saytask.cpp
index c9c2a95ad8..bd89805c68 100644
--- a/engines/mutationofjb/tasks/saytask.cpp
+++ b/engines/mutationofjb/tasks/saytask.cpp
@@ -60,10 +60,12 @@ void SayTask::drawSubtitle(const Common::String &text, int16 talkX, int16 talkY,
Common::Array<Common::String> lines;
font.wordWrap(text, MAX_LINE_WIDTH, lines);
+ // Get the x, y coordinates of the top center point of the text's bounding box
+ // from the (rather strange) talk coordinates coming from scripts.
int16 x = talkX;
- int16 y = talkY - (lines.size() - 1) * font.getLineHeight() - 15; // Get the top y
+ int16 y = talkY - (lines.size() - 1) * font.getLineHeight() - 15;
- // Clamp to screen edges
+ // Clamp to screen edges.
y = MAX<int16>(y, 3);
int16 maxWidth = 0;
for (uint i = 0; i < lines.size(); i++) {
@@ -75,12 +77,12 @@ void SayTask::drawSubtitle(const Common::String &text, int16 talkX, int16 talkY,
x = MIN<int16>(x, 317 - lineWidth / 2);
}
- // Draw lines
+ // Draw lines.
for (uint i = 0; i < lines.size(); i++) {
font.drawString(lines[i], color, x - font.getWidth(lines[i]) / 2, y + i * font.getLineHeight(), getTaskManager()->getGame().getScreen());
}
- // Remember the area occupied by the text
+ // Remember the area occupied by the text.
_boundingBox.top = x - maxWidth / 2;
_boundingBox.left = y;
_boundingBox.setWidth(maxWidth);