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authorĽubomír Remák2018-08-19 17:31:45 +0200
committerEugene Sandulenko2018-08-25 23:12:01 +0200
commit696b61c14626495fd01ffbacc309a2f8f5db4069 (patch)
tree7a3acd7724e576fb6b55a5ee94f78b90e79316b0 /engines
parentcf878d87776f779f2a13669689361903fbe438cb (diff)
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MUTATIONOFJB: Move method comments to headers.
Diffstat (limited to 'engines')
-rw-r--r--engines/mutationofjb/mutationofjb.cpp8
-rw-r--r--engines/mutationofjb/mutationofjb.h20
-rw-r--r--engines/mutationofjb/tasks/objectanimationtask.cpp19
-rw-r--r--engines/mutationofjb/tasks/objectanimationtask.h20
4 files changed, 40 insertions, 27 deletions
diff --git a/engines/mutationofjb/mutationofjb.cpp b/engines/mutationofjb/mutationofjb.cpp
index 1d88269c48..8841a30fd0 100644
--- a/engines/mutationofjb/mutationofjb.cpp
+++ b/engines/mutationofjb/mutationofjb.cpp
@@ -156,14 +156,6 @@ void MutationOfJBEngine::handleNormalScene(const Common::Event &event) {
_game->getGui().handleEvent(event);
}
-/*
- Special handling for map scenes.
-
- Bitmaps define mouse clickable areas.
- Statics are used to start actions.
- Objects are used for showing labels.
-
-*/
void MutationOfJBEngine::handleMapScene(const Common::Event &event) {
Scene *const scene = _game->getGameData().getCurrentScene();
diff --git a/engines/mutationofjb/mutationofjb.h b/engines/mutationofjb/mutationofjb.h
index 21f8094bc2..380325487c 100644
--- a/engines/mutationofjb/mutationofjb.h
+++ b/engines/mutationofjb/mutationofjb.h
@@ -61,7 +61,27 @@ private:
void setupCursor();
void updateCursorHitTest(int16 x, int16 y);
void updateCursorPalette();
+
+ /**
+ * Handling for normal (non-map) scenes.
+ *
+ * Statics and doors define mouse clickable areas.
+ * Statics are used to start actions.
+ * Doors are used to transition between scenes.
+ *
+ * @param event ScummVM event.
+ */
void handleNormalScene(const Common::Event &event);
+
+ /**
+ * Special handling for map scenes.
+ *
+ * Bitmaps define mouse clickable areas.
+ * Statics are used to start actions.
+ * Objects are used for showing labels.
+ *
+ * @param event ScummVM event.
+ */
void handleMapScene(const Common::Event &event);
Console *_console;
diff --git a/engines/mutationofjb/tasks/objectanimationtask.cpp b/engines/mutationofjb/tasks/objectanimationtask.cpp
index 2b4bf80cd2..eab3d75d82 100644
--- a/engines/mutationofjb/tasks/objectanimationtask.cpp
+++ b/engines/mutationofjb/tasks/objectanimationtask.cpp
@@ -48,17 +48,6 @@ 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 occasionally
- * spreads its wings.
- */
void ObjectAnimationTask::updateObjects() {
Scene *const scene = getTaskManager()->getGame().getGameData().getCurrentScene();
if (!scene) {
@@ -102,14 +91,6 @@ void ObjectAnimationTask::updateObjects() {
}
}
-/**
- * Nasty, hacky stuff the original game does to make some complex animations
- * in the Carnival and Tavern Earthquake scenes possible.
- *
- * @param object Object to process.
- * @return Whether to draw the object. It's important to respect this, otherwise
- * some of the hardcoded animations would suffer from graphical glitches.
- */
bool ObjectAnimationTask::handleHardcodedAnimation(Object *const object) {
GameData &gameData = getTaskManager()->getGame().getGameData();
Scene *const scene = gameData.getCurrentScene();
diff --git a/engines/mutationofjb/tasks/objectanimationtask.h b/engines/mutationofjb/tasks/objectanimationtask.h
index 320868fa83..9e09139a3c 100644
--- a/engines/mutationofjb/tasks/objectanimationtask.h
+++ b/engines/mutationofjb/tasks/objectanimationtask.h
@@ -38,7 +38,27 @@ public:
virtual void start() override;
virtual void update() override;
+ /**
+ * 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 occasionally
+ * spreads its wings.
+ */
void updateObjects();
+
+ /**
+ * Nasty, hacky stuff the original game does to make some complex animations
+ * in the Carnival and Tavern Earthquake scenes possible.
+ *
+ * @param object Object to process.
+ * @return Whether to draw the object. It's important to respect this, otherwise
+ * some of the hardcoded animations would suffer from graphical glitches.
+ */
bool handleHardcodedAnimation(Object *const object);
private: