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authorMiroslav Remák2018-07-21 13:00:27 +0200
committerEugene Sandulenko2018-08-25 23:12:01 +0200
commit9aa911314fb54e71b9b37b8787626d25afbcd289 (patch)
treebcc8c4146ea693c6cda855ce2147ac6520e7f0ab /engines
parent578a6794de9ba7679966fee9aec02c6b2bdbce94 (diff)
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MUTATIONOFJB: Handle hardcoded animations.
Diffstat (limited to 'engines')
-rw-r--r--engines/mutationofjb/tasks/objectanimationtask.cpp76
-rw-r--r--engines/mutationofjb/tasks/objectanimationtask.h3
2 files changed, 76 insertions, 3 deletions
diff --git a/engines/mutationofjb/tasks/objectanimationtask.cpp b/engines/mutationofjb/tasks/objectanimationtask.cpp
index 90438f8bc2..e93602c367 100644
--- a/engines/mutationofjb/tasks/objectanimationtask.cpp
+++ b/engines/mutationofjb/tasks/objectanimationtask.cpp
@@ -93,11 +93,81 @@ void ObjectAnimationTask::updateObjects() {
nextAnimationOffset = 0;
}
- // TODO: Hardcoded animations.
-
object->_currentFrame = nextAnimationOffset + object->_firstFrame;
- getTaskManager()->getGame().getRoom().drawObjectAnimation(i, nextAnimationOffset);
+
+ const bool drawObject = handleHardcodedAnimation(object);
+ if (drawObject) {
+ getTaskManager()->getGame().getRoom().drawObjectAnimation(i, nextAnimationOffset);
+ }
+ }
+}
+
+/**
+ * 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();
+
+ const bool carnivalScene = gameData._currentScene == 30 && !gameData._partB;
+ const bool tavernScene = gameData._currentScene == 8 && gameData._partB;
+
+ if (carnivalScene) {
+ // This alternates between the two burglars' talking animations.
+ // Each burglar gets to talk for a varying amount of time since
+ // the switch occurs when his random frame is reached.
+ if (object->_WX == 1 && object->_currentFrame == 79) {
+ object->_currentFrame = 68;
+ object->_active = 0;
+ scene->getObject(6)->_active = 1;
+ scene->getObject(7)->_active = 0;
+ scene->getObject(8)->_active = 1;
+ return false;
+ } else if (object->_WX == 2 && object->_currentFrame == 91) {
+ object->_currentFrame = 80;
+ object->_active = 0;
+ scene->getObject(5)->_active = 1;
+ scene->getObject(7)->_active = 1;
+ scene->getObject(8)->_active = 0;
+ return false;
+ }
+
+ // The following makes sure you can't interact with the glass
+ // while the scientist is drinking from it.
+ if (scene->getObject(4)->_currentFrame > 52 && scene->getObject(4)->_active) {
+ scene->getStatic(9)->_active = 0; // disable scientist's glass
+ } else {
+ scene->getStatic(9)->_active = 1; // enable scientist's glass
+ }
+
+ if (!scene->getObject(4)->_active) {
+ scene->getStatic(9)->_active = 0; // disable scientist's glass
+ }
+ } else if (tavernScene) {
+ // Similarly to the carnival burglars, this alternates between
+ // the talking animations of the two soldiers in the tavern.
+ //
+ // At some point the script disables their conversation
+ // by nulling their _WX registers.
+ if (object->_WX == 3 && object->_currentFrame == 46) {
+ object->_currentFrame = 30;
+ object->_active = 0;
+ scene->getObject(3)->_active = 1;
+ return false;
+ } else if (object->_WX == 4 && object->_currentFrame == 63) {
+ object->_currentFrame = 47;
+ object->_active = 0;
+ scene->getObject(2)->_active = 1;
+ return false;
+ }
}
+
+ return true;
}
}
diff --git a/engines/mutationofjb/tasks/objectanimationtask.h b/engines/mutationofjb/tasks/objectanimationtask.h
index 39f80a3a51..320868fa83 100644
--- a/engines/mutationofjb/tasks/objectanimationtask.h
+++ b/engines/mutationofjb/tasks/objectanimationtask.h
@@ -29,6 +29,8 @@
namespace MutationOfJB {
+class Object;
+
class ObjectAnimationTask : public Task {
public:
ObjectAnimationTask();
@@ -37,6 +39,7 @@ public:
virtual void update() override;
void updateObjects();
+ bool handleHardcodedAnimation(Object *const object);
private:
Timer _timer;