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Diffstat (limited to 'engines/mutationofjb/tasks/objectanimationtask.cpp')
-rw-r--r--engines/mutationofjb/tasks/objectanimationtask.cpp34
1 files changed, 23 insertions, 11 deletions
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);
}
}