diff options
Diffstat (limited to 'engines/mutationofjb/tasks/objectanimationtask.cpp')
| -rw-r--r-- | engines/mutationofjb/tasks/objectanimationtask.cpp | 34 |
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); } } |
