diff options
Diffstat (limited to 'engines/mutationofjb/tasks/objectanimationtask.cpp')
-rw-r--r-- | engines/mutationofjb/tasks/objectanimationtask.cpp | 76 |
1 files changed, 73 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; } } |