/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef MUTATIONOFJB_OBJECTANIMATIONTASK_H #define MUTATIONOFJB_OBJECTANIMATIONTASK_H #include "mutationofjb/tasks/task.h" #include "mutationofjb/timer.h" namespace MutationOfJB { struct Object; class ObjectAnimationTask : public Task { public: ObjectAnimationTask(); 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: Timer _timer; }; } #endif