1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
/* 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
|