MUTATIONOFJB: Improve documentation, rename cryptic variables.

This commit is contained in:
Miroslav Remák
2018-08-25 23:12:01 +02:00
committed by Eugene Sandulenko
parent cda1f0dd3a
commit 578a6794de
7 changed files with 258 additions and 131 deletions
@@ -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);
}
}