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71 lines
2.3 KiB
C++
71 lines
2.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef MUTATIONOFJB_OBJECTANIMATIONTASK_H
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#define MUTATIONOFJB_OBJECTANIMATIONTASK_H
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#include "mutationofjb/tasks/task.h"
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#include "mutationofjb/timer.h"
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namespace MutationOfJB {
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struct Object;
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class ObjectAnimationTask : public Task {
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public:
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ObjectAnimationTask();
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virtual void start() override;
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virtual void update() override;
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/**
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* Advances every object animation in the current scene to the next frame.
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*
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* Normally the animation restarts after the last object frame. However, some animations have random
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* elements to them. If _randomFrame is set, the animation restarts when _randomFrame is reached.
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* Additionally, there is a chance with each frame until _randomFrame that the animation may jump
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* straight to _randomFrame and continue until the last frame, then wrap around to the first frame.
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*
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* Randomness is used to introduce variety - e.g. in the starting scene a perched bird occasionally
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* spreads its wings.
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*/
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void updateObjects();
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/**
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* Nasty, hacky stuff the original game does to make some complex animations
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* in the Carnival and Tavern Earthquake scenes possible.
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*
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* @param object Object to process.
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* @return Whether to draw the object. It's important to respect this, otherwise
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* some of the hardcoded animations would suffer from graphical glitches.
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*/
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bool handleHardcodedAnimation(Object *const object);
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private:
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Timer _timer;
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};
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}
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#endif
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