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; }
void Kernel::writeResponse(int* parameters) { int taskId = parameters[0]; int length = parameters[1]; int* params = ¶meters[2]; Task* task = getTaskManager()->getTaskFor(taskId); if (task != NULL) { writeIntoMessageQueue(task, length, params); } }
void ObjectAnimationTask::updateObjects() { Scene *const scene = getTaskManager()->getGame().getGameData().getCurrentScene(); if (!scene) { return; } for (uint8 i = 1; i <= scene->getNoObjects(); ++i) { Object *const object = scene->getObject(i); // Skip if object animation not active. if (!object->_active) continue; // Number of frames must be higher than 1. if (object->_numFrames <= 1) continue; const uint8 currentAnimOffset = object->_currentFrame - object->_firstFrame; const bool randomized = object->_randomFrame != 0; const bool belowRandomFrame = currentAnimOffset < (object->_randomFrame - 1); uint8 maxAnimOffset = object->_numFrames - 1; if (randomized && belowRandomFrame) { maxAnimOffset = object->_randomFrame - 2; } uint8 nextAnimationOffset = currentAnimOffset + 1; if (currentAnimOffset == maxAnimOffset) { if (randomized && object->_jumpChance != 0 && getTaskManager()->getGame().getRandomSource().getRandomNumber(object->_jumpChance) == 0) nextAnimationOffset = object->_randomFrame - 1; else nextAnimationOffset = 0; } object->_currentFrame = nextAnimationOffset + object->_firstFrame; const bool drawObject = handleHardcodedAnimation(object); if (drawObject) { getTaskManager()->getGame().getRoom().drawObject(i); } } }