From 91737c13dc6757500ffa9b2f3992813e48e79f23 Mon Sep 17 00:00:00 2001 From: Mauro Junior <45118493+jetrotal@users.noreply.github.com> Date: Fri, 24 Nov 2023 20:32:41 -0300 Subject: [PATCH] AnimateVars - Refactor to use Interpreter's Push( ) command --- src/game_interpreter.cpp | 62 +++++++++++----------------------------- 1 file changed, 17 insertions(+), 45 deletions(-) diff --git a/src/game_interpreter.cpp b/src/game_interpreter.cpp index 62ca2a7c56e..0484eaf166d 100644 --- a/src/game_interpreter.cpp +++ b/src/game_interpreter.cpp @@ -5371,15 +5371,8 @@ std::vector interpolate(double start, double end, double duration, const } bool Game_Interpreter::CommandAnimateVariable(lcf::rpg::EventCommand const& com) { - // CommandInterpolateVariable("typeStart/typeEnd",[useVarTarget, target, useVarStart, start, useVarEnd, end, useVarDuration, duration]) + // $InterpolateVariable("typeStart/typeEnd",[useVarTarget, target, useVarStart, start, useVarEnd, end, useVarDuration, duration]) - auto* frame = GetFramePtr(); - const auto& list = frame->commands; - auto& index = frame->current_command; - - int i = frame->current_command + 1; - - // Extract parameters: target, start, end, and duration for the animation int32_t target = ValueOrVariable(com.parameters[0], com.parameters[1]); int32_t start = ValueOrVariable(com.parameters[2], com.parameters[3]); int32_t end = ValueOrVariable(com.parameters[4], com.parameters[5]); @@ -5389,13 +5382,12 @@ bool Game_Interpreter::CommandAnimateVariable(lcf::rpg::EventCommand const& com) lcf::rpg::EventCommand waitCom; waitCom.code = int(Cmd::Wait); - lcf::rpg::EventCommand updateVarCom; - updateVarCom.code = int(Cmd::ControlVars); - std::vector updateVarParams = { 0, static_cast(target), 0, 0, 0, static_cast(end) }; - updateVarCom.parameters = lcf::DBArray(updateVarParams.begin(), updateVarParams.end()); + lcf::rpg::EventCommand animatedCom; + animatedCom.code = int(Cmd::ControlVars); + std::vector animatedVarParams = { 0, static_cast(target), 0, 0, 0, static_cast(end) }; + animatedCom.parameters = lcf::DBArray(animatedVarParams.begin(), animatedVarParams.end()); - lcf::rpg::EventCommand branchCom; - branchCom.code = int(Cmd::ShowChoiceOption); + std::vector cmdList; // Extract easing information std::string easeStart = ToString(com.string); @@ -5408,41 +5400,21 @@ bool Game_Interpreter::CommandAnimateVariable(lcf::rpg::EventCommand const& com) easeStart = easeStart.substr(0, pos); } - // Check if new commands don't exist in the timeline yet - if (!(i < frame->commands.size() && frame->commands.at(i).code == int(Cmd::ShowChoiceOption))) { - // Insert animation commands - Output::Debug("inserting animation commands"); - std::vector interpolatedValues = interpolate(start, end, duration, easeStart, easeEnd); - - // Insert ShowChoiceOption command - // This helps me isolating all the "keyframes" commands inside a nested commands, it also helps to avoid creating a repeated list. - // It's problematic when "start", "end" and "duration" are variables. - frame->commands.insert(frame->commands.begin() + i, branchCom); - i++; - - // Insert updateVarCom and waitCom commands for each interpolated value - for (int value : interpolatedValues) { - updateVarParams.back() = value; - updateVarCom.parameters = lcf::DBArray(updateVarParams.begin(), updateVarParams.end()); - updateVarCom.indent = com.indent + 1; + // Insert animation commands + std::vector interpolatedValues = interpolate(start, end, duration, easeStart, easeEnd); - frame->commands.insert(frame->commands.begin() + i, updateVarCom); - i++; - frame->commands.insert(frame->commands.begin() + i, waitCom); - i++; - } + // Insert animatedCom and waitCom commands for each interpolated value + for (int value : interpolatedValues) { + animatedVarParams.back() = value; + animatedCom.parameters = lcf::DBArray(animatedVarParams.begin(), animatedVarParams.end()); + animatedCom.indent = com.indent + 1; - // Insert ShowChoiceEnd command - branchCom.code = int(Cmd::ShowChoiceEnd); - frame->commands.insert(frame->commands.begin() + i, branchCom); - i++; - } - else { - Output::Debug("Animated Commands Already Exists"); + cmdList.push_back(animatedCom); + cmdList.push_back(waitCom); } // Update current_command index and return true to indicate success - frame->current_command = index + 2; - return false; + Push(cmdList, 0, false); + return true; }