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/**
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* @file animationinfo.h
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*
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* Contains the core animation information and related logic
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*/
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#pragma once
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#include <cstdint>
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#include <type_traits>
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#include "engine/cel_sprite.hpp"
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namespace devilution {
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/**
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* @brief Specifies what special logics are applied for a Animation
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*/
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enum AnimationDistributionFlags : uint8_t {
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None = 0,
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/**
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* @brief processAnimation will be called after setNewAnimation (in same game tick as NewPlrAnim)
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*/
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ProcessAnimationPending = 1 << 0,
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/**
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* @brief Delay of last Frame is ignored (for example, because only Frame and not delay is checked in game_logic)
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*/
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SkipsDelayOfLastFrame = 1 << 1,
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/**
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* @brief Repeated Animation (for example same player melee attack, that can be repeated directly after hit frame and doesn't need to show all animation frames)
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*/
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RepeatedAction = 1 << 2,
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};
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/**
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* @brief Contains the core animation information and related logic
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*/
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class AnimationInfo {
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public:
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/**
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* @brief Animation sprite
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*/
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OptionalCelSprite celSprite;
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/**
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* @brief How many game ticks are needed to advance one Animation Frame
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*/
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int8_t ticksPerFrame;
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/**
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* @brief Increases by one each game tick, counting how close we are to ticksPerFrame
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*/
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int8_t tickCounterOfCurrentFrame;
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/**
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* @brief Number of frames in current animation
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*/
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int8_t numberOfFrames;
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/**
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* @brief Current frame of animation
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*/
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int8_t currentFrame;
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/**
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* @brief Is the animation currently petrified and shouldn't advance with gfProgressToNextGameTick
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*/
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bool isPetrified;
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/**
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* @brief Calculates the Frame to use for the Animation rendering
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* @return The Frame to use for rendering
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*/
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[[nodiscard]] int8_t getFrameToUseForRendering() const;
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/**
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* @brief Calculates the progress of the current animation as a fraction (0.0f to 1.0f)
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*/
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[[nodiscard]] float getAnimationProgress() const;
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/**
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* @brief Sets the new Animation with all relevant information for rendering
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* @param celSprite Pointer to Animation Sprite
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* @param numberOfFrames Number of Frames in Animation
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* @param ticksPerFrame How many game ticks are needed to advance one Animation Frame
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* @param flags Specifies what special logics are applied to this Animation
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* @param numSkippedFrames Number of Frames that will be skipped (for example with modifier "faster attack")
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* @param distributeFramesBeforeFrame Distribute the numSkippedFrames only before this frame
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* @param previewShownGameTickFragments Defines how long (in game ticks fraction) the preview animation was shown
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*/
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void setNewAnimation(OptionalCelSprite celSprite, int8_t numberOfFrames, int8_t ticksPerFrame, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int8_t numSkippedFrames = 0, int8_t distributeFramesBeforeFrame = 0, float previewShownGameTickFragments = 0.F);
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/**
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* @brief Changes the Animation Data on-the-fly. This is needed if a animation is currently in progress and the player changes his gear.
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* @param celSprite Pointer to Animation Sprite
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* @param numberOfFrames Number of Frames in Animation
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* @param ticksPerFrame How many game ticks are needed to advance one Animation Frame
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*/
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void changeAnimationData(OptionalCelSprite celSprite, int8_t numberOfFrames, int8_t ticksPerFrame);
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/**
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* @brief Process the Animation for a game tick (for example advances the frame)
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* @param reverseAnimation Play the animation backwards (for example is used for "unseen" monster fading)
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*/
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void processAnimation(bool reverseAnimation = false);
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private:
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/**
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* @brief returns the progress as a fraction (0.0f to 1.0f) in time to the next game tick or 0.0f if the animation is frozen
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*/
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[[nodiscard]] float getProgressToNextGameTick() const;
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/**
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* @brief Specifies how many animations-fractions are displayed between two game ticks. this can be > 0, if animations are skipped or < 0 if the same animation is shown in multiple times (delay specified).
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*/
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float tickModifier_;
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/**
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* @brief Number of game ticks after the current animation sequence started
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*/
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float ticksSinceSequenceStarted_;
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/**
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* @brief Animation Frames that will be adjusted for the skipped Frames/game ticks
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*/
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int8_t relevantFramesForDistributing_;
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/**
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* @brief Animation Frames that wasn't shown from previous Animation
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*/
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int8_t skippedFramesFromPreviousAnimation_;
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};
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} // namespace devilution
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