/** * @file animationinfo.cpp * * Contains the core animation information and related logic */ #include "animationinfo.h" #include "appfat.h" #include "nthread.h" #include "utils/log.hpp" #include "utils/stdcompat/algorithm.hpp" namespace devilution { int AnimationInfo::GetFrameToUseForRendering() const { // Normal logic is used, // - if no frame-skipping is required and so we have exactly one Animationframe per game tick // or // - if we load from a savegame where the new variables are not stored (we don't want to break savegame compatiblity because of smoother rendering of one animation) if (RelevantFramesForDistributing <= 0) return std::max(0, CurrentFrame); if (CurrentFrame >= RelevantFramesForDistributing) return CurrentFrame; float ticksSinceSequenceStarted = TicksSinceSequenceStarted; if (TicksSinceSequenceStarted < 0) { ticksSinceSequenceStarted = 0.0F; Log("GetFrameToUseForRendering: Invalid TicksSinceSequenceStarted {}", TicksSinceSequenceStarted); } // we don't use the processed game ticks alone but also the fraction of the next game tick (if a rendering happens between game ticks). This helps to smooth the animations. float totalTicksForCurrentAnimationSequence = GetProgressToNextGameTick() + ticksSinceSequenceStarted; int absoluteAnimationFrame = static_cast(totalTicksForCurrentAnimationSequence * TickModifier); if (SkippedFramesFromPreviousAnimation > 0) { // absoluteAnimationFrames contains also the Frames from the previous Animation, so if we want to get the current Frame we have to remove them absoluteAnimationFrame -= SkippedFramesFromPreviousAnimation; if (absoluteAnimationFrame < 0) { // We still display the remains of the previous Animation absoluteAnimationFrame = NumberOfFrames + absoluteAnimationFrame; } } else if (absoluteAnimationFrame >= RelevantFramesForDistributing) { // this can happen if we are at the last frame and the next game tick is due (gfProgressToNextGameTick >= 1.0f) if (absoluteAnimationFrame >= (RelevantFramesForDistributing + 1)) { // we should never have +2 frames even if next game tick is due Log("GetFrameToUseForRendering: Calculated an invalid Animation Frame (Calculated {} MaxFrame {})", absoluteAnimationFrame, RelevantFramesForDistributing); } return RelevantFramesForDistributing - 1; } if (absoluteAnimationFrame < 0) { Log("GetFrameToUseForRendering: Calculated an invalid Animation Frame (Calculated {})", absoluteAnimationFrame); return 0; } return absoluteAnimationFrame; } float AnimationInfo::GetAnimationProgress() const { float ticksSinceSequenceStarted = TicksSinceSequenceStarted; float tickModifier = TickModifier; if (RelevantFramesForDistributing <= 0) { // This logic is used if animation distribution is not active (see GetFrameToUseForRendering). // In this case the variables calculated with animation distribution are not initialized and we have to calculate them on the fly with the given information. ticksSinceSequenceStarted = static_cast((CurrentFrame * TicksPerFrame) + TickCounterOfCurrentFrame); tickModifier = 1.0F / static_cast(TicksPerFrame); } float totalTicksForCurrentAnimationSequence = GetProgressToNextGameTick() + ticksSinceSequenceStarted; float progressInAnimationFrames = totalTicksForCurrentAnimationSequence * tickModifier; float animationFraction = progressInAnimationFrames / static_cast(NumberOfFrames); return animationFraction; } void AnimationInfo::SetNewAnimation(std::optional celSprite, int numberOfFrames, int ticksPerFrame, AnimationDistributionFlags flags /*= AnimationDistributionFlags::None*/, int numSkippedFrames /*= 0*/, int distributeFramesBeforeFrame /*= 0*/, float previewShownGameTickFragments /*= 0.F*/) { if ((flags & AnimationDistributionFlags::RepeatedAction) == AnimationDistributionFlags::RepeatedAction && distributeFramesBeforeFrame != 0 && NumberOfFrames == numberOfFrames && CurrentFrame + 1 >= distributeFramesBeforeFrame && CurrentFrame != NumberOfFrames - 1) { // We showed the same Animation (for example a melee attack) before but truncated the Animation. // So now we should add them back to the new Animation. This increases the speed of the current Animation but the game logic/ticks isn't affected. SkippedFramesFromPreviousAnimation = NumberOfFrames - CurrentFrame - 1; } else { SkippedFramesFromPreviousAnimation = 0; } if (ticksPerFrame <= 0) { Log("SetNewAnimation: Invalid ticksPerFrame {}", ticksPerFrame); ticksPerFrame = 1; } this->celSprite = celSprite; NumberOfFrames = numberOfFrames; CurrentFrame = numSkippedFrames; TickCounterOfCurrentFrame = 0; TicksPerFrame = ticksPerFrame; TicksSinceSequenceStarted = 0.F; RelevantFramesForDistributing = 0; TickModifier = 0.0F; IsPetrified = false; if (numSkippedFrames != 0 || flags != AnimationDistributionFlags::None) { // Animation Frames that will be adjusted for the skipped Frames/game ticks int relevantAnimationFramesForDistributing = numberOfFrames; if (distributeFramesBeforeFrame != 0) { // After an attack hits (_pAFNum or _pSFNum) it can be canceled or another attack can be queued and this means the animation is canceled. // In normal attacks frame skipping always happens before the attack actual hit. // This has the advantage that the sword or bow always points to the enemy when the hit happens (_pAFNum or _pSFNum). // Our distribution logic must also regard this behaviour, so we are not allowed to distribute the skipped animations after the actual hit (_pAnimStopDistributingAfterFrame). relevantAnimationFramesForDistributing = distributeFramesBeforeFrame - 1; } // Game ticks that will be adjusted for the skipped Frames/game ticks int relevantAnimationTicksForDistribution = relevantAnimationFramesForDistributing * ticksPerFrame; // How many game ticks will the Animation be really shown (skipped Frames and game ticks removed) float relevantAnimationTicksWithSkipping = relevantAnimationTicksForDistribution - (numSkippedFrames * ticksPerFrame); if ((flags & AnimationDistributionFlags::ProcessAnimationPending) == AnimationDistributionFlags::ProcessAnimationPending) { // If ProcessAnimation will be called after SetNewAnimation (in same game tick as SetNewAnimation), we increment the Animation-Counter. // If no delay is specified, this will result in complete skipped frame (see ProcessAnimation). // But if we have a delay specified, this would only result in a reduced time the first frame is shown (one skipped delay). // Because of that, we only the remove one game tick from the time the Animation is shown relevantAnimationTicksWithSkipping -= 1.F; // The Animation Distribution Logic needs to account how many game ticks passed since the Animation started. // Because ProcessAnimation will increase this later (in same game tick as SetNewAnimation), we correct this upfront. // This also means Rendering should never hapen with TicksSinceSequenceStarted < 0. TicksSinceSequenceStarted = -1.F; } // The preview animation was shown some times (less then one game tick) // So we overall have a longer time the animation is shown TicksSinceSequenceStarted += previewShownGameTickFragments; relevantAnimationTicksWithSkipping += previewShownGameTickFragments; if ((flags & AnimationDistributionFlags::SkipsDelayOfLastFrame) == AnimationDistributionFlags::SkipsDelayOfLastFrame) { // The logic for player/monster/... (not ProcessAnimation) only checks the frame not the delay. // That means if a delay is specified, the last-frame is shown less than the other frames // Example: // If we have a animation with 3 frames and with a delay of 1 (ticksPerFrame = 2). // The logic checks "if (frame == 3) { start_new_animation(); }" // This will result that frame 4 is the last shown Animation Frame. // GameTick Frame Cnt // 1 1 0 // 2 1 1 // 3 2 0 // 3 2 1 // 4 3 0 // 5 - - // in game tick 5 ProcessPlayer sees Frame = 3 and stops the animation. // But Frame 3 is only shown 1 game tick and all other Frames are shown 2 game ticks. // Thats why we need to remove the Delay of the last Frame from the time (game ticks) the Animation is shown relevantAnimationTicksWithSkipping -= (ticksPerFrame - 1); } // The truncated Frames from previous Animation will also be shown, so we also have to distribute them for the given time (game ticks) relevantAnimationTicksForDistribution += (SkippedFramesFromPreviousAnimation * ticksPerFrame); // if we skipped Frames we need to expand the game ticks to make one game tick for this Animation "faster" float tickModifier = static_cast(relevantAnimationTicksForDistribution) / relevantAnimationTicksWithSkipping; // tickModifier specifies the Animation fraction per game tick, so we have to remove the delay from the variable tickModifier /= static_cast(ticksPerFrame); RelevantFramesForDistributing = relevantAnimationFramesForDistributing; TickModifier = tickModifier; } } void AnimationInfo::ChangeAnimationData(std::optional celSprite, int numberOfFrames, int ticksPerFrame) { if (numberOfFrames != NumberOfFrames || ticksPerFrame != TicksPerFrame) { // Ensure that the CurrentFrame is still valid and that we disable ADL cause the calculcated values (for example TickModifier) could be wrong if (numberOfFrames >= 1) CurrentFrame = clamp(CurrentFrame, 0, numberOfFrames - 1); else CurrentFrame = -1; NumberOfFrames = numberOfFrames; TicksPerFrame = ticksPerFrame; TicksSinceSequenceStarted = 0.F; RelevantFramesForDistributing = 0; TickModifier = 0.0F; } this->celSprite = celSprite; } void AnimationInfo::ProcessAnimation(bool reverseAnimation /*= false*/, bool dontProgressAnimation /*= false*/) { TickCounterOfCurrentFrame++; if (dontProgressAnimation) return; TicksSinceSequenceStarted++; if (TickCounterOfCurrentFrame >= TicksPerFrame) { TickCounterOfCurrentFrame = 0; if (reverseAnimation) { --CurrentFrame; if (CurrentFrame == -1) { CurrentFrame = NumberOfFrames - 1; TicksSinceSequenceStarted = 0.F; } } else { ++CurrentFrame; if (CurrentFrame >= NumberOfFrames) { CurrentFrame = 0; TicksSinceSequenceStarted = 0.F; } } } } float AnimationInfo::GetProgressToNextGameTick() const { if (IsPetrified) return 0.0F; return gfProgressToNextGameTick; } } // namespace devilution