/** * @file animationinfo.cpp * * Contains the core animation information and related logic */ #include "animationinfo.h" #include "appfat.h" #include "nthread.h" #include "utils/log.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 CurrentFrame; if (CurrentFrame > RelevantFramesForDistributing) return CurrentFrame; assert(TicksSinceSequenceStarted >= 0); // we don't use the processed game ticks alone but also the fragtion of the next game tick (if a rendering happens between game ticks). This helps to smooth the animations. float totalTicksForCurrentAnimationSequence = gfProgressToNextGameTick + (float)TicksSinceSequenceStarted; // 1 added for rounding reasons. float to int cast always truncate. int absoluteAnimationFrame = 1 + (int)(totalTicksForCurrentAnimationSequence * TickModifier); 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; } if (absoluteAnimationFrame <= 0) { Log("GetFrameToUseForRendering: Calculated an invalid Animation Frame (Calculated {})", absoluteAnimationFrame); return 1; } return absoluteAnimationFrame; } void AnimationInfo::SetNewAnimation(uint8_t *pData, int numberOfFrames, int delayLen, AnimationDistributionParams params /*= AnimationDistributionParams::None*/, int numSkippedFrames /*= 0*/, int distributeFramesBeforeFrame /*= 0*/) { this->pData = pData; NumberOfFrames = numberOfFrames; CurrentFrame = 1; DelayCounter = 0; DelayLen = delayLen; TicksSinceSequenceStarted = 0; RelevantFramesForDistributing = 0; TickModifier = 0.0f; if (numSkippedFrames != 0 || params != AnimationDistributionParams::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; } // How many game ticks are needed to advance one Animation Frame int ticksPerFrame = (delayLen + 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) int relevantAnimationTicksWithSkipping = relevantAnimationTicksForDistribution - (numSkippedFrames * ticksPerFrame); if (params == AnimationDistributionParams::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; // 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; } if (params == AnimationDistributionParams::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 then 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 -= delayLen; } // if we skipped Frames we need to expand the game ticks to make one game tick for this Animation "faster" float tickModifier = (float)relevantAnimationTicksForDistribution / (float)relevantAnimationTicksWithSkipping; // tickModifier specifies the Animation fraction per game tick, so we have to remove the delay from the variable tickModifier /= ticksPerFrame; RelevantFramesForDistributing = relevantAnimationFramesForDistributing; TickModifier = tickModifier; } } void AnimationInfo::ProcessAnimation() { DelayCounter++; TicksSinceSequenceStarted++; if (DelayCounter > DelayLen) { DelayCounter = 0; CurrentFrame++; if (CurrentFrame > NumberOfFrames) { CurrentFrame = 1; TicksSinceSequenceStarted = 0; } } } } // namespace devilution