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/**
* @file animationinfo.h
*
* Contains the core animation information and related logic
*/
#pragma once
#include <stdint.h>
#include <type_traits>
#include "engine.h"
namespace devilution {
/**
* @brief Specifies what special logics are applied for a Animation
*/
enum AnimationDistributionFlags : uint8_t {
None = 0,
/**
* @brief ProcessAnimation will be called after SetNewAnimation (in same game tick as NewPlrAnim)
*/
ProcessAnimationPending = 1 << 0,
/**
* @brief Delay of last Frame is ignored (for example, because only Frame and not delay is checked in game_logic)
*/
SkipsDelayOfLastFrame = 1 << 1,
/**
* @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)
*/
RepeatedAction = 1 << 2,
};
/*
* @brief Contains the core animation information and related logic
*/
class AnimationInfo {
public:
/**
* @brief Pointer to Animation Sprite
*/
CelSprite *pCelSprite;
/**
* @brief Additional delay of each animation in the current animation
*/
int DelayLen;
/**
* @brief Increases by one each game tick, counting how close we are to DelayLen
*/
int DelayCounter;
/**
* @brief Number of frames in current animation
*/
int NumberOfFrames;
/**
* @brief Current frame of animation
*/
int CurrentFrame;
/**
* @brief Calculates the Frame to use for the Animation rendering
* @return The Frame to use for rendering
*/
int GetFrameToUseForRendering() const;
/**
* @brief Calculates the progress of the current animation as a fraction (0.0f to 1.0f)
*/
float GetAnimationProgress() const;
/**
* @brief Sets the new Animation with all relevant information for rendering
* @param pCelSprite Pointer to Animation Sprite
* @param numberOfFrames Number of Frames in Animation
* @param delayLen Delay after each Animation sequence
* @param flags Specifies what special logics are applied to this Animation
* @param numSkippedFrames Number of Frames that will be skipped (for example with modifier "faster attack")
* @param distributeFramesBeforeFrame Distribute the numSkippedFrames only before this frame
*/
void SetNewAnimation(CelSprite *pCelSprite, int numberOfFrames, int delayLen, AnimationDistributionFlags flags = AnimationDistributionFlags::None, int numSkippedFrames = 0, int distributeFramesBeforeFrame = 0);
/**
* @brief Changes the Animation Data on-the-fly. This is needed if a animation is currently in progress and the player changes his gear.
* @param pCelSprite Pointer to Animation Sprite
* @param numberOfFrames Number of Frames in Animation
* @param delayLen Delay after each Animation sequence
*/
void ChangeAnimationData(CelSprite *pCelSprite, int numberOfFrames, int delayLen);
/*
* @brief Process the Animation for a game tick (for example advances the frame)
*/
void ProcessAnimation();
private:
/**
* @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).
*/
float TickModifier;
/**
* @brief Number of game ticks after the current animation sequence started
*/
int TicksSinceSequenceStarted;
/**
* @brief Animation Frames that will be adjusted for the skipped Frames/game ticks
*/
int RelevantFramesForDistributing;
/**
* @brief Animation Frames that wasn't shown from previous Animation
*/
int SkippedFramesFromPreviousAnimation;
};
} // namespace devilution