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227 lines
11 KiB
227 lines
11 KiB
/** |
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* @file animationinfo.cpp |
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* |
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* Contains the core animation information and related logic |
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*/ |
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#include "animationinfo.h" |
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#include <algorithm> |
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#include <cstdint> |
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#include "appfat.h" |
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#include "nthread.h" |
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#include "utils/log.hpp" |
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namespace devilution { |
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int8_t AnimationInfo::getFrameToUseForRendering() const |
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{ |
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// Normal logic is used, |
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// - if no frame-skipping is required and so we have exactly one Animationframe per game tick |
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// or |
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// - 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) |
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if (relevantFramesForDistributing_ <= 0) |
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return std::max<int8_t>(0, currentFrame); |
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if (currentFrame >= relevantFramesForDistributing_) |
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return currentFrame; |
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int16_t ticksSinceSequenceStarted = ticksSinceSequenceStarted_; |
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if (ticksSinceSequenceStarted_ < 0) { |
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ticksSinceSequenceStarted = 0; |
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Log("getFrameToUseForRendering: Invalid ticksSinceSequenceStarted_ {}", ticksSinceSequenceStarted_); |
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} |
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// 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. |
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int32_t totalTicksForCurrentAnimationSequence = getProgressToNextGameTick() + ticksSinceSequenceStarted; |
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int8_t absoluteAnimationFrame = static_cast<int8_t>(totalTicksForCurrentAnimationSequence * tickModifier_ / baseValueFraction / baseValueFraction); |
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if (skippedFramesFromPreviousAnimation_ > 0) { |
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// absoluteAnimationFrames contains also the Frames from the previous Animation, so if we want to get the current Frame we have to remove them |
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absoluteAnimationFrame -= skippedFramesFromPreviousAnimation_; |
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if (absoluteAnimationFrame < 0) { |
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// We still display the remains of the previous Animation |
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absoluteAnimationFrame = numberOfFrames + absoluteAnimationFrame; |
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} |
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} else if (absoluteAnimationFrame >= relevantFramesForDistributing_) { |
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// this can happen if we are at the last frame and the next game tick is due |
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if (absoluteAnimationFrame >= (relevantFramesForDistributing_ + 1)) { |
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// we should never have +2 frames even if next game tick is due |
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Log("getFrameToUseForRendering: Calculated an invalid Animation Frame (Calculated {} MaxFrame {})", absoluteAnimationFrame, relevantFramesForDistributing_); |
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} |
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return relevantFramesForDistributing_ - 1; |
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} |
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if (absoluteAnimationFrame < 0) { |
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Log("getFrameToUseForRendering: Calculated an invalid Animation Frame (Calculated {})", absoluteAnimationFrame); |
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return 0; |
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} |
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return absoluteAnimationFrame; |
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} |
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uint8_t AnimationInfo::getAnimationProgress() const |
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{ |
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int16_t ticksSinceSequenceStarted = std::max<int16_t>(0, ticksSinceSequenceStarted_); |
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int32_t tickModifier = tickModifier_; |
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if (relevantFramesForDistributing_ <= 0) { |
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// This logic is used if animation distribution is not active (see getFrameToUseForRendering). |
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// 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. |
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ticksSinceSequenceStarted = ((currentFrame * ticksPerFrame) + tickCounterOfCurrentFrame) * baseValueFraction; |
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tickModifier = baseValueFraction / ticksPerFrame; |
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} |
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int32_t totalTicksForCurrentAnimationSequence = getProgressToNextGameTick() + ticksSinceSequenceStarted; |
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int32_t progressInAnimationFrames = totalTicksForCurrentAnimationSequence * tickModifier; |
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int32_t animationFraction = progressInAnimationFrames / numberOfFrames / baseValueFraction; |
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assert(animationFraction <= baseValueFraction); |
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return static_cast<uint8_t>(animationFraction); |
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} |
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void AnimationInfo::setNewAnimation(OptionalClxSpriteList celSprite, int8_t numberOfFrames, int8_t ticksPerFrame, AnimationDistributionFlags flags /*= AnimationDistributionFlags::None*/, int8_t numSkippedFrames /*= 0*/, int8_t distributeFramesBeforeFrame /*= 0*/, uint8_t previewShownGameTickFragments /*= 0*/) |
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{ |
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if ((flags & AnimationDistributionFlags::RepeatedAction) == AnimationDistributionFlags::RepeatedAction && distributeFramesBeforeFrame != 0 && this->numberOfFrames == numberOfFrames && currentFrame + 1 >= distributeFramesBeforeFrame && currentFrame != this->numberOfFrames - 1) { |
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// We showed the same Animation (for example a melee attack) before but truncated the Animation. |
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// 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. |
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skippedFramesFromPreviousAnimation_ = this->numberOfFrames - currentFrame - 1; |
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} else { |
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skippedFramesFromPreviousAnimation_ = 0; |
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} |
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if (ticksPerFrame <= 0) { |
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Log("setNewAnimation: Invalid ticksPerFrame {}", ticksPerFrame); |
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ticksPerFrame = 1; |
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} |
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this->sprites = celSprite; |
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this->numberOfFrames = numberOfFrames; |
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currentFrame = numSkippedFrames; |
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tickCounterOfCurrentFrame = 0; |
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this->ticksPerFrame = ticksPerFrame; |
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ticksSinceSequenceStarted_ = 0; |
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relevantFramesForDistributing_ = 0; |
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tickModifier_ = 0; |
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isPetrified = false; |
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if (numSkippedFrames != 0 || flags != AnimationDistributionFlags::None) { |
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// Animation Frames that will be adjusted for the skipped Frames/game ticks |
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int8_t relevantAnimationFramesForDistributing = numberOfFrames; |
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if (distributeFramesBeforeFrame != 0) { |
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// After an attack hits (_pAFNum or _pSFNum) it can be canceled or another attack can be queued and this means the animation is canceled. |
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// In normal attacks frame skipping always happens before the attack actual hit. |
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// This has the advantage that the sword or bow always points to the enemy when the hit happens (_pAFNum or _pSFNum). |
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// Our distribution logic must also regard this behaviour, so we are not allowed to distribute the skipped animations after the actual hit (_pAnimStopDistributingAfterFrame). |
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relevantAnimationFramesForDistributing = distributeFramesBeforeFrame - 1; |
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} |
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// Game ticks that will be adjusted for the skipped Frames/game ticks |
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int32_t relevantAnimationTicksForDistribution = relevantAnimationFramesForDistributing * ticksPerFrame; |
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// How many game ticks will the Animation be really shown (skipped Frames and game ticks removed) |
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int32_t relevantAnimationTicksWithSkipping = relevantAnimationTicksForDistribution - (numSkippedFrames * ticksPerFrame); |
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if ((flags & AnimationDistributionFlags::ProcessAnimationPending) == AnimationDistributionFlags::ProcessAnimationPending) { |
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// If processAnimation will be called after setNewAnimation (in same game tick as setNewAnimation), we increment the Animation-Counter. |
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// If no delay is specified, this will result in complete skipped frame (see processAnimation). |
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// But if we have a delay specified, this would only result in a reduced time the first frame is shown (one skipped delay). |
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// Because of that, we only the remove one game tick from the time the Animation is shown |
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relevantAnimationTicksWithSkipping -= 1; |
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// The Animation Distribution Logic needs to account how many game ticks passed since the Animation started. |
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// Because processAnimation will increase this later (in same game tick as setNewAnimation), we correct this upfront. |
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// This also means Rendering should never hapen with ticksSinceSequenceStarted_ < 0. |
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ticksSinceSequenceStarted_ = -baseValueFraction; |
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} |
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if ((flags & AnimationDistributionFlags::SkipsDelayOfLastFrame) == AnimationDistributionFlags::SkipsDelayOfLastFrame) { |
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// The logic for player/monster/... (not processAnimation) only checks the frame not the delay. |
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// That means if a delay is specified, the last-frame is shown less than the other frames |
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// Example: |
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// If we have a animation with 3 frames and with a delay of 1 (ticksPerFrame = 2). |
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// The logic checks "if (frame == 3) { start_new_animation(); }" |
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// This will result that frame 4 is the last shown Animation Frame. |
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// GameTick Frame Cnt |
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// 1 1 0 |
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// 2 1 1 |
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// 3 2 0 |
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// 3 2 1 |
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// 4 3 0 |
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// 5 - - |
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// in game tick 5 ProcessPlayer sees Frame = 3 and stops the animation. |
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// But Frame 3 is only shown 1 game tick and all other Frames are shown 2 game ticks. |
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// Thats why we need to remove the Delay of the last Frame from the time (game ticks) the Animation is shown |
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relevantAnimationTicksWithSkipping -= (ticksPerFrame - 1); |
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} |
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// The truncated Frames from previous Animation will also be shown, so we also have to distribute them for the given time (game ticks) |
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relevantAnimationTicksForDistribution += (skippedFramesFromPreviousAnimation_ * ticksPerFrame); |
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// At this point we use fixed point math for the fragment calculations |
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relevantAnimationTicksForDistribution *= baseValueFraction; |
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relevantAnimationTicksWithSkipping *= baseValueFraction; |
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// The preview animation was shown some times (less than one game tick) |
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// So we overall have a longer time the animation is shown |
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ticksSinceSequenceStarted_ += previewShownGameTickFragments; |
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relevantAnimationTicksWithSkipping += previewShownGameTickFragments; |
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// if we skipped Frames we need to expand the game ticks to make one game tick for this Animation "faster" |
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int32_t tickModifier = 0; |
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if (relevantAnimationTicksWithSkipping != 0) |
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tickModifier = baseValueFraction * relevantAnimationTicksForDistribution / relevantAnimationTicksWithSkipping; |
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// tickModifier specifies the Animation fraction per game tick, so we have to remove the delay from the variable |
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tickModifier /= ticksPerFrame; |
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relevantFramesForDistributing_ = relevantAnimationFramesForDistributing; |
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tickModifier_ = static_cast<uint16_t>(tickModifier); |
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} |
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} |
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void AnimationInfo::changeAnimationData(OptionalClxSpriteList celSprite, int8_t numberOfFrames, int8_t ticksPerFrame) |
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{ |
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if (numberOfFrames != this->numberOfFrames || ticksPerFrame != this->ticksPerFrame) { |
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// Ensure that the currentFrame is still valid and that we disable ADL cause the calculcated values (for example tickModifier_) could be wrong |
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if (numberOfFrames >= 1) |
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currentFrame = std::clamp<int8_t>(currentFrame, 0, numberOfFrames - 1); |
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else |
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currentFrame = -1; |
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this->numberOfFrames = numberOfFrames; |
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this->ticksPerFrame = ticksPerFrame; |
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ticksSinceSequenceStarted_ = 0; |
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relevantFramesForDistributing_ = 0; |
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tickModifier_ = 0; |
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} |
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this->sprites = celSprite; |
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} |
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void AnimationInfo::processAnimation(bool reverseAnimation /*= false*/) |
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{ |
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tickCounterOfCurrentFrame++; |
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ticksSinceSequenceStarted_ += baseValueFraction; |
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if (tickCounterOfCurrentFrame >= ticksPerFrame) { |
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tickCounterOfCurrentFrame = 0; |
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if (reverseAnimation) { |
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--currentFrame; |
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if (currentFrame == -1) { |
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currentFrame = numberOfFrames - 1; |
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ticksSinceSequenceStarted_ = 0; |
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} |
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} else { |
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++currentFrame; |
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if (currentFrame >= numberOfFrames) { |
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currentFrame = 0; |
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ticksSinceSequenceStarted_ = 0; |
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} |
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} |
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} |
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} |
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uint8_t AnimationInfo::getProgressToNextGameTick() const |
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{ |
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if (isPetrified) |
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return 0; |
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return ProgressToNextGameTick; |
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} |
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} // namespace devilution
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