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Cleanup animationinfo
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kphoenix137 committed Feb 3, 2025
1 parent 5ed7ca9 commit 5638118
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Showing 2 changed files with 82 additions and 76 deletions.
156 changes: 80 additions & 76 deletions Source/engine/animationinfo.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -27,9 +27,8 @@ int8_t AnimationInfo::getFrameToUseForRendering() const
if (currentFrame >= relevantFramesForDistributing_)
return currentFrame;

int16_t ticksSinceSequenceStarted = ticksSinceSequenceStarted_;
int16_t ticksSinceSequenceStarted = std::max<int16_t>(0, ticksSinceSequenceStarted_);
if (ticksSinceSequenceStarted_ < 0) {
ticksSinceSequenceStarted = 0;
Log("getFrameToUseForRendering: Invalid ticksSinceSequenceStarted_ {}", ticksSinceSequenceStarted_);
}

Expand Down Expand Up @@ -82,6 +81,82 @@ uint8_t AnimationInfo::getAnimationProgress() const
return static_cast<uint8_t>(animationFraction);
}

void AnimationInfo::configureFrameDistribution(AnimationDistributionFlags flags, int8_t numberOfFrames, int8_t distributeFramesBeforeFrame, int8_t numSkippedFrames, int8_t ticksPerFrame, uint8_t previewShownGameTickFragments)
{
// Animation Frames that will be adjusted for the skipped Frames/game ticks
int8_t 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
int32_t relevantAnimationTicksForDistribution = relevantAnimationFramesForDistributing * ticksPerFrame;

// How many game ticks will the Animation be really shown (skipped Frames and game ticks removed)
int32_t relevantAnimationTicksWithSkipping = relevantAnimationTicksForDistribution - (numSkippedFrames * ticksPerFrame);

if (flags & 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;
// 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 happen with ticksSinceSequenceStarted_ < 0.
ticksSinceSequenceStarted_ = -baseValueFraction;
}

if (flags & 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.
// That's 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);

// At this point we use fixed point math for the fragment calculations
relevantAnimationTicksForDistribution *= baseValueFraction;
relevantAnimationTicksWithSkipping *= baseValueFraction;

// The preview animation was shown some times (less than one game tick)
// So we overall have a longer time the animation is shown
ticksSinceSequenceStarted_ += previewShownGameTickFragments;
relevantAnimationTicksWithSkipping += previewShownGameTickFragments;

// if we skipped Frames we need to expand the game ticks to make one game tick for this Animation "faster"
int32_t tickModifier = 0;
if (relevantAnimationTicksWithSkipping != 0) {
tickModifier = (baseValueFraction * relevantAnimationTicksForDistribution) / relevantAnimationTicksWithSkipping;
}

// tickModifier specifies the Animation fraction per game tick, so we have to remove the delay from the variable
tickModifier /= ticksPerFrame;

relevantFramesForDistributing_ = relevantAnimationFramesForDistributing;
tickModifier_ = static_cast<uint16_t>(tickModifier);
}

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*/)
{
if ((flags & AnimationDistributionFlags::RepeatedAction) == AnimationDistributionFlags::RepeatedAction && distributeFramesBeforeFrame != 0 && this->numberOfFrames == numberOfFrames && currentFrame + 1 >= distributeFramesBeforeFrame && currentFrame != this->numberOfFrames - 1) {
Expand All @@ -108,76 +183,7 @@ void AnimationInfo::setNewAnimation(OptionalClxSpriteList celSprite, int8_t numb
isPetrified = false;

if (numSkippedFrames != 0 || flags != AnimationDistributionFlags::None) {
// Animation Frames that will be adjusted for the skipped Frames/game ticks
int8_t 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
int32_t relevantAnimationTicksForDistribution = relevantAnimationFramesForDistributing * ticksPerFrame;

// How many game ticks will the Animation be really shown (skipped Frames and game ticks removed)
int32_t 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;
// 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 happen with ticksSinceSequenceStarted_ < 0.
ticksSinceSequenceStarted_ = -baseValueFraction;
}

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.
// That's 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);

// At this point we use fixed point math for the fragment calculations
relevantAnimationTicksForDistribution *= baseValueFraction;
relevantAnimationTicksWithSkipping *= baseValueFraction;

// The preview animation was shown some times (less than one game tick)
// So we overall have a longer time the animation is shown
ticksSinceSequenceStarted_ += previewShownGameTickFragments;
relevantAnimationTicksWithSkipping += previewShownGameTickFragments;

// if we skipped Frames we need to expand the game ticks to make one game tick for this Animation "faster"
int32_t tickModifier = 0;
if (relevantAnimationTicksWithSkipping != 0)
tickModifier = baseValueFraction * relevantAnimationTicksForDistribution / relevantAnimationTicksWithSkipping;

// tickModifier specifies the Animation fraction per game tick, so we have to remove the delay from the variable
tickModifier /= ticksPerFrame;

relevantFramesForDistributing_ = relevantAnimationFramesForDistributing;
tickModifier_ = static_cast<uint16_t>(tickModifier);
configureFrameDistribution(flags, numberOfFrames, distributeFramesBeforeFrame, numSkippedFrames, ticksPerFrame, previewShownGameTickFragments);
}
}

Expand Down Expand Up @@ -207,7 +213,7 @@ void AnimationInfo::processAnimation(bool reverseAnimation /*= false*/)
tickCounterOfCurrentFrame = 0;
if (reverseAnimation) {
--currentFrame;
if (currentFrame == -1) {
if (currentFrame < 0) {
currentFrame = numberOfFrames - 1;
ticksSinceSequenceStarted_ = 0;
}
Expand All @@ -223,9 +229,7 @@ void AnimationInfo::processAnimation(bool reverseAnimation /*= false*/)

uint8_t AnimationInfo::getProgressToNextGameTick() const
{
if (isPetrified)
return 0;
return ProgressToNextGameTick;
return isPetrified ? 0 : ProgressToNextGameTick;
}

} // namespace devilution
2 changes: 2 additions & 0 deletions Source/engine/animationinfo.h
Original file line number Diff line number Diff line change
Expand Up @@ -82,6 +82,8 @@ class AnimationInfo {
*/
[[nodiscard]] uint8_t getAnimationProgress() const;

void configureFrameDistribution(AnimationDistributionFlags flags, int8_t numberOfFrames, int8_t distributeFramesBeforeFrame, int8_t numSkippedFrames, int8_t ticksPerFrame, uint8_t previewShownGameTickFragments);

/**
* @brief Sets the new Animation with all relevant information for rendering
* @param sprites Animation sprites
Expand Down

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