mirror of
https://github.com/diasurgical/DevilutionX.git
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232 lines
11 KiB
C++
232 lines
11 KiB
C++
/**
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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 compatibility 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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const int32_t totalTicksForCurrentAnimationSequence = getProgressToNextGameTick() + ticksSinceSequenceStarted;
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auto 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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if (ticksPerFrame <= 0) {
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Log("getAnimationProgress: Invalid ticksPerFrame {}", ticksPerFrame);
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return 0;
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}
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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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const int32_t totalTicksForCurrentAnimationSequence = getProgressToNextGameTick() + ticksSinceSequenceStarted;
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const int32_t progressInAnimationFrames = totalTicksForCurrentAnimationSequence * tickModifier;
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const 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 happen 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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// That's 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 because the calculated 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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