Rename GameTick to Tick (for variables)

This commit is contained in:
obligaron 2021-04-28 07:00:26 +02:00 committed by Anders Jenbo
commit 401a820998
2 changed files with 40 additions and 40 deletions

View file

@ -14,7 +14,7 @@ namespace devilution {
int AnimationInfo::GetFrameToUseForRendering() const
{
// Normal logic is used,
// - if no frame-skipping is required and so we have exactly one Animationframe per GameTick
// - 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)
@ -23,15 +23,15 @@ int AnimationInfo::GetFrameToUseForRendering() const
if (CurrentFrame > RelevantFramesForDistributing)
return CurrentFrame;
assert(GameTicksSinceSequenceStarted >= 0);
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 totalGameTicksForCurrentAnimationSequence = gfProgressToNextGameTick + (float)GameTicksSinceSequenceStarted;
float totalTicksForCurrentAnimationSequence = gfProgressToNextGameTick + (float)TicksSinceSequenceStarted;
// 1 added for rounding reasons. float to int cast always truncate.
int absoluteAnimationFrame = 1 + (int)(totalGameTicksForCurrentAnimationSequence * GameTickModifier);
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 (nthread_GetProgressToNextGameTick returns 1.0f)
// 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);
@ -52,12 +52,12 @@ void AnimationInfo::SetNewAnimation(uint8_t *pData, int numberOfFrames, int dela
CurrentFrame = 1;
DelayCounter = 0;
DelayLen = delayLen;
GameTicksSinceSequenceStarted = 0;
TicksSinceSequenceStarted = 0;
RelevantFramesForDistributing = 0;
GameTickModifier = 0.0f;
TickModifier = 0.0f;
if (numSkippedFrames != 0 || params != AnimationDistributionParams::None) {
// Animation Frames that will be adjusted for the skipped Frames/GameTicks
// 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.
@ -67,32 +67,32 @@ void AnimationInfo::SetNewAnimation(uint8_t *pData, int numberOfFrames, int dela
relevantAnimationFramesForDistributing = distributeFramesBeforeFrame - 1;
}
// How many GameTicks are needed to advance one Animation Frame
int gameTicksPerFrame = (delayLen + 1);
// How many game ticks are needed to advance one Animation Frame
int ticksPerFrame = (delayLen + 1);
// GameTicks that will be adjusted for the skipped Frames/GameTicks
int relevantAnimationGameTicksForDistribution = relevantAnimationFramesForDistributing * gameTicksPerFrame;
// Game ticks that will be adjusted for the skipped Frames/game ticks
int relevantAnimationTicksForDistribution = relevantAnimationFramesForDistributing * ticksPerFrame;
// How many GameTicks will the Animation be really shown (skipped Frames and GameTicks removed)
int relevantAnimationGameTicksWithSkipping = relevantAnimationGameTicksForDistribution - (numSkippedFrames * gameTicksPerFrame);
// 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 GameTick as NewPlrAnim), we increment the Animation-Counter.
// 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 GameTick from the time the Animation is shown
relevantAnimationGameTicksWithSkipping -= 1;
// The Animation Distribution Logic needs to account how many GameTicks passed since the Animation started.
// Because ProcessAnimation will increase this later (in same GameTick as SetNewAnimation), we correct this upfront.
// This also means Rendering should never hapen with GameTicksSinceSequenceStarted < 0.
GameTicksSinceSequenceStarted = -1;
// 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 (gameTicksPerFrame = 2).
// 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
@ -102,33 +102,33 @@ void AnimationInfo::SetNewAnimation(uint8_t *pData, int numberOfFrames, int dela
// 3 2 1
// 4 3 0
// 5 - -
// in GameTick 5 ProcessPlayer sees Frame = 3 and stops the animation.
// But Frame 3 is only shown 1 GameTick and all other Frames are shown 2 GameTicks.
// Thats why we need to remove the Delay of the last Frame from the time (GameTicks) the Animation is shown
relevantAnimationGameTicksWithSkipping -= delayLen;
// 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 GameTicks to make one GameTick for this Animation "faster"
float gameTickModifier = (float)relevantAnimationGameTicksForDistribution / (float)relevantAnimationGameTicksWithSkipping;
// 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;
// gameTickModifier specifies the Animation fraction per GameTick, so we have to remove the delay from the variable
gameTickModifier /= gameTicksPerFrame;
// tickModifier specifies the Animation fraction per game tick, so we have to remove the delay from the variable
tickModifier /= ticksPerFrame;
RelevantFramesForDistributing = relevantAnimationFramesForDistributing;
GameTickModifier = gameTickModifier;
TickModifier = tickModifier;
}
}
void AnimationInfo::ProcessAnimation()
{
DelayCounter++;
GameTicksSinceSequenceStarted++;
TicksSinceSequenceStarted++;
if (DelayCounter > DelayLen) {
DelayCounter = 0;
CurrentFrame++;
if (CurrentFrame > NumberOfFrames) {
CurrentFrame = 1;
GameTicksSinceSequenceStarted = 0;
TicksSinceSequenceStarted = 0;
}
}
}