Merge pull request #1002 from diath/fix_magic_effects
Fix magic effect animations in newer client versions
This commit is contained in:
commit
74d328206b
|
@ -123,6 +123,24 @@ int Animator::getPhase()
|
|||
return m_phase;
|
||||
}
|
||||
|
||||
int Animator::getPhaseAt(ticks_t time)
|
||||
{
|
||||
int index = 0;
|
||||
ticks_t total = 0;
|
||||
|
||||
for(const auto &pair: m_phaseDurations) {
|
||||
total += std::get<1>(pair);
|
||||
|
||||
if (time < total) {
|
||||
return index;
|
||||
}
|
||||
|
||||
++index;
|
||||
}
|
||||
|
||||
return std::min<int>(index, m_animationPhases - 1);
|
||||
}
|
||||
|
||||
int Animator::getStartPhase()
|
||||
{
|
||||
if(m_startPhase > -1)
|
||||
|
@ -197,3 +215,13 @@ void Animator::calculateSynchronous()
|
|||
}
|
||||
m_lastPhaseTicks = ticks;
|
||||
}
|
||||
|
||||
ticks_t Animator::getTotalDuration()
|
||||
{
|
||||
ticks_t time = 0;
|
||||
for (const auto &pair: m_phaseDurations) {
|
||||
time += std::get<1>(pair);
|
||||
}
|
||||
|
||||
return time;
|
||||
}
|
||||
|
|
|
@ -50,12 +50,15 @@ public:
|
|||
|
||||
void setPhase(int phase);
|
||||
int getPhase();
|
||||
int getPhaseAt(ticks_t time);
|
||||
|
||||
int getStartPhase();
|
||||
int getAnimationPhases() { return m_animationPhases; }
|
||||
bool isAsync() { return m_async; }
|
||||
bool isComplete() { return m_isComplete; }
|
||||
|
||||
ticks_t getTotalDuration();
|
||||
|
||||
void resetAnimation();
|
||||
|
||||
private:
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
|
||||
#include "effect.h"
|
||||
#include "map.h"
|
||||
#include "game.h"
|
||||
#include <framework/core/eventdispatcher.h>
|
||||
|
||||
void Effect::drawEffect(const Point& dest, float scaleFactor, bool animate, int offsetX, int offsetY, LightView *lightView)
|
||||
|
@ -30,8 +31,20 @@ void Effect::drawEffect(const Point& dest, float scaleFactor, bool animate, int
|
|||
return;
|
||||
|
||||
int animationPhase = 0;
|
||||
if(animate)
|
||||
animationPhase = std::min<int>((int)(m_animationTimer.ticksElapsed() / m_phaseDuration), getAnimationPhases() - 1);
|
||||
if(animate) {
|
||||
if(g_game.getFeature(Otc::GameEnhancedAnimations)) {
|
||||
// This requires a separate getPhaseAt method as using getPhase would make all magic effects use the same phase regardless of their appearance time
|
||||
animationPhase = rawGetThingType()->getAnimator()->getPhaseAt(m_animationTimer.ticksElapsed());
|
||||
} else {
|
||||
// hack to fix some animation phases duration, currently there is no better solution
|
||||
int ticks = EFFECT_TICKS_PER_FRAME;
|
||||
if (m_id == 33) {
|
||||
ticks <<= 2;
|
||||
}
|
||||
|
||||
animationPhase = std::min<int>((int)(m_animationTimer.ticksElapsed() / ticks), getAnimationPhases() - 1);
|
||||
}
|
||||
}
|
||||
|
||||
int xPattern = offsetX % getNumPatternX();
|
||||
if(xPattern < 0)
|
||||
|
@ -47,15 +60,24 @@ void Effect::drawEffect(const Point& dest, float scaleFactor, bool animate, int
|
|||
void Effect::onAppear()
|
||||
{
|
||||
m_animationTimer.restart();
|
||||
m_phaseDuration = EFFECT_TICKS_PER_FRAME;
|
||||
|
||||
// hack to fix some animation phases duration, currently there is no better solution
|
||||
if(m_id == 33)
|
||||
m_phaseDuration <<= 2;
|
||||
int duration = 0;
|
||||
if(g_game.getFeature(Otc::GameEnhancedAnimations)) {
|
||||
duration = getThingType()->getAnimator()->getTotalDuration();
|
||||
} else {
|
||||
duration = EFFECT_TICKS_PER_FRAME;
|
||||
|
||||
// hack to fix some animation phases duration, currently there is no better solution
|
||||
if(m_id == 33) {
|
||||
duration <<= 2;
|
||||
}
|
||||
|
||||
duration *= getAnimationPhases();
|
||||
}
|
||||
|
||||
// schedule removal
|
||||
auto self = asEffect();
|
||||
g_dispatcher.scheduleEvent([self]() { g_map.removeThing(self); }, m_phaseDuration * getAnimationPhases());
|
||||
g_dispatcher.scheduleEvent([self]() { g_map.removeThing(self); }, duration);
|
||||
}
|
||||
|
||||
void Effect::setId(uint32 id)
|
||||
|
|
|
@ -51,7 +51,6 @@ protected:
|
|||
|
||||
private:
|
||||
Timer m_animationTimer;
|
||||
uint m_phaseDuration;
|
||||
uint16 m_id;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue