DarkflameServer/dGame/dComponents/RenderComponent.cpp
David Markowitz b432a3f5da Remove inlines
Clean up macros

more tomorrow

Cleanup and optimize CDActivities table

Remove unused include

Further work on CDActivityRewards

Update MasterServer.cpp

Further animations work

Activities still needs work for a better PK.

fix type

All of these replacements worked

Create internal interface for animations

Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
2023-03-26 02:59:46 -07:00

233 lines
6.6 KiB
C++

#include "RenderComponent.h"
#include <sstream>
#include <string>
#include <iomanip>
#include "Entity.h"
#include "PacketUtils.h"
#include "CDClientManager.h"
#include "GameMessages.h"
#include "Game.h"
#include "dLogger.h"
#include "CDAnimationsTable.h"
std::unordered_map<int32_t, float> RenderComponent::m_DurationCache{};
RenderComponent::RenderComponent(Entity* parent, int32_t componentId): Component(parent) {
m_Effects = std::vector<Effect*>();
m_LastAnimationName = "";
auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM RenderComponent WHERE id = ?;");
query.bind(1, componentId);
auto result = query.execQuery();
if (!result.eof()) {
auto animationGroupIDs = std::string(result.getStringField("animationGroupIDs", ""));
if (!animationGroupIDs.empty()) {
auto* animationsTable = CDClientManager::Instance().GetTable<CDAnimationsTable>();
auto groupIdsSplit = GeneralUtils::SplitString(animationGroupIDs, ',');
for (auto& groupId : groupIdsSplit) {
int32_t groupIdInt;
if (!GeneralUtils::TryParse(groupId, groupIdInt)) {
Game::logger->Log("RenderComponent", "bad animation group Id %s", groupId.c_str());
continue;
}
m_animationGroupIds.push_back(groupIdInt);
animationsTable->CacheAnimationGroup(groupIdInt);
}
}
}
result.finalize();
}
RenderComponent::~RenderComponent() {
for (Effect* eff : m_Effects) {
if (eff) {
delete eff;
eff = nullptr;
}
}
m_Effects.clear();
}
void RenderComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
if (!bIsInitialUpdate) return;
outBitStream->Write<uint32_t>(m_Effects.size());
for (Effect* eff : m_Effects) {
// Check that the effect is non-null
assert(eff);
outBitStream->Write<uint8_t>(eff->name.size());
for (const auto& value : eff->name)
outBitStream->Write<uint8_t>(value);
outBitStream->Write(eff->effectID);
outBitStream->Write<uint8_t>(eff->type.size());
for (const auto& value : eff->type)
outBitStream->Write<uint16_t>(value);
outBitStream->Write<float_t>(eff->scale);
outBitStream->Write<int64_t>(eff->secondary);
}
}
Effect* RenderComponent::AddEffect(const int32_t effectId, const std::string& name, const std::u16string& type) {
auto* eff = new Effect();
eff->effectID = effectId;
eff->name = name;
eff->type = type;
m_Effects.push_back(eff);
return eff;
}
void RenderComponent::RemoveEffect(const std::string& name) {
uint32_t index = -1;
for (auto i = 0u; i < m_Effects.size(); ++i) {
auto* eff = m_Effects[i];
if (eff->name == name) {
index = i;
delete eff;
break;
}
}
if (index == -1) {
return;
}
m_Effects.erase(m_Effects.begin() + index);
}
void RenderComponent::Update(const float deltaTime) {
std::vector<Effect*> dead;
for (auto* effect : m_Effects) {
if (effect->time == 0) {
continue; // Skip persistent effects
}
const auto result = effect->time - deltaTime;
if (result <= 0) {
dead.push_back(effect);
continue;
}
effect->time = result;
}
for (auto* effect : dead) {
// StopEffect(effect->name);
}
}
void RenderComponent::PlayEffect(const int32_t effectId, const std::u16string& effectType, const std::string& name, const LWOOBJID secondary, const float priority, const float scale, const bool serialize) {
RemoveEffect(name);
GameMessages::SendPlayFXEffect(m_Parent, effectId, effectType, name, secondary, priority, scale, serialize);
auto* effect = AddEffect(effectId, name, effectType);
const auto& pair = m_DurationCache.find(effectId);
if (pair != m_DurationCache.end()) {
effect->time = pair->second;
return;
}
const std::string effectType_str = GeneralUtils::UTF16ToWTF8(effectType);
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT animation_length FROM Animations WHERE animation_type IN (SELECT animationName FROM BehaviorEffect WHERE effectID = ? AND effectType = ?);");
query.bind(1, effectId);
query.bind(2, effectType_str.c_str());
auto result = query.execQuery();
if (result.eof() || result.fieldIsNull(0)) {
result.finalize();
m_DurationCache[effectId] = 0;
effect->time = 0; // Persistent effect
return;
}
effect->time = static_cast<float>(result.getFloatField(0));
result.finalize();
m_DurationCache[effectId] = effect->time;
}
void RenderComponent::StopEffect(const std::string& name, const bool killImmediate) {
GameMessages::SendStopFXEffect(m_Parent, killImmediate, name);
RemoveEffect(name);
}
std::vector<Effect*>& RenderComponent::GetEffects() {
return m_Effects;
}
float RenderComponent::PlayAnimation(Entity* self, const std::u16string& animation, float priority, float scale) {
if (!self) return 0.0f;
return RenderComponent::PlayAnimation(self, GeneralUtils::UTF16ToWTF8(animation), priority, scale);
}
float RenderComponent::PlayAnimation(Entity* self, const std::string& animation, float priority, float scale) {
if (!self) return 0.0f;
return RenderComponent::DoAnimation(self, animation, true, priority, scale);
}
float RenderComponent::GetAnimationTime(Entity* self, const std::u16string& animation) {
if (!self) return 0.0f;
return RenderComponent::GetAnimationTime(self, GeneralUtils::UTF16ToWTF8(animation));
}
float RenderComponent::GetAnimationTime(Entity* self, const std::string& animation) {
if (!self) return 0.0f;
return RenderComponent::DoAnimation(self, animation, false);
}
float RenderComponent::DoAnimation(Entity* self, const std::string& animation, bool sendAnimation, float priority, float scale) {
if (!self) return 0.0f;
auto* renderComponent = self->GetComponent<RenderComponent>();
if (!renderComponent) return 0.0f;
Game::logger->Log("RenderComponent", "looking up animation %s playing anim %i priority %f scale %f", animation.c_str(), sendAnimation, priority, scale);
auto* animationsTable = CDClientManager::Instance().GetTable<CDAnimationsTable>();
for (auto& groupId : renderComponent->m_animationGroupIds) {
Game::logger->Log("RenderComponent", "checking id %i with previous being %s", groupId, renderComponent->GetLastAnimationName().c_str());
auto animationGroup = animationsTable->GetAnimation(animation, renderComponent->GetLastAnimationName(), groupId);
if (animationGroup.FoundData()) {
auto data = animationGroup.Data();
Game::logger->Log("RenderComponent", "animation %s priority %f length %f", data.animation_name.c_str(), data.priority, data.animation_length);
if (sendAnimation) GameMessages::SendPlayAnimation(self, GeneralUtils::ASCIIToUTF16(animation), priority, scale);
renderComponent->SetLastAnimationName(data.animation_name);
return data.animation_length;
}
}
Game::logger->Log("RenderComponent", "unable to find animation %s for lot %i", animation.c_str(), self->GetLOT());
return 0.0f;
}