DarkflameServer/dDatabase/CDClientDatabase/CDClientTables/CDAnimationsTable.h

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#pragma once
#include "CDTable.h"
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#include <list>
#include <optional>
typedef int32_t AnimationGroupID;
typedef std::string AnimationID;
typedef std::pair<std::string, AnimationGroupID> CDAnimationKey;
struct CDAnimation {
// uint32_t animationGroupID;
// std::string animation_type;
// The above two are a pair to represent a primary key in the map.
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std::string animation_name; //!< The animation name
float chance_to_play; //!< The chance to play the animation
UNUSED_COLUMN(uint32_t min_loops;) //!< The minimum number of loops
UNUSED_COLUMN(uint32_t max_loops;) //!< The maximum number of loops
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float animation_length; //!< The animation length
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UNUSED_COLUMN(bool hideEquip;) //!< Whether or not to hide the equip
UNUSED_COLUMN(bool ignoreUpperBody;) //!< Whether or not to ignore the upper body
UNUSED_COLUMN(bool restartable;) //!< Whether or not the animation is restartable
UNUSED_COLUMN(std::string face_animation_name;) //!< The face animation name
UNUSED_COLUMN(float priority;) //!< The priority
UNUSED_COLUMN(float blendTime;) //!< The blend time
};
class CDAnimationsTable : public CDTable<CDAnimationsTable, std::map<CDAnimationKey, std::list<CDAnimation>>> {
public:
void LoadValuesFromDatabase();
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/**
* Given an animationType and the previousAnimationName played, return the next animationType to play.
* If there are more than 1 animationTypes that can be played, one is selected at random but also does not allow
* the previousAnimationName to be played twice.
*
* @param animationType The animationID to lookup
* @param previousAnimationName The previously played animation
* @param animationGroupID The animationGroupID to lookup
* @return CDAnimationLookupResult
*/
[[nodiscard]] std::optional<CDAnimation> GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID);
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/**
* Cache a full AnimationGroup by its ID.
*/
void CacheAnimationGroup(AnimationGroupID animationGroupID);
private:
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/**
* Cache all animations given a premade key
*/
void CacheAnimations(const CDAnimationKey animationKey);
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/**
* Run the query responsible for caching the data.
* @param queryToCache
* @return true
* @return false
*/
bool CacheData(CppSQLite3Statement& queryToCache);
};