DarkflameServer/dGame/dComponents/RenderComponent.cpp

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#include "RenderComponent.h"
#include <sstream>
#include <string>
#include <iomanip>
#include "Entity.h"
#include "CDClientManager.h"
#include "GameMessages.h"
#include "Game.h"
#include "dLogger.h"
#include "CDAnimationsTable.h"
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std::unordered_map<int32_t, float> RenderComponent::m_DurationCache{};
RenderComponent::RenderComponent(Entity* parent, int32_t componentId): Component(parent) {
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m_Effects = std::vector<Effect*>();
m_LastAnimationName = "";
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if (componentId == -1) return;
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);
}
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}
}
result.finalize();
}
RenderComponent::~RenderComponent() {
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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) {
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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) {
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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) {
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uint32_t index = -1;
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for (auto i = 0u; i < m_Effects.size(); ++i) {
auto* eff = m_Effects[i];
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if (eff->name == name) {
index = i;
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delete eff;
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break;
}
}
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if (index == -1) {
return;
}
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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);
}
}
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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);
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GameMessages::SendPlayFXEffect(m_Parent, effectId, effectType, name, secondary, priority, scale, serialize);
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auto* effect = AddEffect(effectId, name, effectType);
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const auto& pair = m_DurationCache.find(effectId);
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if (pair != m_DurationCache.end()) {
effect->time = pair->second;
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return;
}
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const std::string effectType_str = GeneralUtils::UTF16ToWTF8(effectType);
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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());
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auto result = query.execQuery();
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if (result.eof() || result.fieldIsNull(0)) {
result.finalize();
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m_DurationCache[effectId] = 0;
effect->time = 0; // Persistent effect
return;
}
effect->time = static_cast<float>(result.getFloatField(0));
result.finalize();
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m_DurationCache[effectId] = effect->time;
}
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void RenderComponent::StopEffect(const std::string& name, const bool killImmediate) {
GameMessages::SendStopFXEffect(m_Parent, killImmediate, name);
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RemoveEffect(name);
}
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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) {
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float returnlength = 0.0f;
if (!self) return returnlength;
auto* renderComponent = self->GetComponent<RenderComponent>();
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if (!renderComponent) return returnlength;
auto* animationsTable = CDClientManager::Instance().GetTable<CDAnimationsTable>();
for (auto& groupId : renderComponent->m_animationGroupIds) {
auto animationGroup = animationsTable->GetAnimation(animation, renderComponent->GetLastAnimationName(), groupId);
if (animationGroup.FoundData()) {
auto data = animationGroup.Data();
renderComponent->SetLastAnimationName(data.animation_name);
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returnlength = data.animation_length;
}
}
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if (sendAnimation) GameMessages::SendPlayAnimation(self, GeneralUtils::ASCIIToUTF16(animation), priority, scale);
if (returnlength == 0.0f) Game::logger->Log("RenderComponent", "WARNING: Unable to find animation %s for lot %i in any group.", animation.c_str(), self->GetLOT());
return returnlength;
}