DarkflameServer/dDatabase/Tables/CDAnimationsTable.cpp

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#include "CDAnimationsTable.h"
#include "GeneralUtils.h"
#include "Game.h"
void CDAnimationsTable::LoadValuesFromDatabase() {
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM Animations");
while (!tableData.eof()) {
std::string animation_type = tableData.getStringField("animation_type", "");
DluAssert(!animation_type.empty());
AnimationGroupID animationGroupID = tableData.getIntField("animationGroupID", -1);
DluAssert(animationGroupID != -1);
CDAnimation entry;
entry.animation_name = tableData.getStringField("animation_name", "");
entry.chance_to_play = tableData.getFloatField("chance_to_play", 1.0f);
UNUSED_COLUMN(entry.min_loops = tableData.getIntField("min_loops", 0);)
UNUSED_COLUMN(entry.max_loops = tableData.getIntField("max_loops", 0);)
entry.animation_length = tableData.getFloatField("animation_length", 0.0f);
UNUSED_COLUMN(entry.hideEquip = tableData.getIntField("hideEquip", 0) == 1;)
UNUSED_COLUMN(entry.ignoreUpperBody = tableData.getIntField("ignoreUpperBody", 0) == 1;)
UNUSED_COLUMN(entry.restartable = tableData.getIntField("restartable", 0) == 1;)
UNUSED_COLUMN(entry.face_animation_name = tableData.getStringField("face_animation_name", "");)
UNUSED_COLUMN(entry.priority = tableData.getFloatField("priority", 0.0f);)
UNUSED_COLUMN(entry.blendTime = tableData.getFloatField("blendTime", 0.0f);)
this->animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
tableData.nextRow();
}
tableData.finalize();
}
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bool CDAnimationsTable::CacheData(CppSQLite3Statement& queryToCache) {
auto tableData = queryToCache.execQuery();
// If we received a bad lookup, cache it anyways so we do not run the query again.
if (tableData.eof()) return false;
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do {
std::string animation_type = tableData.getStringField("animation_type", "");
DluAssert(!animation_type.empty());
AnimationGroupID animationGroupID = tableData.getIntField("animationGroupID", -1);
DluAssert(animationGroupID != -1);
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CDAnimation entry;
entry.animation_name = tableData.getStringField("animation_name", "");
entry.chance_to_play = tableData.getFloatField("chance_to_play", 1.0f);
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UNUSED_COLUMN(entry.min_loops = tableData.getIntField("min_loops", 0);)
UNUSED_COLUMN(entry.max_loops = tableData.getIntField("max_loops", 0);)
entry.animation_length = tableData.getFloatField("animation_length", 0.0f);
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UNUSED_COLUMN(entry.hideEquip = tableData.getIntField("hideEquip", 0) == 1;)
UNUSED_COLUMN(entry.ignoreUpperBody = tableData.getIntField("ignoreUpperBody", 0) == 1;)
UNUSED_COLUMN(entry.restartable = tableData.getIntField("restartable", 0) == 1;)
UNUSED_COLUMN(entry.face_animation_name = tableData.getStringField("face_animation_name", "");)
UNUSED_COLUMN(entry.priority = tableData.getFloatField("priority", 0.0f);)
UNUSED_COLUMN(entry.blendTime = tableData.getFloatField("blendTime", 0.0f);)
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this->animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
tableData.nextRow();
} while (!tableData.eof());
tableData.finalize();
return true;
}
void CDAnimationsTable::CacheAnimations(const CDAnimationKey animationKey) {
auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM Animations WHERE animationGroupID = ? and animation_type = ?");
query.bind(1, static_cast<int32_t>(animationKey.second));
query.bind(2, animationKey.first.c_str());
// If we received a bad lookup, cache it anyways so we do not run the query again.
if (!CacheData(query)) {
this->animations[animationKey];
}
}
void CDAnimationsTable::CacheAnimationGroup(AnimationGroupID animationGroupID) {
auto animationEntryCached = this->animations.find(CDAnimationKey("", animationGroupID));
if (animationEntryCached != this->animations.end()) {
return;
}
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM Animations WHERE animationGroupID = ?");
query.bind(1, static_cast<int32_t>(animationGroupID));
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// Cache the query so we don't run the query again.
CacheData(query);
this->animations[CDAnimationKey("", animationGroupID)];
}
CDAnimationLookupResult CDAnimationsTable::GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID) {
CDAnimationKey animationKey(animationType, animationGroupID);
auto animationEntryCached = this->animations.find(animationKey);
if (animationEntryCached == this->animations.end()) {
this->CacheAnimations(animationKey);
}
auto animationEntry = this->animations.find(animationKey);
// If we have only one animation, return it regardless of the chance to play.
if (animationEntry->second.size() == 1) {
return CDAnimationLookupResult(animationEntry->second.front());
}
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auto randomAnimation = GeneralUtils::GenerateRandomNumber<float>(0, 1);
for (auto& animationEntry : animationEntry->second) {
randomAnimation -= animationEntry.chance_to_play;
// This is how the client gets the random animation.
if (animationEntry.animation_name != previousAnimationName && randomAnimation <= 0.0f) return CDAnimationLookupResult(animationEntry);
}
return CDAnimationLookupResult();
}