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
This commit is contained in:
David Markowitz
2023-03-20 06:10:52 -07:00
parent 7671cc6865
commit b432a3f5da
84 changed files with 631 additions and 607 deletions

View File

@@ -11,72 +11,34 @@
#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) : Component(parent) {
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();
return;
/*
auto* table = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
const auto entry = table->GetByIDAndType(parent->GetLOT(), eReplicaComponentType::RENDER);
std::stringstream query;
query << "SELECT effect1, effect2, effect3, effect4, effect5, effect6 FROM RenderComponent WHERE id = " << std::to_string(entry) << ";";
auto result = CDClientDatabase::ExecuteQuery(query.str());
if (result.eof())
{
return;
}
for (auto i = 0; i < 6; ++i)
{
if (result.fieldIsNull(i))
{
continue;
}
const auto id = result.getIntField(i);
if (id <= 0)
{
continue;
}
query.clear();
query << "SELECT effectType, effectName FROM BehaviorEffect WHERE effectID = " << std::to_string(id) << ";";
auto effectResult = CDClientDatabase::ExecuteQuery(query.str());
while (!effectResult.eof())
{
const auto type = effectResult.fieldIsNull(0) ? "" : std::string(effectResult.getStringField(0));
const auto name = effectResult.fieldIsNull(1) ? "" : std::string(effectResult.getStringField(1));
auto* effect = new Effect();
effect->name = name;
effect->type = GeneralUtils::ASCIIToUTF16(type);
effect->scale = 1;
effect->effectID = id;
effect->secondary = LWOOBJID_EMPTY;
m_Effects.push_back(effect);
effectResult.nextRow();
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() {
@@ -224,3 +186,47 @@ void RenderComponent::StopEffect(const std::string& name, const bool killImmedia
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;
}