#include "CDAnimationsTable.h" #include "GeneralUtils.h" #include "Game.h" namespace { /** * Cache all animations given a premade key */ void CacheAnimations(const CDAnimationsTable::CDAnimationKey animationKey) { auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM Animations WHERE animationGroupID = ? and animation_type = ?"); query.bind(1, static_cast(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)) { animations[animationKey]; } } /** * Run the query responsible for caching the data. */ bool 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; do { std::string animation_type = tableData.getStringField("animation_type", ""); DluAssert(!animation_type.empty()); CDAnimationsTable::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);); animations[CDAnimationsTable::CDAnimationKey(animation_type, animationGroupID)].push_back(entry); tableData.nextRow(); } while (!tableData.eof()); tableData.finalize(); return true; } /** * Each animation is key'd by its animationName and its animationGroupID. Each * animation has a possible list of animations. This is because there can be animations have a percent chance to play so one is selected at random. */ std::map> animations; }; void CDAnimationsTable::CacheAnimationGroup(AnimationGroupID animationGroupID) { auto animationEntryCached = animations.find(CDAnimationKey("", animationGroupID)); if (animationEntryCached != animations.end()) { return; } auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM Animations WHERE animationGroupID = ?"); query.bind(1, static_cast(animationGroupID)); // Cache the query so we don't run the query again. CacheData(query); animations[CDAnimationKey("", animationGroupID)]; } CDAnimationLookupResult CDAnimationsTable::GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID) { CDAnimationKey animationKey(animationType, animationGroupID); auto animationEntryCached = animations.find(animationKey); if (animationEntryCached == animations.end()) { CacheAnimations(animationKey); } auto animationEntry = 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()); } auto randomAnimation = GeneralUtils::GenerateRandomNumber(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(); }