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https://github.com/DarkflameUniverse/DarkflameServer.git
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dbe4a0ced3
* chore: continue work on removing raw packet reading tested that logging in, deleted a char, renaming a char, and transfeering to a zone all work still * Address Feedback
234 lines
6.5 KiB
C++
234 lines
6.5 KiB
C++
#include "RenderComponent.h"
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#include <sstream>
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#include <string>
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#include <iomanip>
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#include "Entity.h"
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#include "CDClientManager.h"
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#include "GameMessages.h"
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#include "Game.h"
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#include "Logger.h"
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#include "CDAnimationsTable.h"
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std::unordered_map<int32_t, float> RenderComponent::m_DurationCache{};
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RenderComponent::RenderComponent(Entity* parent, int32_t componentId): Component(parent) {
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m_Effects = std::vector<Effect*>();
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m_LastAnimationName = "";
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if (componentId == -1) return;
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM RenderComponent WHERE id = ?;");
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query.bind(1, componentId);
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auto result = query.execQuery();
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if (!result.eof()) {
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auto animationGroupIDs = std::string(result.getStringField("animationGroupIDs", ""));
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if (!animationGroupIDs.empty()) {
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auto* animationsTable = CDClientManager::Instance().GetTable<CDAnimationsTable>();
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auto groupIdsSplit = GeneralUtils::SplitString(animationGroupIDs, ',');
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for (auto& groupId : groupIdsSplit) {
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int32_t groupIdInt;
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if (!GeneralUtils::TryParse(groupId, groupIdInt)) {
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LOG("bad animation group Id %s", groupId.c_str());
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continue;
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}
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m_animationGroupIds.push_back(groupIdInt);
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animationsTable->CacheAnimationGroup(groupIdInt);
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}
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}
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}
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result.finalize();
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}
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RenderComponent::~RenderComponent() {
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for (Effect* eff : m_Effects) {
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if (eff) {
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delete eff;
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eff = nullptr;
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}
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}
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m_Effects.clear();
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}
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void RenderComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) {
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if (!bIsInitialUpdate) return;
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outBitStream->Write<uint32_t>(m_Effects.size());
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for (Effect* eff : m_Effects) {
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// we still need to write 0 as the size for name if it is a nullptr
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if (!eff) {
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outBitStream->Write<uint8_t>(0);
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continue;
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}
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outBitStream->Write<uint8_t>(eff->name.size());
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// if there is no name, then we don't write anything else
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if (eff->name.empty()) continue;
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for (const auto& value : eff->name) outBitStream->Write<uint8_t>(value);
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outBitStream->Write(eff->effectID);
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outBitStream->Write<uint8_t>(eff->type.size());
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for (const auto& value : eff->type) outBitStream->Write<uint16_t>(value);
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outBitStream->Write<float_t>(eff->priority);
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outBitStream->Write<int64_t>(eff->secondary);
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}
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}
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Effect* RenderComponent::AddEffect(const int32_t effectId, const std::string& name, const std::u16string& type, const float priority) {
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auto* eff = new Effect();
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eff->effectID = effectId;
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eff->name = name;
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eff->type = type;
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eff->priority = priority;
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m_Effects.push_back(eff);
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return eff;
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}
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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) {
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auto* eff = m_Effects[i];
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if (eff->name == name) {
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index = i;
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delete eff;
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break;
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}
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}
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if (index == -1) {
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return;
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}
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m_Effects.erase(m_Effects.begin() + index);
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}
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void RenderComponent::Update(const float deltaTime) {
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std::vector<Effect*> dead;
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for (auto* effect : m_Effects) {
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if (effect->time == 0) {
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continue; // Skip persistent effects
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}
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const auto result = effect->time - deltaTime;
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if (result <= 0) {
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dead.push_back(effect);
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continue;
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}
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effect->time = result;
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}
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for (auto* effect : dead) {
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// StopEffect(effect->name);
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}
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}
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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) {
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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, priority);
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const auto& pair = m_DurationCache.find(effectId);
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if (pair != m_DurationCache.end()) {
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effect->time = pair->second;
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return;
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}
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const std::string effectType_str = GeneralUtils::UTF16ToWTF8(effectType);
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT animation_length FROM Animations WHERE animation_type IN (SELECT animationName FROM BehaviorEffect WHERE effectID = ? AND effectType = ?);");
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query.bind(1, effectId);
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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)) {
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result.finalize();
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m_DurationCache[effectId] = 0;
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effect->time = 0; // Persistent effect
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return;
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}
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effect->time = static_cast<float>(result.getFloatField(0));
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result.finalize();
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m_DurationCache[effectId] = effect->time;
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}
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void RenderComponent::StopEffect(const std::string& name, const bool killImmediate) {
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GameMessages::SendStopFXEffect(m_Parent, killImmediate, name);
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RemoveEffect(name);
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}
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std::vector<Effect*>& RenderComponent::GetEffects() {
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return m_Effects;
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}
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float RenderComponent::PlayAnimation(Entity* self, const std::u16string& animation, float priority, float scale) {
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if (!self) return 0.0f;
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return RenderComponent::PlayAnimation(self, GeneralUtils::UTF16ToWTF8(animation), priority, scale);
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}
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float RenderComponent::PlayAnimation(Entity* self, const std::string& animation, float priority, float scale) {
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if (!self) return 0.0f;
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return RenderComponent::DoAnimation(self, animation, true, priority, scale);
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}
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float RenderComponent::GetAnimationTime(Entity* self, const std::u16string& animation) {
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if (!self) return 0.0f;
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return RenderComponent::GetAnimationTime(self, GeneralUtils::UTF16ToWTF8(animation));
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}
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float RenderComponent::GetAnimationTime(Entity* self, const std::string& animation) {
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if (!self) return 0.0f;
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return RenderComponent::DoAnimation(self, animation, false);
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}
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float RenderComponent::DoAnimation(Entity* self, const std::string& animation, bool sendAnimation, float priority, float scale) {
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float returnlength = 0.0f;
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if (!self) return returnlength;
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auto* renderComponent = self->GetComponent<RenderComponent>();
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if (!renderComponent) return returnlength;
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auto* animationsTable = CDClientManager::Instance().GetTable<CDAnimationsTable>();
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for (auto& groupId : renderComponent->m_animationGroupIds) {
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auto animationGroup = animationsTable->GetAnimation(animation, renderComponent->GetLastAnimationName(), groupId);
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if (animationGroup.FoundData()) {
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auto data = animationGroup.Data();
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renderComponent->SetLastAnimationName(data.animation_name);
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returnlength = data.animation_length;
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}
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}
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if (sendAnimation) GameMessages::SendPlayAnimation(self, GeneralUtils::ASCIIToUTF16(animation), priority, scale);
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if (returnlength == 0.0f) LOG("WARNING: Unable to find animation %s for lot %i in any group.", animation.c_str(), self->GetLOT());
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return returnlength;
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}
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