mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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465 lines
No EOL
13 KiB
C++
465 lines
No EOL
13 KiB
C++
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// ***************************************************************************
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/*
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This small tool was made for Graphist, to edit automatically *.animation_set sheets, so anims
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get correct MeleeImpactDelay data
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It uses an anim.txt file that was generated by inserting code (give at end of this file)
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in the client.
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This tool had to be "used one time only". hence its crappiest usage :)
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*/
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#include "nel/misc/path.h"
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#include "nel/misc/file.h"
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#include "nel/misc/common.h"
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#include "nel/misc/algo.h"
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using namespace std;
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using namespace NLMISC;
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// ***************************************************************************
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// Config
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bool ReplaceExistingMeleeImpactDelay= true;
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float MeleeImpactTimeFactor= 0.35f;
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// Inited in main()
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map<string, string> StateNameToStateCode;
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// ***************************************************************************
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class CAnimCombatState
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{
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public:
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void build(const string & line);
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// A1, A2 etc...
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string StateCode;
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// Mean Animation Time of all sub animations of this state
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float MeanAnimTime;
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public:
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bool operator<(const CAnimCombatState &o) const {return StateCode<o.StateCode;}
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};
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class CAnimCombatSet
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{
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public:
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// name of the anim set
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string Name;
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// set of CAnimCombatState
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set<CAnimCombatState> States;
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public:
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bool operator<(const CAnimCombatSet &o) const {return Name<o.Name;}
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};
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// ***************************************************************************
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void CAnimCombatState::build(const string &line)
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{
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StateCode= line.substr(4, 2);
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string time= line.substr(10, 5);
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MeanAnimTime= (float)atof(time.c_str());
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}
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// ***************************************************************************
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void makeAnimMeleeImpact(const std::string &animSetFile, const set<CAnimCombatSet> &combatAnimSets)
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{
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// look if this animSetFile is in the combat list to patch
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string shortName= CFile::getFilenameWithoutExtension(animSetFile);
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strlwr(shortName);
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CAnimCombatSet key;
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key.Name= shortName;
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set<CAnimCombatSet>::iterator it= combatAnimSets.find(key);
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if(it == combatAnimSets.end())
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return;
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const CAnimCombatSet ¤tCombatAnimSet= *it;
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InfoLog->displayRawNL("patching %s", animSetFile.c_str());
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// *** Read the animset file.
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CIFile iFile;
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iFile.open(animSetFile, true);
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// Read all text
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static vector<string> animSetText;
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animSetText.clear();
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while(!iFile.eof())
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{
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char tmp[50000];
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iFile.getline(tmp, 50000);
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animSetText.push_back(tmp);
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}
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iFile.close();
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bool someChangeDone= false;
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// *** Parse the animSet
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{
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// For each line of the animSet
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sint structLevel= 0;
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sint meleeImpactDelayLine= -1;
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string currentStateName;
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for(uint j=0;j<animSetText.size();j++)
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{
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string line= animSetText[j];
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string lineLwr= toLower(line);
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// Find <LOG> TAg? => stop
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if(line.find("<LOG>")!=string::npos)
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break;
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// Find a STRUCT start?
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if(line.find("<STRUCT")!=string::npos)
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{
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// inc struct
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structLevel++;
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// if start a new State block
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if(structLevel==2)
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{
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// reset info for this state
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currentStateName.clear();
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meleeImpactDelayLine= -1;
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// try to get the name
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const string tagStart= "name=\"";
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uint start= lineLwr.find(tagStart);
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if(start!=string::npos)
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{
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start+= tagStart.size();
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uint end= lineLwr.find("\"", start);
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if(end!=string::npos)
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currentStateName= lineLwr.substr(start, end-start);
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}
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}
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}
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// Find a STRUCT end?
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if(line.find("</STRUCT>")!=string::npos)
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{
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// if end a state block, may add or replace MeleeDelayImpact
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if(structLevel==2 && !currentStateName.empty())
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{
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// If the state is not in the combat state, no need to patch anything
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static CAnimCombatState key;
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// must translate for instance "attack1" to "A1"
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key.StateCode= StateNameToStateCode[currentStateName];
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set<CAnimCombatState>::iterator it= currentCombatAnimSet.States.find(key);
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if(it!=currentCombatAnimSet.States.end())
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{
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// else take the mean anim time
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string format= " <ATOM Name=\"MeleeImpactDelay\" Value=\"%.3f\"/>";
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string newLine= toString(format.c_str(), it->MeanAnimTime * MeleeImpactTimeFactor);
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// melee impact delay doesn't exist?
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if(meleeImpactDelayLine==-1)
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{
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// add just before this line the Melee Impact Atom
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animSetText.insert(animSetText.begin()+j, newLine);
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j++;
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someChangeDone= true;
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}
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// else exist and want to replace?
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else if(ReplaceExistingMeleeImpactDelay)
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{
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animSetText[meleeImpactDelayLine]= newLine;
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someChangeDone= true;
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}
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}
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}
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// dec struct level
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structLevel--;
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}
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// if we are in level 2 structure, try to get the line to modify (if exist)
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if(structLevel==2)
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{
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if( line.find("Name=\"MeleeImpactDelay\"")!=string::npos )
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meleeImpactDelayLine= j;
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}
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}
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}
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// *** Write the animset file.
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if(someChangeDone)
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{
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COFile oFile;
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oFile.open(animSetFile, false, true);
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// Write all text
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for(uint i=0;i<animSetText.size();i++)
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{
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string str= animSetText[i];
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str+= "\n";
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oFile.serialBuffer((uint8*)str.c_str(), str.size());
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}
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}
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}
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// ***************************************************************************
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int usage()
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{
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printf("Usage: make_anim_melee_impact animset_dir");
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return -1;
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}
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// ***************************************************************************
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int main(int argc, char *argv[])
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{
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NLMISC::createDebug();
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// make_anim_melee_impact animset_dir
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if(argc!=2)
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return usage();
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string animSetDir= argv[1];
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// *** parse the anim.txt file
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set<CAnimCombatSet> combatAnimSets;
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CIFile animFile;
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if(!animFile.open("anim.txt", true))
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{
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nlwarning("Can't open anim.txt file. abort");
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return 0;
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}
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else
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{
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char tmp[5000];
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CAnimCombatSet lastAnimSet;
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// parse all lines
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while(!animFile.eof())
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{
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animFile.getline(tmp, 5000);
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string line= tmp;
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if(line.empty())
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continue;
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// new anim set?
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if(line[0]!=' ')
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{
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// insert the last anim state
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if(!lastAnimSet.States.empty())
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combatAnimSets.insert(lastAnimSet);
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lastAnimSet.States.clear();
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lastAnimSet.Name= line;
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}
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// new anim state?
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else if(!lastAnimSet.Name.empty())
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{
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CAnimCombatState state;
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state.build(line);
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lastAnimSet.States.insert(state);
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}
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}
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// append the last anim set if needed
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if(!lastAnimSet.States.empty())
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combatAnimSets.insert(lastAnimSet);
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animFile.close();
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}
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// *** Get the list of .animset to make by race
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vector<string> files;
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files.clear();
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CPath::getPathContent(animSetDir, true, false, true, files);
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vector<string> animSetList;
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InfoLog->displayRawNL("");
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InfoLog->displayRawNL("*****************************");
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InfoLog->displayRawNL("**** .animation_set list ****");
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InfoLog->displayRawNL("*****************************");
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for(uint i=0;i<files.size();i++)
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{
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if(testWildCard(files[i], "*.animation_set"))
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{
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animSetList.push_back(files[i]);
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InfoLog->displayRawNL(animSetList.back().c_str());
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}
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}
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// *** Init StateNameToStateCode
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StateNameToStateCode["attack1"]= "A1";
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StateNameToStateCode["attack2"]= "A2";
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StateNameToStateCode["walk atk"]= "Wa";
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StateNameToStateCode["run atk"]= "Ra";
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StateNameToStateCode["backward atk"]= "Ba";
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StateNameToStateCode["default atk low"]= "Dl";
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StateNameToStateCode["default atk middle"]= "Dm";
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StateNameToStateCode["default atk high"]= "Dh";
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StateNameToStateCode["powerful atk low"]= "Pl";
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StateNameToStateCode["powerful atk middle"]= "Pm";
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StateNameToStateCode["powerful atk high"]= "Ph";
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StateNameToStateCode["area atk low"]= "Al";
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StateNameToStateCode["area atk middle"]= "Am";
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StateNameToStateCode["area atk high"]= "Ah";
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// *** For each animset, test if can replace some anim
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InfoLog->displayRawNL("");
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InfoLog->displayRawNL("**************************");
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InfoLog->displayRawNL("**** Starting Process ****");
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InfoLog->displayRawNL("**************************");
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for(uint i=0;i<animSetList.size();i++)
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{
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makeAnimMeleeImpact(animSetList[i], combatAnimSets);
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}
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return 0;
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}
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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/*
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To generate the anim.txt file, this code has to be inserted in the client, in
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entity_animation_manager.cpp, CEntityAnimationManager::load(), after
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if(_AnimationSet)
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{
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_AnimationSet->build();
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....
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}
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** insert here ***
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animSet Sheets and 3D anim data (fauna_animations.bnp and characters_animations.bnp) must be up to date
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*/
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/*
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// *************************************
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// CODE TO GENERATE MELEE IMPACT DELAY
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// *************************************
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CFileDisplayer animLog("anim.txt", true);
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TAnimStateId walkAtk= CAnimationStateSheet::getAnimationStateId("walk atk");
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TAnimStateId runAtk= CAnimationStateSheet::getAnimationStateId("run atk");
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TAnimStateId backAtk= CAnimationStateSheet::getAnimationStateId("backward atk");
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TAnimStateId stateCombat[]= {CAnimationStateSheet::Attack1, CAnimationStateSheet::Attack2,
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walkAtk, runAtk, backAtk,
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CAnimationStateSheet::DefaultAtkLow,CAnimationStateSheet::DefaultAtkHigh,
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CAnimationStateSheet::DefaultAtkMiddle,CAnimationStateSheet::PowerfulAtkLow,
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CAnimationStateSheet::PowerfulAtkHigh,CAnimationStateSheet::PowerfulAtkMiddle,
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CAnimationStateSheet::AreaAtkLow,CAnimationStateSheet::AreaAtkHigh,
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CAnimationStateSheet::AreaAtkMiddle};
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string stateCombatCode[]= {"A1", "A2", "Wa", "Ra", "Ba",
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"Dl", "Dh", "Dm", "Pl", "Ph", "Pm", "Al", "Ah", "Am"};
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const uint32 nSC= sizeof(stateCombat) / sizeof(stateCombat[0]);
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nlctassert(nSC==sizeof(stateCombatCode) / sizeof(stateCombatCode[0]));
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{
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float roughEval= 0.f;
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uint nbRoughEval= 0;
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TAnimSet::iterator it= _AnimSet.begin();
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for(;it!=_AnimSet.end();it++)
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{
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CAnimationSet &animSet= it->second;
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bool animSetDisplayed= false;
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for(uint i=0;i<nSC;i++)
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{
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// per anim state
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CAnimationState *state= const_cast<CAnimationState*>(animSet.getAnimationState(stateCombat[i]));
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if(state)
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{
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// first compute mean and anim name
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float mean= 0.f;
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uint nbValid= 0;
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string animName;
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bool extended= false;
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for(uint j=0;j<state->getNumAnimation();j++)
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{
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CAnimation *anim= state->getAnimationByIndex(j);
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NL3D::UAnimation *anim3d= NULL;
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if(anim)
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anim3d= _AnimationSet->getAnimation(anim->id());
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if(anim && anim3d)
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{
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// name
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string name= _AnimationSet->getAnimationName(anim->id());
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strlwr(name);
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if(animName.empty())
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animName= name;
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else if(!extended)
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{
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extended= true;
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animName+= ", ...";
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}
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// meanLength and nb
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float timeLen= anim3d->getEndTime()-anim3d->getBeginTime();
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mean+= timeLen;
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nbValid++;
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}
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}
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if(nbValid)
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mean/=nbValid;
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// compute standard and max deviation
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float stdDev=0.f, maxDev=0.f;
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for(uint j=0;j<state->getNumAnimation();j++)
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{
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CAnimation *anim= state->getAnimationByIndex(j);
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NL3D::UAnimation *anim3d= NULL;
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if(anim)
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anim3d= _AnimationSet->getAnimation(anim->id());
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if(anim && anim3d)
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{
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float timeLen= anim3d->getEndTime()-anim3d->getBeginTime();
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stdDev+= (float)fabs(timeLen - mean);
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maxDev= max(maxDev, (float)fabs(timeLen - mean));
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}
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}
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if(nbValid)
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stdDev/= nbValid;
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// valid?
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if(nbValid)
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{
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// display first animSetName
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if(!animSetDisplayed)
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{
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string msg= toString("%s\n", it->first.c_str() );
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animLog.display(CLog::TDisplayInfo(), msg.c_str());
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animSetDisplayed= true;
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}
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// then stats for this state
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string msg= toString(" %s: mn%.03f, md%.03f, sd%.03f, ev%.03f (%s)\n", stateCombatCode[i].c_str(),
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mean, maxDev, stdDev, mean*0.4f, animName.c_str());
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animLog.display(CLog::TDisplayInfo(), msg.c_str());
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roughEval+= mean;
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nbRoughEval++;
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}
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}
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}
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}
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if(nbRoughEval)
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{
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roughEval/= nbRoughEval;
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nlinfo(" AnimDBG RoughEval: mn%.03f, ev%.03f",
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roughEval, roughEval*0.4f);
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}
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}
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// *************************************
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// CODE TO GENERATE MELEE IMPACT DELAY
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// *************************************
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*/ |