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feat: read and keep a scene file's sounds and particles as the client does
Files from before chunks now read their sounds and particles after the objects, and chunked files their particle chunk: - sounds (SceneLoader::LoadSounds, version 5 on, only before chunks): position and config (before 35 a 260 character name, kept as soundName); - particles (SceneLoader::LoadParticles, version 5 on): priority (43 on), position, rotation, effect names and config (46 on; before, an unused u16); the client stops at one with no effect, and before 44 a file may end before them. Every scene file of every client on disk reads each part to the next part's start (up to the client's 16 byte padding): 5408 referenced by zone files and 5125 on disk, versions 31-43 before chunks and 44-49 chunked. One client file, a LUP world, ends before its sounds; its objects are kept. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -50,6 +50,23 @@ struct LevelSkydome {
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std::array<std::string, 5> extraFilenames;
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};
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// A sound placed in the scene (SceneLoader::LoadSounds, version 5 on). Only the level editor makes anything of them
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struct LevelSound {
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NiPoint3 position;
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LwoNameValue config; // before version 35 only a 260 character soundName
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};
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// A particle effect placed in the scene (SceneLoader::LoadParticles, version 5 on)
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struct LevelParticle {
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int16_t priority{}; // version 43 on
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NiPoint3 position;
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NiQuaternion rotation = QuatUtils::IDENTITY;
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std::string effectNames; // separated by ';'
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uint16_t unknown{}; // before version 46
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// Version 46 on. The client keeps the last one it read for a particle without one
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std::string config;
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};
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// A scene file (.lvl), read as the client reads it (SceneLoader::LoadLvlFile)
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class Level {
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public:
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@@ -108,6 +125,8 @@ public:
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const LevelSkydome& GetSkydome() const { return m_Skydome; }
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const std::vector<NiColor>& GetEditorColors() const { return m_EditorColors; }
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const std::vector<SceneObject>& GetObjects() const { return m_Objects; }
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const std::vector<LevelSound>& GetSounds() const { return m_Sounds; }
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const std::vector<LevelParticle>& GetParticles() const { return m_Particles; }
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std::map<uint32_t, Header> m_ChunkHeaders;
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private:
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@@ -125,6 +144,8 @@ private:
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// Version 37 on: the editor's saved colours (the client keeps at most 32)
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std::vector<NiColor> m_EditorColors;
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std::vector<SceneObject> m_Objects;
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std::vector<LevelSound> m_Sounds;
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std::vector<LevelParticle> m_Particles;
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//private functions:
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void ReadChunks(std::istream& file);
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@@ -134,5 +155,7 @@ private:
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void ReadSkydomeInfo(std::istream& file);
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void ReadEditorSettings(std::istream& file);
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void ReadSceneObjectDataChunk(std::istream& file);
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void ReadSounds(std::istream& file);
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void ReadParticles(std::istream& file);
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void LoadSceneObjects();
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};
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