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>
The world read only a scene's objects and skipped the rest with
file.ignore. Level now reads a .lvl the way SceneLoader::LoadLvlFile
does (1.10.64) and keeps what it reads.
Chunked files: the file info chunk gives where the environment, object
and particle chunks start (the chunks were walked in order before); the
environment chunk gives where the lighting, skydome and editor settings
start, and the client reads all three only when there is lighting.
Files from before chunks: the no-editor-settings byte only from version
32, the revision from 37, a file newer than 48 is not read, a file
older than 3 has no objects; then lighting, skydome, editor settings
and objects in turn.
Kept, by version:
- lighting: blend time (45 on, default 10), ambient, specular, upper
hemisphere, position, min and max draw distances (31 on; before 39
fog near and far only), cull settings (40 on), fog colour (31 on),
directional colour (36 on), and before 42 the zone's spawn point
(before 33 the fixed one the client uses);
- the skydome and its five other files (34 on; they were skipped from
33);
- the editor's colours (37 on, the first 32);
- each object's node type (38 on), glom ID (32 on) and render
techniques (7 on: a 64 byte name, then per technique a 64 byte name,
u32, u8 and 16 floats); before, a count of techniques was read and
the techniques themselves were not, so an object with any misread
the rest of the file.
Object config is split at line breaks as before. A file that ends early
keeps the objects read before its end.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* feat: raw terrain parsing for scene data
Replace old dNavigation/dTerrain raw parser with new Raw module in
dZoneManager. Parse heightmaps, color maps, and scene maps from .raw
files to determine which scene a position belongs to. Build scene
adjacency graph from terrain data and scene transitions.
Adds NiColor type, SceneColor lookup table, eSceneType enum, terrain
mesh generation with OBJ export, and debug slash commands for scene
visualization.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* refactor: deduplicate terrain grid lookup logic, remove unnecessary cast
Add IsValidForSceneLookup(), GetSceneIDAtGrid(), and GridToWorldPos()
to Raw::Chunk. Use them in GenerateTerrainMesh, GetSceneIDFromPosition,
SpawnScenePoints, and SpawnAllScenePoints instead of duplicated inline
math. Remove unnecessary static_cast in LoadSceneTransitionInfo.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* fix: add version < 32 support to raw terrain parser
The parser was only correct for v32 files. For v<32:
- colorMapResolution is width-1, not width
- Color map reads width*width*4 bytes (BGRA per-pixel), not colorMapRes^2*4
- No DDS lightmap
- No texture settings byte or blend DDS
- Scene map: v31 reads (colorMapRes+1)^2 cells with border skip,
v<31 skips 1 byte
- No mesh data
Verified against all 309 .raw files across multiple client versions.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* fix: log and reject legacy raw terrain format, clean up ReadRaw API
Log a clear message and throw if the zone uses a legacy raw format
(LUZ version < 30) since no known maps use it. Remove ReadLegacyRaw
and the mapVersion parameter from ReadRaw.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* fix: revert v33 scene field renames to unknown1/unknown2
These fields are skipped by the client in every known build (ptr += 12
and ptr += 4). No client ever reads them into a struct. Keep the
original unknown1/unknown2 names from main.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* fix: load the zone without scene lookups when its raw terrain is missing or unreadable
Log at debug when it parses; build the terrain mesh only for the OBJ export; read the zone name and description only for version 31 and later, as the client does.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: look up the scene at a position as the client does, in constant time
Chunk bounds span (width - 1) * scale; the nearest scene map cell is used and the far edge is kept one cell inside. Chunks are indexed by grid cell when they form a grid. Skipping reads instead of seeking, so a cut-off file can't seek past the end. Terrain mesh indices follow the vertex order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* feat: scene point commands take a step and use brick LOTs from the BrickIDTable
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* chore: rename NiColor::ToXYZ to Luminance
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* test: raw terrain reading, scene lookup, scene graph and scene commands
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* test: close the OBJ file before removing it so the test passes on Windows
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: keep the zone boundary lines and read the luz scene count as the client does
Each boundary line's destination is read as a map ID and an instance ID into a LWOZONEID. The scene count is a byte before version 37 and a u32 from it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: name the fourth flair colour byte padding
The client never sets or reads it, so it holds leftover memory.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* fix: keep the scene map of version 31 and older raws
These files have a (resolution + 1)^2 scene map, kept in sceneMapLegacy. Version 31 uses its first resolution rows and columns; older versions are all scene 0, as in the client.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* refactor: simplify the raw heightmap size check
The dimensions are capped at kMaxResolution, so the product can't overflow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* chore: remove the scene point spawn commands and send /getadjacentscenes as one message
The spawn commands were only for testing. /getscene and /getadjacentscenes stay.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
* feat: enemy npc pathing
they live 🎉
tested that enemies path all around the world should they have a path configured.
tested that the admiral in gf (at the first camp) paths now.
fixes#1546
* feedback
* change network settings from vector to LwoNameValue
* move settings on Entity to managed memory
* Migrate more members
* chore: remove pointer leakage from raw ldf pointers
* feedback
* fix ci
tested that the pipe now spawns a ROCK that you can build. This ROCK you build spawns the PIPE now.
new bug: if you start building the ROCK and stop, the pipe will spawn instead of the previous rock.
* fix: security vulnerabilities
Tested that all functions related to the touched files work
will test sqlite on a CI build
* fix failing test
* ai feedback
* add buffer size checking
* use c_str
* dont log session key
* Try this for a mac definition
* be quiet apple
* remove goto
* Update MovementAIComponent.cpp
* convert to PathWaypoint
Easier for usage with paths
* add path parsing
* ref removal, simplification of work
* it works
* Update MovementAIComponent.cpp
* disable pathing for combat
we just need it for npcs for now, combat ai can be done later
* fixed stuttery enemies
wow
* start at ramped up speed
* add pausing and resuming
* Update MovementAIComponent.cpp
* Update MovementAIComponent.h
* Update CMakeLists.txt
* add movement ai skeleton
Zone loading code is tested to load and read the correct values using logs. other ldf data is unaffected as I walked around crux and dragons/apes can still spawn and be killed.
* format
* fix: more include changes
* fix: remove dZoneManager from global include
* fix: dDatabase
* fix: dCommon
* fix: object libs
* fix: rebase
* fix: bcrypt
* wip: try simplified connector build
* fix: update dockerfile
* fix: mariadb C/C++ on apple
* feat: Move scripts to CMAKE_MODULE_PATH
* fix: dPropertyBehaviors
* fix: macos?
* fix: Dockerfile
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* try: install_name_tool
* fix not building on unix
* fix include paths
* Remove code changes
Will fix in another PR.
* format pass
remove 2 more included directories.
remove commented out code
add status to messages
* comments and format
surround include directories with quotes
remove commented out code
remove debug messages
* Update CMakeLists.txt
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
Speed is used in more waypoints than not so we may as well reduce repeated references.
tested that the data is still loaded as normal in avant gardens
Update Zone.cpp
* Changed how the TryParse function works (and also did some general cleanup along the way)
* Update noexcept attributes (verified these are correct)
* Add fp overload for MacOS functionality
* resolving some feedback
* Split out unrelated changes to CleanupRoundup branch
* Update in response to feedback
* the consequences of emo's member variable renaming request
* Revert "the consequences of emo's member variable renaming request"
This reverts commit bf318caeda.
* Fully revert renaming attempt
* Revert "the consequences of emo's member variable renaming request"
This reverts commit bf318caeda.
Fully revert renaming attempt
* Created ClientVersion.h and moved the client version defaults to it
* Fix partial parsing and MacOS floating point errors
* attempting fix to MacOS compiler error
* syntax pass (should be the last commit unless the CI fails)
* ah, wait, forgot to uncomment the preprocessor statements for MacOS. THIS should be the last commit pending CI
* Okay, one last thing I noticed: We were including C headers here. Now they're C++ headers. Pinky swear this is it!
* typo and I am OCD. please let this be the last
* hash is usally but not always noexcept, so the specifier should go
* Address MOST of the feedback
* address the claim codes issue
* allow usage of NiPoint3 and NiQuaternion in constexpr context
* removed .cpp files entirely
* moving circular dependency circumvention stuff to an .inl file
* real world usage!!!!!
* reverting weird branch cross-pollination
* removing more weird branch cross-pollination
* remove comment
* added inverse header guard to inl file
* Update NiPoint3.inl
* trying different constructor syntax
* reorganize into .inl files for readability
* uncomment include
* moved non-constexpr definitions to cpp file
* moved static definitions back to inl files
* testing fix
* moved constants into seperate namespace
* Undo change in build-and-test.yml
* nodiscard
Removes the singleton inheritance from dpWorld.
Tested that crux prime, nimbus station, avant gardens and nexus tower still use navmeshes and physics and that physics volumes are still collided with.
* fix: more than 1 zone control object
Fixes an issue when players cannot load into Avant Gardens Survival and other script based minigames with more than 1 zone control object in the level files. (why are there 26 zone control objects in BoNS and AGS)
* Update Level.cpp
* Remove std::couts littered throughout the base
* working
End of optimizations for now
going faster
* Remove extraneous compare function
std::less<LWOSCENEID> already does this in a map.
* gaming
* Update Zone.cpp
* dlu is moving to bitbucket again
* Update Level.cpp
---------
Co-authored-by: Jettford <mrjettbradford@gmail.com>
add final missing scripts for nt
also fix the turnin for the breadcrumb missions not showing the completion window.
Fix another missing script
Add another script
fix include guards
Fix dirt clouds not appearing on mission accept
* Fix crashes
fix crash with chat filter
fix ldf_config being empty in database on windows debug
* WorldServer: Fix further crashes on windows
address multi threaded signal handling on worldservers
Remove iterator invalidation code in zone manager
* feat: add configurable feature and versions
to allow for easily swithing it out to enable features in the client for funsies
tested that this doesn't break anything and added test
* cleanup
* feat: use more zoneTable options
Allow setting framrate for the zone
Allow setting if pets are allowed in the zone
Allow setting if mounts are allowed in a zone
Allow disabling saving location to a zone
* address feedback
* Logger: Rename logger to Logger from dLogger
* Logger: Add compile time filename
Fix include issues
Add writers
Add macros
Add macro to force compilation
* Logger: Replace calls with macros
Allows for filename and line number to be logged
* Logger: Add comments
and remove extra define
Logger: Replace with unique_ptr
also flush console at exit. regular file writer should be flushed on file close.
Logger: Remove constexpr on variable
* Logger: Simplify code
* Update Logger.cpp
* Add path height correction on world load
* Increase height because Nexus Tower is tall
* Update height checker
- Only go up and down, do not deviate from the point you are on
- As a backup, use the nearestPoint on the nearestPoly, should detour be able to find one.
- Add a debug assert to fail the program should toReturn differ from nearestPoint[1].
Update dNavMesh.cpp
Update dNavMesh.cpp
* Fix if condition to actually return the value...
---------
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* fix: Properly read in scene metadata
* Fix reading in rental time and period from property path
* remove useless name in var
change hex to decimal so it's readable
fix scene transistion loop logic
* fix typoe and remove whitespace
* refactor: Vendor inventory loading
Implement proper delta compression
dynamically determine multicostitems and standard cost items
Quatantine max's custom code
* address feedback
* fix newline
* oops
* remove header
* fix default and const for
* he said make it a reference too, not just const
* Move EntityManager to Game namespace
* move initialization to later
Need to wait for dZoneManager to be initialized.
* Fix bugs
- Cannot delete from a RandomAccessIterator while in a range based for loop.
Touchup zone manager initialize
replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control
change initialize timings
If zone is not zero we expect to initialize the entity manager during zone manager initialization
Add constexpr for zone control LOT
* Add proper error handling
* revert vanity changes
* Update WorldServer.cpp
* Update dZoneManager.cpp
* Implement some trigger event calls
and command handlers
* add zone summary dimissed GM
* break and remove log
* some cleanup in Gather Targets
and blocking out
* fix default value of unlock for play cinematic
* Log on errors
add enum for physics effect type
simplify nipoint3 logic
check arg count
add enum for End behavior
* tryparse for nipoint3
* totally didn't forget to include it
* bleh c++ is blah
* ???
* address feedback
* Fix for #1028
* CDClient cleanup and optimization
- Use static function to get table name
- Remove unused GetName function
- Replace above function with a static GetTableName function
- Remove verbose comments
- Remove verbose initializers
- Remove need to specify table name when getting a table by name
- Remove unused typedef for mac and linux
* Re-add unused table
Convert tables to singletons
- Convert all CDClient tables to singletons
- Move Singleton.h to dCommon
- Reduce header clutter in CDClientManager