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10 Commits

Author SHA1 Message Date
Aaron Kimbrell
6df22db8b3 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>
2026-06-24 21:40:41 -05:00
Aaron Kimbrell
9c2062231a 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>
2026-06-24 21:25:58 -05:00
Aaron Kimbrell
915fedb156 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>
2026-06-24 19:42:48 -05:00
Aaron Kimbrell
0eeb5b0285 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>
2026-06-24 19:01:45 -05:00
Aaron Kimbrell
feeaf339d4 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>
2026-06-24 18:34:47 -05:00
David Markowitz
35337291fa feat: debugger additions (#2013)
* feat: debugger additions

Add type field for links in flash
Add warning level for dangerous buttons
fix uninitialzied memory with jetpack variable
remove a bunch of duplicated position push code

tested that the ui is still functional and components with multiple physics components have all their details visible.
tested that jetpack is initialized now

* remove amf3 header

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* fixes

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-06-24 17:18:16 -05:00
Aaron Kimbrell
5d523a1e7b fix: handling of the same skill on multiple items (#1990)
* refactor: update behavior slot determination to use equipLocation instead of itemType

* fix: improve skill management in InventoryComponent to ensure correct client updates
2026-06-22 17:16:57 -07:00
David Markowitz
5745742c91 feat: dragon instance script (#2012)
* feat: dragon instance script

* Update FvDragonInstanceServer.h

* feat: implement ronin script

* Update CountdownDestroyAI.cpp

* default initialize

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* remove unused handlers

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* use float

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* fixes

* Update ScriptComponent.h

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-06-22 17:16:21 -07:00
Aaron Kimbrell
62f58f5307 chore: cleanup possession handling (#1984)
* feat: enhance possession mechanics with skill set integration and improved message handling

* fix: restore SetPossessor in Mount() and scope IsRacing to vehicles

SetPossessor was missing from Mount(), breaking direct possessions via
PossessableComponent::OnUse which bypasses HandlePossession. IsRacing
now only set/cleared when the mount has HavokVehiclePhysicsComponent,
preventing non-vehicle possessions from incorrectly affecting the
distance-driven statistic.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 21:39:51 -07:00
David Markowitz
83707e2210 feat: add the lightning orb script* (#2011)
* feat: add the lightning orb script*

Doesn't do anything because MPC don't work...

* Update LightningOrbServer.cpp
2026-06-21 00:30:44 -05:00
59 changed files with 1691 additions and 455 deletions

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@@ -4,7 +4,6 @@
#include "dCommonVars.h"
#include "Logger.h"
#include "Game.h"
#include <type_traits>
#include <unordered_map>
#include <vector>
@@ -368,9 +367,37 @@ public:
}
template<typename AmfType = AMFArrayValue>
AmfType& PushDebug(const std::string_view name) {
AmfType& PushDebug(const std::string_view name, const std::string& objectType = "", const uint32_t warningLevel = 0) {
size_t i = 0;
for (; i < m_Dense.size(); i++) {
const auto& cast = dynamic_cast<AMFArrayValue*>(m_Dense[i].get());
if (!cast) continue;
const auto& nameValue = cast->Get<std::string>("name");
if (!nameValue || nameValue->GetValue() != name) continue;
if (!objectType.empty()) {
cast->Insert<std::string>("type", objectType);
}
if (warningLevel != 0) {
cast->Insert<double>("warningLevel", warningLevel);
}
// found a duplicate, return this instead
auto valueCast = dynamic_cast<AmfType*>(cast->Get("value"));
if (valueCast) return *valueCast;
}
auto* value = PushArray();
value->Insert("name", name.data());
value->Insert<std::string>("name", name.data());
if (!objectType.empty()) {
value->Insert<std::string>("type", objectType);
}
if (warningLevel != 0) {
value->Insert<double>("warningLevel", warningLevel);
}
return value->Insert<AmfType>("value", std::make_unique<AmfType>());
}

34
dCommon/NiColor.h Normal file
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@@ -0,0 +1,34 @@
#ifndef NICOLOR_H
#define NICOLOR_H
struct NiColor {
float m_Red;
float m_Green;
float m_Blue;
constexpr NiColor(float red, float green, float blue) : m_Red(red), m_Green(green), m_Blue(blue) {}
constexpr NiColor() : NiColor(0.0f, 0.0f, 0.0f) {}
/* reduce RGB files to grayscale, with or without alpha
* using the equation given in Poynton's ColorFAQ at
* <http://www.inforamp.net/~poynton/> // dead link
* Copyright (c) 1998-01-04 Charles Poynton poynton at inforamp.net
*
* Y = 0.212671 * R + 0.715160 * G + 0.072169 * B
*
* We approximate this with
*
* Y = 0.21268 * R + 0.7151 * G + 0.07217 * B
*
* which can be expressed with integers as
*
* Y = (6969 * R + 23434 * G + 2365 * B)/32768
*
* The calculation is to be done in a linear colorspace.
*
* Other integer coefficents can be used via png_set_rgb_to_gray().
*/
float ToXYZ() const { return (m_Red * 0.212671f) + (m_Green * 0.71516f) + (m_Blue * 0.072169f); };
};
#endif // NICOLOR_H

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@@ -0,0 +1,166 @@
#ifndef SCENE_COLOR_H
#define SCENE_COLOR_H
#include "NiColor.h"
#include <array>
#include <cstdint>
namespace SceneColor {
// these are not random values, they are the actual template colors used by the game
static constexpr std::array<NiColor, 146> TEMPLATE_COLORS = {{
{ 0.5019608f, 0.5019608f, 0.5019608f },
{ 1.0f, 0.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f },
{ 1.0f, 1.0f, 0.0f },
{ 1.0f, 0.0f, 1.0f },
{ 0.0f, 1.0f, 1.0f },
{ 0.5019608f, 0.0f, 1.0f },
{ 1.0f, 0.5019608f, 0.0f },
{ 1.0f, 0.5019608f, 0.5019608f },
{ 0.5019608f, 0.2509804f, 0.0f },
{ 0.5019608f, 0.0f, 0.2509804f },
{ 0.0f, 0.5019608f, 0.2509804f },
{ 0.2509804f, 0.0f, 0.5019608f },
{ 0.8745098f, 0.0f, 0.2509804f },
{ 0.2509804f, 0.8745098f, 0.5019608f },
{ 1.0f, 0.7490196f, 0.0f },
{ 1.0f, 0.2509804f, 0.0627451f },
{ 0.2509804f, 0.0f, 0.8745098f },
{ 0.7490196f, 0.0627451f, 0.0627451f },
{ 0.0627451f, 0.7490196f, 0.0627451f },
{ 1.0f, 0.5019608f, 1.0f },
{ 0.9372549f, 0.8705882f, 0.8039216f },
{ 0.8039216f, 0.5843138f, 0.4588235f },
{ 0.9921569f, 0.8509804f, 0.7098039f },
{ 0.4705882f, 0.8588235f, 0.8862745f },
{ 0.5294118f, 0.6627451f, 0.4196078f },
{ 1.0f, 0.6431373f, 0.454902f },
{ 0.9803922f, 0.9058824f, 0.7098039f },
{ 0.6235294f, 0.5058824f, 0.4392157f },
{ 0.9921569f, 0.4862745f, 0.4313726f },
{ 0.0f, 0.0f, 0.0f },
{ 0.6745098f, 0.8980392f, 0.9333333f },
{ 0.1215686f, 0.4588235f, 0.9960784f },
{ 0.6352941f, 0.6352941f, 0.8156863f },
{ 0.4f, 0.6f, 0.8f },
{ 0.05098039f, 0.5960785f, 0.7294118f },
{ 0.4509804f, 0.4f, 0.7411765f },
{ 0.8705882f, 0.3647059f, 0.5137255f },
{ 0.7960784f, 0.254902f, 0.3294118f },
{ 0.7058824f, 0.4039216f, 0.3019608f },
{ 1.0f, 0.4980392f, 0.2862745f },
{ 0.9176471f, 0.4941176f, 0.3647059f },
{ 0.6901961f, 0.7176471f, 0.7764706f },
{ 1.0f, 1.0f, 0.6f },
{ 0.1098039f, 0.827451f, 0.6352941f },
{ 1.0f, 0.6666667f, 0.8f },
{ 0.8666667f, 0.2666667f, 0.572549f },
{ 0.1137255f, 0.6745098f, 0.8392157f },
{ 0.7372549f, 0.3647059f, 0.345098f },
{ 0.8666667f, 0.5803922f, 0.4588235f },
{ 0.6039216f, 0.8078431f, 0.9215686f },
{ 1.0f, 0.7372549f, 0.8509804f },
{ 0.9921569f, 0.8588235f, 0.427451f },
{ 0.1686275f, 0.4235294f, 0.7686275f },
{ 0.9372549f, 0.8039216f, 0.7215686f },
{ 0.4313726f, 0.3176471f, 0.3764706f },
{ 0.8078431f, 1.0f, 0.1137255f },
{ 0.427451f, 0.682353f, 0.5058824f },
{ 0.7647059f, 0.3921569f, 0.772549f },
{ 0.8f, 0.4f, 0.4f },
{ 0.9058824f, 0.7764706f, 0.5921569f },
{ 0.9882353f, 0.8509804f, 0.4588235f },
{ 0.6588235f, 0.8941177f, 0.627451f },
{ 0.5843138f, 0.5686275f, 0.5490196f },
{ 0.1098039f, 0.6745098f, 0.4705882f },
{ 0.06666667f, 0.3921569f, 0.7058824f },
{ 0.9411765f, 0.9098039f, 0.5686275f },
{ 1.0f, 0.1137255f, 0.8078431f },
{ 0.6980392f, 0.9254902f, 0.3647059f },
{ 0.3647059f, 0.4627451f, 0.7960784f },
{ 0.7921569f, 0.2156863f, 0.4039216f },
{ 0.2313726f, 0.6901961f, 0.5607843f },
{ 0.9882353f, 0.7058824f, 0.8352941f },
{ 1.0f, 0.9568627f, 0.3098039f },
{ 1.0f, 0.7411765f, 0.5333334f },
{ 0.9647059f, 0.3921569f, 0.6862745f },
{ 0.6666667f, 0.9411765f, 0.8196079f },
{ 0.8039216f, 0.2901961f, 0.2980392f },
{ 0.9294118f, 0.8196079f, 0.6117647f },
{ 0.5921569f, 0.6039216f, 0.6666667f },
{ 0.7843137f, 0.2196078f, 0.3529412f },
{ 0.9372549f, 0.5960785f, 0.6666667f },
{ 0.9921569f, 0.7372549f, 0.7058824f },
{ 0.1019608f, 0.282353f, 0.4627451f },
{ 0.1882353f, 0.7294118f, 0.5607843f },
{ 0.772549f, 0.2941177f, 0.5490196f },
{ 0.09803922f, 0.454902f, 0.8235294f },
{ 0.7294118f, 0.7215686f, 0.4235294f },
{ 1.0f, 0.4588235f, 0.2196078f },
{ 1.0f, 0.1686275f, 0.1686275f },
{ 0.972549f, 0.8352941f, 0.4078431f },
{ 0.9019608f, 0.6588235f, 0.8431373f },
{ 0.254902f, 0.2901961f, 0.2980392f },
{ 1.0f, 0.4313726f, 0.2901961f },
{ 0.1098039f, 0.6627451f, 0.7882353f },
{ 1.0f, 0.8117647f, 0.6705883f },
{ 0.772549f, 0.8156863f, 0.9019608f },
{ 0.9921569f, 0.8666667f, 0.9019608f },
{ 0.08235294f, 0.5019608f, 0.4705882f },
{ 0.9882353f, 0.454902f, 0.9921569f },
{ 0.9686275f, 0.5607843f, 0.654902f },
{ 0.5568628f, 0.2705882f, 0.5215687f },
{ 0.454902f, 0.2588235f, 0.7843137f },
{ 0.6156863f, 0.5058824f, 0.7294118f },
{ 1.0f, 0.2862745f, 0.4235294f },
{ 0.8392157f, 0.5411765f, 0.3490196f },
{ 0.4431373f, 0.2941177f, 0.1372549f },
{ 1.0f, 0.282353f, 0.8156863f },
{ 0.9333333f, 0.1254902f, 0.3019608f },
{ 1.0f, 0.3254902f, 0.2862745f },
{ 0.7529412f, 0.2666667f, 0.5607843f },
{ 0.1215686f, 0.8078431f, 0.7960784f },
{ 0.4705882f, 0.3176471f, 0.6627451f },
{ 1.0f, 0.6078432f, 0.6666667f },
{ 0.9882353f, 0.1568628f, 0.2784314f },
{ 0.4627451f, 1.0f, 0.4784314f },
{ 0.6235294f, 0.8862745f, 0.7490196f },
{ 0.6470588f, 0.4117647f, 0.3098039f },
{ 0.5411765f, 0.4745098f, 0.3647059f },
{ 0.2705882f, 0.8078431f, 0.6352941f },
{ 0.8039216f, 0.772549f, 0.7607843f },
{ 0.5019608f, 0.854902f, 0.9215686f },
{ 0.9254902f, 0.9176471f, 0.7450981f },
{ 1.0f, 0.8117647f, 0.282353f },
{ 0.9921569f, 0.3686275f, 0.3254902f },
{ 0.9803922f, 0.654902f, 0.4235294f },
{ 0.09411765f, 0.654902f, 0.7098039f },
{ 0.9215686f, 0.7803922f, 0.8745098f },
{ 0.9882353f, 0.5372549f, 0.6745098f },
{ 0.8588235f, 0.8431373f, 0.8235294f },
{ 0.8705882f, 0.6666667f, 0.5333334f },
{ 0.4666667f, 0.8666667f, 0.9058824f },
{ 1.0f, 1.0f, 0.4f },
{ 0.572549f, 0.4313726f, 0.682353f },
{ 0.1960784f, 0.2901961f, 0.6980392f },
{ 0.9686275f, 0.3254902f, 0.5803922f },
{ 1.0f, 0.627451f, 0.5372549f },
{ 0.5607843f, 0.3137255f, 0.6156863f },
{ 1.0f, 1.0f, 1.0f },
{ 0.6352941f, 0.6784314f, 0.8156863f },
{ 0.9882353f, 0.4235294f, 0.5215687f },
{ 0.8039216f, 0.6431373f, 0.8705882f },
{ 0.9882353f, 0.9098039f, 0.5137255f },
{ 0.772549f, 0.8901961f, 0.5176471f },
{ 1.0f, 0.682353f, 0.2588235f },
}};
static constexpr NiColor FALLBACK_COLOR{ 1.0f, 1.0f, 1.0f };
inline const NiColor& Get(uint8_t index) {
return (index < TEMPLATE_COLORS.size()) ? TEMPLATE_COLORS[index] : FALLBACK_COLOR;
}
} // namespace SceneColor
#endif // SCENE_COLOR_H

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@@ -1019,6 +1019,7 @@ void Entity::WriteBaseReplicaData(RakNet::BitStream& outBitStream, eReplicaPacke
const bool hasParent = m_ParentEntity != nullptr || m_SpawnerID != 0;
outBitStream.Write(hasParent);
if (hasParent) {
// 触るな!
if (m_ParentEntity != nullptr) outBitStream.Write(GeneralUtils::SetBit(m_ParentEntity->GetObjectID(), static_cast<uint32_t>(eObjectBits::CLIENT)));
else if (m_Spawner != nullptr && m_Spawner->m_Info.isNetwork) outBitStream.Write(m_SpawnerID);
else outBitStream.Write(GeneralUtils::SetBit(m_SpawnerID, static_cast<uint32_t>(eObjectBits::CLIENT)));
@@ -2235,11 +2236,16 @@ bool Entity::MsgRequestServerObjectInfo(GameMessages::RequestServerObjectInfo& r
const auto& objTableInfo = table->GetByID(GetLOT());
objectInfo.PushDebug<AMFStringValue>("Name") = objTableInfo.name;
objectInfo.PushDebug<AMFIntValue>("Template ID(LOT)") = GetLOT();
objectInfo.PushDebug<AMFStringValue>("Object ID") = std::to_string(GetObjectID());
objectInfo.PushDebug<AMFStringValue>("Spawner's Object ID") = std::to_string(GetSpawnerID());
objectInfo.PushDebug<AMFStringValue>("Owner override") = std::to_string(m_OwnerOverride);
objectInfo.PushDebug<AMFStringValue>("Name", "name") = objTableInfo.name;
objectInfo.PushDebug<AMFIntValue>("Template ID(LOT)", "LOT") = GetLOT();
objectInfo.PushDebug<AMFStringValue>("Object ID", "LWOOBJID") = std::to_string(GetObjectID());
objectInfo.PushDebug<AMFStringValue>("Spawner's Object ID", "LWOOBJID") = std::to_string(GetSpawnerID());
objectInfo.PushDebug<AMFStringValue>("Owner override", "LWOOBJID") = std::to_string(m_OwnerOverride);
auto& children = objectInfo.PushDebug("Child Objects");
int i = 1;
for (const auto* child : m_ChildEntities) {
if (child) children.PushDebug<AMFStringValue>("Child " + std::to_string(i++), "LWOOBJID") = std::to_string(child->GetObjectID());
}
auto& componentDetails = objectInfo.PushDebug("Component Information");
for (const auto [id, component] : m_Components) {

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@@ -521,6 +521,10 @@ void BaseCombatAIComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsI
void BaseCombatAIComponent::SetAiState(AiState newState) {
if (newState == this->m_State) return;
GameMessages::NotifyCombatAIStateChange stateMsg;
stateMsg.prevState = this->m_State;
stateMsg.newState = newState;
m_Parent->HandleMsg(stateMsg);
this->m_State = newState;
m_DirtyStateOrTarget = true;
Game::entityManager->SerializeEntity(m_Parent);
@@ -860,7 +864,7 @@ bool BaseCombatAIComponent::MsgGetObjectReportInfo(GameMessages::GetObjectReport
auto& cmptType = reportInfo.info->PushDebug("Base Combat AI");
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
auto& targetInfo = cmptType.PushDebug("Current Target Info");
targetInfo.PushDebug<AMFStringValue>("Current Target ID") = std::to_string(m_Target);
targetInfo.PushDebug<AMFStringValue>("Current Target ID", "LWOOBJID") = std::to_string(m_Target);
// if (m_Target != LWOOBJID_EMPTY) {
// LWOGameMessages::ObjGetName nameMsg(m_CurrentTarget);
// SEND_GAMEOBJ_MSG(nameMsg);
@@ -901,10 +905,7 @@ bool BaseCombatAIComponent::MsgGetObjectReportInfo(GameMessages::GetObjectReport
//}
//cmptType.PushDebug("Current Combat Role") = curState;
auto& tetherPoint = cmptType.PushDebug("Tether Point");
tetherPoint.PushDebug<AMFDoubleValue>("X") = m_StartPosition.x;
tetherPoint.PushDebug<AMFDoubleValue>("Y") = m_StartPosition.y;
tetherPoint.PushDebug<AMFDoubleValue>("Z") = m_StartPosition.z;
cmptType.PushDebug("Tether Point").PushDebug(m_StartPosition);
cmptType.PushDebug<AMFDoubleValue>("Hard Tether Radius") = m_HardTetherRadius;
cmptType.PushDebug<AMFDoubleValue>("Soft Tether Radius") = m_SoftTetherRadius;
cmptType.PushDebug<AMFDoubleValue>("Aggro Radius") = m_AggroRadius;

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@@ -361,17 +361,11 @@ void ControllablePhysicsComponent::SetStunImmunity(
bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
PhysicsComponent::OnGetObjectReportInfo(reportInfo);
auto& info = reportInfo.subCategory->PushDebug("Controllable Info");
auto& info = reportInfo.subCategory->PushDebug("Controllable Physics");
auto& vel = info.PushDebug("Velocity");
vel.PushDebug<AMFDoubleValue>("x") = m_Velocity.x;
vel.PushDebug<AMFDoubleValue>("y") = m_Velocity.y;
vel.PushDebug<AMFDoubleValue>("z") = m_Velocity.z;
info.PushDebug("Velocity").PushDebug(m_Velocity);
auto& angularVelocity = info.PushDebug("Angular Velocity");
angularVelocity.PushDebug<AMFDoubleValue>("x") = m_AngularVelocity.x;
angularVelocity.PushDebug<AMFDoubleValue>("y") = m_AngularVelocity.y;
angularVelocity.PushDebug<AMFDoubleValue>("z") = m_AngularVelocity.z;
info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
info.PushDebug<AMFBoolValue>("Is On Ground") = m_IsOnGround;
info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;
@@ -403,12 +397,13 @@ bool ControllablePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObject
info.PushDebug<AMFBoolValue>("Is In Bubble") = m_IsInBubble;
info.PushDebug<AMFStringValue>("Bubble Type") = StringifiedEnum::ToString(m_BubbleType).data();
info.PushDebug<AMFBoolValue>("Special Anims") = m_SpecialAnims;
info.PushDebug<AMFIntValue>("Immune To Stun Attack Count") = m_ImmuneToStunAttackCount;
info.PushDebug<AMFIntValue>("Immune To Stun Equip Count") = m_ImmuneToStunEquipCount;
info.PushDebug<AMFIntValue>("Immune To Stun Interact Count") = m_ImmuneToStunInteractCount;
info.PushDebug<AMFIntValue>("Immune To Stun Jump Count") = m_ImmuneToStunJumpCount;
info.PushDebug<AMFIntValue>("Immune To Stun Move Count") = m_ImmuneToStunMoveCount;
info.PushDebug<AMFIntValue>("Immune To Stun Turn Count") = m_ImmuneToStunTurnCount;
info.PushDebug<AMFIntValue>("Immune To Stun UseItem Count") = m_ImmuneToStunUseItemCount;
auto& immunity = info.PushDebug("Immunity Effects");
immunity.PushDebug<AMFBoolValue>("Immune to Stun Move") = m_ImmuneToStunMoveCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Turn") = m_ImmuneToStunTurnCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Attack") = m_ImmuneToStunAttackCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Use Item") = m_ImmuneToStunUseItemCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Equip") = m_ImmuneToStunEquipCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Interact") = m_ImmuneToStunInteractCount != 0;
immunity.PushDebug<AMFBoolValue>("Immune to Stun Jump") = m_ImmuneToStunJumpCount != 0;
return true;
}

View File

@@ -328,7 +328,7 @@ private:
/**
* The effect that plays while using the jetpack
*/
int32_t m_JetpackEffectID;
int32_t m_JetpackEffectID{};
/**
* The current speed multiplier, allowing an entity to run faster

View File

@@ -1146,7 +1146,7 @@ bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportIn
destroyableInfo.PushDebug<AMFDoubleValue>("Explode Factor") = m_ExplodeFactor;
destroyableInfo.PushDebug<AMFBoolValue>("Has Threats") = m_HasThreats;
destroyableInfo.PushDebug<AMFStringValue>("Killer ID") = std::to_string(m_KillerID);
destroyableInfo.PushDebug<AMFStringValue>("Killer ID", "LWOOBJID") = std::to_string(m_KillerID);
// "Scripts"; idk what to do about scripts yet
auto& immuneCounts = destroyableInfo.PushDebug("Immune Counts");

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@@ -108,7 +108,7 @@ bool GhostComponent::OnGetGMInvis(GameMessages::GetGMInvis& gmInvisMsg) {
bool GhostComponent::MsgGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportMsg) {
auto& cmptType = reportMsg.info->PushDebug("Ghost");
cmptType.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
cmptType.PushDebug<AMFBoolValue>("Is GM Invis") = false;
cmptType.PushDebug<AMFBoolValue>("Is GM Invis") = m_IsGMInvisible;
return true;
}

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@@ -110,15 +110,9 @@ bool HavokVehiclePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObject
auto& info = reportInfo.subCategory->PushDebug("Havok Vehicle Physics Info");
auto& velocity = info.PushDebug("Velocity");
velocity.PushDebug<AMFDoubleValue>("x") = m_Velocity.x;
velocity.PushDebug<AMFDoubleValue>("y") = m_Velocity.y;
velocity.PushDebug<AMFDoubleValue>("z") = m_Velocity.z;
auto& velocity = info.PushDebug("Velocity").PushDebug(m_Velocity);
auto& angularVelocity = info.PushDebug("Angular Velocity");
angularVelocity.PushDebug<AMFDoubleValue>("x") = m_AngularVelocity.x;
angularVelocity.PushDebug<AMFDoubleValue>("y") = m_AngularVelocity.y;
angularVelocity.PushDebug<AMFDoubleValue>("z") = m_AngularVelocity.z;
auto& angularVelocity = info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
info.PushDebug<AMFBoolValue>("Is On Ground") = m_IsOnGround;
info.PushDebug<AMFBoolValue>("Is On Rail") = m_IsOnRail;

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@@ -723,10 +723,6 @@ void InventoryComponent::Serialize(RakNet::BitStream& outBitStream, const bool b
for (const auto& pair : m_Equipped) {
const auto item = pair.second;
if (bIsInitialUpdate) {
AddItemSkills(item.lot);
}
outBitStream.Write(item.id);
outBitStream.Write(item.lot);
@@ -1151,14 +1147,12 @@ LOT InventoryComponent::GetConsumable() const {
void InventoryComponent::AddItemSkills(const LOT lot) {
const auto info = Inventory::FindItemComponent(lot);
const auto slot = FindBehaviorSlot(static_cast<eItemType>(info.itemType));
const auto slot = FindBehaviorSlot(info.equipLocation);
if (slot == BehaviorSlot::Invalid) {
return;
}
const auto index = m_Skills.find(slot);
const auto skill = FindSkill(lot);
SetSkill(slot, skill);
@@ -1186,7 +1180,7 @@ void InventoryComponent::FixInvisibleItems() {
void InventoryComponent::RemoveItemSkills(const LOT lot) {
const auto info = Inventory::FindItemComponent(lot);
const auto slot = FindBehaviorSlot(static_cast<eItemType>(info.itemType));
const auto slot = FindBehaviorSlot(info.equipLocation);
if (slot == BehaviorSlot::Invalid) {
return;
@@ -1198,15 +1192,31 @@ void InventoryComponent::RemoveItemSkills(const LOT lot) {
return;
}
const auto old = index->second;
const auto skillId = FindSkill(lot);
GameMessages::SendRemoveSkill(m_Parent, old);
// Only act on this slot if it still holds the skill from this item.
// Another item may have overwritten the slot since this one was equipped.
if (index->second != skillId) {
return;
}
m_Skills.erase(slot);
// Find another slot that still holds this skillID (if any).
const auto surviving = std::ranges::find_if(m_Skills, [skillId](const auto& pair) {
return pair.second == skillId;
});
// The client stores one acquiredSkillsInfo entry per skillID, tagged with the slotID
// it was originally added with. Always send RemoveSkill to clear that entry, then
// re-add with the surviving slot so the client shows it in the correct place.
GameMessages::SendRemoveSkill(m_Parent, skillId);
if (surviving != m_Skills.end()) {
GameMessages::SendAddSkill(m_Parent, skillId, surviving->first);
}
if (slot == BehaviorSlot::Primary) {
m_Skills.insert_or_assign(BehaviorSlot::Primary, 1);
GameMessages::SendAddSkill(m_Parent, 1, BehaviorSlot::Primary);
}
}
@@ -1298,23 +1308,17 @@ void InventoryComponent::RemoveDatabasePet(LWOOBJID id) {
m_Pets.erase(id);
}
BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
switch (type) {
case eItemType::HAT:
return BehaviorSlot::Head;
case eItemType::NECK:
return BehaviorSlot::Neck;
case eItemType::LEFT_HAND:
return BehaviorSlot::Offhand;
case eItemType::RIGHT_HAND:
return BehaviorSlot::Primary;
case eItemType::CONSUMABLE:
return BehaviorSlot::Consumable;
default:
return BehaviorSlot::Invalid;
}
BehaviorSlot InventoryComponent::FindBehaviorSlot(const std::string& equipLocation) {
// Skill slot is determined by equipLocation, not itemType.
// Mapping confirmed against live captures and client data (issue #1339).
if (equipLocation == "special_r") return BehaviorSlot::Primary;
if (equipLocation == "hair") return BehaviorSlot::Head;
if (equipLocation == "special_l") return BehaviorSlot::Offhand;
if (equipLocation == "clavicle") return BehaviorSlot::Neck;
return BehaviorSlot::Invalid;
}
bool InventoryComponent::IsTransferInventory(eInventoryType type, bool includeVault) {
return type == VENDOR_BUYBACK || (includeVault && (type == VAULT_ITEMS || type == VAULT_MODELS)) || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
}
@@ -1655,10 +1659,28 @@ bool InventoryComponent::SetSkill(BehaviorSlot slot, uint32_t skillId) {
const auto index = m_Skills.find(slot);
if (index != m_Skills.end()) {
const auto old = index->second;
GameMessages::SendRemoveSkill(m_Parent, old);
// Only remove the old skill from the client if no other slot still holds it.
// The client's acquiredSkillsInfo is keyed by skillID (one entry per skill),
// so RemoveSkill clears it globally — sending it while another slot still uses
// the same skillID would break that slot on the client.
const auto usedElsewhere = std::ranges::any_of(m_Skills, [&](const auto& pair) {
return pair.first != slot && pair.second == old;
});
if (!usedElsewhere) {
GameMessages::SendRemoveSkill(m_Parent, old);
}
}
// Only send AddSkill if the client doesn't already know about this skillID.
// The client early-exits on duplicate AddSkill (same skillID already in
// acquiredSkillsInfo) without updating the slot — so only send when it's new.
const auto alreadyKnown = std::ranges::any_of(m_Skills, [&](const auto& pair) {
return pair.first != slot && pair.second == skillId;
});
if (!alreadyKnown) {
GameMessages::SendAddSkill(m_Parent, skillId, slot);
}
GameMessages::SendAddSkill(m_Parent, skillId, slot);
m_Skills.insert_or_assign(slot, skillId);
return true;
}
@@ -1838,9 +1860,9 @@ bool InventoryComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo
std::stringstream ss;
ss << "%[Objects_" << item->GetLot() << "_name] Slot " << item->GetSlot();
auto& slot = curInv.PushDebug(ss.str());
slot.PushDebug<AMFStringValue>("Object ID") = std::to_string(item->GetId());
slot.PushDebug<AMFIntValue>("LOT") = item->GetLot();
if (item->GetSubKey() != LWOOBJID_EMPTY) slot.PushDebug<AMFStringValue>("Subkey") = std::to_string(item->GetSubKey());
slot.PushDebug<AMFStringValue>("Object ID", "LWOOBJID") = std::to_string(item->GetId());
slot.PushDebug<AMFIntValue>("LOT", "LOT") = item->GetLot();
if (item->GetSubKey() != LWOOBJID_EMPTY) slot.PushDebug<AMFStringValue>("Subkey", "LWOOBJID") = std::to_string(item->GetSubKey());
slot.PushDebug<AMFIntValue>("Count") = item->GetCount();
slot.PushDebug<AMFIntValue>("Slot") = item->GetSlot();
slot.PushDebug<AMFBoolValue>("Bind on pickup") = item->GetInfo().isBOP;
@@ -1859,7 +1881,8 @@ bool InventoryComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo
ss << "%[Objects_" << info.lot << "_name]";
auto& equipSlot = equipped.PushDebug(ss.str());
equipSlot.PushDebug<AMFStringValue>("Location") = location;
equipSlot.PushDebug<AMFStringValue>("Object ID") = std::to_string(info.id);
equipSlot.PushDebug<AMFStringValue>("Object ID", "LWOOBJID") = std::to_string(info.id);
equipSlot.PushDebug<AMFIntValue>("LOT", "LOT") = info.lot;
equipSlot.PushDebug<AMFIntValue>("Slot") = info.slot;
equipSlot.PushDebug<AMFIntValue>("Count") = info.count;
auto& extra = equipSlot.PushDebug("Extra Info");

View File

@@ -367,11 +367,10 @@ public:
void RemoveDatabasePet(LWOOBJID id);
/**
* Returns the current behavior slot active for the passed item type
* @param type the item type to find the behavior slot for
* @return the current behavior slot active for the passed item type
* Returns the behavior slot for the given equipLocation string.
* This is the authoritative mapping used for skill slot assignment.
*/
static BehaviorSlot FindBehaviorSlot(eItemType type);
static BehaviorSlot FindBehaviorSlot(const std::string& equipLocation);
/**
* Checks if the inventory type is a temp inventory
@@ -403,6 +402,8 @@ public:
std::map<BehaviorSlot, uint32_t> GetSkills() { return m_Skills; };
void ClearSkills() { m_Skills.clear(); };
bool SetSkill(int slot, uint32_t skillId);
bool SetSkill(BehaviorSlot slot, uint32_t skillId);

View File

@@ -652,7 +652,7 @@ void PushMissions(const std::map<uint32_t, Mission*>& missions, AMFArrayValue& V
}
bool MissionComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
auto& missionInfo = reportInfo.info->PushDebug("Mission (Laggy)");
auto& missionInfo = reportInfo.info->PushDebug("Mission (Laggy)", "", 1);
missionInfo.PushDebug<AMFIntValue>("Component ID") = GetComponentID();
// Sort the missions so they are easier to parse and present to the end user
std::map<uint32_t, Mission*> achievements;

View File

@@ -355,8 +355,8 @@ bool ModelComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& re
cmptInfo.PushDebug<AMFStringValue>("Name") = "Objects_" + std::to_string(m_Parent->GetLOT()) + "_name";
cmptInfo.PushDebug<AMFBoolValue>("Has Unique Name") = false;
cmptInfo.PushDebug<AMFStringValue>("UGID (from item)") = std::to_string(m_userModelID);
cmptInfo.PushDebug<AMFStringValue>("UGID") = std::to_string(m_userModelID);
cmptInfo.PushDebug<AMFStringValue>("UGID (from item)", "LWOOBJID") = std::to_string(m_userModelID);
cmptInfo.PushDebug<AMFStringValue>("UGID", "LWOOBJID") = std::to_string(m_userModelID);
cmptInfo.PushDebug<AMFStringValue>("Description") = "";
cmptInfo.PushDebug<AMFIntValue>("Behavior Count") = m_Behaviors.size();

View File

@@ -535,20 +535,14 @@ bool MovementAIComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInf
movementInfo.PushDebug<AMFDoubleValue>("Pulling To Point") = m_PullingToPoint;
movementInfo.PushDebug<AMFBoolValue>("At Final Waypoint") = m_AtFinalWaypoint;
auto& pullPointInfo = movementInfo.PushDebug("Pull Point");
pullPointInfo.PushDebug<AMFDoubleValue>("X") = m_PullPoint.x;
pullPointInfo.PushDebug<AMFDoubleValue>("Y") = m_PullPoint.y;
pullPointInfo.PushDebug<AMFDoubleValue>("Z") = m_PullPoint.z;
auto& pullPointInfo = movementInfo.PushDebug("Pull Point").PushDebug(m_PullPoint);
// movementInfo.PushDebug<AMFDoubleValue>("Delay") = m_Delay;
auto& waypoints = movementInfo.PushDebug("Interpolated Waypoints");
int i = 0;
for (const auto& point : m_InterpolatedWaypoints) {
auto& waypoint = waypoints.PushDebug("Waypoint " + std::to_string(++i));
waypoint.PushDebug<AMFDoubleValue>("X") = point.x;
waypoint.PushDebug<AMFDoubleValue>("Y") = point.y;
waypoint.PushDebug<AMFDoubleValue>("Z") = point.z;
waypoints.PushDebug("Waypoint " + std::to_string(++i)).PushDebug(point);
}
i = 0;
@@ -556,10 +550,7 @@ bool MovementAIComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInf
auto pathCopy = m_CurrentPath; // Copy to avoid modifying the original stack
while (!pathCopy.empty()) {
const auto& waypoint = pathCopy.top();
auto& pathWaypoint = currentPath.PushDebug("Waypoint " + std::to_string(++i));
pathWaypoint.PushDebug<AMFDoubleValue>("X") = waypoint.position.x;
pathWaypoint.PushDebug<AMFDoubleValue>("Y") = waypoint.position.y;
pathWaypoint.PushDebug<AMFDoubleValue>("Z") = waypoint.position.z;
currentPath.PushDebug("Waypoint " + std::to_string(++i)).PushDebug(waypoint.position);
pathCopy.pop();
}

View File

@@ -238,10 +238,7 @@ bool PhantomPhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectRepor
info.PushDebug<AMFIntValue>("Effect Type") = static_cast<int>(m_EffectType);
info.PushDebug<AMFDoubleValue>("Directional Multiplier") = m_DirectionalMultiplier;
info.PushDebug<AMFBoolValue>("Is Directional") = m_IsDirectional;
auto& direction = info.PushDebug("Direction");
direction.PushDebug<AMFDoubleValue>("x") = m_Direction.x;
direction.PushDebug<AMFDoubleValue>("y") = m_Direction.y;
direction.PushDebug<AMFDoubleValue>("z") = m_Direction.z;
auto& direction = info.PushDebug("Direction").PushDebug(m_Direction);
if (m_MinMax) {
auto& minMaxInfo = info.PushDebug("Min Max Info");
@@ -252,15 +249,8 @@ bool PhantomPhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectRepor
if (m_IsRespawnVolume) {
auto& respawnInfo = info.PushDebug("Respawn Info");
respawnInfo.PushDebug<AMFBoolValue>("Is Respawn Volume") = m_IsRespawnVolume;
auto& respawnPos = respawnInfo.PushDebug("Respawn Position");
respawnPos.PushDebug<AMFDoubleValue>("x") = m_RespawnPos.x;
respawnPos.PushDebug<AMFDoubleValue>("y") = m_RespawnPos.y;
respawnPos.PushDebug<AMFDoubleValue>("z") = m_RespawnPos.z;
auto& respawnRot = respawnInfo.PushDebug("Respawn Rotation");
respawnRot.PushDebug<AMFDoubleValue>("w") = m_RespawnRot.w;
respawnRot.PushDebug<AMFDoubleValue>("x") = m_RespawnRot.x;
respawnRot.PushDebug<AMFDoubleValue>("y") = m_RespawnRot.y;
respawnRot.PushDebug<AMFDoubleValue>("z") = m_RespawnRot.z;
respawnInfo.PushDebug("Respawn Position").PushDebug(m_RespawnPos);
respawnInfo.PushDebug("Respawn Rotation").PushDebug(m_RespawnRot);
}
return true;

View File

@@ -249,18 +249,11 @@ bool PhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo&
auto& info = reportInfo.info->PushDebug("Physics");
reportInfo.subCategory = &info;
auto& pos = info.PushDebug("Position");
pos.PushDebug<AMFDoubleValue>("x") = m_Position.x;
pos.PushDebug<AMFDoubleValue>("y") = m_Position.y;
pos.PushDebug<AMFDoubleValue>("z") = m_Position.z;
auto& pos = info.PushDebug("Position").PushDebug(m_Position);
auto& rot = info.PushDebug("Rotation");
rot.PushDebug<AMFDoubleValue>("w") = m_Rotation.w;
rot.PushDebug<AMFDoubleValue>("x") = m_Rotation.x;
rot.PushDebug<AMFDoubleValue>("y") = m_Rotation.y;
rot.PushDebug<AMFDoubleValue>("z") = m_Rotation.z;
auto& rot = info.PushDebug("Rotation").PushDebug(m_Rotation);
info.PushDebug<AMFIntValue>("CollisionGroup") = m_CollisionGroup;
info.PushDebug<AMFIntValue>("Collision Group") = m_CollisionGroup;
return true;
}

View File

@@ -80,8 +80,9 @@ bool ProximityMonitorComponent::OnGetObjectReportInfo(GameMessages::GetObjectRep
proxAmf.PushDebug("Position").PushDebug(entity->GetPosition());
proxAmf.PushDebug("Rotation").PushDebug(entity->GetRotation());
auto& collidingAmf = proxAmf.PushDebug("Colliding Objects");
int i = 1;
for (const auto& colliding : entity->GetCurrentlyCollidingObjects()) {
collidingAmf.PushDebug(std::to_string(colliding));
collidingAmf.PushDebug<AMFStringValue>(std::to_string(i++), "LWOOBJID") = std::to_string(colliding);
}
}

View File

@@ -576,25 +576,25 @@ bool QuickBuildComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInf
auto& quickbuild = reportInfo.info->PushDebug("Quick Build");
quickbuild.PushDebug<AMFStringValue>("State") = StringifiedEnum::ToString(m_State).data();
quickbuild.PushDebug<AMFDoubleValue>("Timer") = m_Timer;
quickbuild.PushDebug<AMFDoubleValue>("TimerIncomplete") = m_TimerIncomplete;
quickbuild.PushDebug("ActivatorPosition").PushDebug(m_ActivatorPosition);
quickbuild.PushDebug<AMFStringValue>("ActivatorId") = std::to_string(m_ActivatorId);
quickbuild.PushDebug<AMFBoolValue>("ShowResetEffect") = m_ShowResetEffect;
quickbuild.PushDebug<AMFDoubleValue>("Timer Incomplete") = m_TimerIncomplete;
quickbuild.PushDebug("Activator Position").PushDebug(m_ActivatorPosition);
quickbuild.PushDebug<AMFStringValue>("Activator ID", "LWOOBJID") = std::to_string(m_ActivatorId);
quickbuild.PushDebug<AMFBoolValue>("Show Reset Effect") = m_ShowResetEffect;
quickbuild.PushDebug<AMFDoubleValue>("Taken") = m_Taken;
quickbuild.PushDebug<AMFDoubleValue>("ResetTime") = m_ResetTime;
quickbuild.PushDebug<AMFDoubleValue>("CompleteTime") = m_CompleteTime;
quickbuild.PushDebug<AMFIntValue>("TakeImagination") = m_TakeImagination;
quickbuild.PushDebug<AMFDoubleValue>("Reset Time") = m_ResetTime;
quickbuild.PushDebug<AMFDoubleValue>("Complete Time") = m_CompleteTime;
quickbuild.PushDebug<AMFIntValue>("Take Imagination") = m_TakeImagination;
quickbuild.PushDebug<AMFBoolValue>("Interruptible") = m_Interruptible;
quickbuild.PushDebug<AMFBoolValue>("SelfActivator") = m_SelfActivator;
auto& modules = quickbuild.PushDebug("CustomModules");
quickbuild.PushDebug<AMFBoolValue>("Self Activator") = m_SelfActivator;
auto& modules = quickbuild.PushDebug("Custom Modules");
for (const auto cmodule : m_CustomModules) modules.PushDebug<AMFIntValue>("Module") = cmodule;
quickbuild.PushDebug<AMFIntValue>("ActivityId") = m_ActivityId;
quickbuild.PushDebug<AMFIntValue>("PostImaginationCost") = m_PostImaginationCost;
quickbuild.PushDebug<AMFDoubleValue>("TimeBeforeSmash") = m_TimeBeforeSmash;
quickbuild.PushDebug<AMFDoubleValue>("TimeBeforeDrain") = m_TimeBeforeDrain;
quickbuild.PushDebug<AMFIntValue>("DrainedImagination") = m_DrainedImagination;
quickbuild.PushDebug<AMFBoolValue>("RepositionPlayer") = m_RepositionPlayer;
quickbuild.PushDebug<AMFDoubleValue>("SoftTimer") = m_SoftTimer;
quickbuild.PushDebug<AMFStringValue>("Builder") = std::to_string(m_Builder);
quickbuild.PushDebug<AMFIntValue>("Activity Id") = m_ActivityId;
quickbuild.PushDebug<AMFIntValue>("Post Imagination Cost") = m_PostImaginationCost;
quickbuild.PushDebug<AMFDoubleValue>("Time Before Smash") = m_TimeBeforeSmash;
quickbuild.PushDebug<AMFDoubleValue>("Time Before Drain") = m_TimeBeforeDrain;
quickbuild.PushDebug<AMFIntValue>("Drained Imagination") = m_DrainedImagination;
quickbuild.PushDebug<AMFBoolValue>("Reposition Player") = m_RepositionPlayer;
quickbuild.PushDebug<AMFDoubleValue>("Soft Timer") = m_SoftTimer;
quickbuild.PushDebug<AMFStringValue>("Builder", "LWOOBJID") = std::to_string(m_Builder);
return true;
}

View File

@@ -16,7 +16,7 @@ ScriptComponent::ScriptComponent(Entity* parent, const int32_t componentID, cons
m_ScriptName = scriptName;
SetScript(scriptName);
RegisterMsg(&ScriptComponent::OnGetObjectReportInfo);
Component::RegisterMsg(&ScriptComponent::OnGetObjectReportInfo);
}
void ScriptComponent::Serialize(RakNet::BitStream& outBitStream, bool bIsInitialUpdate) {

View File

@@ -8,6 +8,9 @@
#include "CppScripts.h"
#include "Component.h"
#include "GameMessages.h"
#include <functional>
#include <map>
#include <string>
#include "eReplicaComponentType.h"
@@ -42,9 +45,22 @@ public:
* @param scriptName the name of the script to find
*/
void SetScript(const std::string& scriptName);
bool OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo);
// Registers a message from a script to be listened for on the parent object
template<typename ScriptClass, typename DerivedMsgType>
void RegisterMsg(ScriptClass* scriptThis, bool (ScriptClass::*scriptHandler)(Entity&, DerivedMsgType&)) {
static_assert(std::is_base_of_v<GameMessages::GameMsg, DerivedMsgType>, "DerivedMsgType must derive from GameMessages::GameMsg base class.");
const auto boundMsg = std::bind(scriptHandler, scriptThis, std::placeholders::_1, std::placeholders::_2);
auto* const parent = m_Parent;
const auto castWrapper = [parent, boundMsg](GameMessages::GameMsg& msg) {
return boundMsg(*parent, static_cast<DerivedMsgType&>(msg));
};
DerivedMsgType msg;
m_Parent->RegisterMsg(msg.msgId, castWrapper);
}
private:
/**

View File

@@ -79,14 +79,8 @@ void SimplePhysicsComponent::SetPhysicsMotionState(uint32_t value) {
bool SimplePhysicsComponent::OnGetObjectReportInfo(GameMessages::GetObjectReportInfo& reportInfo) {
PhysicsComponent::OnGetObjectReportInfo(reportInfo);
auto& info = reportInfo.subCategory->PushDebug("Simple Physics Info");
auto& velocity = info.PushDebug("Velocity");
velocity.PushDebug<AMFDoubleValue>("x") = m_Velocity.x;
velocity.PushDebug<AMFDoubleValue>("y") = m_Velocity.y;
velocity.PushDebug<AMFDoubleValue>("z") = m_Velocity.z;
auto& angularVelocity = info.PushDebug("Angular Velocity");
angularVelocity.PushDebug<AMFDoubleValue>("x") = m_AngularVelocity.x;
angularVelocity.PushDebug<AMFDoubleValue>("y") = m_AngularVelocity.y;
angularVelocity.PushDebug<AMFDoubleValue>("z") = m_AngularVelocity.z;
info.PushDebug("Velocity").PushDebug(m_Velocity);
info.PushDebug("Angular Velocity").PushDebug(m_AngularVelocity);
info.PushDebug<AMFIntValue>("Physics Motion State") = m_PhysicsMotionState;
info.PushDebug<AMFStringValue>("Climbable Type") = StringifiedEnum::ToString(m_ClimbableType).data();
return true;

View File

@@ -159,6 +159,10 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream& inStream, const System
InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
if (inv) {
// Clear server-side skill state so AddItemSkills sends fresh AddSkill
// packets to the now-ready client. Skills sent during entity construction
// (Serialize) arrive before LWOSkillComponent is initialized and are dropped.
inv->ClearSkills();
auto items = inv->GetEquippedItems();
for (auto pair : items) {
const auto item = pair.second;

View File

@@ -45,6 +45,7 @@ enum class BehaviorSlot : int32_t;
enum class eVendorTransactionResult : uint32_t;
enum class eReponseMoveItemBetweenInventoryTypeCode : int32_t;
enum class eMissionState : int;
enum class AiState : uint32_t;
enum class eCameraTargetCyclingMode : int32_t {
ALLOW_CYCLE_TEAMMATES,
@@ -980,5 +981,12 @@ namespace GameMessages {
LWOOBJID objectID{};
LOT lot{};
};
struct NotifyCombatAIStateChange : public GameMsg {
NotifyCombatAIStateChange() : GameMsg(MessageType::Game::NOTIFY_COMBAT_AI_STATE_CHANGE) {}
AiState newState{};
AiState prevState{};
};
};
#endif // GAMEMESSAGES_H

View File

@@ -817,6 +817,42 @@ void SlashCommandHandler::Startup() {
};
RegisterCommand(ExecuteCommand);
Command GetSceneCommand{
.help = "Get the current scene ID and name at your position",
.info = "Displays the scene ID and name at the player's current position. Scenes do not care about height.",
.aliases = { "getscene", "scene" },
.handle = DEVGMCommands::GetScene,
.requiredLevel = eGameMasterLevel::DEVELOPER
};
RegisterCommand(GetSceneCommand);
Command GetAdjacentScenesCommand{
.help = "Get all scenes adjacent to your current scene",
.info = "Displays all scenes that are directly connected to the player's current scene via scene transitions.",
.aliases = { "getadjacentscenes", "adjacentscenes" },
.handle = DEVGMCommands::GetAdjacentScenes,
.requiredLevel = eGameMasterLevel::DEVELOPER
};
RegisterCommand(GetAdjacentScenesCommand);
Command SpawnScenePointsCommand{
.help = "Spawn bricks at points across your current scene",
.info = "Spawns bricks at sampled points across the player's current scene using terrain scene map data.",
.aliases = { "spawnscenepoints" },
.handle = DEVGMCommands::SpawnScenePoints,
.requiredLevel = eGameMasterLevel::DEVELOPER
};
RegisterCommand(SpawnScenePointsCommand);
Command SpawnAllScenePointsCommand{
.help = "Spawn bricks at ALL vertices in ALL scenes (high density, many entities)",
.info = "Spawns bricks at every vertex in the terrain mesh for all scenes in the zone. WARNING: Creates a massive number of entities for maximum accuracy visualization.",
.aliases = { "spawnallscenepoints", "spawnallscenes" },
.handle = DEVGMCommands::SpawnAllScenePoints,
.requiredLevel = eGameMasterLevel::DEVELOPER
};
RegisterCommand(SpawnAllScenePointsCommand);
// Register Greater Than Zero Commands
Command KickCommand{

View File

@@ -1890,4 +1890,231 @@ namespace DEVGMCommands {
}
}
}
void GetScene(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
const auto position = entity->GetPosition();
// Get the scene ID from the zone manager
const auto sceneID = Game::zoneManager->GetSceneIDFromPosition(position);
if (sceneID == LWOSCENEID_INVALID) {
ChatPackets::SendSystemMessage(sysAddr, u"No scene found at current position.");
return;
}
// Get the scene reference from the zone to get the name
const auto* zone = Game::zoneManager->GetZone();
if (!zone) {
ChatPackets::SendSystemMessage(sysAddr, u"No zone loaded.");
return;
}
// Build the feedback message
std::ostringstream feedback;
feedback << "Scene ID: " << sceneID.GetSceneID();
feedback << " (Layer: " << sceneID.GetLayerID() << ")";
// Get the scene name
const auto* sceneRef = zone->GetScene(sceneID);
if (sceneRef && !sceneRef->name.empty()) {
feedback << " - Name: " << sceneRef->name;
}
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
}
void GetAdjacentScenes(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
const auto position = entity->GetPosition();
// Get the scene ID from the zone manager
const auto sceneID = Game::zoneManager->GetSceneIDFromPosition(position);
if (sceneID == LWOSCENEID_INVALID) {
ChatPackets::SendSystemMessage(sysAddr, u"No scene found at current position.");
return;
}
// Get the zone reference
const auto* zone = Game::zoneManager->GetZone();
if (!zone) {
ChatPackets::SendSystemMessage(sysAddr, u"No zone loaded.");
return;
}
// Get current scene info
const auto* currentScene = zone->GetScene(sceneID);
std::string currentSceneName = currentScene && !currentScene->name.empty() ? currentScene->name : "Unknown";
// Get adjacent scenes
const auto adjacentSceneIDs = Game::zoneManager->GetAdjacentScenes(sceneID);
if (adjacentSceneIDs.empty()) {
std::ostringstream feedback;
feedback << "Current Scene: " << sceneID.GetSceneID() << " (" << currentSceneName << ")";
feedback << " - No adjacent scenes found.";
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
return;
}
// Build the feedback message with current scene
std::ostringstream feedback;
feedback << "Current Scene: " << sceneID.GetSceneID() << " (" << currentSceneName << ")";
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
// List all adjacent scenes
feedback.str("");
feedback << "Adjacent Scenes (" << adjacentSceneIDs.size() << "):";
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
for (const auto& adjSceneID : adjacentSceneIDs) {
feedback.str("");
feedback << " - Scene ID: " << adjSceneID.GetSceneID();
feedback << " (Layer: " << adjSceneID.GetLayerID() << ")";
// Get the scene name if available
const auto* sceneRef = zone->GetScene(adjSceneID);
if (sceneRef && !sceneRef->name.empty()) {
feedback << " - " << sceneRef->name;
}
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
}
}
void SpawnScenePoints(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
// Hardcoded to use LOT 33
const uint32_t lot = 33;
// Get player's current position and scene
const auto position = entity->GetPosition();
const auto currentSceneID = Game::zoneManager->GetSceneIDFromPosition(position);
if (currentSceneID == LWOSCENEID_INVALID) {
ChatPackets::SendSystemMessage(sysAddr, u"No scene found at current position.");
return;
}
// Get the zone
const auto* zone = Game::zoneManager->GetZone();
if (!zone) {
ChatPackets::SendSystemMessage(sysAddr, u"No zone loaded.");
return;
}
// Get the Raw terrain data
const auto& raw = zone->GetZoneRaw();
if (raw.chunks.empty()) {
ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain data.");
return;
}
uint32_t spawnedCount = 0;
for (const auto& chunk : raw.chunks) {
if (!chunk.IsValidForSceneLookup()) continue;
for (uint32_t i = 0; i < chunk.width; ++i) {
for (uint32_t j = 0; j < chunk.height; ++j) {
if (i * chunk.width + j >= chunk.heightMap.size()) continue;
const uint8_t sceneID = chunk.GetSceneIDAtGrid(i, j);
if (sceneID != currentSceneID.GetSceneID()) continue;
EntityInfo info;
info.lot = lot + sceneID;
info.pos = chunk.GridToWorldPos(i, j);
info.rot = QuatUtils::IDENTITY;
info.spawner = nullptr;
info.spawnerID = entity->GetObjectID();
info.spawnerNodeID = 0;
info.settings.Insert(u"SpawnedFromSlashCommand", true);
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
if (newEntity != nullptr) {
Game::entityManager->ConstructEntity(newEntity);
spawnedCount++;
}
}
}
}
if (spawnedCount == 0) {
std::ostringstream feedback;
feedback << "No spawn points found in current scene (ID: " << currentSceneID.GetSceneID() << ").";
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
return;
}
// Send feedback
const auto* sceneRef = zone->GetScene(currentSceneID);
const std::string sceneName = sceneRef ? sceneRef->name : "Unknown";
std::ostringstream feedback;
feedback << "Spawned " << spawnedCount << " points (LOT " << lot + currentSceneID.GetSceneID() << ") in scene "
<< currentSceneID.GetSceneID() << " (" << sceneName << ").";
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
}
void SpawnAllScenePoints(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
// Hardcoded to use LOT 33
const uint32_t lot = 33;
// Get the zone
const auto* zone = Game::zoneManager->GetZone();
if (!zone) {
ChatPackets::SendSystemMessage(sysAddr, u"No zone loaded.");
return;
}
// Get the Raw terrain data
const auto& raw = zone->GetZoneRaw();
if (raw.chunks.empty()) {
ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain data.");
return;
}
uint32_t spawnedCount = 0;
std::map<uint8_t, uint32_t> sceneSpawnCounts;
for (const auto& chunk : raw.chunks) {
if (!chunk.IsValidForSceneLookup()) continue;
for (uint32_t i = 0; i < chunk.width; ++i) {
for (uint32_t j = 0; j < chunk.height; ++j) {
if (i * chunk.width + j >= chunk.heightMap.size()) continue;
const uint8_t sceneID = chunk.GetSceneIDAtGrid(i, j);
if (sceneID == 0) continue;
EntityInfo info;
info.lot = lot + sceneID;
info.pos = chunk.GridToWorldPos(i, j);
info.rot = QuatUtils::IDENTITY;
info.spawner = nullptr;
info.spawnerID = entity->GetObjectID();
info.spawnerNodeID = 0;
info.settings.Insert(u"SpawnedFromSlashCommand", true);
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
if (newEntity != nullptr) {
Game::entityManager->ConstructEntity(newEntity);
spawnedCount++;
sceneSpawnCounts[sceneID]++;
}
}
}
}
// Send detailed feedback
std::ostringstream feedback;
feedback << "Spawned " << spawnedCount << " total points (base LOT " << lot << ") across "
<< sceneSpawnCounts.size() << " scenes:\n";
for (const auto& [sceneID, count] : sceneSpawnCounts) {
const auto* sceneRef = zone->GetScene(LWOSCENEID(sceneID));
const std::string sceneName = sceneRef ? sceneRef->name : "Unknown";
feedback << " Scene " << static_cast<int>(sceneID) << ", LOT: " << (lot + sceneID) << " (" << sceneName << "): " << count << " points\n";
}
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
}
};

View File

@@ -77,6 +77,10 @@ namespace DEVGMCommands {
void Barfight(Entity* entity, const SystemAddress& sysAddr, const std::string args);
void Despawn(Entity* entity, const SystemAddress& sysAddr, const std::string args);
void Execute(Entity* entity, const SystemAddress& sysAddr, const std::string args);
void GetScene(Entity* entity, const SystemAddress& sysAddr, const std::string args);
void GetAdjacentScenes(Entity* entity, const SystemAddress& sysAddr, const std::string args);
void SpawnScenePoints(Entity* entity, const SystemAddress& sysAddr, const std::string args);
void SpawnAllScenePoints(Entity* entity, const SystemAddress& sysAddr, const std::string args);
}
#endif //!DEVGMCOMMANDS_H

View File

@@ -1,11 +1,5 @@
set(DNAVIGATION_SOURCES "dNavMesh.cpp")
add_subdirectory(dTerrain)
foreach(file ${DNAVIGATIONS_DTERRAIN_SOURCES})
set(DNAVIGATION_SOURCES ${DNAVIGATION_SOURCES} "dTerrain/${file}")
endforeach()
add_library(dNavigation OBJECT ${DNAVIGATION_SOURCES})
target_include_directories(dNavigation PUBLIC "."
PRIVATE

View File

@@ -1,6 +1,5 @@
#include "dNavMesh.h"
#include "RawFile.h"
#include "Game.h"
#include "Logger.h"

View File

@@ -1,3 +0,0 @@
set(DNAVIGATIONS_DTERRAIN_SOURCES "RawFile.cpp"
"RawChunk.cpp"
"RawHeightMap.cpp" PARENT_SCOPE)

View File

@@ -1,93 +0,0 @@
#include "RawChunk.h"
#include "BinaryIO.h"
#include "RawMesh.h"
#include "RawHeightMap.h"
RawChunk::RawChunk(std::ifstream& stream) {
// Read the chunk index and info
BinaryIO::BinaryRead(stream, m_ChunkIndex);
BinaryIO::BinaryRead(stream, m_Width);
BinaryIO::BinaryRead(stream, m_Height);
BinaryIO::BinaryRead(stream, m_X);
BinaryIO::BinaryRead(stream, m_Z);
m_HeightMap = new RawHeightMap(stream, m_Height, m_Width);
// We can just skip the rest of the data so we can read the next chunks, we don't need anymore data
// Possible overflow here? TODO make reasonable upper bound or confirm big numbers arent necessary to have
uint32_t colorMapSize;
BinaryIO::BinaryRead(stream, colorMapSize);
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (colorMapSize * colorMapSize * 4));
uint32_t lightmapSize;
BinaryIO::BinaryRead(stream, lightmapSize);
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (lightmapSize));
uint32_t colorMapSize2;
BinaryIO::BinaryRead(stream, colorMapSize2);
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (colorMapSize2 * colorMapSize2 * 4));
uint8_t unknown;
BinaryIO::BinaryRead(stream, unknown);
uint32_t blendmapSize;
BinaryIO::BinaryRead(stream, blendmapSize);
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (blendmapSize));
uint32_t pointSize;
BinaryIO::BinaryRead(stream, pointSize);
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (pointSize * 9 * 4));
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (colorMapSize * colorMapSize));
uint32_t endCounter;
BinaryIO::BinaryRead(stream, endCounter);
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (endCounter * 2));
if (endCounter != 0) {
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (32));
for (int i = 0; i < 0x10; i++) {
uint16_t finalCountdown;
BinaryIO::BinaryRead(stream, finalCountdown);
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (finalCountdown * 2));
}
}
// Generate our mesh/geo data for this chunk
this->GenerateMesh();
}
RawChunk::~RawChunk() {
if (m_Mesh) delete m_Mesh;
if (m_HeightMap) delete m_HeightMap;
}
void RawChunk::GenerateMesh() {
RawMesh* meshData = new RawMesh();
for (int i = 0; i < m_Width; ++i) {
for (int j = 0; j < m_Height; ++j) {
float y = *std::next(m_HeightMap->m_FloatMap.begin(), m_Width * i + j);
meshData->m_Vertices.push_back(NiPoint3(i, y, j));
if (i == 0 || j == 0) continue;
meshData->m_Triangles.push_back(m_Width * i + j);
meshData->m_Triangles.push_back(m_Width * i + j - 1);
meshData->m_Triangles.push_back(m_Width * (i - 1) + j - 1);
meshData->m_Triangles.push_back(m_Width * (i - 1) + j - 1);
meshData->m_Triangles.push_back(m_Width * (i - 1) + j);
meshData->m_Triangles.push_back(m_Width * i + j);
}
}
m_Mesh = meshData;
}

View File

@@ -1,24 +0,0 @@
#pragma once
#include <cstdint>
#include <fstream>
struct RawMesh;
class RawHeightMap;
class RawChunk {
public:
RawChunk(std::ifstream& stream);
~RawChunk();
void GenerateMesh();
uint32_t m_ChunkIndex;
uint32_t m_Width;
uint32_t m_Height;
float m_X;
float m_Z;
RawHeightMap* m_HeightMap;
RawMesh* m_Mesh;
};

View File

@@ -1,84 +0,0 @@
#include "RawFile.h"
#include "BinaryIO.h"
#include "RawChunk.h"
#include "RawMesh.h"
#include "RawHeightMap.h"
RawFile::RawFile(std::string fileName) {
if (!BinaryIO::DoesFileExist(fileName)) return;
std::ifstream file(fileName, std::ios::binary);
// Read header
BinaryIO::BinaryRead(file, m_Version);
BinaryIO::BinaryRead(file, m_Padding);
BinaryIO::BinaryRead(file, m_ChunkCount);
BinaryIO::BinaryRead(file, m_Width);
BinaryIO::BinaryRead(file, m_Height);
if (m_Version < 0x20) {
return; // Version is too old to be supported
}
// Read in chunks
m_Chunks = {};
for (uint32_t i = 0; i < m_ChunkCount; i++) {
RawChunk* chunk = new RawChunk(file);
m_Chunks.push_back(chunk);
}
m_FinalMesh = new RawMesh();
this->GenerateFinalMeshFromChunks();
}
RawFile::~RawFile() {
if (m_FinalMesh) delete m_FinalMesh;
for (const auto* item : m_Chunks) {
if (item) delete item;
}
}
void RawFile::GenerateFinalMeshFromChunks() {
uint32_t lenOfLastChunk = 0; // index of last vert set in the last chunk
for (const auto& chunk : m_Chunks) {
for (const auto& vert : chunk->m_Mesh->m_Vertices) {
auto tempVert = vert;
// Scale X and Z by the chunk's position in the world
// Scale Y by the chunk's heightmap scale factor
tempVert.SetX(tempVert.GetX() + (chunk->m_X / chunk->m_HeightMap->m_ScaleFactor));
tempVert.SetY(tempVert.GetY() / chunk->m_HeightMap->m_ScaleFactor);
tempVert.SetZ(tempVert.GetZ() + (chunk->m_Z / chunk->m_HeightMap->m_ScaleFactor));
// Then scale it again for some reason
tempVert *= chunk->m_HeightMap->m_ScaleFactor;
m_FinalMesh->m_Vertices.push_back(tempVert);
}
for (const auto& tri : chunk->m_Mesh->m_Triangles) {
m_FinalMesh->m_Triangles.push_back(tri + lenOfLastChunk);
}
lenOfLastChunk += chunk->m_Mesh->m_Vertices.size();
}
}
void RawFile::WriteFinalMeshToOBJ(std::string path) {
std::ofstream file(path);
for (const auto& v : m_FinalMesh->m_Vertices) {
file << "v " << v.x << ' ' << v.y << ' ' << v.z << '\n';
}
for (int i = 0; i < m_FinalMesh->m_Triangles.size(); i += 3) {
file << "f " << *std::next(m_FinalMesh->m_Triangles.begin(), i) + 1 << ' ' << *std::next(m_FinalMesh->m_Triangles.begin(), i + 1) + 1 << ' ' << *std::next(m_FinalMesh->m_Triangles.begin(), i + 2) + 1 << '\n';
}
}

View File

@@ -1,28 +0,0 @@
#pragma once
#include <string>
#include <vector>
#include <cstdint>
class RawChunk;
struct RawMesh;
class RawFile {
public:
RawFile(std::string filePath);
~RawFile();
private:
void GenerateFinalMeshFromChunks();
void WriteFinalMeshToOBJ(std::string path);
uint8_t m_Version;
uint16_t m_Padding;
uint32_t m_ChunkCount;
uint32_t m_Width;
uint32_t m_Height;
std::vector<RawChunk*> m_Chunks;
RawMesh* m_FinalMesh = nullptr;
};

View File

@@ -1,27 +0,0 @@
#include "RawHeightMap.h"
#include "BinaryIO.h"
RawHeightMap::RawHeightMap() {}
RawHeightMap::RawHeightMap(std::ifstream& stream, float height, float width) {
// Read in height map data header and scale
BinaryIO::BinaryRead(stream, m_Unknown1);
BinaryIO::BinaryRead(stream, m_Unknown2);
BinaryIO::BinaryRead(stream, m_Unknown3);
BinaryIO::BinaryRead(stream, m_Unknown4);
BinaryIO::BinaryRead(stream, m_ScaleFactor);
// read all vertices in
for (uint64_t i = 0; i < width * height; i++) {
float value;
BinaryIO::BinaryRead(stream, value);
m_FloatMap.push_back(value);
}
}
RawHeightMap::~RawHeightMap() {
}

View File

@@ -1,21 +0,0 @@
#pragma once
#include <cstdint>
#include <vector>
#include <fstream>
class RawHeightMap {
public:
RawHeightMap();
RawHeightMap(std::ifstream& stream, float height, float width);
~RawHeightMap();
uint32_t m_Unknown1;
uint32_t m_Unknown2;
uint32_t m_Unknown3;
uint32_t m_Unknown4;
float m_ScaleFactor;
std::vector<float> m_FloatMap = {};
};

View File

@@ -1,10 +0,0 @@
#pragma once
#include <vector>
#include "NiPoint3.h"
struct RawMesh {
std::vector<NiPoint3> m_Vertices;
std::vector<uint32_t> m_Triangles;
};

View File

@@ -1,4 +1,5 @@
set(DSCRIPTS_SOURCES_02_SERVER_ENEMY_FV
"DragonRonin.cpp"
"FvMaelstromCavalry.cpp"
"FvMaelstromDragon.cpp"
PARENT_SCOPE)

View File

@@ -0,0 +1,6 @@
#include "DragonRonin.h"
void DragonRonin::OnStartup(Entity* self) {
self->SetVar<float>(u"suicideTimer", 40.0f);
CountdownDestroyAI::OnStartup(self);
}

View File

@@ -0,0 +1,7 @@
#pragma once
#include "CountdownDestroyAI.h"
class DragonRonin : public CountdownDestroyAI {
public:
void OnStartup(Entity* self) override;
};

View File

@@ -1,6 +1,7 @@
set(DSCRIPTS_SOURCES_02_SERVER_ENEMY_GENERAL
"BaseEnemyMech.cpp"
"BaseEnemyApe.cpp"
"CountdownDestroyAI.cpp"
"GfApeSmashingQB.cpp"
"TreasureChestDragonServer.cpp"
"EnemyNjBuff.cpp"

View File

@@ -0,0 +1,50 @@
#include "CountdownDestroyAI.h"
#include "BaseCombatAIComponent.h"
#include "ScriptComponent.h"
void CountdownDestroyAI::OnStartup(Entity* self) {
CountdownStartup(*self);
auto* scriptComp = self->GetComponent<ScriptComponent>();
if (scriptComp) scriptComp->RegisterMsg(this, &CountdownDestroyAI::OnNotifyCombatAIStateChange);
}
void CountdownDestroyAI::CountdownStartup(Entity& self) {
auto suicideTimer = self.GetVar<float>(u"suicideTimer");
if (suicideTimer == 0.0f) suicideTimer = 60;
self.AddTimer("Dead", suicideTimer);
}
void CountdownDestroyAI::OnHit(Entity* self, Entity* attacker) {
if (!self->GetVar<bool>(u"ShouldBeDead")) return;
self->CancelTimer("IsBeingAttacked");
self->AddTimer("Dead", 5.0f);
}
void CountdownDestroyAI::OnTimerDone(Entity* self, std::string timerName) {
if (timerName == "Dead") {
self->SetVar<bool>(u"ShouldBeDead", true);
if (self->GetVar<bool>(u"Busy")) {
self->AddTimer("IsBeingAttacked", 5.0f);
} else {
self->Smash();
}
} else if (timerName == "IsBeingAttacked") {
self->Smash();
}
}
bool CountdownDestroyAI::OnNotifyCombatAIStateChange(Entity& self, GameMessages::NotifyCombatAIStateChange& notifyMsg) {
const auto curState = notifyMsg.newState;
if (curState == AiState::dead) return true;
if (curState == AiState::aggro || curState == AiState::tether) {
self.SetVar(u"Busy", true);
} else {
self.SetVar(u"Busy", false);
if (self.GetVar<bool>(u"ShouldBeDead")) {
self.Smash();
}
}
return true;
}

View File

@@ -0,0 +1,13 @@
#pragma once
#include "CppScripts.h"
#include "GameMessages.h"
class CountdownDestroyAI : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
void CountdownStartup(Entity& self);
void OnHit(Entity* self, Entity* attacker) override;
void OnTimerDone(Entity* self, std::string timerName) override;
bool OnNotifyCombatAIStateChange(Entity& self, GameMessages::NotifyCombatAIStateChange& msg);
};

View File

@@ -6,6 +6,7 @@ set(DSCRIPTS_SOURCES_02_SERVER_MAP_NJHUB
"EnemySkeletonSpawner.cpp"
"FallingTile.cpp"
"FlameJetServer.cpp"
"LightningOrbServer.cpp"
"ImaginationShrineServer.cpp"
"Lieutenant.cpp"
"MonCoreNookDoors.cpp"

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@@ -0,0 +1,12 @@
#include "LightningOrbServer.h"
void LightningOrbServer::OnCollisionPhantom(Entity* self, Entity* target) {
GameMessages::GetPosition playerPos;
playerPos.Send(target->GetObjectID());
GameMessages::GetPosition selfPos;
selfPos.Send(self->GetObjectID());
const NiPoint3 newVec((playerPos.pos.x - selfPos.pos.x) * 2.5, 15, (playerPos.pos.z - selfPos.pos.z) * 2.5);
// ahhhh aron said to put a TODO here moving platforms don't work lol. disable this so people can actually do the puzzle
// GameMessages::SendKnockback(target->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 0, newVec);
// GameMessages::SendPlayFXEffect(target->GetObjectID(), -1, u"knockback", "knockback");
}

View File

@@ -0,0 +1,8 @@
#pragma once
#include "CppScripts.h"
class LightningOrbServer : public CppScripts::Script
{
public:
void OnCollisionPhantom(Entity* self, Entity* target) override;
};

View File

@@ -135,8 +135,11 @@
#include "FvMaelstromCavalry.h"
#include "FvHorsemenTrigger.h"
#include "FvFlyingCreviceDragon.h"
#include "FvDragonInstanceServer.h"
#include "FvMaelstromDragon.h"
#include "DragonRonin.h"
#include "FvDragonSmashingGolemQb.h"
#include "CountdownDestroyAI.h"
#include "TreasureChestDragonServer.h"
#include "InstanceExitTransferPlayerToLastNonInstance.h"
#include "FvFreeGfNinjas.h"
@@ -274,6 +277,7 @@
#include "MonCoreNookDoors.h"
#include "MonCoreSmashableDoors.h"
#include "FlameJetServer.h"
#include "LightningOrbServer.h"
#include "BurningTile.h"
#include "NjEarthDragonPetServer.h"
#include "NjEarthPetServer.h"
@@ -490,7 +494,10 @@ namespace {
{"scripts\\ai\\FV\\L_ACT_NINJA_TURRET_1.lua", []() {return new ActNinjaTurret();}},
{"scripts\\02_server\\Map\\FV\\L_FV_HORSEMEN_TRIGGER.lua", []() {return new FvHorsemenTrigger();}},
{"scripts\\ai\\FV\\L_FV_FLYING_CREVICE_DRAGON.lua", []() {return new FvFlyingCreviceDragon();}},
{"scripts\\ai\\FV\\Dragon_Instance\\L_FV_DRAGON_INSTANCE_SERVER.lua", []() {return new FvDragonInstanceServer();}},
{"scripts\\02_server\\Enemy\\FV\\L_FV_DRAGON_RONIN.lua", []() {return new DragonRonin();}},
{"scripts\\02_server\\Enemy\\FV\\L_FV_MAELSTROM_DRAGON.lua", []() {return new FvMaelstromDragon();}},
{"scripts\\02_server\\Enemy\\General\\L_COUNTDOWN_DESTROY_AI.lua", []() {return new CountdownDestroyAI();}},
{"scripts\\ai\\FV\\L_FV_DRAGON_SMASHING_GOLEM_QB.lua", []() {return new FvDragonSmashingGolemQb();}},
{"scripts\\02_server\\Enemy\\General\\L_TREASURE_CHEST_DRAGON_SERVER.lua", []() {return new TreasureChestDragonServer();}},
{"scripts\\ai\\GENERAL\\L_INSTANCE_EXIT_TRANSFER_PLAYER_TO_LAST_NON_INSTANCE.lua", []() {return new InstanceExitTransferPlayerToLastNonInstance();}},
@@ -628,6 +635,7 @@ namespace {
{"scripts\\02_server\\Map\\njhub\\L_MON_CORE_SMASHABLE_DOORS.lua", []() {return new MonCoreSmashableDoors();}},
{"scripts\\02_server\\Map\\njhub\\L_MON_CORE_SMASHABLE_DOORS.lua", []() {return new MonCoreSmashableDoors();}},
{"scripts\\02_server\\Map\\njhub\\L_FLAME_JET_SERVER.lua", []() {return new FlameJetServer();}},
{"scripts\\02_server\\Map\\njhub\\L_LIGHTNING_ORB_SERVER.lua", []() {return new LightningOrbServer();}},
{"scripts\\02_server\\Map\\njhub\\L_BURNING_TILE.lua", []() {return new BurningTile();}},
{"scripts\\02_server\\Map\\njhub\\L_SPAWN_EARTH_PET_SERVER.lua", []() {return new NjEarthDragonPetServer();}},
{"scripts\\02_server\\Map\\njhub\\L_EARTH_PET_SERVER.lua", []() {return new NjEarthPetServer();}},

View File

@@ -18,7 +18,13 @@ set(DSCRIPTS_SOURCES_AI_FV
"FvMaelstromGeyser.cpp"
"TriggerGas.cpp")
add_subdirectory(Dragon_Instance)
foreach(file ${DSCRIPTS_SOURCES_AI_FV_DRAGON_INSTANCE})
set(DSCRIPTS_SOURCES_AI_FV ${DSCRIPTS_SOURCES_AI_FV} "Dragon_Instance/${file}")
endforeach()
add_library(dScriptsAiFV OBJECT ${DSCRIPTS_SOURCES_AI_FV})
target_include_directories(dScriptsAiFV PUBLIC ".")
target_include_directories(dScriptsAiFV PUBLIC "." "Dragon_Instance")
target_precompile_headers(dScriptsAiFV REUSE_FROM dScriptsBase)

View File

@@ -0,0 +1,3 @@
set(DSCRIPTS_SOURCES_AI_FV_DRAGON_INSTANCE
"FvDragonInstanceServer.cpp"
PARENT_SCOPE)

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@@ -0,0 +1,14 @@
#include "FvDragonInstanceServer.h"
#include "Entity.h"
#include "DestroyableComponent.h"
void FvDragonInstanceServer::OnPlayerLoaded(Entity* self, Entity* player) {
auto* const destComp = player->GetComponent<DestroyableComponent>();
if (destComp) {
destComp->SetHealth(destComp->GetMaxHealth());
destComp->SetArmor(destComp->GetMaxArmor());
destComp->SetImagination(destComp->GetMaxImagination());
Game::entityManager->SerializeEntity(player);
}
}

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@@ -0,0 +1,7 @@
#pragma once
#include "CppScripts.h"
class FvDragonInstanceServer : public CppScripts::Script {
public:
void OnPlayerLoaded(Entity* self, Entity* player) override;
};

View File

@@ -1,5 +1,6 @@
set(DZONEMANAGER_SOURCES "dZoneManager.cpp"
"Level.cpp"
"Raw.cpp"
"Spawner.cpp"
"Zone.cpp")
@@ -14,6 +15,7 @@ target_include_directories(dZoneManager PUBLIC "."
"${PROJECT_SOURCE_DIR}/dGame" # Entity.h
"${PROJECT_SOURCE_DIR}/dGame/dEntity" # EntityInfo.h
PRIVATE
"${PROJECT_SOURCE_DIR}/dCommon/dClient" # SceneColors.h
"${PROJECT_SOURCE_DIR}/dGame/dComponents" #InventoryComponent.h
"${PROJECT_SOURCE_DIR}/dGame/dInventory" #InventoryComponent.h (transitive)
"${PROJECT_SOURCE_DIR}/dGame/dBehaviors" #BehaviorSlot.h

501
dZoneManager/Raw.cpp Normal file
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@@ -0,0 +1,501 @@
#include "Raw.h"
#include "BinaryIO.h"
#include "Logger.h"
#include "SceneColor.h"
#include <fstream>
#include <algorithm>
#include <limits>
namespace {
constexpr uint32_t kMaxResolution = 4096;
constexpr size_t kMaxBlobBytes = 64ULL * 1024 * 1024; // 64 MiB
constexpr uint32_t kMaxChunks = 1024;
} // namespace
namespace Raw {
bool Chunk::IsValidForSceneLookup() const {
return !sceneMap.empty() && colorMapResolution > 0 && !heightMap.empty()
&& scaleFactor > 0.0f && width > 1 && height > 1;
}
uint8_t Chunk::GetSceneIDAtGrid(uint32_t i, uint32_t j) const {
const float sceneMapI = (static_cast<float>(i) / static_cast<float>(width - 1)) * static_cast<float>(colorMapResolution - 1);
const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(height - 1)) * static_cast<float>(colorMapResolution - 1);
const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), colorMapResolution - 1);
const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), colorMapResolution - 1);
const uint32_t sceneIndex = sceneI * colorMapResolution + sceneJ;
if (sceneIndex >= sceneMap.size()) return 0;
return sceneMap[sceneIndex];
}
NiPoint3 Chunk::GridToWorldPos(uint32_t i, uint32_t j) const {
const float y = (i * width + j < heightMap.size()) ? heightMap[i * width + j] : 0.0f;
return NiPoint3(
(static_cast<float>(i) + (offsetX / scaleFactor)) * scaleFactor,
y,
(static_cast<float>(j) + (offsetZ / scaleFactor)) * scaleFactor
);
}
/**
* @brief Read flair attributes from stream
*/
static bool ReadFlairAttributes(std::istream& stream, FlairAttributes& flair) {
try {
BinaryIO::BinaryRead(stream, flair.id);
BinaryIO::BinaryRead(stream, flair.scaleFactor);
BinaryIO::BinaryRead(stream, flair.position.x);
BinaryIO::BinaryRead(stream, flair.position.y);
BinaryIO::BinaryRead(stream, flair.position.z);
BinaryIO::BinaryRead(stream, flair.rotation.x);
BinaryIO::BinaryRead(stream, flair.rotation.y);
BinaryIO::BinaryRead(stream, flair.rotation.z);
BinaryIO::BinaryRead(stream, flair.colorR);
BinaryIO::BinaryRead(stream, flair.colorG);
BinaryIO::BinaryRead(stream, flair.colorB);
BinaryIO::BinaryRead(stream, flair.colorA);
return true;
} catch (const std::exception&) {
return false;
}
}
/**
* @brief Read mesh triangle data from stream
*/
static bool ReadMeshTri(std::istream& stream, MeshTri& meshTri) {
try {
BinaryIO::BinaryRead(stream, meshTri.meshTriListSize);
meshTri.meshTriList.resize(meshTri.meshTriListSize);
for (uint16_t i = 0; i < meshTri.meshTriListSize; ++i) {
BinaryIO::BinaryRead(stream, meshTri.meshTriList[i]);
}
return true;
} catch (const std::exception&) {
return false;
}
}
/**
* @brief Read a chunk from stream
*/
static bool ReadChunk(std::istream& stream, Chunk& chunk, uint16_t version) {
try {
// Read basic chunk info
BinaryIO::BinaryRead(stream, chunk.id);
if (stream.fail()) {
return false;
}
BinaryIO::BinaryRead(stream, chunk.width);
BinaryIO::BinaryRead(stream, chunk.height);
BinaryIO::BinaryRead(stream, chunk.offsetX);
BinaryIO::BinaryRead(stream, chunk.offsetZ);
if (stream.fail()) {
return false;
}
// For version < 32, shader ID comes before texture IDs
if (version < 32) {
BinaryIO::BinaryRead(stream, chunk.shaderId);
}
// Read texture IDs (4 textures)
chunk.textureIds.resize(4);
for (int i = 0; i < 4; ++i) {
BinaryIO::BinaryRead(stream, chunk.textureIds[i]);
}
if (stream.fail()) {
return false;
}
// Read scale factor
BinaryIO::BinaryRead(stream, chunk.scaleFactor);
if (stream.fail()) {
return false;
}
// Read heightmap
const size_t width = static_cast<size_t>(chunk.width);
const size_t height = static_cast<size_t>(chunk.height);
if (width == 0 || height == 0) {
LOG("Chunk %u has invalid heightmap dimensions: width=%zu, height=%zu", chunk.id, width, height);
return false;
}
if (width > kMaxResolution || height > kMaxResolution) {
LOG("Chunk %u heightmap dimensions exceed maximum resolution %u: width=%zu, height=%zu", chunk.id, kMaxResolution, width, height);
return false;
}
if (height != 0 && width > std::numeric_limits<size_t>::max() / height) {
LOG("Chunk %u heightmap size multiplication overflows: width=%zu, height=%zu", chunk.id, width, height);
return false;
}
const size_t heightMapSize = width * height;
const size_t elementSize = sizeof(chunk.heightMap[0]);
if (elementSize != 0 && heightMapSize > std::numeric_limits<size_t>::max() / elementSize) {
LOG("Chunk %u heightmap byte size overflows: elements=%zu, elementSize=%zu", chunk.id, heightMapSize, elementSize);
return false;
}
const size_t totalBytes = heightMapSize * elementSize;
if (totalBytes == 0 || totalBytes > kMaxBlobBytes) {
LOG("Chunk %u heightmap total size invalid: bytes=%zu (max %zu)", chunk.id, totalBytes, kMaxBlobBytes);
return false;
}
chunk.heightMap.resize(heightMapSize);
for (size_t i = 0; i < heightMapSize; ++i) {
BinaryIO::BinaryRead(stream, chunk.heightMap[i]);
}
if (stream.fail()) {
return false;
}
// ColorMap
if (version >= 32) {
BinaryIO::BinaryRead(stream, chunk.colorMapResolution);
} else {
chunk.colorMapResolution = chunk.width - 1;
}
if (chunk.colorMapResolution > kMaxResolution) {
LOG("Chunk colorMapResolution %u exceeds maximum %u", chunk.colorMapResolution, kMaxResolution);
return false;
}
if (version >= 32) {
const size_t colorMapPixelCount = static_cast<size_t>(chunk.colorMapResolution) * chunk.colorMapResolution * 4;
if (colorMapPixelCount > kMaxBlobBytes) {
LOG("Chunk colorMap size %zu exceeds maximum %zu bytes", colorMapPixelCount, kMaxBlobBytes);
return false;
}
chunk.colorMap.resize(colorMapPixelCount);
stream.read(reinterpret_cast<char*>(chunk.colorMap.data()), static_cast<std::streamsize>(colorMapPixelCount));
} else {
const size_t legacyColorBytes = static_cast<size_t>(chunk.width) * chunk.width * 4;
if (legacyColorBytes > kMaxBlobBytes) {
LOG("Chunk legacy colorMap size %zu exceeds maximum %zu bytes", legacyColorBytes, kMaxBlobBytes);
return false;
}
chunk.colorMap.resize(legacyColorBytes);
stream.read(reinterpret_cast<char*>(chunk.colorMap.data()), static_cast<std::streamsize>(legacyColorBytes));
}
if (stream.fail()) {
return false;
}
// LightMap/diffusemap.dds (v>=32 only)
if (version >= 32) {
uint32_t lightMapSize;
BinaryIO::BinaryRead(stream, lightMapSize);
if (lightMapSize > kMaxBlobBytes) {
LOG("Chunk lightMap size %u exceeds maximum %zu bytes", lightMapSize, kMaxBlobBytes);
return false;
}
chunk.lightMap.resize(lightMapSize);
stream.read(reinterpret_cast<char*>(chunk.lightMap.data()), static_cast<std::streamsize>(lightMapSize));
if (stream.fail()) {
return false;
}
}
// Blend/texture map
BinaryIO::BinaryRead(stream, chunk.textureMapResolution);
if (chunk.textureMapResolution > kMaxResolution) {
LOG("Chunk textureMapResolution %u exceeds maximum %u", chunk.textureMapResolution, kMaxResolution);
return false;
}
const size_t textureMapPixelCount = static_cast<size_t>(chunk.textureMapResolution) * chunk.textureMapResolution * 4;
if (textureMapPixelCount > kMaxBlobBytes) {
LOG("Chunk textureMap size %zu exceeds maximum %zu bytes", textureMapPixelCount, kMaxBlobBytes);
return false;
}
chunk.textureMap.resize(textureMapPixelCount);
stream.read(reinterpret_cast<char*>(chunk.textureMap.data()), static_cast<std::streamsize>(textureMapPixelCount));
if (stream.fail()) {
return false;
}
// Texture settings + blend map DDS (v>=32 only)
if (version >= 32) {
BinaryIO::BinaryRead(stream, chunk.textureSettings);
uint32_t blendMapDDSSize;
BinaryIO::BinaryRead(stream, blendMapDDSSize);
if (blendMapDDSSize > kMaxBlobBytes) {
LOG("Chunk blendMap size %u exceeds maximum %zu bytes", blendMapDDSSize, kMaxBlobBytes);
return false;
}
chunk.blendMap.resize(blendMapDDSSize);
stream.read(reinterpret_cast<char*>(chunk.blendMap.data()), static_cast<std::streamsize>(blendMapDDSSize));
if (stream.fail()) {
return false;
}
}
// Read flairs
uint32_t numFlairs;
BinaryIO::BinaryRead(stream, numFlairs);
if (stream.fail()) {
return false;
}
const size_t flairBytes = static_cast<size_t>(numFlairs) * sizeof(FlairAttributes);
if (flairBytes > kMaxBlobBytes) {
LOG("Chunk %u flair count %u exceeds maximum (byte size %zu > %zu)", chunk.id, numFlairs, flairBytes, kMaxBlobBytes);
return false;
}
chunk.flairs.resize(numFlairs);
for (uint32_t i = 0; i < numFlairs; ++i) {
if (!ReadFlairAttributes(stream, chunk.flairs[i])) {
return false;
}
}
// Scene map
if (version >= 32) {
const size_t sceneMapSize = static_cast<size_t>(chunk.colorMapResolution) * chunk.colorMapResolution;
if (sceneMapSize > kMaxBlobBytes) {
LOG("Chunk sceneMap size %zu exceeds maximum %zu bytes", sceneMapSize, kMaxBlobBytes);
return false;
}
chunk.sceneMap.resize(sceneMapSize);
stream.read(reinterpret_cast<char*>(chunk.sceneMap.data()), static_cast<std::streamsize>(sceneMapSize));
} else if (version == 31) {
const size_t sceneMapCells = static_cast<size_t>(chunk.colorMapResolution + 1) * (chunk.colorMapResolution + 1);
if (sceneMapCells > kMaxBlobBytes) {
LOG("Chunk v31 sceneMap size %zu exceeds maximum %zu bytes", sceneMapCells, kMaxBlobBytes);
return false;
}
std::vector<uint8_t> rawSceneMap(sceneMapCells);
stream.read(reinterpret_cast<char*>(rawSceneMap.data()), static_cast<std::streamsize>(sceneMapCells));
chunk.sceneMap.resize(static_cast<size_t>(chunk.colorMapResolution) * chunk.colorMapResolution);
for (uint32_t row = 0; row < chunk.colorMapResolution; ++row) {
for (uint32_t col = 0; col < chunk.colorMapResolution; ++col) {
chunk.sceneMap[row * chunk.colorMapResolution + col] = rawSceneMap[row * (chunk.colorMapResolution + 1) + col];
}
}
} else {
stream.seekg(1, std::ios::cur);
}
if (stream.fail()) {
return false;
}
// Mesh data (v>=32 only)
if (version < 32) {
return true;
}
BinaryIO::BinaryRead(stream, chunk.vertSize);
if (stream.fail()) {
return false;
}
if (chunk.vertSize == 0) {
return true;
}
const size_t vertBytes = static_cast<size_t>(chunk.vertSize) * sizeof(uint16_t);
if (vertBytes > kMaxBlobBytes) {
LOG("Chunk %u vertSize %u exceeds maximum (byte size %zu > %zu)", chunk.id, chunk.vertSize, vertBytes, kMaxBlobBytes);
return false;
}
chunk.meshVertUsage.resize(chunk.vertSize);
for (uint32_t i = 0; i < chunk.vertSize; ++i) {
BinaryIO::BinaryRead(stream, chunk.meshVertUsage[i]);
}
if (stream.fail()) {
return false;
}
chunk.meshVertSize.resize(16);
for (int i = 0; i < 16; ++i) {
BinaryIO::BinaryRead(stream, chunk.meshVertSize[i]);
}
if (stream.fail()) {
return false;
}
chunk.meshTri.resize(16);
for (int i = 0; i < 16; ++i) {
if (!ReadMeshTri(stream, chunk.meshTri[i])) {
return false;
}
}
return true;
} catch (const std::exception&) {
return false;
}
}
bool ReadRaw(std::istream& stream, Raw& outRaw) {
// Get stream size
stream.seekg(0, std::ios::end);
auto streamSize = stream.tellg();
stream.seekg(0, std::ios::beg);
if (streamSize <= 0) {
return false;
}
try {
// Read header
BinaryIO::BinaryRead(stream, outRaw.version);
if (stream.fail()) {
return false;
}
BinaryIO::BinaryRead(stream, outRaw.dev);
if (stream.fail()) {
return false;
}
// Only read chunks if dev == 0
if (outRaw.dev == 0) {
BinaryIO::BinaryRead(stream, outRaw.numChunks);
BinaryIO::BinaryRead(stream, outRaw.numChunksWidth);
BinaryIO::BinaryRead(stream, outRaw.numChunksHeight);
if (outRaw.numChunks > kMaxChunks) {
LOG("Raw numChunks %u exceeds maximum %u", outRaw.numChunks, kMaxChunks);
return false;
}
// Read all chunks
outRaw.chunks.resize(outRaw.numChunks);
for (uint32_t i = 0; i < outRaw.numChunks; ++i) {
if (!ReadChunk(stream, outRaw.chunks[i], outRaw.version)) {
return false;
}
}
// Calculate terrain bounds from all chunks
if (!outRaw.chunks.empty()) {
outRaw.minBoundsX = std::numeric_limits<float>::max();
outRaw.minBoundsZ = std::numeric_limits<float>::max();
outRaw.maxBoundsX = std::numeric_limits<float>::lowest();
outRaw.maxBoundsZ = std::numeric_limits<float>::lowest();
for (const auto& chunk : outRaw.chunks) {
const float chunkMinX = chunk.offsetX;
const float chunkMinZ = chunk.offsetZ;
const float chunkMaxX = chunkMinX + (chunk.width * chunk.scaleFactor);
const float chunkMaxZ = chunkMinZ + (chunk.height * chunk.scaleFactor);
outRaw.minBoundsX = std::min(outRaw.minBoundsX, chunkMinX);
outRaw.minBoundsZ = std::min(outRaw.minBoundsZ, chunkMinZ);
outRaw.maxBoundsX = std::max(outRaw.maxBoundsX, chunkMaxX);
outRaw.maxBoundsZ = std::max(outRaw.maxBoundsZ, chunkMaxZ);
}
LOG("Raw terrain bounds: X[%.2f, %.2f], Z[%.2f, %.2f]",
outRaw.minBoundsX, outRaw.maxBoundsX, outRaw.minBoundsZ, outRaw.maxBoundsZ);
}
}
return true;
} catch (const std::exception&) {
return false;
}
}
void GenerateTerrainMesh(const Raw& raw, TerrainMesh& outMesh) {
outMesh.vertices.clear();
outMesh.triangles.clear();
if (raw.chunks.empty() || raw.version < 32) {
return; // No scene data available
}
LOG("GenerateTerrainMesh: Processing %zu chunks", raw.chunks.size());
uint32_t vertexOffset = 0;
for (const auto& chunk : raw.chunks) {
if (!chunk.IsValidForSceneLookup()) continue;
for (uint32_t i = 0; i < chunk.width; ++i) {
for (uint32_t j = 0; j < chunk.height; ++j) {
const uint32_t heightIndex = chunk.width * i + j;
if (heightIndex >= chunk.heightMap.size()) continue;
outMesh.vertices.emplace_back(chunk.GridToWorldPos(i, j), chunk.GetSceneIDAtGrid(i, j));
if (i > 0 && j > 0) {
const uint32_t currentVert = vertexOffset + chunk.width * i + j;
const uint32_t leftVert = currentVert - 1;
const uint32_t bottomLeftVert = vertexOffset + chunk.width * (i - 1) + j - 1;
const uint32_t bottomVert = vertexOffset + chunk.width * (i - 1) + j;
// First triangle
outMesh.triangles.push_back(currentVert);
outMesh.triangles.push_back(leftVert);
outMesh.triangles.push_back(bottomLeftVert);
// Second triangle
outMesh.triangles.push_back(bottomLeftVert);
outMesh.triangles.push_back(bottomVert);
outMesh.triangles.push_back(currentVert);
}
}
}
vertexOffset += chunk.width * chunk.height;
}
}
bool WriteTerrainMeshToOBJ(const TerrainMesh& mesh, const std::string& path) {
try {
std::ofstream file(path);
if (!file.is_open()) {
LOG("Failed to open OBJ file for writing: %s", path.c_str());
return false;
}
for (const auto& v : mesh.vertices) {
const NiColor& color = SceneColor::Get(v.sceneID);
file << "v " << v.position.x << ' ' << v.position.y << ' ' << v.position.z
<< ' ' << color.m_Red << ' ' << color.m_Green << ' ' << color.m_Blue << '\n';
}
for (size_t i = 0; i < mesh.triangles.size(); i += 3) {
file << "f " << (mesh.triangles[i] + 1) << ' '
<< (mesh.triangles[i + 1] + 1) << ' '
<< (mesh.triangles[i + 2] + 1) << '\n';
}
file.close();
LOG("Successfully wrote terrain mesh to OBJ: %s (%zu vertices, %zu triangles)",
path.c_str(), mesh.vertices.size(), mesh.triangles.size() / 3);
return true;
} catch (const std::exception& e) {
LOG("Exception while writing OBJ file: %s", e.what());
return false;
}
}
} // namespace Raw

161
dZoneManager/Raw.h Normal file
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@@ -0,0 +1,161 @@
#pragma once
#ifndef __RAW_H__
#define __RAW_H__
#include <cstdint>
#include <vector>
#include <string>
#include <istream>
#include "NiPoint3.h"
#include "dCommonVars.h"
namespace Raw {
/**
* @brief Flair attributes structure
* Represents decorative elements on the terrain
*/
struct FlairAttributes {
uint32_t id;
float scaleFactor;
NiPoint3 position;
NiPoint3 rotation;
uint8_t colorR;
uint8_t colorG;
uint8_t colorB;
uint8_t colorA;
};
/**
* @brief Mesh triangle structure
* Contains triangle indices for terrain mesh
*/
struct MeshTri {
uint16_t meshTriListSize;
std::vector<uint16_t> meshTriList;
};
/**
* @brief Vertex with scene ID
* Used for the generated terrain mesh to enable fast scene lookups
*/
struct SceneVertex {
NiPoint3 position;
uint8_t sceneID;
SceneVertex() : position(), sceneID(0) {}
SceneVertex(const NiPoint3& pos, uint8_t scene) : position(pos), sceneID(scene) {}
};
/**
* @brief Generated terrain mesh
* Contains vertices with scene IDs for fast scene lookups at arbitrary positions
*/
struct TerrainMesh {
std::vector<SceneVertex> vertices;
std::vector<uint32_t> triangles; // Indices into vertices array (groups of 3)
TerrainMesh() = default;
};
/**
* @brief Terrain chunk structure
* Represents a single chunk of terrain with heightmap, textures, and meshes
*/
struct Chunk {
uint32_t id;
uint32_t width;
uint32_t height;
float offsetX;
float offsetZ;
uint32_t shaderId;
// Texture IDs (4 textures per chunk)
std::vector<uint32_t> textureIds;
// Terrain scale factor
float scaleFactor;
// Heightmap data (width * height floats)
std::vector<float> heightMap;
// Version 32+ fields
uint32_t colorMapResolution = 0;
std::vector<uint8_t> colorMap; // RGBA pixels (colorMap * colorMap * 4)
std::vector<uint8_t> lightMap;
uint32_t textureMapResolution = 0;
std::vector<uint8_t> textureMap; // (textureMapResolution * textureMapResolution * 4)
uint8_t textureSettings = 0;
std::vector<uint8_t> blendMap;
// Flair data
std::vector<FlairAttributes> flairs;
// Scene map (version 32+)
std::vector<uint8_t> sceneMap;
// Mesh data
uint32_t vertSize = 0;
std::vector<uint16_t> meshVertUsage;
std::vector<uint16_t> meshVertSize;
std::vector<MeshTri> meshTri;
bool IsValidForSceneLookup() const;
uint8_t GetSceneIDAtGrid(uint32_t i, uint32_t j) const;
NiPoint3 GridToWorldPos(uint32_t i, uint32_t j) const;
};
/**
* @brief RAW terrain file structure
* Complete representation of a .raw terrain file
*/
struct Raw {
uint16_t version;
uint8_t dev;
uint32_t numChunks = 0;
uint32_t numChunksWidth = 0;
uint32_t numChunksHeight = 0;
std::vector<Chunk> chunks;
// Calculated bounds of the entire terrain
float minBoundsX = 0.0f;
float minBoundsZ = 0.0f;
float maxBoundsX = 0.0f;
float maxBoundsZ = 0.0f;
};
/**
* @brief Read a RAW terrain file from an input stream
*
* @param stream Input stream containing RAW file data
* @param outRaw Output RAW file structure
* @return true if successfully read, false otherwise
*/
bool ReadRaw(std::istream& stream, Raw& outRaw);
/**
* @brief Generate a terrain mesh from raw chunks
* Similar to dTerrain's GenerateFinalMeshFromChunks but creates a mesh with scene IDs
* per vertex for fast scene lookups at arbitrary positions.
*
* @param raw The RAW terrain data to generate mesh from
* @param outMesh Output terrain mesh with vertices and scene IDs
*/
void GenerateTerrainMesh(const Raw& raw, TerrainMesh& outMesh);
/**
* @brief Write terrain mesh to OBJ file for debugging/visualization
* Merged from dTerrain's WriteFinalMeshToOBJ functionality
* Vertices are colored based on their scene ID using a hash function
*
* @param mesh The terrain mesh to export
* @param path Output path for the OBJ file
* @return true if successfully written, false otherwise
*/
bool WriteTerrainMeshToOBJ(const TerrainMesh& mesh, const std::string& path);
} // namespace Raw
#endif // __RAW_H__

View File

@@ -8,6 +8,7 @@
#include "GeneralUtils.h"
#include "BinaryIO.h"
#include "LUTriggers.h"
#include "dConfig.h"
#include "AssetManager.h"
#include "CDClientManager.h"
@@ -20,6 +21,7 @@
#include "eTriggerEventType.h"
#include "eWaypointCommandType.h"
#include "dNavMesh.h"
#include "Raw.h"
Zone::Zone(const LWOZONEID zoneID) :
m_ZoneID(zoneID) {
@@ -78,12 +80,57 @@ void Zone::LoadZoneIntoMemory() {
LoadScene(file);
}
//Read generic zone info:
BinaryIO::ReadString<uint8_t>(file, m_ZonePath, BinaryIO::ReadType::String);
// Zone boundary lines — skip past them for correct file positioning
uint8_t numBoundaries = 0;
BinaryIO::BinaryRead(file, numBoundaries);
for (uint8_t i = 0; i < numBoundaries; ++i) {
NiPoint3 normal, point, spawnLocation;
uint32_t packed, destSceneID;
BinaryIO::BinaryRead(file, normal);
BinaryIO::BinaryRead(file, point);
BinaryIO::BinaryRead(file, packed);
BinaryIO::BinaryRead(file, destSceneID);
BinaryIO::BinaryRead(file, spawnLocation);
}
BinaryIO::ReadString<uint8_t>(file, m_ZoneRawPath, BinaryIO::ReadType::String);
BinaryIO::ReadString<uint8_t>(file, m_ZoneName, BinaryIO::ReadType::String);
BinaryIO::ReadString<uint8_t>(file, m_ZoneDesc, BinaryIO::ReadType::String);
auto zoneFolderPath = m_ZoneFilePath.substr(0, m_ZoneFilePath.rfind('/') + 1);
if (!Game::assetManager->HasFile(zoneFolderPath + m_ZoneRawPath)) {
LOG("Failed to find %s", (zoneFolderPath + m_ZoneRawPath).c_str());
throw std::runtime_error("Aborting Zone loading due to no Zone Raw File.");
}
auto rawFile = Game::assetManager->GetFile(zoneFolderPath + m_ZoneRawPath);
if (m_FileFormatVersion < Zone::FileFormatVersion::PrePreAlpha) {
LOG("Zone %s uses legacy raw terrain format (version %u) which is not supported", m_ZoneFilePath.c_str(), static_cast<uint32_t>(m_FileFormatVersion));
throw std::runtime_error("Aborting Zone loading due to unsupported Raw File version.");
} else {
if (Raw::ReadRaw(rawFile, m_Raw)) {
LOG("Successfully parsed %s", (zoneFolderPath + m_ZoneRawPath).c_str());
} else {
LOG("Failed to parse %s", (zoneFolderPath + m_ZoneRawPath).c_str());
throw std::runtime_error("Aborting Zone loading due to invalid Raw File.");
}
}
// Optionally export terrain mesh to OBJ for debugging/visualization
if (Game::config->GetValue("export_terrain_to_obj") == "1") {
// Generate terrain mesh
Raw::GenerateTerrainMesh(m_Raw, m_TerrainMesh);
LOG("Generated terrain mesh with %zu vertices and %zu triangles", m_TerrainMesh.vertices.size(), m_TerrainMesh.triangles.size() / 3);
// Write to OBJ
std::string objFileName = "terrain_" + std::to_string(m_ZoneID.GetMapID()) + ".obj";
if (Raw::WriteTerrainMeshToOBJ(m_TerrainMesh, objFileName)) {
LOG("Exported terrain mesh to %s", objFileName.c_str());
}
}
if (m_FileFormatVersion >= Zone::FileFormatVersion::PreAlpha) {
BinaryIO::BinaryRead(file, m_NumberOfSceneTransitionsLoaded);
for (uint32_t i = 0; i < m_NumberOfSceneTransitionsLoaded; ++i) {
@@ -236,7 +283,8 @@ void Zone::LoadScene(std::istream& file) {
}
if (m_FileFormatVersion >= Zone::FileFormatVersion::LatePreAlpha) {
BinaryIO::BinaryRead(file, scene.sceneType);
lwoSceneID.SetLayerID(scene.sceneType);
lwoSceneID.SetLayerID(static_cast<uint32_t>(scene.sceneType));
BinaryIO::ReadString<uint8_t>(file, scene.name, BinaryIO::ReadType::String);
}
@@ -247,9 +295,11 @@ void Zone::LoadScene(std::istream& file) {
}
if (m_FileFormatVersion >= Zone::FileFormatVersion::LatePreAlpha) {
BinaryIO::BinaryRead(file, scene.color_r);
BinaryIO::BinaryRead(file, scene.color_b);
BinaryIO::BinaryRead(file, scene.color_g);
uint8_t r, b, g;
BinaryIO::BinaryRead(file, r);
BinaryIO::BinaryRead(file, b);
BinaryIO::BinaryRead(file, g);
scene.color = NiColor(r / 255.0f, g / 255.0f, b / 255.0f);
}
m_Scenes[lwoSceneID] = std::move(scene);
@@ -350,7 +400,10 @@ void Zone::LoadSceneTransition(std::istream& file) {
SceneTransitionInfo Zone::LoadSceneTransitionInfo(std::istream& file) {
SceneTransitionInfo info;
BinaryIO::BinaryRead(file, info.sceneID);
uint32_t sceneID, layerID;
BinaryIO::BinaryRead(file, sceneID);
BinaryIO::BinaryRead(file, layerID);
info.sceneID = LWOSCENEID(sceneID, layerID);
BinaryIO::BinaryRead(file, info.position);
return info;
}
@@ -422,7 +475,6 @@ void Zone::LoadPath(std::istream& file) {
BinaryIO::BinaryRead(file, waypoint.position.y);
BinaryIO::BinaryRead(file, waypoint.position.z);
if (path.pathType == PathType::Spawner || path.pathType == PathType::MovingPlatform || path.pathType == PathType::Race || path.pathType == PathType::Camera || path.pathType == PathType::Rail) {
BinaryIO::BinaryRead(file, waypoint.rotation.w);
BinaryIO::BinaryRead(file, waypoint.rotation.x);
@@ -483,7 +535,7 @@ void Zone::LoadPath(std::istream& file) {
}
// We verify the waypoint heights against the navmesh because in many movement paths,
// the waypoint is located near 0 height,
// the waypoint is located near 0 height,
if (path.pathType == PathType::Movement) {
if (dpWorld::IsLoaded()) {
// 2000 should be large enough for every world.
@@ -494,3 +546,9 @@ void Zone::LoadPath(std::istream& file) {
}
m_Paths.push_back(path);
}
const SceneRef* Zone::GetScene(LWOSCENEID sceneID) const {
auto it = m_Scenes.find(sceneID);
if (it != m_Scenes.end()) return &it->second;
return nullptr;
}

View File

@@ -2,10 +2,12 @@
#include "dZMCommon.h"
#include "LDFFormat.h"
#include "NiColor.h"
#include "tinyxml2.h"
#include <string>
#include <vector>
#include <map>
#include "Raw.h"
namespace LUTriggers {
struct Trigger;
@@ -21,22 +23,25 @@ struct WaypointCommand {
};
enum class eSceneType : uint32_t {
General = 0,
Audio = 1,
};
struct SceneRef {
std::string filename;
uint32_t id{};
uint32_t sceneType{}; //0 = general, 1 = audio?
eSceneType sceneType{};
std::string name;
NiPoint3 unknown1;
float unknown2{};
uint8_t color_r{};
uint8_t color_g{};
uint8_t color_b{};
NiColor color;
std::unique_ptr<Level> level;
std::map<uint32_t, LUTriggers::Trigger*> triggers;
};
struct SceneTransitionInfo {
uint64_t sceneID{}; //id of the scene being transitioned to.
LWOSCENEID sceneID;
NiPoint3 position;
};
@@ -228,6 +233,12 @@ public:
void SetSpawnPos(const NiPoint3& pos) { m_Spawnpoint = pos; }
void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
const Raw::Raw& GetZoneRaw() const { return m_Raw; }
const Raw::TerrainMesh& GetTerrainMesh() const { return m_TerrainMesh; }
const SceneRef* GetScene(LWOSCENEID sceneID) const;
const std::vector<SceneTransition>& GetSceneTransitions() const { return m_SceneTransitions; }
const std::map<LWOSCENEID, SceneRef>& GetScenes() const { return m_Scenes; }
private:
LWOZONEID m_ZoneID;
std::string m_ZoneFilePath;
@@ -244,6 +255,8 @@ private:
std::string m_ZoneName; //Name given to the zone by a level designer
std::string m_ZoneDesc; //Description of the zone by a level designer
std::string m_ZoneRawPath; //Path to the .raw file of this zone.
Raw::Raw m_Raw; // The Raw data for this zone
Raw::TerrainMesh m_TerrainMesh; // Pre-generated terrain mesh for fast scene lookups
std::map<LWOSCENEID, SceneRef> m_Scenes;
std::vector<SceneTransition> m_SceneTransitions;

View File

@@ -10,9 +10,11 @@
#include "VanityUtilities.h"
#include "WorldConfig.h"
#include "CDZoneTableTable.h"
#include <algorithm>
#include <chrono>
#include <cmath>
#include <set>
#include "eObjectBits.h"
#include "CDZoneTableTable.h"
#include "AssetManager.h"
#include <ranges>
@@ -62,6 +64,9 @@ void dZoneManager::Initialize(const LWOZONEID& zoneID) {
m_pZone->Initalize();
// Build the scene graph after zone is loaded
BuildSceneGraph();
endTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
LoadWorldConfig();
@@ -298,3 +303,111 @@ void dZoneManager::LoadWorldConfig() {
LOG_DEBUG("Loaded WorldConfig into memory");
}
LWOSCENEID dZoneManager::GetSceneIDFromPosition(const NiPoint3& position) const {
if (!m_pZone) return LWOSCENEID_INVALID;
const auto& raw = m_pZone->GetZoneRaw();
// If no chunks, no scene data available
if (raw.chunks.empty()) {
return LWOSCENEID_INVALID;
}
// Convert 3D position to 2D (XZ plane) and clamp to terrain bounds
float posX = std::clamp(position.x, raw.minBoundsX, raw.maxBoundsX);
float posZ = std::clamp(position.z, raw.minBoundsZ, raw.maxBoundsZ);
// Find the chunk containing this position
// Reverse the world position calculation from GenerateTerrainMesh
for (const auto& chunk : raw.chunks) {
if (!chunk.IsValidForSceneLookup()) continue;
const float heightI = posX / chunk.scaleFactor - (chunk.offsetX / chunk.scaleFactor);
const float heightJ = posZ / chunk.scaleFactor - (chunk.offsetZ / chunk.scaleFactor);
if (heightI >= 0.0f && heightI < static_cast<float>(chunk.width) &&
heightJ >= 0.0f && heightJ < static_cast<float>(chunk.height)) {
const uint32_t gridI = std::min(static_cast<uint32_t>(heightI), chunk.width - 1);
const uint32_t gridJ = std::min(static_cast<uint32_t>(heightJ), chunk.height - 1);
return LWOSCENEID(chunk.GetSceneIDAtGrid(gridI, gridJ), 0);
}
}
// Position not found in any chunk
return LWOSCENEID_INVALID;
}
void dZoneManager::BuildSceneGraph() {
if (!m_pZone) return;
// Clear any existing adjacency list
m_SceneAdjacencyList.clear();
// Initialize adjacency list with all scenes
const auto& scenes = m_pZone->GetScenes();
for (const auto& [sceneID, sceneRef] : scenes) {
if (sceneRef.sceneType != eSceneType::General) continue;
m_SceneAdjacencyList.try_emplace(sceneID, std::vector<LWOSCENEID>());
}
// Build adjacency list from scene transitions
const auto& transitions = m_pZone->GetSceneTransitions();
for (const auto& transition : transitions) {
// Each transition has multiple points, each pointing to a scene
// We need to determine which scenes this transition connects
// Group transition points by their scene IDs to find unique connections
std::set<LWOSCENEID> connectedScenes;
for (const auto& point : transition.points) {
if (point.sceneID != LWOSCENEID_INVALID && m_SceneAdjacencyList.contains(point.sceneID)) {
connectedScenes.insert(point.sceneID);
}
}
// Create bidirectional edges between all scenes in this transition
// (transitions typically connect two scenes, but can be more complex)
std::vector<LWOSCENEID> sceneList(connectedScenes.begin(), connectedScenes.end());
for (size_t i = 0; i < sceneList.size(); ++i) {
for (size_t j = 0; j < sceneList.size(); ++j) {
if (i != j) {
LWOSCENEID fromScene = sceneList[i];
LWOSCENEID toScene = sceneList[j];
// Add edge if it doesn't already exist
auto& adjacentScenes = m_SceneAdjacencyList[fromScene];
if (std::find(adjacentScenes.begin(), adjacentScenes.end(), toScene) == adjacentScenes.end()) {
adjacentScenes.push_back(toScene);
}
}
}
}
}
// Scene 0 (global scene) is always loaded and adjacent to all other scenes
LWOSCENEID globalScene = LWOSCENEID(0, 0);
for (auto& [sceneID, adjacentScenes] : m_SceneAdjacencyList) {
if (sceneID != globalScene) {
// Add global scene to this scene's adjacency list if not already present
if (std::find(adjacentScenes.begin(), adjacentScenes.end(), globalScene) == adjacentScenes.end()) {
adjacentScenes.push_back(globalScene);
}
// Add this scene to global scene's adjacency list if not already present
auto& globalAdjacent = m_SceneAdjacencyList[globalScene];
if (std::find(globalAdjacent.begin(), globalAdjacent.end(), sceneID) == globalAdjacent.end()) {
globalAdjacent.push_back(sceneID);
}
}
}
}
std::vector<LWOSCENEID> dZoneManager::GetAdjacentScenes(LWOSCENEID sceneID) const {
auto it = m_SceneAdjacencyList.find(sceneID);
if (it != m_SceneAdjacencyList.end()) {
return it->second;
}
return std::vector<LWOSCENEID>();
}

View File

@@ -53,6 +53,30 @@ public:
uint32_t GetUniqueMissionIdStartingValue();
bool CheckIfAccessibleZone(LWOMAPID zoneID);
/**
* @brief Get the scene ID at a given position. Scenes do not care about height (Y coordinate).
*
* @param position The position to query
* @return The scene ID at that position, or LWOSCENEID_INVALID if not found
*/
LWOSCENEID GetSceneIDFromPosition(const NiPoint3& position) const;
/**
* @brief Get the adjacency list for the scene graph.
* The adjacency list maps each scene ID to a list of scene IDs it can transition to.
*
* @return A reference to the scene adjacency list
*/
const std::map<LWOSCENEID, std::vector<LWOSCENEID>>& GetSceneAdjacencyList() const { return m_SceneAdjacencyList; }
/**
* @brief Get all scenes adjacent to (connected to) a given scene.
*
* @param sceneID The scene ID to query
* @return A vector of scene IDs that are directly connected to this scene, or empty vector if scene not found
*/
std::vector<LWOSCENEID> GetAdjacentScenes(LWOSCENEID sceneID) const;
// The world config should not be modified by a caller.
const WorldConfig& GetWorldConfig() {
if (!m_WorldConfig) LoadWorldConfig();
@@ -60,6 +84,10 @@ public:
};
private:
/**
* Builds the scene graph adjacency list from scene transitions
*/
void BuildSceneGraph();
/**
* The starting unique mission ID.
*/
@@ -75,4 +103,9 @@ private:
std::optional<WorldConfig> m_WorldConfig = std::nullopt;
Entity* m_ZoneControlObject = nullptr;
/**
* Scene graph adjacency list: maps each scene ID to a list of scenes it can transition to
*/
std::map<LWOSCENEID, std::vector<LWOSCENEID>> m_SceneAdjacencyList;
};

View File

@@ -103,5 +103,9 @@ hardcore_disabled_worlds=
# Keeps this percentage of a players' coins on death in hardcore
hardcore_coin_keep=
# Export terrain meshes to OBJ files when zones load
# OBJ files will be saved as terrain_<zoneID>.obj in the server directory
export_terrain_to_obj=0
# save pre-split lxfmls to disk for debugging
save_lxfmls=0