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https://github.com/DarkflameUniverse/DarkflameServer.git
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raw-parsin
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dragon-scr
| Author | SHA1 | Date | |
|---|---|---|---|
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|
bfd0f1ff35 |
@@ -369,21 +369,8 @@ public:
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template<typename AmfType = AMFArrayValue>
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AmfType& PushDebug(const std::string_view name) {
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size_t i = 0;
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for (; i < m_Dense.size(); i++) {
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const auto& cast = dynamic_cast<AMFArrayValue*>(m_Dense[i].get());
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if (!cast) continue;
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const auto& nameValue = cast->Get<std::string>("name");
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if (!nameValue || nameValue->GetValue() != name) continue;
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// found a duplicate, return this instead
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auto valueCast = dynamic_cast<AmfType*>(cast->Get("value"));
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if (valueCast) return *valueCast;
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}
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auto* value = PushArray();
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value->Insert<std::string>("name", name.data());
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value->Insert("name", name.data());
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return value->Insert<AmfType>("value", std::make_unique<AmfType>());
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}
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@@ -1,34 +0,0 @@
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#ifndef NICOLOR_H
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#define NICOLOR_H
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struct NiColor {
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float m_Red;
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float m_Green;
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float m_Blue;
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constexpr NiColor(float red, float green, float blue) : m_Red(red), m_Green(green), m_Blue(blue) {}
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constexpr NiColor() : NiColor(0.0f, 0.0f, 0.0f) {}
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/* reduce RGB files to grayscale, with or without alpha
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* using the equation given in Poynton's ColorFAQ at
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* <http://www.inforamp.net/~poynton/> // dead link
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* Copyright (c) 1998-01-04 Charles Poynton poynton at inforamp.net
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*
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* Y = 0.212671 * R + 0.715160 * G + 0.072169 * B
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*
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* We approximate this with
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*
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* Y = 0.21268 * R + 0.7151 * G + 0.07217 * B
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*
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* which can be expressed with integers as
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*
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* Y = (6969 * R + 23434 * G + 2365 * B)/32768
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*
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* The calculation is to be done in a linear colorspace.
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*
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* Other integer coefficents can be used via png_set_rgb_to_gray().
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*/
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float ToXYZ() const { return (m_Red * 0.212671f) + (m_Green * 0.71516f) + (m_Blue * 0.072169f); };
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};
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#endif // NICOLOR_H
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@@ -1,166 +0,0 @@
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#ifndef SCENE_COLOR_H
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#define SCENE_COLOR_H
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#include "NiColor.h"
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#include <array>
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#include <cstdint>
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namespace SceneColor {
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// these are not random values, they are the actual template colors used by the game
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static constexpr std::array<NiColor, 146> TEMPLATE_COLORS = {{
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{ 0.5019608f, 0.5019608f, 0.5019608f },
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{ 1.0f, 0.0f, 0.0f },
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{ 0.0f, 1.0f, 0.0f },
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{ 0.0f, 0.0f, 1.0f },
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{ 1.0f, 1.0f, 0.0f },
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{ 1.0f, 0.0f, 1.0f },
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{ 0.0f, 1.0f, 1.0f },
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{ 0.5019608f, 0.0f, 1.0f },
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{ 1.0f, 0.5019608f, 0.0f },
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{ 1.0f, 0.5019608f, 0.5019608f },
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{ 0.5019608f, 0.2509804f, 0.0f },
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{ 0.5019608f, 0.0f, 0.2509804f },
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{ 0.0f, 0.5019608f, 0.2509804f },
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{ 0.2509804f, 0.0f, 0.5019608f },
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{ 0.8745098f, 0.0f, 0.2509804f },
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{ 0.2509804f, 0.8745098f, 0.5019608f },
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{ 1.0f, 0.7490196f, 0.0f },
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{ 1.0f, 0.2509804f, 0.0627451f },
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{ 0.2509804f, 0.0f, 0.8745098f },
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{ 0.7490196f, 0.0627451f, 0.0627451f },
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{ 0.0627451f, 0.7490196f, 0.0627451f },
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{ 1.0f, 0.5019608f, 1.0f },
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{ 0.9372549f, 0.8705882f, 0.8039216f },
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{ 0.8039216f, 0.5843138f, 0.4588235f },
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{ 0.9921569f, 0.8509804f, 0.7098039f },
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{ 0.4705882f, 0.8588235f, 0.8862745f },
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{ 0.5294118f, 0.6627451f, 0.4196078f },
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{ 1.0f, 0.6431373f, 0.454902f },
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{ 0.9803922f, 0.9058824f, 0.7098039f },
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{ 0.6235294f, 0.5058824f, 0.4392157f },
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{ 0.9921569f, 0.4862745f, 0.4313726f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.6745098f, 0.8980392f, 0.9333333f },
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{ 0.1215686f, 0.4588235f, 0.9960784f },
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{ 0.6352941f, 0.6352941f, 0.8156863f },
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{ 0.4f, 0.6f, 0.8f },
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{ 0.05098039f, 0.5960785f, 0.7294118f },
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{ 0.4509804f, 0.4f, 0.7411765f },
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{ 0.8705882f, 0.3647059f, 0.5137255f },
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{ 0.7960784f, 0.254902f, 0.3294118f },
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{ 0.7058824f, 0.4039216f, 0.3019608f },
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{ 1.0f, 0.4980392f, 0.2862745f },
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{ 0.9176471f, 0.4941176f, 0.3647059f },
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{ 0.6901961f, 0.7176471f, 0.7764706f },
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{ 1.0f, 1.0f, 0.6f },
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{ 0.1098039f, 0.827451f, 0.6352941f },
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{ 1.0f, 0.6666667f, 0.8f },
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{ 0.8666667f, 0.2666667f, 0.572549f },
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{ 0.1137255f, 0.6745098f, 0.8392157f },
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{ 0.7372549f, 0.3647059f, 0.345098f },
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{ 0.8666667f, 0.5803922f, 0.4588235f },
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{ 0.6039216f, 0.8078431f, 0.9215686f },
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{ 1.0f, 0.7372549f, 0.8509804f },
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{ 0.9921569f, 0.8588235f, 0.427451f },
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{ 0.1686275f, 0.4235294f, 0.7686275f },
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{ 0.9372549f, 0.8039216f, 0.7215686f },
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{ 0.4313726f, 0.3176471f, 0.3764706f },
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{ 0.8078431f, 1.0f, 0.1137255f },
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{ 0.427451f, 0.682353f, 0.5058824f },
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{ 0.7647059f, 0.3921569f, 0.772549f },
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{ 0.8f, 0.4f, 0.4f },
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{ 0.9058824f, 0.7764706f, 0.5921569f },
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{ 0.9882353f, 0.8509804f, 0.4588235f },
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{ 0.6588235f, 0.8941177f, 0.627451f },
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{ 0.5843138f, 0.5686275f, 0.5490196f },
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{ 0.1098039f, 0.6745098f, 0.4705882f },
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{ 0.06666667f, 0.3921569f, 0.7058824f },
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{ 0.9411765f, 0.9098039f, 0.5686275f },
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{ 1.0f, 0.1137255f, 0.8078431f },
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{ 0.6980392f, 0.9254902f, 0.3647059f },
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{ 0.3647059f, 0.4627451f, 0.7960784f },
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{ 0.7921569f, 0.2156863f, 0.4039216f },
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{ 0.2313726f, 0.6901961f, 0.5607843f },
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{ 0.9882353f, 0.7058824f, 0.8352941f },
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{ 1.0f, 0.9568627f, 0.3098039f },
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{ 1.0f, 0.7411765f, 0.5333334f },
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{ 0.9647059f, 0.3921569f, 0.6862745f },
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{ 0.6666667f, 0.9411765f, 0.8196079f },
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{ 0.8039216f, 0.2901961f, 0.2980392f },
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{ 0.9294118f, 0.8196079f, 0.6117647f },
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{ 0.5921569f, 0.6039216f, 0.6666667f },
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{ 0.7843137f, 0.2196078f, 0.3529412f },
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{ 0.9372549f, 0.5960785f, 0.6666667f },
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{ 0.9921569f, 0.7372549f, 0.7058824f },
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{ 0.1019608f, 0.282353f, 0.4627451f },
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{ 0.1882353f, 0.7294118f, 0.5607843f },
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{ 0.772549f, 0.2941177f, 0.5490196f },
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{ 0.09803922f, 0.454902f, 0.8235294f },
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{ 0.7294118f, 0.7215686f, 0.4235294f },
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{ 1.0f, 0.4588235f, 0.2196078f },
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{ 1.0f, 0.1686275f, 0.1686275f },
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{ 0.972549f, 0.8352941f, 0.4078431f },
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{ 0.9019608f, 0.6588235f, 0.8431373f },
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{ 0.254902f, 0.2901961f, 0.2980392f },
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{ 1.0f, 0.4313726f, 0.2901961f },
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{ 0.1098039f, 0.6627451f, 0.7882353f },
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{ 1.0f, 0.8117647f, 0.6705883f },
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{ 0.772549f, 0.8156863f, 0.9019608f },
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{ 0.9921569f, 0.8666667f, 0.9019608f },
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{ 0.08235294f, 0.5019608f, 0.4705882f },
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{ 0.9882353f, 0.454902f, 0.9921569f },
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{ 0.9686275f, 0.5607843f, 0.654902f },
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{ 0.5568628f, 0.2705882f, 0.5215687f },
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{ 0.454902f, 0.2588235f, 0.7843137f },
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{ 0.6156863f, 0.5058824f, 0.7294118f },
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{ 1.0f, 0.2862745f, 0.4235294f },
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{ 0.8392157f, 0.5411765f, 0.3490196f },
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{ 0.4431373f, 0.2941177f, 0.1372549f },
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{ 1.0f, 0.282353f, 0.8156863f },
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{ 0.9333333f, 0.1254902f, 0.3019608f },
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{ 1.0f, 0.3254902f, 0.2862745f },
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{ 0.7529412f, 0.2666667f, 0.5607843f },
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{ 0.1215686f, 0.8078431f, 0.7960784f },
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{ 0.4705882f, 0.3176471f, 0.6627451f },
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{ 1.0f, 0.6078432f, 0.6666667f },
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{ 0.9882353f, 0.1568628f, 0.2784314f },
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{ 0.4627451f, 1.0f, 0.4784314f },
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{ 0.6235294f, 0.8862745f, 0.7490196f },
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{ 0.6470588f, 0.4117647f, 0.3098039f },
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{ 0.5411765f, 0.4745098f, 0.3647059f },
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{ 0.2705882f, 0.8078431f, 0.6352941f },
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{ 0.8039216f, 0.772549f, 0.7607843f },
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{ 0.5019608f, 0.854902f, 0.9215686f },
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{ 0.9254902f, 0.9176471f, 0.7450981f },
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{ 1.0f, 0.8117647f, 0.282353f },
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{ 0.9921569f, 0.3686275f, 0.3254902f },
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{ 0.9803922f, 0.654902f, 0.4235294f },
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{ 0.09411765f, 0.654902f, 0.7098039f },
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{ 0.9215686f, 0.7803922f, 0.8745098f },
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{ 0.9882353f, 0.5372549f, 0.6745098f },
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{ 0.8588235f, 0.8431373f, 0.8235294f },
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{ 0.8705882f, 0.6666667f, 0.5333334f },
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{ 0.4666667f, 0.8666667f, 0.9058824f },
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{ 1.0f, 1.0f, 0.4f },
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{ 0.572549f, 0.4313726f, 0.682353f },
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{ 0.1960784f, 0.2901961f, 0.6980392f },
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{ 0.9686275f, 0.3254902f, 0.5803922f },
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{ 1.0f, 0.627451f, 0.5372549f },
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{ 0.5607843f, 0.3137255f, 0.6156863f },
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{ 1.0f, 1.0f, 1.0f },
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{ 0.6352941f, 0.6784314f, 0.8156863f },
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{ 0.9882353f, 0.4235294f, 0.5215687f },
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{ 0.8039216f, 0.6431373f, 0.8705882f },
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{ 0.9882353f, 0.9098039f, 0.5137255f },
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{ 0.772549f, 0.8901961f, 0.5176471f },
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{ 1.0f, 0.682353f, 0.2588235f },
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}};
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static constexpr NiColor FALLBACK_COLOR{ 1.0f, 1.0f, 1.0f };
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inline const NiColor& Get(uint8_t index) {
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return (index < TEMPLATE_COLORS.size()) ? TEMPLATE_COLORS[index] : FALLBACK_COLOR;
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}
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} // namespace SceneColor
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#endif // SCENE_COLOR_H
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@@ -817,42 +817,6 @@ void SlashCommandHandler::Startup() {
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};
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RegisterCommand(ExecuteCommand);
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Command GetSceneCommand{
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.help = "Get the current scene ID and name at your position",
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.info = "Displays the scene ID and name at the player's current position. Scenes do not care about height.",
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.aliases = { "getscene", "scene" },
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.handle = DEVGMCommands::GetScene,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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};
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RegisterCommand(GetSceneCommand);
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Command GetAdjacentScenesCommand{
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.help = "Get all scenes adjacent to your current scene",
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.info = "Displays all scenes that are directly connected to the player's current scene via scene transitions.",
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.aliases = { "getadjacentscenes", "adjacentscenes" },
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.handle = DEVGMCommands::GetAdjacentScenes,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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};
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RegisterCommand(GetAdjacentScenesCommand);
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Command SpawnScenePointsCommand{
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.help = "Spawn bricks at points across your current scene",
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.info = "Spawns bricks at sampled points across the player's current scene using terrain scene map data.",
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.aliases = { "spawnscenepoints" },
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.handle = DEVGMCommands::SpawnScenePoints,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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};
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RegisterCommand(SpawnScenePointsCommand);
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Command SpawnAllScenePointsCommand{
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.help = "Spawn bricks at ALL vertices in ALL scenes (high density, many entities)",
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.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.",
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.aliases = { "spawnallscenepoints", "spawnallscenes" },
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.handle = DEVGMCommands::SpawnAllScenePoints,
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.requiredLevel = eGameMasterLevel::DEVELOPER
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};
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RegisterCommand(SpawnAllScenePointsCommand);
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// Register Greater Than Zero Commands
|
||||
|
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Command KickCommand{
|
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@@ -1890,273 +1890,4 @@ namespace DEVGMCommands {
|
||||
}
|
||||
}
|
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}
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void GetScene(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
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const auto position = entity->GetPosition();
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|
||||
// Get the scene ID from the zone manager
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||||
const auto sceneID = Game::zoneManager->GetSceneIDFromPosition(position);
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|
||||
if (sceneID == LWOSCENEID_INVALID) {
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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();
|
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feedback << " (Layer: " << sceneID.GetLayerID() << ")";
|
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|
||||
// 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;
|
||||
}
|
||||
|
||||
// Spawn at all sceneMap points in the current scene
|
||||
uint32_t spawnedCount = 0;
|
||||
|
||||
for (const auto& chunk : raw.chunks) {
|
||||
if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()
|
||||
|| chunk.width <= 1 || chunk.height <= 1 || chunk.scaleFactor <= 0.0f) 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;
|
||||
|
||||
const float y = chunk.heightMap[heightIndex];
|
||||
|
||||
const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
|
||||
const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
|
||||
|
||||
const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
|
||||
const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
|
||||
const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
|
||||
|
||||
uint8_t sceneID = 0;
|
||||
if (sceneIndex < chunk.sceneMap.size()) {
|
||||
sceneID = chunk.sceneMap[sceneIndex];
|
||||
}
|
||||
|
||||
if (sceneID == currentSceneID.GetSceneID()) {
|
||||
const float worldX = (static_cast<float>(i) + (chunk.offsetX / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
const float worldY = y;
|
||||
const float worldZ = (static_cast<float>(j) + (chunk.offsetZ / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
|
||||
NiPoint3 spawnPos(worldX, worldY, worldZ);
|
||||
EntityInfo info;
|
||||
info.lot = lot + currentSceneID.GetSceneID();
|
||||
info.pos = spawnPos;
|
||||
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;
|
||||
}
|
||||
|
||||
// Spawn at all sceneMap points across all scenes
|
||||
uint32_t spawnedCount = 0;
|
||||
std::map<uint8_t, uint32_t> sceneSpawnCounts; // Track spawns per scene
|
||||
|
||||
for (const auto& chunk : raw.chunks) {
|
||||
if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()
|
||||
|| chunk.width <= 1 || chunk.height <= 1 || chunk.scaleFactor <= 0.0f) 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;
|
||||
|
||||
const float y = chunk.heightMap[heightIndex];
|
||||
|
||||
const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
|
||||
const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
|
||||
|
||||
const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
|
||||
const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
|
||||
const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
|
||||
|
||||
uint8_t sceneID = 0;
|
||||
if (sceneIndex < chunk.sceneMap.size()) {
|
||||
sceneID = chunk.sceneMap[sceneIndex];
|
||||
}
|
||||
|
||||
if (sceneID == 0) continue;
|
||||
|
||||
const float worldX = (static_cast<float>(i) + (chunk.offsetX / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
const float worldY = y;
|
||||
const float worldZ = (static_cast<float>(j) + (chunk.offsetZ / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
|
||||
NiPoint3 spawnPos(worldX, worldY, worldZ);
|
||||
EntityInfo info;
|
||||
info.lot = lot + sceneID;
|
||||
info.pos = spawnPos;
|
||||
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()));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -77,10 +77,6 @@ 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
|
||||
|
||||
@@ -1,5 +1,11 @@
|
||||
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
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "dNavMesh.h"
|
||||
|
||||
#include "RawFile.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Logger.h"
|
||||
|
||||
3
dNavigation/dTerrain/CMakeLists.txt
Normal file
3
dNavigation/dTerrain/CMakeLists.txt
Normal file
@@ -0,0 +1,3 @@
|
||||
set(DNAVIGATIONS_DTERRAIN_SOURCES "RawFile.cpp"
|
||||
"RawChunk.cpp"
|
||||
"RawHeightMap.cpp" PARENT_SCOPE)
|
||||
93
dNavigation/dTerrain/RawChunk.cpp
Normal file
93
dNavigation/dTerrain/RawChunk.cpp
Normal file
@@ -0,0 +1,93 @@
|
||||
#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;
|
||||
}
|
||||
24
dNavigation/dTerrain/RawChunk.h
Normal file
24
dNavigation/dTerrain/RawChunk.h
Normal file
@@ -0,0 +1,24 @@
|
||||
#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;
|
||||
};
|
||||
84
dNavigation/dTerrain/RawFile.cpp
Normal file
84
dNavigation/dTerrain/RawFile.cpp
Normal file
@@ -0,0 +1,84 @@
|
||||
#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';
|
||||
}
|
||||
}
|
||||
28
dNavigation/dTerrain/RawFile.h
Normal file
28
dNavigation/dTerrain/RawFile.h
Normal file
@@ -0,0 +1,28 @@
|
||||
#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;
|
||||
};
|
||||
27
dNavigation/dTerrain/RawHeightMap.cpp
Normal file
27
dNavigation/dTerrain/RawHeightMap.cpp
Normal file
@@ -0,0 +1,27 @@
|
||||
#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() {
|
||||
|
||||
}
|
||||
21
dNavigation/dTerrain/RawHeightMap.h
Normal file
21
dNavigation/dTerrain/RawHeightMap.h
Normal file
@@ -0,0 +1,21 @@
|
||||
#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 = {};
|
||||
};
|
||||
10
dNavigation/dTerrain/RawMesh.h
Normal file
10
dNavigation/dTerrain/RawMesh.h
Normal file
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "NiPoint3.h"
|
||||
|
||||
struct RawMesh {
|
||||
std::vector<NiPoint3> m_Vertices;
|
||||
std::vector<uint32_t> m_Triangles;
|
||||
};
|
||||
@@ -6,7 +6,6 @@ set(DSCRIPTS_SOURCES_02_SERVER_MAP_NJHUB
|
||||
"EnemySkeletonSpawner.cpp"
|
||||
"FallingTile.cpp"
|
||||
"FlameJetServer.cpp"
|
||||
"LightningOrbServer.cpp"
|
||||
"ImaginationShrineServer.cpp"
|
||||
"Lieutenant.cpp"
|
||||
"MonCoreNookDoors.cpp"
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
#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");
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
class LightningOrbServer : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnCollisionPhantom(Entity* self, Entity* target) override;
|
||||
};
|
||||
@@ -135,6 +135,7 @@
|
||||
#include "FvMaelstromCavalry.h"
|
||||
#include "FvHorsemenTrigger.h"
|
||||
#include "FvFlyingCreviceDragon.h"
|
||||
#include "FvDragonInstanceServer.h"
|
||||
#include "FvMaelstromDragon.h"
|
||||
#include "FvDragonSmashingGolemQb.h"
|
||||
#include "TreasureChestDragonServer.h"
|
||||
@@ -274,7 +275,6 @@
|
||||
#include "MonCoreNookDoors.h"
|
||||
#include "MonCoreSmashableDoors.h"
|
||||
#include "FlameJetServer.h"
|
||||
#include "LightningOrbServer.h"
|
||||
#include "BurningTile.h"
|
||||
#include "NjEarthDragonPetServer.h"
|
||||
#include "NjEarthPetServer.h"
|
||||
@@ -491,6 +491,7 @@ 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_MAELSTROM_DRAGON.lua", []() {return new FvMaelstromDragon();}},
|
||||
{"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();}},
|
||||
@@ -629,7 +630,6 @@ 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();}},
|
||||
|
||||
@@ -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 ${DSCRIPTS_SOURCES_AI_FV})
|
||||
target_include_directories(dScriptsAiFV PUBLIC ".")
|
||||
target_include_directories(dScriptsAiFV PUBLIC "." "Dragon_Instance")
|
||||
target_precompile_headers(dScriptsAiFV REUSE_FROM dScriptsBase)
|
||||
|
||||
|
||||
3
dScripts/ai/FV/Dragon_Instance/CMakeLists.txt
Normal file
3
dScripts/ai/FV/Dragon_Instance/CMakeLists.txt
Normal file
@@ -0,0 +1,3 @@
|
||||
set(DSCRIPTS_SOURCES_AI_FV_DRAGON_INSTANCE
|
||||
"FvDragonInstanceServer.cpp"
|
||||
PARENT_SCOPE)
|
||||
13
dScripts/ai/FV/Dragon_Instance/FvDragonInstanceServer.cpp
Normal file
13
dScripts/ai/FV/Dragon_Instance/FvDragonInstanceServer.cpp
Normal file
@@ -0,0 +1,13 @@
|
||||
#include "FvDragonInstanceServer.h"
|
||||
|
||||
#include "Entity.h"
|
||||
#include "DestroyableComponent.h"
|
||||
|
||||
void FvDragonInstanceServer::OnPlayerLoaded(Entity* self, Entity* player) {
|
||||
auto* const destComp = player->GetComponent<DestroyableComponent>();
|
||||
if (destComp) {
|
||||
destComp->SetHealth(destComp->GetMaxHealth());
|
||||
destComp->SetArmor(destComp->GetMaxArmor());
|
||||
destComp->SetImagination(destComp->GetMaxImagination());
|
||||
}
|
||||
}
|
||||
8
dScripts/ai/FV/Dragon_Instance/FvDragonInstanceServer.h
Normal file
8
dScripts/ai/FV/Dragon_Instance/FvDragonInstanceServer.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#pragma once
|
||||
#include "CppScripts.h"
|
||||
|
||||
class FvDragonInstanceServer : public CppScripts::Script
|
||||
{
|
||||
public:
|
||||
void OnPlayerLoaded(Entity* self, Entity* player) override;
|
||||
};
|
||||
@@ -1,6 +1,5 @@
|
||||
set(DZONEMANAGER_SOURCES "dZoneManager.cpp"
|
||||
"Level.cpp"
|
||||
"Raw.cpp"
|
||||
"Spawner.cpp"
|
||||
"Zone.cpp")
|
||||
|
||||
@@ -15,7 +14,6 @@ target_include_directories(dZoneManager PUBLIC "."
|
||||
"${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
|
||||
|
||||
@@ -1,481 +0,0 @@
|
||||
#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 {
|
||||
|
||||
/**
|
||||
* @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; // Default to chunk width for older versions
|
||||
}
|
||||
|
||||
if (chunk.colorMapResolution > kMaxResolution) {
|
||||
LOG("Chunk colorMapResolution %u exceeds maximum %u", chunk.colorMapResolution, kMaxResolution);
|
||||
return false;
|
||||
}
|
||||
const size_t colorMapPixelCount = static_cast<size_t>(chunk.colorMapResolution) * chunk.colorMapResolution * 4; // RGBA
|
||||
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));
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
// LightMap/diffusemap.dds
|
||||
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;
|
||||
}
|
||||
|
||||
// TextureMap
|
||||
if (version >= 32) {
|
||||
BinaryIO::BinaryRead(stream, chunk.textureMapResolution);
|
||||
} else {
|
||||
chunk.textureMapResolution = chunk.width; // Default to chunk width for older versions
|
||||
}
|
||||
|
||||
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
|
||||
BinaryIO::BinaryRead(stream, chunk.textureSettings);
|
||||
|
||||
// Blend map DDS
|
||||
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 (version 32+ only)
|
||||
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));
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Mesh vertex usage (read size first, then check if empty)
|
||||
BinaryIO::BinaryRead(stream, chunk.vertSize);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Mesh vert usage
|
||||
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;
|
||||
}
|
||||
|
||||
// Only continue with mesh data if we have vertex usage data
|
||||
if (chunk.vertSize == 0) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Mesh vert size (16 elements)
|
||||
chunk.meshVertSize.resize(16);
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
BinaryIO::BinaryRead(stream, chunk.meshVertSize[i]);
|
||||
}
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Mesh triangles (16 elements)
|
||||
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) {
|
||||
// Skip chunks without scene maps or with invalid dimensions/scale
|
||||
if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()
|
||||
|| chunk.scaleFactor <= 0.0f || chunk.width <= 1 || chunk.height <= 1) {
|
||||
LOG("Skipping chunk %u (sceneMap: %zu, colorMapRes: %u, heightMap: %zu, scaleFactor: %f, width: %u, height: %u)",
|
||||
chunk.id, chunk.sceneMap.size(), chunk.colorMapResolution, chunk.heightMap.size(),
|
||||
chunk.scaleFactor, chunk.width, chunk.height);
|
||||
continue;
|
||||
}
|
||||
|
||||
LOG("Processing chunk %u: width=%u, height=%u, colorMapRes=%u, sceneMapSize=%zu",
|
||||
chunk.id, chunk.width, chunk.height, chunk.colorMapResolution, chunk.sceneMap.size());
|
||||
|
||||
// Generate vertices for this chunk
|
||||
for (uint32_t i = 0; i < chunk.width; ++i) {
|
||||
for (uint32_t j = 0; j < chunk.height; ++j) {
|
||||
// Get height at this position
|
||||
const uint32_t heightIndex = chunk.width * i + j;
|
||||
if (heightIndex >= chunk.heightMap.size()) continue;
|
||||
|
||||
const float y = chunk.heightMap[heightIndex];
|
||||
|
||||
const float worldX = (static_cast<float>(i) + (chunk.offsetX / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
const float worldY = y;
|
||||
const float worldZ = (static_cast<float>(j) + (chunk.offsetZ / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
|
||||
const NiPoint3 worldPos(worldX, worldY, worldZ);
|
||||
|
||||
const float sceneMapI = (static_cast<float>(i) / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
|
||||
const float sceneMapJ = (static_cast<float>(j) / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
|
||||
|
||||
const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
|
||||
const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
|
||||
const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
|
||||
|
||||
uint8_t sceneID = 0;
|
||||
if (sceneIndex < chunk.sceneMap.size()) {
|
||||
sceneID = chunk.sceneMap[sceneIndex];
|
||||
}
|
||||
outMesh.vertices.emplace_back(worldPos, sceneID);
|
||||
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
|
||||
@@ -1,161 +0,0 @@
|
||||
#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;
|
||||
|
||||
// Unknown data for version < 32
|
||||
std::vector<uint8_t> unknown1;
|
||||
std::vector<uint8_t> unknown2;
|
||||
};
|
||||
|
||||
/**
|
||||
* @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__
|
||||
@@ -8,7 +8,6 @@
|
||||
#include "GeneralUtils.h"
|
||||
#include "BinaryIO.h"
|
||||
#include "LUTriggers.h"
|
||||
#include "dConfig.h"
|
||||
|
||||
#include "AssetManager.h"
|
||||
#include "CDClientManager.h"
|
||||
@@ -21,7 +20,6 @@
|
||||
#include "eTriggerEventType.h"
|
||||
#include "eWaypointCommandType.h"
|
||||
#include "dNavMesh.h"
|
||||
#include "Raw.h"
|
||||
|
||||
Zone::Zone(const LWOZONEID zoneID) :
|
||||
m_ZoneID(zoneID) {
|
||||
@@ -57,11 +55,6 @@ void Zone::LoadZoneIntoMemory() {
|
||||
if (file) {
|
||||
BinaryIO::BinaryRead(file, m_FileFormatVersion);
|
||||
|
||||
if (m_FileFormatVersion < Zone::FileFormatVersion::PrePreAlpha) {
|
||||
LOG("Zone %s is too old to be supported, please update the map", m_ZoneFilePath.c_str());
|
||||
throw std::runtime_error("Aborting Zone loading due to old Zone File.");
|
||||
}
|
||||
|
||||
uint32_t mapRevision = 0;
|
||||
if (m_FileFormatVersion >= Zone::FileFormatVersion::Alpha) BinaryIO::BinaryRead(file, mapRevision);
|
||||
|
||||
@@ -91,34 +84,6 @@ void Zone::LoadZoneIntoMemory() {
|
||||
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 (!Raw::ReadRaw(rawFile, m_Raw)) {
|
||||
LOG("Failed to parse %s", (zoneFolderPath + m_ZoneRawPath).c_str());
|
||||
throw std::runtime_error("Aborting Zone loading due to invalid Raw File.");
|
||||
}
|
||||
LOG("Loaded Raw Terrain with %u chunks", m_Raw.numChunks);
|
||||
|
||||
|
||||
// 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) {
|
||||
@@ -529,9 +494,3 @@ 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;
|
||||
}
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include "Raw.h"
|
||||
|
||||
namespace LUTriggers {
|
||||
struct Trigger;
|
||||
@@ -229,12 +228,6 @@ 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;
|
||||
@@ -251,8 +244,6 @@ 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;
|
||||
|
||||
@@ -10,11 +10,9 @@
|
||||
#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>
|
||||
|
||||
@@ -64,9 +62,6 @@ 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();
|
||||
@@ -303,131 +298,3 @@ 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.sceneMap.empty() || chunk.scaleFactor <= 0.0f || chunk.width <= 1 || chunk.height <= 1 || chunk.colorMapResolution == 0) continue;
|
||||
|
||||
// Reverse: worldX = (i + offsetX/scaleFactor) * scaleFactor
|
||||
// Therefore: i = worldX/scaleFactor - offsetX/scaleFactor
|
||||
const float heightI = posX / chunk.scaleFactor - (chunk.offsetX / chunk.scaleFactor);
|
||||
const float heightJ = posZ / chunk.scaleFactor - (chunk.offsetZ / chunk.scaleFactor);
|
||||
|
||||
// Check if position is within this chunk's heightmap bounds
|
||||
if (heightI >= 0.0f && heightI < static_cast<float>(chunk.width) &&
|
||||
heightJ >= 0.0f && heightJ < static_cast<float>(chunk.height)) {
|
||||
|
||||
const float sceneMapI = (heightI / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
|
||||
const float sceneMapJ = (heightJ / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
|
||||
|
||||
const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
|
||||
const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
|
||||
|
||||
// Scene map uses the same indexing pattern as heightmap: row * width + col
|
||||
const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
|
||||
|
||||
// Bounds check: if this chunk's sceneMap is inconsistent, skip this chunk
|
||||
if (sceneIndex >= chunk.sceneMap.size()) {
|
||||
LOG_DEBUG("GetSceneIDFromPosition: sceneIndex %u out of bounds (sceneMap size: %zu), skipping malformed chunk.", sceneIndex, chunk.sceneMap.size());
|
||||
continue;
|
||||
}
|
||||
|
||||
// Get scene ID from sceneMap
|
||||
const uint8_t sceneID = chunk.sceneMap[sceneIndex];
|
||||
|
||||
// Return the scene ID
|
||||
return LWOSCENEID(sceneID, 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) {
|
||||
// Ensure every scene has an entry, even if it has no transitions
|
||||
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) {
|
||||
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>();
|
||||
}
|
||||
|
||||
@@ -53,30 +53,6 @@ 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();
|
||||
@@ -84,10 +60,6 @@ public:
|
||||
};
|
||||
|
||||
private:
|
||||
/**
|
||||
* Builds the scene graph adjacency list from scene transitions
|
||||
*/
|
||||
void BuildSceneGraph();
|
||||
/**
|
||||
* The starting unique mission ID.
|
||||
*/
|
||||
@@ -103,9 +75,4 @@ 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;
|
||||
};
|
||||
|
||||
@@ -103,9 +103,5 @@ 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
|
||||
|
||||
Reference in New Issue
Block a user