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LWOSCENEID and LWOSCENEID_INVALID move from dCommonVars.h to dZoneManager/LWOSCENEID.h; only the zone code uses them. The layer half is the scene's layer, now the new eSceneType (dCommon/dEnums) instead of a uint32_t: General (0), Audio (1, the *_audio.lvl scenes named "Audio") and FX (2, Nexus Tower's *_fxs.lvl scenes named "FXs"), the three layers the zone files of every client on disk use. ZoneScene's sceneType is an eSceneType too, so a scene's LWOSCENEID is built from it directly, and the dashboard compares against eSceneType::General instead of 0. The zone checksum still hashes the layer's number. Check in game: every world loads (the zone checksum the client checks is unchanged), Nexus Tower included. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
255 lines
5.7 KiB
C++
255 lines
5.7 KiB
C++
#pragma once
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#include <cstdint>
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#include <iosfwd>
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#include <map>
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#include <string>
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#include <vector>
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#include "dCommonVars.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include "LDFFormat.h"
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#include "eSceneType.h"
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#include "eWaypointCommandType.h"
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/**
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* A zone file (.luz) as the world server loads it (Zone::LoadZoneIntoMemory): its scenes, scene transitions and paths.
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* Only reads; what the world does with the result (spawners, triggers, navmesh heights) stays in dZoneManager, so the
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* dashboard reads zones with the same code.
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*/
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struct WaypointCommand {
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eWaypointCommandType command{};
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std::string data;
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};
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struct ZoneScene {
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std::string filename;
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uint32_t id{};
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eSceneType sceneType{};
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std::string name;
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NiPoint3 unknown1;
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float unknown2{};
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uint8_t color_r{};
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uint8_t color_g{};
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uint8_t color_b{};
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};
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// A line the player crosses to leave the zone (the client's LuzReader::ReadZoneBoundaryLines)
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struct ZoneBoundary {
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NiPoint3 normal;
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NiPoint3 point;
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LWOZONEID destZoneID; // clone 0
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uint32_t destSceneID{};
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NiPoint3 spawnLocation;
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};
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struct SceneTransitionInfo {
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uint64_t sceneID{}; //id of the scene being transitioned to.
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NiPoint3 position;
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};
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struct SceneTransition {
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std::string name;
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std::vector<SceneTransitionInfo> points;
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float width{};
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};
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struct MovingPlatformPathWaypoint {
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uint8_t lockPlayer{};
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float wait{};
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std::string departSound;
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std::string arriveSound;
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};
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struct CameraPathWaypoint {
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float time{};
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float fov{};
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float tension{};
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float continuity{};
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float bias{};
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};
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struct RacingPathWaypoint {
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uint8_t isResetNode{};
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uint8_t isNonHorizontalCamera{};
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float planeWidth{};
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float planeHeight{};
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float shortestDistanceToEnd{};
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};
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struct PathWaypoint {
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NiPoint3 position;
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NiQuaternion rotation = QuatUtils::IDENTITY; // not included in all, but it's more convenient here
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MovingPlatformPathWaypoint movingPlatform;
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CameraPathWaypoint camera;
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RacingPathWaypoint racing;
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float speed{};
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LwoNameValue config;
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std::vector<WaypointCommand> commands;
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};
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enum class PathType : uint32_t {
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Movement = 0,
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MovingPlatform = 1,
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Property = 2,
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Camera = 3,
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Spawner = 4,
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Showcase = 5,
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Race = 6,
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Rail = 7
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};
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enum class PathBehavior : uint32_t {
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Loop = 0,
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Bounce = 1,
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Once = 2
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};
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enum class PropertyPathType : int32_t {
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Path = 0,
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EntireZone = 1,
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GenetatedRectangle = 2
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};
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enum class PropertyType : int32_t {
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Premiere = 0,
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Prize = 1,
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LUP = 2,
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Headspace = 3
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};
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enum class PropertyRentalPeriod : uint32_t {
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Forever = 0,
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Seconds = 1,
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Minutes = 2,
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Hours = 3,
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Days = 4,
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Weeks = 5,
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Months = 6,
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Years = 7
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};
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enum class PropertyAchievmentRequired : uint32_t {
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None = 0,
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Builder = 1,
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Craftsman = 2,
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SeniorBuilder = 3,
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JourneyMan = 4,
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MasterBuilder = 5,
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Architect = 6,
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SeniorArchitect = 7,
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MasterArchitect = 8,
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Visionary = 9,
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Exemplar = 10
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};
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struct MovingPlatformPath {
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std::string platformTravelSound;
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uint8_t timeBasedMovement{};
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};
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struct PropertyPath {
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PropertyPathType pathType{};
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int32_t price{};
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uint32_t rentalTime{};
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uint64_t associatedZone{};
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std::string displayName;
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std::string displayDesc;
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PropertyType type{};
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uint32_t cloneLimit{};
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float repMultiplier{};
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PropertyRentalPeriod rentalPeriod{};
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PropertyAchievmentRequired achievementRequired{};
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// Player respawn coordinates in the main zone (not the property zone)
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NiPoint3 playerZoneCoords;
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float maxBuildHeight{};
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};
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struct CameraPath {
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std::string nextPath;
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uint8_t rotatePlayer{};
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};
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struct SpawnerPath {
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LOT spawnedLOT{};
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uint32_t respawnTime{};
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int32_t maxToSpawn{};
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uint32_t amountMaintained{};
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LWOOBJID spawnerObjID;
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uint8_t spawnerNetActive = 1; // not in paths before version 9; the client then activates it on load
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};
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struct Path {
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uint32_t pathVersion{};
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PathType pathType;
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std::string pathName;
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uint32_t flags{};
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PathBehavior pathBehavior;
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uint32_t waypointCount{};
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std::vector<PathWaypoint> pathWaypoints;
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SpawnerPath spawner;
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MovingPlatformPath movingPlatform;
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PropertyPath property;
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CameraPath camera;
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};
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struct ZoneFile {
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enum class FileFormatVersion : uint32_t { //Times are guessed.
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PrePreAlpha = 30,
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PreAlpha = 32,
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LatePreAlpha = 33,
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EarlyAlpha = 35,
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Alpha = 36,
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LateAlpha = 37,
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Beta = 38,
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Launch = 39,
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Auramar = 40,
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Latest = 41
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};
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FileFormatVersion fileFormatVersion{};
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uint32_t mapRevision{};
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uint32_t worldID{}; //should be equal to the MapID
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NiPoint3 spawnpoint;
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NiQuaternion spawnpointRotation = QuatUtils::IDENTITY;
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std::vector<ZoneScene> scenes;
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std::vector<ZoneBoundary> zoneBoundaries;
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std::string zoneRawPath; //Path to the .raw file of this zone.
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std::string zoneName; //Name given to the zone by a level designer
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std::string zoneDesc; //Description of the zone by a level designer
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std::vector<SceneTransition> sceneTransitions;
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uint32_t pathDataLength{};
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uint32_t pathChunkVersion{};
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std::vector<Path> paths;
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/**
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* Reads the whole file. Throws std::runtime_error (BinaryIO) if it ends early; the last value read may still come up
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* short without a throw, so callers that must know check the stream afterwards.
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*/
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void Read(std::istream& file);
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/**
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* Reads only the start of the file: the version, spawn point, scenes and the terrain file's name, leaving the scene
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* transitions and paths (most of the file in big zones) unread. Throws as Read does.
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*/
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void ReadHeader(std::istream& file);
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private:
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void ReadScene(std::istream& file);
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void ReadZoneBoundaries(std::istream& file);
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void ReadSceneTransition(std::istream& file);
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SceneTransitionInfo ReadSceneTransitionInfo(std::istream& file);
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void ReadPath(std::istream& file);
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// A waypoint's name/value pairs: waypoint commands on movement and rail paths, LDF config on the others
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static void ReadLdfConfig(std::istream& file, PathType pathType, PathWaypoint& waypoint);
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};
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