Files
DarkflameServer/dZoneManager/Level.h
Aaron Kimbrell 3526ee2eb0 revert(world): the edit mode world
This reverts commit f6914940. The client's level editor builds a zone's objects
itself from its own files, so a world server that constructs none of them has no use.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 19:34:43 -06:00

31 lines
742 B
C++

#pragma once
#include "dZMCommon.h"
#include <map>
#include <iostream>
#include "Zone.h"
#include "LevelFile.h"
class Level {
public:
using ChunkTypeID = LevelFile::ChunkTypeID;
using FileInfoChunk = LevelFile::FileInfoChunk;
struct Header : LevelFile::ChunkHeader {
LWOSCENEID lwoSceneID;
};
public:
// sceneID: the scene id of the zone scene the file is (EntityInfo::scene of its objects)
Level(Zone* parentZone, const std::string& filepath, int32_t sceneID = -1);
static void MakeSpawner(const SceneObject& obj, int32_t sceneID = -1);
std::map<uint32_t, Header> m_ChunkHeaders;
private:
Zone* m_ParentZone;
int32_t m_SceneID = -1;
//private functions:
void LoadSceneObjects(const std::vector<SceneObject>& objects);
};