DarkflameServer/dZoneManager/Zone.h
Jett e6c7f744b5
Implement terrain file reading to generate navmeshes in the future (#703)
* Implement terrain file reading to generate navmeshes in the future

* Make Emo's suggested changes.
2022-08-04 01:59:47 +01:00

234 lines
5.3 KiB
C++

#pragma once
#include "dZMCommon.h"
#include "LDFFormat.h"
#include "../thirdparty/tinyxml2/tinyxml2.h"
#include <string>
#include <vector>
#include <map>
class Level;
class LUTriggers {
public:
struct Command {
std::string id;
std::string target;
std::string targetName;
std::string args;
};
struct Event {
std::string eventID;
std::vector<Command*> commands;
};
struct Trigger {
uint32_t id;
bool enabled;
std::vector<Event*> events;
};
};
struct SceneRef {
std::string filename;
uint32_t id;
uint32_t sceneType; //0 = general, 1 = audio?
std::string name;
Level* level;
std::map<uint32_t, LUTriggers::Trigger*> triggers;
};
struct SceneTransitionInfo {
uint64_t sceneID; //id of the scene being transitioned to.
NiPoint3 position;
};
struct SceneTransition {
std::string name;
std::vector<SceneTransitionInfo> points;
};
struct MovingPlatformPathWaypoint {
uint8_t lockPlayer;
float speed;
float wait;
std::string departSound;
std::string arriveSound;
};
struct CameraPathWaypoint {
float time;
float tension;
float continuity;
float bias;
};
struct PathWaypoint {
NiPoint3 position;
NiQuaternion rotation; // not included in all, but it's more convenient here
MovingPlatformPathWaypoint movingPlatform;
CameraPathWaypoint camera;
std::vector<LDFBaseData*> config;
};
enum class PathType : uint32_t {
Movement = 0,
MovingPlatform = 1,
Property = 2,
Camera = 3,
Spawner = 4,
Showcase = 5,
Race = 6,
Rail = 7
};
enum class PathBehavior : uint32_t {
Loop = 0,
Bounce = 1,
Once = 2
};
enum class PropertyRentalTimeUnit : int32_t {
Forever = 0,
Seconds = 1,
Minutes = 2,
Hours = 3,
Days = 4,
Weeks = 5,
Months = 6,
Years = 7
};
enum class PropertyAchievmentRequired : int32_t {
None = 0,
Builder = 1,
Craftsman = 2,
SeniorBuilder = 3,
JourneyMan = 4,
MasterBuilder = 5,
Architect = 6,
SeniorArchitect = 7,
MasterArchitect = 8,
Visionary = 9,
Exemplar = 10
};
struct MovingPlatformPath {
std::string platformTravelSound;
};
struct PropertyPath {
int32_t price;
int32_t rentalTime;
uint64_t associatedZone;
std::string displayName;
std::string displayDesc;
int32_t cloneLimit;
float repMultiplier;
PropertyRentalTimeUnit rentalTimeUnit;
PropertyAchievmentRequired achievementRequired;
NiPoint3 playerZoneCoords;
float maxBuildHeight;
};
struct CameraPath {
std::string nextPath;
};
struct SpawnerPath {
LOT spawnedLOT;
uint32_t respawnTime;
int32_t maxToSpawn;
uint32_t amountMaintained;
LWOOBJID spawnerObjID;
uint8_t spawnerNetActive;
};
struct Path {
uint32_t pathVersion;
PathType pathType;
std::string pathName;
PathBehavior pathBehavior;
uint32_t waypointCount;
std::vector<PathWaypoint> pathWaypoints;
SpawnerPath spawner;
MovingPlatformPath movingPlatform;
PropertyPath property;
CameraPath camera;
};
class Zone {
public:
enum class ZoneFileFormatVersion : uint32_t { //Times are guessed.
PreAlpha = 0x20,
EarlyAlpha = 0x23,
Alpha = 0x24,
LateAlpha = 0x25,
Beta = 0x26,
Launch = 0x27,
Auramar = 0x28,
Latest = 0x29
};
public:
Zone(const LWOMAPID& mapID, const LWOINSTANCEID& instanceID, const LWOCLONEID& cloneID);
~Zone();
void Initalize();
void LoadZoneIntoMemory();
std::string GetFilePathForZoneID();
uint32_t CalculateChecksum();
void LoadLevelsIntoMemory();
void AddRevision(LWOSCENEID sceneID, uint32_t revision);
const LWOZONEID& GetZoneID() const { return m_ZoneID; }
const uint32_t GetChecksum() const { return m_CheckSum; }
const void PrintAllGameObjects();
LUTriggers::Trigger* GetTrigger(uint32_t sceneID, uint32_t triggerID);
const Path* GetPath(std::string name) const;
uint32_t GetWorldID() const { return m_WorldID; }
[[nodiscard]] std::string GetZoneName() const { return m_ZoneName; }
std::string GetZoneRawPath() const { return m_ZoneRawPath;}
std::string GetZonePath() const { return m_ZonePath; }
const NiPoint3& GetSpawnPos() const { return m_Spawnpoint; }
const NiQuaternion& GetSpawnRot() const { return m_SpawnpointRotation; }
void SetSpawnPos(const NiPoint3& pos) { m_Spawnpoint = pos; }
void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
private:
LWOZONEID m_ZoneID;
std::string m_ZoneFilePath;
uint32_t m_NumberOfScenesLoaded;
uint32_t m_NumberOfObjectsLoaded;
uint32_t m_NumberOfSceneTransitionsLoaded;
ZoneFileFormatVersion m_ZoneFileFormatVersion;
uint32_t m_CheckSum;
uint32_t m_WorldID; //should be equal to the MapID
NiPoint3 m_Spawnpoint;
NiQuaternion m_SpawnpointRotation;
uint32_t m_SceneCount;
std::string m_ZonePath; //Path to the .luz's folder
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.
std::map<LWOSCENEID, SceneRef, mapCompareLwoSceneIDs> m_Scenes;
std::vector<SceneTransition> m_SceneTransitions;
uint32_t m_PathDataLength;
//std::vector<char> m_PathData; //Binary path data
std::vector<Path> m_Paths;
std::map<LWOSCENEID, uint32_t, mapCompareLwoSceneIDs> m_MapRevisions; //rhs is the revision!
//private ("helper") functions:
void LoadScene(std::ifstream& file);
std::vector<LUTriggers::Trigger*> LoadLUTriggers(std::string triggerFile, LWOSCENEID sceneID);
void LoadSceneTransition(std::ifstream& file);
SceneTransitionInfo LoadSceneTransitionInfo(std::ifstream& file);
void LoadPath(std::ifstream& file);
};