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* feat: raw terrain parsing for scene data Replace old dNavigation/dTerrain raw parser with new Raw module in dZoneManager. Parse heightmaps, color maps, and scene maps from .raw files to determine which scene a position belongs to. Build scene adjacency graph from terrain data and scene transitions. Adds NiColor type, SceneColor lookup table, eSceneType enum, terrain mesh generation with OBJ export, and debug slash commands for scene visualization. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * refactor: deduplicate terrain grid lookup logic, remove unnecessary cast Add IsValidForSceneLookup(), GetSceneIDAtGrid(), and GridToWorldPos() to Raw::Chunk. Use them in GenerateTerrainMesh, GetSceneIDFromPosition, SpawnScenePoints, and SpawnAllScenePoints instead of duplicated inline math. Remove unnecessary static_cast in LoadSceneTransitionInfo. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: add version < 32 support to raw terrain parser The parser was only correct for v32 files. For v<32: - colorMapResolution is width-1, not width - Color map reads width*width*4 bytes (BGRA per-pixel), not colorMapRes^2*4 - No DDS lightmap - No texture settings byte or blend DDS - Scene map: v31 reads (colorMapRes+1)^2 cells with border skip, v<31 skips 1 byte - No mesh data Verified against all 309 .raw files across multiple client versions. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: log and reject legacy raw terrain format, clean up ReadRaw API Log a clear message and throw if the zone uses a legacy raw format (LUZ version < 30) since no known maps use it. Remove ReadLegacyRaw and the mapVersion parameter from ReadRaw. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: revert v33 scene field renames to unknown1/unknown2 These fields are skipped by the client in every known build (ptr += 12 and ptr += 4). No client ever reads them into a struct. Keep the original unknown1/unknown2 names from main. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: load the zone without scene lookups when its raw terrain is missing or unreadable Log at debug when it parses; build the terrain mesh only for the OBJ export; read the zone name and description only for version 31 and later, as the client does. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix: look up the scene at a position as the client does, in constant time Chunk bounds span (width - 1) * scale; the nearest scene map cell is used and the far edge is kept one cell inside. Chunks are indexed by grid cell when they form a grid. Skipping reads instead of seeking, so a cut-off file can't seek past the end. Terrain mesh indices follow the vertex order. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * feat: scene point commands take a step and use brick LOTs from the BrickIDTable Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * chore: rename NiColor::ToXYZ to Luminance Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * test: raw terrain reading, scene lookup, scene graph and scene commands Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * test: close the OBJ file before removing it so the test passes on Windows Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix: keep the zone boundary lines and read the luz scene count as the client does Each boundary line's destination is read as a map ID and an instance ID into a LWOZONEID. The scene count is a byte before version 37 and a u32 from it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix: name the fourth flair colour byte padding The client never sets or reads it, so it holds leftover memory. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix: keep the scene map of version 31 and older raws These files have a (resolution + 1)^2 scene map, kept in sceneMapLegacy. Version 31 uses its first resolution rows and columns; older versions are all scene 0, as in the client. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * refactor: simplify the raw heightmap size check The dimensions are capped at kMaxResolution, so the product can't overflow. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * chore: remove the scene point spawn commands and send /getadjacentscenes as one message The spawn commands were only for testing. /getscene and /getadjacentscenes stay. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
385 lines
14 KiB
C++
385 lines
14 KiB
C++
#include "Game.h"
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#include "dCommonVars.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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#include "Logger.h"
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#include "dConfig.h"
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#include "InventoryComponent.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "VanityUtilities.h"
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#include "WorldConfig.h"
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#include "CDZoneTableTable.h"
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#include <algorithm>
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#include <chrono>
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#include <set>
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#include "eObjectBits.h"
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#include "AssetManager.h"
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#include <ranges>
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#include "ObjectIDManager.h"
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void dZoneManager::Initialize(const LWOZONEID& zoneID) {
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LOG("Preparing zone: %i/%i/%i", zoneID.GetMapID(), zoneID.GetInstanceID(), zoneID.GetCloneID());
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int64_t startTime = 0;
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int64_t endTime = 0;
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startTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
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LoadZone(zoneID);
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LOT zoneControlTemplate = 2365;
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const CDZoneTable* zone = CDZoneTableTable::Query(zoneID.GetMapID());
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if (zone != nullptr) {
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zoneControlTemplate = zone->zoneControlTemplate != -1 ? zone->zoneControlTemplate : 2365;
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const auto min = zone->ghostdistance_min != -1.0f ? zone->ghostdistance_min : 100;
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const auto max = zone->ghostdistance != -1.0f ? zone->ghostdistance : 100;
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Game::entityManager->SetGhostDistanceMax(max + min);
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Game::entityManager->SetGhostDistanceMin(max);
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m_PlayerLoseCoinsOnDeath = zone->PlayerLoseCoinsOnDeath;
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m_DisableSaveLocation = zone->disableSaveLoc;
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m_MountsAllowed = zone->mountsAllowed;
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m_PetsAllowed = zone->petsAllowed;
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}
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LOG("Creating zone control object %i", zoneControlTemplate);
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// Create ZoneControl object
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if (!Game::entityManager) {
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LOG("ERROR: No entity manager loaded. Cannot proceed.");
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throw std::invalid_argument("No entity manager loaded. Cannot proceed.");
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}
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Game::entityManager->Initialize();
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EntityInfo info;
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info.lot = zoneControlTemplate;
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/* Yep its hardcoded like this in the client too, this exact value. */
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info.id = 0x3FFF'FFFFFFFELL;
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Entity* zoneControl = Game::entityManager->CreateEntity(info, nullptr, nullptr, true);
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m_ZoneControlObject = zoneControl;
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m_pZone->Initalize();
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// Build the scene graph after zone is loaded
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BuildSceneGraph();
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endTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
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LoadWorldConfig();
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LOG("Zone prepared in: %llu ms", (endTime - startTime));
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VanityUtilities::SpawnVanity();
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}
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dZoneManager::~dZoneManager() {
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if (m_pZone) delete m_pZone;
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for (auto* spawner : m_Spawners | std::views::values) {
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if (spawner) {
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delete spawner;
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spawner = nullptr;
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}
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}
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}
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Zone* dZoneManager::GetZoneMut() const {
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DluAssert(m_pZone);
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return m_pZone;
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}
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void dZoneManager::LoadZone(const LWOZONEID& zoneID) {
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if (m_pZone) delete m_pZone;
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m_ZoneID = zoneID;
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m_pZone = new Zone(zoneID);
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}
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void dZoneManager::AddSpawner(LWOOBJID id, Spawner* spawner) {
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m_Spawners[id] = spawner;
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}
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const LWOZONEID& dZoneManager::GetZoneID() const {
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return m_ZoneID;
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}
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void dZoneManager::Update(float deltaTime) {
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for (auto spawner : m_Spawners | std::views::values) {
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spawner->Update(deltaTime);
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}
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}
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LWOOBJID dZoneManager::MakeSpawner(SpawnerInfo info) {
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auto objectId = info.spawnerID;
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if (objectId == LWOOBJID_EMPTY) {
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objectId = ObjectIDManager::GenerateObjectID();
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GeneralUtils::SetBit(objectId, eObjectBits::CLIENT);
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info.spawnerID = objectId;
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}
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auto* spawner = new Spawner(info);
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EntityInfo entityInfo{};
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entityInfo.id = objectId;
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entityInfo.lot = 176;
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auto* entity = Game::entityManager->CreateEntity(entityInfo, nullptr, nullptr, false, objectId);
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Game::entityManager->ConstructEntity(entity);
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AddSpawner(objectId, spawner);
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return objectId;
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}
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Spawner* dZoneManager::GetSpawner(const LWOOBJID id) {
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const auto& index = m_Spawners.find(id);
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return index != m_Spawners.end() ? index->second : nullptr;
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}
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void dZoneManager::RemoveSpawner(const LWOOBJID id) {
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auto* spawner = GetSpawner(id);
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if (spawner == nullptr) {
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LOG("Failed to find spawner (%llu)", id);
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return;
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}
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auto* entity = Game::entityManager->GetEntity(id);
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LOG("Destroying spawner (%llu)", id);
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if (entity != nullptr) {
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entity->Kill();
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} else {
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LOG("Failed to find spawner entity (%llu)", id);
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}
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spawner->DestroyAllEntities();
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spawner->Deactivate();
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LOG("Destroyed spawner (%llu)", id);
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m_Spawners.erase(id);
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delete spawner;
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}
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std::vector<Spawner*> dZoneManager::GetSpawnersByName(const std::string& spawnerName) {
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std::vector<Spawner*> spawners;
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for (const auto& spawner : m_Spawners | std::views::values) {
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if (spawner->GetName() == spawnerName) {
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spawners.push_back(spawner);
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}
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}
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return spawners;
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}
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std::vector<Spawner*> dZoneManager::GetSpawnersInGroup(const std::string& group) {
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std::vector<Spawner*> spawnersInGroup;
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for (auto spawner : m_Spawners | std::views::values) {
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const auto& groups = spawner->m_Info.groups;
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if (std::ranges::find(groups, group) != groups.end()) {
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spawnersInGroup.push_back(spawner);
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}
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}
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return spawnersInGroup;
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}
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uint32_t dZoneManager::GetUniqueMissionIdStartingValue() {
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if (m_UniqueMissionIdStart == 0) {
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM Missions WHERE isMission = 0 GROUP BY isMission;");
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m_UniqueMissionIdStart = tableData.getIntField(0, 1);
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}
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return m_UniqueMissionIdStart;
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}
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bool dZoneManager::CheckIfAccessibleZone(LWOMAPID zoneID) {
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const CDZoneTable* zone = CDZoneTableTable::Query(zoneID);
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return zone && Game::assetManager->HasFile("maps/" + zone->zoneName);
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}
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void dZoneManager::LoadWorldConfig() {
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// Already loaded
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if (m_WorldConfig) return;
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LOG_DEBUG("Loading WorldConfig into memory");
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// This table only has 1 row and only should have 1 row.
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auto worldConfig = CDClientDatabase::ExecuteQuery("SELECT * FROM WorldConfig LIMIT 1;");
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m_WorldConfig = WorldConfig();
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if (worldConfig.eof()) {
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LOG("WorldConfig table is empty. Is this intended?");
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return;
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}
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// Now read in the giant table
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m_WorldConfig->peGravityValue = worldConfig.getFloatField("pegravityvalue");
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m_WorldConfig->peBroadphaseWorldSize = worldConfig.getFloatField("pebroadphaseworldsize");
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m_WorldConfig->peGameObjScaleFactor = worldConfig.getFloatField("pegameobjscalefactor");
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m_WorldConfig->characterRotationSpeed = worldConfig.getFloatField("character_rotation_speed");
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m_WorldConfig->characterWalkForwardSpeed = worldConfig.getFloatField("character_walk_forward_speed");
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m_WorldConfig->characterWalkBackwardSpeed = worldConfig.getFloatField("character_walk_backward_speed");
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m_WorldConfig->characterWalkStrafeSpeed = worldConfig.getFloatField("character_walk_strafe_speed");
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m_WorldConfig->characterWalkStrafeForwardSpeed = worldConfig.getFloatField("character_walk_strafe_forward_speed");
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m_WorldConfig->characterWalkStrafeBackwardSpeed = worldConfig.getFloatField("character_walk_strafe_backward_speed");
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m_WorldConfig->characterRunBackwardSpeed = worldConfig.getFloatField("character_run_backward_speed");
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m_WorldConfig->characterRunStrafeSpeed = worldConfig.getFloatField("character_run_strafe_speed");
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m_WorldConfig->characterRunStrafeForwardSpeed = worldConfig.getFloatField("character_run_strafe_forward_speed");
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m_WorldConfig->characterRunStrafeBackwardSpeed = worldConfig.getFloatField("character_run_strafe_backward_speed");
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m_WorldConfig->characterGroundedTime = worldConfig.getFloatField("characterGroundedTime");
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m_WorldConfig->characterGroundedSpeed = worldConfig.getFloatField("characterGroundedSpeed");
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m_WorldConfig->characterVersion = worldConfig.getIntField("CharacterVersion");
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m_WorldConfig->characterEyeHeight = worldConfig.getFloatField("character_eye_height");
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m_WorldConfig->characterMaxSlope = worldConfig.getFloatField("character_max_slope");
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m_WorldConfig->globalCooldown = worldConfig.getFloatField("global_cooldown");
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m_WorldConfig->globalImmunityTime = worldConfig.getFloatField("globalImmunityTime");
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m_WorldConfig->defaultRespawnTime = worldConfig.getFloatField("defaultrespawntime");
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m_WorldConfig->missionTooltipTimeout = worldConfig.getFloatField("mission_tooltip_timeout");
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m_WorldConfig->vendorBuyMultiplier = worldConfig.getFloatField("vendor_buy_multiplier", 0.1);
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m_WorldConfig->petFollowRadius = worldConfig.getFloatField("pet_follow_radius");
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m_WorldConfig->flightVerticalVelocity = worldConfig.getFloatField("flight_vertical_velocity");
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m_WorldConfig->flightAirspeed = worldConfig.getFloatField("flight_airspeed");
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m_WorldConfig->flightFuelRatio = worldConfig.getFloatField("flight_fuel_ratio");
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m_WorldConfig->flightMaxAirspeed = worldConfig.getFloatField("flight_max_airspeed");
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m_WorldConfig->defaultHomespaceTemplate = worldConfig.getIntField("defaultHomespaceTemplate");
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m_WorldConfig->coinsLostOnDeathPercent = worldConfig.getFloatField("coins_lost_on_death_percent");
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m_WorldConfig->coinsLostOnDeathMin = worldConfig.getIntField("coins_lost_on_death_min");
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m_WorldConfig->coinsLostOnDeathMax = worldConfig.getIntField("coins_lost_on_death_max");
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m_WorldConfig->coinsLostOnDeathMinTimeout = worldConfig.getFloatField("coins_lost_on_death_min_timeout");
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m_WorldConfig->coinsLostOnDeathMaxTimeout = worldConfig.getFloatField("coins_lost_on_death_max_timeout");
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m_WorldConfig->characterVotesPerDay = worldConfig.getIntField("character_votes_per_day");
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m_WorldConfig->defaultPropertyMaxHeight = worldConfig.getFloatField("defaultPropertyMaxHeight");
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m_WorldConfig->propertyCloneLimit = worldConfig.getIntField("nPropertyCloneLimit");
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m_WorldConfig->propertyReputationDelay = worldConfig.getIntField("propertyReputationDelay");
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m_WorldConfig->propertyModerationRequestApprovalCost = worldConfig.getIntField("property_moderation_request_approval_cost");
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m_WorldConfig->propertyModerationRequestReviewCost = worldConfig.getIntField("property_moderation_request_review_cost");
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m_WorldConfig->propertyModRequestsAllowedSpike = worldConfig.getIntField("propertyModRequestsAllowedSpike");
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m_WorldConfig->propertyModRequestsAllowedInterval = worldConfig.getIntField("propertyModRequestsAllowedInterval");
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m_WorldConfig->propertyModRequestsAllowedTotal = worldConfig.getIntField("propertyModRequestsAllowedTotal");
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m_WorldConfig->propertyModRequestsSpikeDuration = worldConfig.getIntField("propertyModRequestsSpikeDuration");
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m_WorldConfig->propertyModRequestsIntervalDuration = worldConfig.getIntField("propertyModRequestsIntervalDuration");
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m_WorldConfig->modelModerateOnCreate = worldConfig.getIntField("modelModerateOnCreate") != 0;
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m_WorldConfig->fReputationPerVote = worldConfig.getFloatField("fReputationPerVote");
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m_WorldConfig->reputationPerVoteCast = worldConfig.getFloatField("reputationPerVoteCast");
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m_WorldConfig->reputationPerVoteReceived = worldConfig.getFloatField("reputationPerVoteReceived");
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m_WorldConfig->reputationPerBattlePromotion = worldConfig.getFloatField("reputationPerBattlePromotion");
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m_WorldConfig->showcaseTopModelConsiderationBattles = worldConfig.getIntField("showcaseTopModelConsiderationBattles");
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m_WorldConfig->mailBaseFee = worldConfig.getIntField("mail_base_fee");
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m_WorldConfig->mailPercentAttachmentFee = worldConfig.getFloatField("mail_percent_attachment_fee");
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m_WorldConfig->levelCap = worldConfig.getIntField("LevelCap");
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m_WorldConfig->levelUpBehaviorEffect = worldConfig.getStringField("LevelUpBehaviorEffect");
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m_WorldConfig->levelCapCurrencyConversion = worldConfig.getIntField("LevelCapCurrencyConversion");
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LOG_DEBUG("Loaded WorldConfig into memory");
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}
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LWOSCENEID dZoneManager::GetSceneIDFromPosition(const NiPoint3& position) const {
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if (!m_pZone) return LWOSCENEID_INVALID;
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const auto sceneID = m_pZone->GetZoneRaw().GetSceneIDAt(position.x, position.z);
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return sceneID ? LWOSCENEID(*sceneID, 0) : LWOSCENEID_INVALID;
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}
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void dZoneManager::BuildSceneGraph() {
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if (!m_pZone) return;
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// Clear any existing adjacency list
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m_SceneAdjacencyList.clear();
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// Initialize adjacency list with all scenes
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const auto& scenes = m_pZone->GetScenes();
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for (const auto& [sceneID, sceneRef] : scenes) {
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if (sceneRef.sceneType != eSceneType::General) continue;
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m_SceneAdjacencyList.try_emplace(sceneID, std::vector<LWOSCENEID>());
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}
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// Build adjacency list from scene transitions
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const auto& transitions = m_pZone->GetSceneTransitions();
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for (const auto& transition : transitions) {
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// Each transition has multiple points, each pointing to a scene
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// We need to determine which scenes this transition connects
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// Group transition points by their scene IDs to find unique connections
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std::set<LWOSCENEID> connectedScenes;
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for (const auto& point : transition.points) {
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if (point.sceneID != LWOSCENEID_INVALID && m_SceneAdjacencyList.contains(point.sceneID)) {
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connectedScenes.insert(point.sceneID);
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}
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}
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// Create bidirectional edges between all scenes in this transition
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// (transitions typically connect two scenes, but can be more complex)
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std::vector<LWOSCENEID> sceneList(connectedScenes.begin(), connectedScenes.end());
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for (size_t i = 0; i < sceneList.size(); ++i) {
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for (size_t j = 0; j < sceneList.size(); ++j) {
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if (i != j) {
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LWOSCENEID fromScene = sceneList[i];
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LWOSCENEID toScene = sceneList[j];
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// Add edge if it doesn't already exist
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auto& adjacentScenes = m_SceneAdjacencyList[fromScene];
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if (std::find(adjacentScenes.begin(), adjacentScenes.end(), toScene) == adjacentScenes.end()) {
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adjacentScenes.push_back(toScene);
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}
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}
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}
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}
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}
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// Scene 0 (global scene) is always loaded and adjacent to all other scenes
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LWOSCENEID globalScene = LWOSCENEID(0, 0);
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for (auto& [sceneID, adjacentScenes] : m_SceneAdjacencyList) {
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if (sceneID != globalScene) {
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// Add global scene to this scene's adjacency list if not already present
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if (std::find(adjacentScenes.begin(), adjacentScenes.end(), globalScene) == adjacentScenes.end()) {
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adjacentScenes.push_back(globalScene);
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}
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// Add this scene to global scene's adjacency list if not already present
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auto& globalAdjacent = m_SceneAdjacencyList[globalScene];
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if (std::find(globalAdjacent.begin(), globalAdjacent.end(), sceneID) == globalAdjacent.end()) {
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globalAdjacent.push_back(sceneID);
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}
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}
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}
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}
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std::vector<LWOSCENEID> dZoneManager::GetAdjacentScenes(LWOSCENEID sceneID) const {
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auto it = m_SceneAdjacencyList.find(sceneID);
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if (it != m_SceneAdjacencyList.end()) {
|
|
return it->second;
|
|
}
|
|
return std::vector<LWOSCENEID>();
|
|
}
|