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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>
276 lines
6.4 KiB
C++
276 lines
6.4 KiB
C++
#pragma once
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#include "dZMCommon.h"
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#include "LDFFormat.h"
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#include "NiColor.h"
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#include "tinyxml2.h"
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#include <string>
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#include <vector>
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#include <map>
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#include "Raw.h"
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namespace LUTriggers {
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struct Trigger;
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};
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class Level;
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enum class eWaypointCommandType : uint32_t;
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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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enum class eSceneType : uint32_t {
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General = 0,
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Audio = 1,
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};
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struct SceneRef {
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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 scenePosition; // version 33 only: editor bounding sphere center
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float sceneRadius{}; // version 33 only: editor bounding sphere radius
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NiColor color;
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std::unique_ptr<Level> level;
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std::map<uint32_t, LUTriggers::Trigger*> triggers;
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};
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struct SceneTransitionInfo {
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LWOSCENEID sceneID;
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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{};
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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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class Zone {
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public:
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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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public:
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Zone(const LWOZONEID zoneID);
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~Zone();
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void Initalize();
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void LoadZoneIntoMemory();
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std::string GetFilePathForZoneID() const;
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uint32_t CalculateChecksum() const;
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void LoadLevelsIntoMemory();
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void AddRevision(LWOSCENEID sceneID, uint32_t revision);
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const LWOZONEID& GetZoneID() const { return m_ZoneID; }
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const uint32_t GetChecksum() const { return m_CheckSum; }
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LUTriggers::Trigger* GetTrigger(uint32_t sceneID, uint32_t triggerID) const;
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const Path* GetPath(std::string name) const;
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uint32_t GetWorldID() const { return m_WorldID; }
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[[nodiscard]] std::string GetZoneName() const { return m_ZoneName; }
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std::string GetZoneRawPath() const { return m_ZoneRawPath; }
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std::string GetZonePath() const { return m_ZonePath; }
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const NiPoint3& GetSpawnPos() const { return m_Spawnpoint; }
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const NiQuaternion& GetSpawnRot() const { return m_SpawnpointRotation; }
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void SetSpawnPos(const NiPoint3& pos) { m_Spawnpoint = pos; }
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void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
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const Raw::Raw& GetZoneRaw() const { return m_Raw; }
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const Raw::TerrainMesh& GetTerrainMesh() const { return m_TerrainMesh; }
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const SceneRef* GetScene(LWOSCENEID sceneID) const;
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const std::vector<SceneTransition>& GetSceneTransitions() const { return m_SceneTransitions; }
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const std::map<LWOSCENEID, SceneRef>& GetScenes() const { return m_Scenes; }
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private:
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LWOZONEID m_ZoneID;
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std::string m_ZoneFilePath;
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uint32_t m_NumberOfObjectsLoaded;
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uint32_t m_NumberOfSceneTransitionsLoaded;
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FileFormatVersion m_FileFormatVersion;
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uint32_t m_CheckSum;
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uint32_t m_WorldID; //should be equal to the MapID
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NiPoint3 m_Spawnpoint;
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NiQuaternion m_SpawnpointRotation = QuatUtils::IDENTITY;
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uint32_t m_SceneCount;
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std::string m_ZonePath; //Path to the .luz's folder
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std::string m_ZoneName; //Name given to the zone by a level designer
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std::string m_ZoneDesc; //Description of the zone by a level designer
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std::string m_ZoneRawPath; //Path to the .raw file of this zone.
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Raw::Raw m_Raw; // The Raw data for this zone
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Raw::TerrainMesh m_TerrainMesh; // Pre-generated terrain mesh for fast scene lookups
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std::map<LWOSCENEID, SceneRef> m_Scenes;
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std::vector<SceneTransition> m_SceneTransitions;
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uint32_t m_PathDataLength;
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uint32_t m_PathChunkVersion;
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std::vector<Path> m_Paths;
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std::map<LWOSCENEID, uint32_t> m_MapRevisions; //rhs is the revision!
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//private ("helper") functions:
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void LoadScene(std::istream& file);
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void LoadLUTriggers(std::string triggerFile, SceneRef& scene);
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void LoadSceneTransition(std::istream& file);
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SceneTransitionInfo LoadSceneTransitionInfo(std::istream& file);
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void LoadPath(std::istream& file);
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};
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