Files
DarkflameServer/dZoneManager/dZoneManager.cpp
Aaron Kimbrell feeaf339d4 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>
2026-06-24 18:34:47 -05:00

434 lines
16 KiB
C++

#include "Game.h"
#include "dCommonVars.h"
#include "dZoneManager.h"
#include "EntityManager.h"
#include "Logger.h"
#include "dConfig.h"
#include "InventoryComponent.h"
#include "DestroyableComponent.h"
#include "GameMessages.h"
#include "VanityUtilities.h"
#include "WorldConfig.h"
#include "CDZoneTableTable.h"
#include <algorithm>
#include <chrono>
#include <cmath>
#include <set>
#include "eObjectBits.h"
#include "AssetManager.h"
#include <ranges>
#include "ObjectIDManager.h"
void dZoneManager::Initialize(const LWOZONEID& zoneID) {
LOG("Preparing zone: %i/%i/%i", zoneID.GetMapID(), zoneID.GetInstanceID(), zoneID.GetCloneID());
int64_t startTime = 0;
int64_t endTime = 0;
startTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
LoadZone(zoneID);
LOT zoneControlTemplate = 2365;
const CDZoneTable* zone = CDZoneTableTable::Query(zoneID.GetMapID());
if (zone != nullptr) {
zoneControlTemplate = zone->zoneControlTemplate != -1 ? zone->zoneControlTemplate : 2365;
const auto min = zone->ghostdistance_min != -1.0f ? zone->ghostdistance_min : 100;
const auto max = zone->ghostdistance != -1.0f ? zone->ghostdistance : 100;
Game::entityManager->SetGhostDistanceMax(max + min);
Game::entityManager->SetGhostDistanceMin(max);
m_PlayerLoseCoinsOnDeath = zone->PlayerLoseCoinsOnDeath;
m_DisableSaveLocation = zone->disableSaveLoc;
m_MountsAllowed = zone->mountsAllowed;
m_PetsAllowed = zone->petsAllowed;
}
LOG("Creating zone control object %i", zoneControlTemplate);
// Create ZoneControl object
if (!Game::entityManager) {
LOG("ERROR: No entity manager loaded. Cannot proceed.");
throw std::invalid_argument("No entity manager loaded. Cannot proceed.");
}
Game::entityManager->Initialize();
EntityInfo info;
info.lot = zoneControlTemplate;
/* Yep its hardcoded like this in the client too, this exact value. */
info.id = 0x3FFF'FFFFFFFELL;
Entity* zoneControl = Game::entityManager->CreateEntity(info, nullptr, nullptr, true);
m_ZoneControlObject = zoneControl;
m_pZone->Initalize();
// Build the scene graph after zone is loaded
BuildSceneGraph();
endTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
LoadWorldConfig();
LOG("Zone prepared in: %llu ms", (endTime - startTime));
VanityUtilities::SpawnVanity();
}
dZoneManager::~dZoneManager() {
if (m_pZone) delete m_pZone;
for (auto* spawner : m_Spawners | std::views::values) {
if (spawner) {
delete spawner;
spawner = nullptr;
}
}
}
Zone* dZoneManager::GetZoneMut() const {
DluAssert(m_pZone);
return m_pZone;
}
void dZoneManager::LoadZone(const LWOZONEID& zoneID) {
if (m_pZone) delete m_pZone;
m_ZoneID = zoneID;
m_pZone = new Zone(zoneID);
}
void dZoneManager::AddSpawner(LWOOBJID id, Spawner* spawner) {
m_Spawners[id] = spawner;
}
const LWOZONEID& dZoneManager::GetZoneID() const {
return m_ZoneID;
}
void dZoneManager::Update(float deltaTime) {
for (auto spawner : m_Spawners | std::views::values) {
spawner->Update(deltaTime);
}
}
LWOOBJID dZoneManager::MakeSpawner(SpawnerInfo info) {
auto objectId = info.spawnerID;
if (objectId == LWOOBJID_EMPTY) {
objectId = ObjectIDManager::GenerateObjectID();
GeneralUtils::SetBit(objectId, eObjectBits::CLIENT);
info.spawnerID = objectId;
}
auto* spawner = new Spawner(info);
EntityInfo entityInfo{};
entityInfo.id = objectId;
entityInfo.lot = 176;
auto* entity = Game::entityManager->CreateEntity(entityInfo, nullptr, nullptr, false, objectId);
Game::entityManager->ConstructEntity(entity);
AddSpawner(objectId, spawner);
return objectId;
}
Spawner* dZoneManager::GetSpawner(const LWOOBJID id) {
const auto& index = m_Spawners.find(id);
return index != m_Spawners.end() ? index->second : nullptr;
}
void dZoneManager::RemoveSpawner(const LWOOBJID id) {
auto* spawner = GetSpawner(id);
if (spawner == nullptr) {
LOG("Failed to find spawner (%llu)", id);
return;
}
auto* entity = Game::entityManager->GetEntity(id);
LOG("Destroying spawner (%llu)", id);
if (entity != nullptr) {
entity->Kill();
} else {
LOG("Failed to find spawner entity (%llu)", id);
}
spawner->DestroyAllEntities();
spawner->Deactivate();
LOG("Destroyed spawner (%llu)", id);
m_Spawners.erase(id);
delete spawner;
}
std::vector<Spawner*> dZoneManager::GetSpawnersByName(const std::string& spawnerName) {
std::vector<Spawner*> spawners;
for (const auto& spawner : m_Spawners | std::views::values) {
if (spawner->GetName() == spawnerName) {
spawners.push_back(spawner);
}
}
return spawners;
}
std::vector<Spawner*> dZoneManager::GetSpawnersInGroup(const std::string& group) {
std::vector<Spawner*> spawnersInGroup;
for (auto spawner : m_Spawners | std::views::values) {
const auto& groups = spawner->m_Info.groups;
if (std::ranges::find(groups, group) != groups.end()) {
spawnersInGroup.push_back(spawner);
}
}
return spawnersInGroup;
}
uint32_t dZoneManager::GetUniqueMissionIdStartingValue() {
if (m_UniqueMissionIdStart == 0) {
auto tableData = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM Missions WHERE isMission = 0 GROUP BY isMission;");
m_UniqueMissionIdStart = tableData.getIntField(0, 1);
}
return m_UniqueMissionIdStart;
}
bool dZoneManager::CheckIfAccessibleZone(LWOMAPID zoneID) {
const CDZoneTable* zone = CDZoneTableTable::Query(zoneID);
return zone && Game::assetManager->HasFile("maps/" + zone->zoneName);
}
void dZoneManager::LoadWorldConfig() {
// Already loaded
if (m_WorldConfig) return;
LOG_DEBUG("Loading WorldConfig into memory");
// This table only has 1 row and only should have 1 row.
auto worldConfig = CDClientDatabase::ExecuteQuery("SELECT * FROM WorldConfig LIMIT 1;");
m_WorldConfig = WorldConfig();
if (worldConfig.eof()) {
LOG("WorldConfig table is empty. Is this intended?");
return;
}
// Now read in the giant table
m_WorldConfig->peGravityValue = worldConfig.getFloatField("pegravityvalue");
m_WorldConfig->peBroadphaseWorldSize = worldConfig.getFloatField("pebroadphaseworldsize");
m_WorldConfig->peGameObjScaleFactor = worldConfig.getFloatField("pegameobjscalefactor");
m_WorldConfig->characterRotationSpeed = worldConfig.getFloatField("character_rotation_speed");
m_WorldConfig->characterWalkForwardSpeed = worldConfig.getFloatField("character_walk_forward_speed");
m_WorldConfig->characterWalkBackwardSpeed = worldConfig.getFloatField("character_walk_backward_speed");
m_WorldConfig->characterWalkStrafeSpeed = worldConfig.getFloatField("character_walk_strafe_speed");
m_WorldConfig->characterWalkStrafeForwardSpeed = worldConfig.getFloatField("character_walk_strafe_forward_speed");
m_WorldConfig->characterWalkStrafeBackwardSpeed = worldConfig.getFloatField("character_walk_strafe_backward_speed");
m_WorldConfig->characterRunBackwardSpeed = worldConfig.getFloatField("character_run_backward_speed");
m_WorldConfig->characterRunStrafeSpeed = worldConfig.getFloatField("character_run_strafe_speed");
m_WorldConfig->characterRunStrafeForwardSpeed = worldConfig.getFloatField("character_run_strafe_forward_speed");
m_WorldConfig->characterRunStrafeBackwardSpeed = worldConfig.getFloatField("character_run_strafe_backward_speed");
m_WorldConfig->characterGroundedTime = worldConfig.getFloatField("characterGroundedTime");
m_WorldConfig->characterGroundedSpeed = worldConfig.getFloatField("characterGroundedSpeed");
m_WorldConfig->characterVersion = worldConfig.getIntField("CharacterVersion");
m_WorldConfig->characterEyeHeight = worldConfig.getFloatField("character_eye_height");
m_WorldConfig->characterMaxSlope = worldConfig.getFloatField("character_max_slope");
m_WorldConfig->globalCooldown = worldConfig.getFloatField("global_cooldown");
m_WorldConfig->globalImmunityTime = worldConfig.getFloatField("globalImmunityTime");
m_WorldConfig->defaultRespawnTime = worldConfig.getFloatField("defaultrespawntime");
m_WorldConfig->missionTooltipTimeout = worldConfig.getFloatField("mission_tooltip_timeout");
m_WorldConfig->vendorBuyMultiplier = worldConfig.getFloatField("vendor_buy_multiplier", 0.1);
m_WorldConfig->petFollowRadius = worldConfig.getFloatField("pet_follow_radius");
m_WorldConfig->flightVerticalVelocity = worldConfig.getFloatField("flight_vertical_velocity");
m_WorldConfig->flightAirspeed = worldConfig.getFloatField("flight_airspeed");
m_WorldConfig->flightFuelRatio = worldConfig.getFloatField("flight_fuel_ratio");
m_WorldConfig->flightMaxAirspeed = worldConfig.getFloatField("flight_max_airspeed");
m_WorldConfig->defaultHomespaceTemplate = worldConfig.getIntField("defaultHomespaceTemplate");
m_WorldConfig->coinsLostOnDeathPercent = worldConfig.getFloatField("coins_lost_on_death_percent");
m_WorldConfig->coinsLostOnDeathMin = worldConfig.getIntField("coins_lost_on_death_min");
m_WorldConfig->coinsLostOnDeathMax = worldConfig.getIntField("coins_lost_on_death_max");
m_WorldConfig->coinsLostOnDeathMinTimeout = worldConfig.getFloatField("coins_lost_on_death_min_timeout");
m_WorldConfig->coinsLostOnDeathMaxTimeout = worldConfig.getFloatField("coins_lost_on_death_max_timeout");
m_WorldConfig->characterVotesPerDay = worldConfig.getIntField("character_votes_per_day");
m_WorldConfig->defaultPropertyMaxHeight = worldConfig.getFloatField("defaultPropertyMaxHeight");
m_WorldConfig->propertyCloneLimit = worldConfig.getIntField("nPropertyCloneLimit");
m_WorldConfig->propertyReputationDelay = worldConfig.getIntField("propertyReputationDelay");
m_WorldConfig->propertyModerationRequestApprovalCost = worldConfig.getIntField("property_moderation_request_approval_cost");
m_WorldConfig->propertyModerationRequestReviewCost = worldConfig.getIntField("property_moderation_request_review_cost");
m_WorldConfig->propertyModRequestsAllowedSpike = worldConfig.getIntField("propertyModRequestsAllowedSpike");
m_WorldConfig->propertyModRequestsAllowedInterval = worldConfig.getIntField("propertyModRequestsAllowedInterval");
m_WorldConfig->propertyModRequestsAllowedTotal = worldConfig.getIntField("propertyModRequestsAllowedTotal");
m_WorldConfig->propertyModRequestsSpikeDuration = worldConfig.getIntField("propertyModRequestsSpikeDuration");
m_WorldConfig->propertyModRequestsIntervalDuration = worldConfig.getIntField("propertyModRequestsIntervalDuration");
m_WorldConfig->modelModerateOnCreate = worldConfig.getIntField("modelModerateOnCreate") != 0;
m_WorldConfig->fReputationPerVote = worldConfig.getFloatField("fReputationPerVote");
m_WorldConfig->reputationPerVoteCast = worldConfig.getFloatField("reputationPerVoteCast");
m_WorldConfig->reputationPerVoteReceived = worldConfig.getFloatField("reputationPerVoteReceived");
m_WorldConfig->reputationPerBattlePromotion = worldConfig.getFloatField("reputationPerBattlePromotion");
m_WorldConfig->showcaseTopModelConsiderationBattles = worldConfig.getIntField("showcaseTopModelConsiderationBattles");
m_WorldConfig->mailBaseFee = worldConfig.getIntField("mail_base_fee");
m_WorldConfig->mailPercentAttachmentFee = worldConfig.getFloatField("mail_percent_attachment_fee");
m_WorldConfig->levelCap = worldConfig.getIntField("LevelCap");
m_WorldConfig->levelUpBehaviorEffect = worldConfig.getStringField("LevelUpBehaviorEffect");
m_WorldConfig->levelCapCurrencyConversion = worldConfig.getIntField("LevelCapCurrencyConversion");
LOG_DEBUG("Loaded WorldConfig into memory");
}
LWOSCENEID dZoneManager::GetSceneIDFromPosition(const NiPoint3& position) const {
if (!m_pZone) return LWOSCENEID_INVALID;
const auto& raw = m_pZone->GetZoneRaw();
// If no chunks, no scene data available
if (raw.chunks.empty()) {
return LWOSCENEID_INVALID;
}
// Convert 3D position to 2D (XZ plane) and clamp to terrain bounds
float posX = std::clamp(position.x, raw.minBoundsX, raw.maxBoundsX);
float posZ = std::clamp(position.z, raw.minBoundsZ, raw.maxBoundsZ);
// Find the chunk containing this position
// Reverse the world position calculation from GenerateTerrainMesh
for (const auto& chunk : raw.chunks) {
if (chunk.sceneMap.empty() || chunk.scaleFactor <= 0.0f || chunk.width <= 1 || chunk.height <= 1 || chunk.colorMapResolution == 0) continue;
// Reverse: worldX = (i + offsetX/scaleFactor) * scaleFactor
// Therefore: i = worldX/scaleFactor - offsetX/scaleFactor
const float heightI = posX / chunk.scaleFactor - (chunk.offsetX / chunk.scaleFactor);
const float heightJ = posZ / chunk.scaleFactor - (chunk.offsetZ / chunk.scaleFactor);
// Check if position is within this chunk's heightmap bounds
if (heightI >= 0.0f && heightI < static_cast<float>(chunk.width) &&
heightJ >= 0.0f && heightJ < static_cast<float>(chunk.height)) {
const float sceneMapI = (heightI / static_cast<float>(chunk.width - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
const float sceneMapJ = (heightJ / static_cast<float>(chunk.height - 1)) * static_cast<float>(chunk.colorMapResolution - 1);
const uint32_t sceneI = std::min(static_cast<uint32_t>(sceneMapI), chunk.colorMapResolution - 1);
const uint32_t sceneJ = std::min(static_cast<uint32_t>(sceneMapJ), chunk.colorMapResolution - 1);
// Scene map uses the same indexing pattern as heightmap: row * width + col
const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
// Bounds check: if this chunk's sceneMap is inconsistent, skip this chunk
if (sceneIndex >= chunk.sceneMap.size()) {
LOG_DEBUG("GetSceneIDFromPosition: sceneIndex %u out of bounds (sceneMap size: %zu), skipping malformed chunk.", sceneIndex, chunk.sceneMap.size());
continue;
}
// Get scene ID from sceneMap
const uint8_t sceneID = chunk.sceneMap[sceneIndex];
// Return the scene ID
return LWOSCENEID(sceneID, 0);
}
}
// Position not found in any chunk
return LWOSCENEID_INVALID;
}
void dZoneManager::BuildSceneGraph() {
if (!m_pZone) return;
// Clear any existing adjacency list
m_SceneAdjacencyList.clear();
// Initialize adjacency list with all scenes
const auto& scenes = m_pZone->GetScenes();
for (const auto& [sceneID, sceneRef] : scenes) {
if (sceneRef.sceneType != eSceneType::General) continue;
m_SceneAdjacencyList.try_emplace(sceneID, std::vector<LWOSCENEID>());
}
// Build adjacency list from scene transitions
const auto& transitions = m_pZone->GetSceneTransitions();
for (const auto& transition : transitions) {
// Each transition has multiple points, each pointing to a scene
// We need to determine which scenes this transition connects
// Group transition points by their scene IDs to find unique connections
std::set<LWOSCENEID> connectedScenes;
for (const auto& point : transition.points) {
if (point.sceneID != LWOSCENEID_INVALID && m_SceneAdjacencyList.contains(point.sceneID)) {
connectedScenes.insert(point.sceneID);
}
}
// Create bidirectional edges between all scenes in this transition
// (transitions typically connect two scenes, but can be more complex)
std::vector<LWOSCENEID> sceneList(connectedScenes.begin(), connectedScenes.end());
for (size_t i = 0; i < sceneList.size(); ++i) {
for (size_t j = 0; j < sceneList.size(); ++j) {
if (i != j) {
LWOSCENEID fromScene = sceneList[i];
LWOSCENEID toScene = sceneList[j];
// Add edge if it doesn't already exist
auto& adjacentScenes = m_SceneAdjacencyList[fromScene];
if (std::find(adjacentScenes.begin(), adjacentScenes.end(), toScene) == adjacentScenes.end()) {
adjacentScenes.push_back(toScene);
}
}
}
}
}
// Scene 0 (global scene) is always loaded and adjacent to all other scenes
LWOSCENEID globalScene = LWOSCENEID(0, 0);
for (auto& [sceneID, adjacentScenes] : m_SceneAdjacencyList) {
if (sceneID != globalScene) {
// Add global scene to this scene's adjacency list if not already present
if (std::find(adjacentScenes.begin(), adjacentScenes.end(), globalScene) == adjacentScenes.end()) {
adjacentScenes.push_back(globalScene);
}
// Add this scene to global scene's adjacency list if not already present
auto& globalAdjacent = m_SceneAdjacencyList[globalScene];
if (std::find(globalAdjacent.begin(), globalAdjacent.end(), sceneID) == globalAdjacent.end()) {
globalAdjacent.push_back(sceneID);
}
}
}
}
std::vector<LWOSCENEID> dZoneManager::GetAdjacentScenes(LWOSCENEID sceneID) const {
auto it = m_SceneAdjacencyList.find(sceneID);
if (it != m_SceneAdjacencyList.end()) {
return it->second;
}
return std::vector<LWOSCENEID>();
}