Files
DarkflameServer/dCommon/LevelFile.h
Aaron Kimbrell c33d74f8c6 feat: read and keep a scene file's sounds and particles as the client does
Files from before chunks now read their sounds and particles after the
objects, and chunked files their particle chunk:
- sounds (SceneLoader::LoadSounds, version 5 on, only before chunks):
  position and config (before 35 a 260 character name, kept as
  soundName);
- particles (SceneLoader::LoadParticles, version 5 on): priority (43
  on), position, rotation, effect names and config (46 on; before, an
  unused u16); the client stops at one with no effect, and before 44 a
  file may end before them.

Every scene file of every client on disk reads each part to the next
part's start (up to the client's 16 byte padding): 5408 referenced by
zone files and 5125 on disk, versions 31-43 before chunks and 44-49
chunked. One client file, a LUP world, ends before its sounds; its
objects are kept.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 11:51:49 -06:00

170 lines
5.3 KiB
C++

#pragma once
#include <array>
#include <cstdint>
#include <iosfwd>
#include <map>
#include <string>
#include <vector>
#include "dCommonVars.h"
#include "NiColor.h"
#include "NiPoint3.h"
#include "NiQuaternion.h"
#include "LDFFormat.h"
// One of an object's render techniques (SceneLoader::ReadLvlObjectData, version 7 on)
struct LevelRenderTechnique {
std::string name; // 64 bytes in the file
uint32_t valueCount{};
uint8_t isColor{};
std::array<float, 16> values{};
};
struct SceneObject {
LWOOBJID id{};
LOT lot{};
uint32_t nodeType = 1; // the client's default when the file has none, or one outside 0-10
uint32_t glomId = 1;
NiPoint3 position;
NiQuaternion rotation = QuatUtils::IDENTITY;
float scale = 1.0f;
std::string renderTechniquesName; // 64 bytes in the file, only there when there are render techniques
std::vector<LevelRenderTechnique> renderTechniques;
LwoNameValue settings;
};
// Fog and object draw distances (SceneDrawDistances); -1 is the client's default for a value the file doesn't have
struct SceneDrawDistances {
float fogNear = -1.0f;
float fogFar = -1.0f;
float postFogSolid = -1.0f;
float postFogFade = -1.0f;
float staticObjectDistance = -1.0f;
float dynamicObjectDistance = -1.0f;
};
// The draw distances of a group of objects (version 40 on)
struct SceneCullSetting {
uint32_t group{};
float minDistance{};
float maxDistance{};
};
// A scene's light environment (SceneLoader::ReadLightingInfo); the defaults are the client's for what older files don't have
struct LevelLighting {
float blendTime = 10.0f; // version 45 on
NiColor ambient;
NiColor specular;
NiColor upperHemi;
NiPoint3 position;
// Version 31 on; before 39 only the fog distances, the same in both
SceneDrawDistances minDrawDistances;
SceneDrawDistances maxDrawDistances;
std::vector<SceneCullSetting> cullSettings; // version 40 on
NiColor fogColor{ 0.75f, 0.88f, 0.91f }; // version 31 on
NiColor directional; // version 36 on
// Before version 42 the zone's spawn point is here. Before 33 the file has only a position, which the client
// ignores: it uses a fixed spawn point instead
bool hasSpawnPoint = false;
NiPoint3 filePosition;
NiPoint3 spawnPosition;
NiQuaternion spawnRotation = QuatUtils::IDENTITY;
};
// The skydome's file and five more (version 34 on) the client reads and doesn't use (SceneLoader::ReadSkydomeInfo)
struct LevelSkydome {
std::string filename;
std::array<std::string, 5> extraFilenames;
};
// A sound placed in the scene (SceneLoader::LoadSounds, version 5 on). Only the level editor makes anything of them
struct LevelSound {
NiPoint3 position;
LwoNameValue config; // before version 35 only a 260 character soundName
};
// A particle effect placed in the scene (SceneLoader::LoadParticles, version 5 on)
struct LevelParticle {
int16_t priority{}; // version 43 on
NiPoint3 position;
NiQuaternion rotation = QuatUtils::IDENTITY;
std::string effectNames; // separated by ';'
uint16_t unknown{}; // before version 46
// Version 46 on. The client keeps the last one it read for a particle without one
std::string config;
};
/**
* A scene file (.lvl), read as the client reads it (SceneLoader::LoadLvlFile): its chunk headers, environment, every
* object in it with the object's settings parsed, its sounds and its particles. Only reads; which objects the world
* spawns (feature gating, client-only objects, spawners) stays in dZoneManager, so the dashboard reads scenes with the
* same code.
*/
struct LevelFile {
enum ChunkTypeID : uint16_t {
FileInfo = 1000,
SceneEnviroment = 2000,
SceneObjectData,
SceneParticleData
};
struct FileInfoChunk {
uint32_t version{};
uint32_t revision{};
uint32_t enviromentChunkStart{};
uint32_t objectChunkStart{};
uint32_t particleChunkStart{};
};
struct ChunkHeader {
uint32_t id{};
uint16_t chunkVersion{};
ChunkTypeID chunkType{};
uint32_t size{};
uint32_t startPosition{};
FileInfoChunk fileInfo;
};
// The environment chunk: where its parts start in the file (0 for none)
struct EnviromentChunk {
uint32_t lightingStart{};
uint32_t skydomeStart{};
uint32_t editorSettingsStart{};
};
std::map<uint32_t, ChunkHeader> chunkHeaders;
// The file's version: from the file info chunk, or the header of a file from before chunks
uint32_t version{};
uint32_t revision{};
// Before chunks, from version 32: set when the file has no editor settings
uint8_t noEditorSettings{};
EnviromentChunk enviroment;
bool hasLighting = false;
LevelLighting lighting;
LevelSkydome skydome;
// Version 37 on: the editor's saved colours (the client keeps at most 32)
std::vector<NiColor> editorColors;
std::vector<SceneObject> objects;
std::vector<LevelSound> sounds;
std::vector<LevelParticle> particles;
/**
* Reads the whole file. Throws std::runtime_error (BinaryIO) if it ends early; what was read before that stays
* (an object is only added once all of it was read).
*/
void Read(std::istream& file);
private:
static ChunkHeader ReadChunkHeader(std::istream& file, uint32_t start);
void ReadFileInfoChunk(std::istream& file, ChunkHeader& header);
void ReadLightingInfo(std::istream& file);
void ReadSkydomeInfo(std::istream& file);
void ReadEditorSettings(std::istream& file);
void ReadSceneObjectDataChunk(std::istream& file);
void ReadSounds(std::istream& file);
void ReadParticles(std::istream& file);
};