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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>
112 lines
3.7 KiB
C++
112 lines
3.7 KiB
C++
#pragma once
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#include "dZMCommon.h"
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#include "WorldConfig.h"
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#include "Zone.h"
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#include "Spawner.h"
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#include <map>
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class dZoneManager {
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public:
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enum class dZoneNotifier {
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SpawnedObjectDestroyed,
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SpawnedChildObjectDestroyed, //Used for when an object (like a stromling) needs to notify the spawner to respawn a new enemy.
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ReloadZone, //Forces the server and all connects clients to reload the map
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UserJoined,
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UserMoved,
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InvalidNotifier
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};
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private:
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/**
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* Reads the WorldConfig from the CDClientDatabase into memory
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*/
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void LoadWorldConfig();
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public:
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void Initialize(const LWOZONEID& zoneID);
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~dZoneManager();
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/* Gets a pointer to the currently loaded zone. */
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Zone* GetZoneMut() const;
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const Zone* GetZone() const { return GetZoneMut(); };
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bool HasZone() const { return m_pZone != nullptr; };
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void LoadZone(const LWOZONEID& zoneID); //Discard the current zone (if any) and loads a new zone.
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/* Adds a spawner to the zone with the specified ID. */
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void AddSpawner(LWOOBJID id, Spawner* spawner);
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const LWOZONEID& GetZoneID() const;
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/* Creates a new spawner. Returns the finalized ID for the created spawner since some bits may be set to get it to function. */
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LWOOBJID MakeSpawner(SpawnerInfo info);
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Spawner* GetSpawner(LWOOBJID id);
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void RemoveSpawner(LWOOBJID id);
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std::vector<Spawner*> GetSpawnersByName(const std::string& spawnerName);
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std::vector<Spawner*> GetSpawnersInGroup(const std::string& group);
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void Update(float deltaTime);
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Entity* GetZoneControlObject() { return m_ZoneControlObject; }
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bool GetPlayerLoseCoinOnDeath() { return m_PlayerLoseCoinsOnDeath; }
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bool GetDisableSaveLocation() { return m_DisableSaveLocation; }
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bool GetMountsAllowed() { return m_MountsAllowed; }
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bool GetPetsAllowed() { return m_PetsAllowed; }
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/* Gets the starting ID for missions in the player UI so they are ordered properly and show in the order accepted by the player. */
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uint32_t GetUniqueMissionIdStartingValue();
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bool CheckIfAccessibleZone(LWOMAPID zoneID);
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/**
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* @brief Get the scene ID at a given position. Scenes do not care about height (Y coordinate).
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*
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* @param position The position to query
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* @return The scene ID at that position, or LWOSCENEID_INVALID if not found
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*/
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LWOSCENEID GetSceneIDFromPosition(const NiPoint3& position) const;
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/**
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* @brief Get the adjacency list for the scene graph.
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* The adjacency list maps each scene ID to a list of scene IDs it can transition to.
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*
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* @return A reference to the scene adjacency list
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*/
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const std::map<LWOSCENEID, std::vector<LWOSCENEID>>& GetSceneAdjacencyList() const { return m_SceneAdjacencyList; }
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/**
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* @brief Get all scenes adjacent to (connected to) a given scene.
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*
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* @param sceneID The scene ID to query
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* @return A vector of scene IDs that are directly connected to this scene, or empty vector if scene not found
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*/
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std::vector<LWOSCENEID> GetAdjacentScenes(LWOSCENEID sceneID) const;
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// The world config should not be modified by a caller.
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const WorldConfig& GetWorldConfig() {
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if (!m_WorldConfig) LoadWorldConfig();
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return m_WorldConfig.value();
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};
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private:
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/**
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* Builds the scene graph adjacency list from scene transitions
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*/
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void BuildSceneGraph();
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/**
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* The starting unique mission ID.
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*/
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uint32_t m_UniqueMissionIdStart = 0;
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Zone* m_pZone = nullptr;
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LWOZONEID m_ZoneID;
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bool m_PlayerLoseCoinsOnDeath = false;
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bool m_DisableSaveLocation = false;
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bool m_MountsAllowed = true;
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bool m_PetsAllowed = true;
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std::map<LWOOBJID, Spawner*> m_Spawners;
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std::optional<WorldConfig> m_WorldConfig = std::nullopt;
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Entity* m_ZoneControlObject = nullptr;
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/**
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* Scene graph adjacency list: maps each scene ID to a list of scenes it can transition to
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*/
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std::map<LWOSCENEID, std::vector<LWOSCENEID>> m_SceneAdjacencyList;
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};
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