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15 Commits
loot-rewor
...
raw-parsin
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| 12fd9d0a21 |
34
dCommon/NiColor.h
Normal file
34
dCommon/NiColor.h
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@@ -0,0 +1,34 @@
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#ifndef NICOLOR_H
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#define NICOLOR_H
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struct NiColor {
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float m_Red;
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float m_Green;
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float m_Blue;
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NiColor(float red, float green, float blue) : m_Red(red), m_Green(green), m_Blue(blue) {}
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NiColor() : NiColor(0.0f, 0.0f, 0.0f) {}
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/* reduce RGB files to grayscale, with or without alpha
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* using the equation given in Poynton's ColorFAQ at
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* <http://www.inforamp.net/~poynton/> // dead link
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* Copyright (c) 1998-01-04 Charles Poynton poynton at inforamp.net
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*
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* Y = 0.212671 * R + 0.715160 * G + 0.072169 * B
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*
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* We approximate this with
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*
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* Y = 0.21268 * R + 0.7151 * G + 0.07217 * B
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*
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* which can be expressed with integers as
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*
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* Y = (6969 * R + 23434 * G + 2365 * B)/32768
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*
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* The calculation is to be done in a linear colorspace.
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*
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* Other integer coefficents can be used via png_set_rgb_to_gray().
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*/
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float ToXYZ() const { return (m_Red * 0.212671f) + (m_Green * 0.71516f) + (m_Blue * 0.072169f); };
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};
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#endif // NICOLOR_H
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170
dCommon/dClient/SceneColor.h
Normal file
170
dCommon/dClient/SceneColor.h
Normal file
@@ -0,0 +1,170 @@
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#ifndef SCENE_COLOR_H
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#define SCENE_COLOR_H
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#include "NiColor.h"
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#include <vector>
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class SceneColor {
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public:
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SceneColor() {
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TEMPLATE_COLORS.resize(146);
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// these are not random values, they are the actual template colors used by the game
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TEMPLATE_COLORS[0] = NiColor(0.5019608f, 0.5019608f, 0.5019608f);
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TEMPLATE_COLORS[1] = NiColor(1.0f, 0.0f, 0.0f);
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TEMPLATE_COLORS[2] = NiColor(0.0f, 1.0f, 0.0f);
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TEMPLATE_COLORS[3] = NiColor(0.0f, 0.0f, 1.0f);
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TEMPLATE_COLORS[4] = NiColor(1.0f, 1.0f, 0.0f);
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TEMPLATE_COLORS[5] = NiColor(1.0f, 0.0f, 1.0f);
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TEMPLATE_COLORS[6] = NiColor(0.0f, 1.0f, 1.0f);
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TEMPLATE_COLORS[7] = NiColor(0.5019608f, 0.0f, 1.0f);
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TEMPLATE_COLORS[8] = NiColor(1.0f, 0.5019608f, 0.0f);
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TEMPLATE_COLORS[9] = NiColor(1.0f, 0.5019608f, 0.5019608f);
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TEMPLATE_COLORS[10] = NiColor(0.5019608f, 0.2509804f, 0.0f);
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TEMPLATE_COLORS[11] = NiColor(0.5019608f, 0.0f, 0.2509804f);
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TEMPLATE_COLORS[12] = NiColor(0.0f, 0.5019608f, 0.2509804f);
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TEMPLATE_COLORS[13] = NiColor(0.2509804f, 0.0f, 0.5019608f);
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TEMPLATE_COLORS[14] = NiColor(0.8745098f, 0.0f, 0.2509804f);
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TEMPLATE_COLORS[15] = NiColor(0.2509804f, 0.8745098f, 0.5019608f);
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TEMPLATE_COLORS[16] = NiColor(1.0f, 0.7490196f, 0.0f);
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TEMPLATE_COLORS[17] = NiColor(1.0f, 0.2509804f, 0.0627451f);
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TEMPLATE_COLORS[18] = NiColor(0.2509804f, 0.0f, 0.8745098f);
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TEMPLATE_COLORS[19] = NiColor(0.7490196f, 0.0627451f, 0.0627451f);
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TEMPLATE_COLORS[20] = NiColor(0.0627451f, 0.7490196f, 0.0627451f);
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TEMPLATE_COLORS[21] = NiColor(1.0f, 0.5019608f, 1.0f);
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TEMPLATE_COLORS[22] = NiColor(0.9372549f, 0.8705882f, 0.8039216f);
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||||
TEMPLATE_COLORS[23] = NiColor(0.8039216f, 0.5843138f, 0.4588235f);
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TEMPLATE_COLORS[24] = NiColor(0.9921569f, 0.8509804f, 0.7098039f);
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TEMPLATE_COLORS[25] = NiColor(0.4705882f, 0.8588235f, 0.8862745f);
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TEMPLATE_COLORS[26] = NiColor(0.5294118f, 0.6627451f, 0.4196078f);
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TEMPLATE_COLORS[27] = NiColor(1.0f, 0.6431373f, 0.454902f);
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||||
TEMPLATE_COLORS[28] = NiColor(0.9803922f, 0.9058824f, 0.7098039f);
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TEMPLATE_COLORS[29] = NiColor(0.6235294f, 0.5058824f, 0.4392157f);
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TEMPLATE_COLORS[30] = NiColor(0.9921569f, 0.4862745f, 0.4313726f);
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TEMPLATE_COLORS[31] = NiColor(0.0f, 0.0f, 0.0f);
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TEMPLATE_COLORS[32] = NiColor(0.6745098f, 0.8980392f, 0.9333333f);
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||||
TEMPLATE_COLORS[33] = NiColor(0.1215686f, 0.4588235f, 0.9960784f);
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||||
TEMPLATE_COLORS[34] = NiColor(0.6352941f, 0.6352941f, 0.8156863f);
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TEMPLATE_COLORS[35] = NiColor(0.4f, 0.6f, 0.8f);
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TEMPLATE_COLORS[36] = NiColor(0.05098039f, 0.5960785f, 0.7294118f);
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TEMPLATE_COLORS[37] = NiColor(0.4509804f, 0.4f, 0.7411765f);
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TEMPLATE_COLORS[38] = NiColor(0.8705882f, 0.3647059f, 0.5137255f);
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||||
TEMPLATE_COLORS[39] = NiColor(0.7960784f, 0.254902f, 0.3294118f);
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||||
TEMPLATE_COLORS[40] = NiColor(0.7058824f, 0.4039216f, 0.3019608f);
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||||
TEMPLATE_COLORS[41] = NiColor(1.0f, 0.4980392f, 0.2862745f);
|
||||
TEMPLATE_COLORS[42] = NiColor(0.9176471f, 0.4941176f, 0.3647059f);
|
||||
TEMPLATE_COLORS[43] = NiColor(0.6901961f, 0.7176471f, 0.7764706f);
|
||||
TEMPLATE_COLORS[44] = NiColor(1.0f, 1.0f, 0.6f);
|
||||
TEMPLATE_COLORS[45] = NiColor(0.1098039f, 0.827451f, 0.6352941f);
|
||||
TEMPLATE_COLORS[46] = NiColor(1.0f, 0.6666667f, 0.8f);
|
||||
TEMPLATE_COLORS[47] = NiColor(0.8666667f, 0.2666667f, 0.572549f);
|
||||
TEMPLATE_COLORS[48] = NiColor(0.1137255f, 0.6745098f, 0.8392157f);
|
||||
TEMPLATE_COLORS[49] = NiColor(0.7372549f, 0.3647059f, 0.345098f);
|
||||
TEMPLATE_COLORS[50] = NiColor(0.8666667f, 0.5803922f, 0.4588235f);
|
||||
TEMPLATE_COLORS[51] = NiColor(0.6039216f, 0.8078431f, 0.9215686f);
|
||||
TEMPLATE_COLORS[52] = NiColor(1.0f, 0.7372549f, 0.8509804f);
|
||||
TEMPLATE_COLORS[53] = NiColor(0.9921569f, 0.8588235f, 0.427451f);
|
||||
TEMPLATE_COLORS[54] = NiColor(0.1686275f, 0.4235294f, 0.7686275f);
|
||||
TEMPLATE_COLORS[55] = NiColor(0.9372549f, 0.8039216f, 0.7215686f);
|
||||
TEMPLATE_COLORS[56] = NiColor(0.4313726f, 0.3176471f, 0.3764706f);
|
||||
TEMPLATE_COLORS[57] = NiColor(0.8078431f, 1.0f, 0.1137255f);
|
||||
TEMPLATE_COLORS[58] = NiColor(0.427451f, 0.682353f, 0.5058824f);
|
||||
TEMPLATE_COLORS[59] = NiColor(0.7647059f, 0.3921569f, 0.772549f);
|
||||
TEMPLATE_COLORS[60] = NiColor(0.8f, 0.4f, 0.4f);
|
||||
TEMPLATE_COLORS[61] = NiColor(0.9058824f, 0.7764706f, 0.5921569f);
|
||||
TEMPLATE_COLORS[62] = NiColor(0.9882353f, 0.8509804f, 0.4588235f);
|
||||
TEMPLATE_COLORS[63] = NiColor(0.6588235f, 0.8941177f, 0.627451f);
|
||||
TEMPLATE_COLORS[64] = NiColor(0.5843138f, 0.5686275f, 0.5490196f);
|
||||
TEMPLATE_COLORS[65] = NiColor(0.1098039f, 0.6745098f, 0.4705882f);
|
||||
TEMPLATE_COLORS[66] = NiColor(0.06666667f, 0.3921569f, 0.7058824f);
|
||||
TEMPLATE_COLORS[67] = NiColor(0.9411765f, 0.9098039f, 0.5686275f);
|
||||
TEMPLATE_COLORS[68] = NiColor(1.0f, 0.1137255f, 0.8078431f);
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||||
TEMPLATE_COLORS[69] = NiColor(0.6980392f, 0.9254902f, 0.3647059f);
|
||||
TEMPLATE_COLORS[70] = NiColor(0.3647059f, 0.4627451f, 0.7960784f);
|
||||
TEMPLATE_COLORS[71] = NiColor(0.7921569f, 0.2156863f, 0.4039216f);
|
||||
TEMPLATE_COLORS[72] = NiColor(0.2313726f, 0.6901961f, 0.5607843f);
|
||||
TEMPLATE_COLORS[73] = NiColor(0.9882353f, 0.7058824f, 0.8352941f);
|
||||
TEMPLATE_COLORS[74] = NiColor(1.0f, 0.9568627f, 0.3098039f);
|
||||
TEMPLATE_COLORS[75] = NiColor(1.0f, 0.7411765f, 0.5333334f);
|
||||
TEMPLATE_COLORS[76] = NiColor(0.9647059f, 0.3921569f, 0.6862745f);
|
||||
TEMPLATE_COLORS[77] = NiColor(0.6666667f, 0.9411765f, 0.8196079f);
|
||||
TEMPLATE_COLORS[78] = NiColor(0.8039216f, 0.2901961f, 0.2980392f);
|
||||
TEMPLATE_COLORS[79] = NiColor(0.9294118f, 0.8196079f, 0.6117647f);
|
||||
TEMPLATE_COLORS[80] = NiColor(0.5921569f, 0.6039216f, 0.6666667f);
|
||||
TEMPLATE_COLORS[81] = NiColor(0.7843137f, 0.2196078f, 0.3529412f);
|
||||
TEMPLATE_COLORS[82] = NiColor(0.9372549f, 0.5960785f, 0.6666667f);
|
||||
TEMPLATE_COLORS[83] = NiColor(0.9921569f, 0.7372549f, 0.7058824f);
|
||||
TEMPLATE_COLORS[84] = NiColor(0.1019608f, 0.282353f, 0.4627451f);
|
||||
TEMPLATE_COLORS[85] = NiColor(0.1882353f, 0.7294118f, 0.5607843f);
|
||||
TEMPLATE_COLORS[86] = NiColor(0.772549f, 0.2941177f, 0.5490196f);
|
||||
TEMPLATE_COLORS[87] = NiColor(0.09803922f, 0.454902f, 0.8235294f);
|
||||
TEMPLATE_COLORS[88] = NiColor(0.7294118f, 0.7215686f, 0.4235294f);
|
||||
TEMPLATE_COLORS[89] = NiColor(1.0f, 0.4588235f, 0.2196078f);
|
||||
TEMPLATE_COLORS[90] = NiColor(1.0f, 0.1686275f, 0.1686275f);
|
||||
TEMPLATE_COLORS[91] = NiColor(0.972549f, 0.8352941f, 0.4078431f);
|
||||
TEMPLATE_COLORS[92] = NiColor(0.9019608f, 0.6588235f, 0.8431373f);
|
||||
TEMPLATE_COLORS[93] = NiColor(0.254902f, 0.2901961f, 0.2980392f);
|
||||
TEMPLATE_COLORS[94] = NiColor(1.0f, 0.4313726f, 0.2901961f);
|
||||
TEMPLATE_COLORS[95] = NiColor(0.1098039f, 0.6627451f, 0.7882353f);
|
||||
TEMPLATE_COLORS[96] = NiColor(1.0f, 0.8117647f, 0.6705883f);
|
||||
TEMPLATE_COLORS[97] = NiColor(0.772549f, 0.8156863f, 0.9019608f);
|
||||
TEMPLATE_COLORS[98] = NiColor(0.9921569f, 0.8666667f, 0.9019608f);
|
||||
TEMPLATE_COLORS[99] = NiColor(0.08235294f, 0.5019608f, 0.4705882f);
|
||||
TEMPLATE_COLORS[100] = NiColor(0.9882353f, 0.454902f, 0.9921569f);
|
||||
TEMPLATE_COLORS[101] = NiColor(0.9686275f, 0.5607843f, 0.654902f);
|
||||
TEMPLATE_COLORS[102] = NiColor(0.5568628f, 0.2705882f, 0.5215687f);
|
||||
TEMPLATE_COLORS[103] = NiColor(0.454902f, 0.2588235f, 0.7843137f);
|
||||
TEMPLATE_COLORS[104] = NiColor(0.6156863f, 0.5058824f, 0.7294118f);
|
||||
TEMPLATE_COLORS[105] = NiColor(1.0f, 0.2862745f, 0.4235294f);
|
||||
TEMPLATE_COLORS[106] = NiColor(0.8392157f, 0.5411765f, 0.3490196f);
|
||||
TEMPLATE_COLORS[107] = NiColor(0.4431373f, 0.2941177f, 0.1372549f);
|
||||
TEMPLATE_COLORS[108] = NiColor(1.0f, 0.282353f, 0.8156863f);
|
||||
TEMPLATE_COLORS[109] = NiColor(0.9333333f, 0.1254902f, 0.3019608f);
|
||||
TEMPLATE_COLORS[110] = NiColor(1.0f, 0.3254902f, 0.2862745f);
|
||||
TEMPLATE_COLORS[111] = NiColor(0.7529412f, 0.2666667f, 0.5607843f);
|
||||
TEMPLATE_COLORS[112] = NiColor(0.1215686f, 0.8078431f, 0.7960784f);
|
||||
TEMPLATE_COLORS[113] = NiColor(0.4705882f, 0.3176471f, 0.6627451f);
|
||||
TEMPLATE_COLORS[114] = NiColor(1.0f, 0.6078432f, 0.6666667f);
|
||||
TEMPLATE_COLORS[115] = NiColor(0.9882353f, 0.1568628f, 0.2784314f);
|
||||
TEMPLATE_COLORS[116] = NiColor(0.4627451f, 1.0f, 0.4784314f);
|
||||
TEMPLATE_COLORS[117] = NiColor(0.6235294f, 0.8862745f, 0.7490196f);
|
||||
TEMPLATE_COLORS[118] = NiColor(0.6470588f, 0.4117647f, 0.3098039f);
|
||||
TEMPLATE_COLORS[119] = NiColor(0.5411765f, 0.4745098f, 0.3647059f);
|
||||
TEMPLATE_COLORS[120] = NiColor(0.2705882f, 0.8078431f, 0.6352941f);
|
||||
TEMPLATE_COLORS[121] = NiColor(0.8039216f, 0.772549f, 0.7607843f);
|
||||
TEMPLATE_COLORS[122] = NiColor(0.5019608f, 0.854902f, 0.9215686f);
|
||||
TEMPLATE_COLORS[123] = NiColor(0.9254902f, 0.9176471f, 0.7450981f);
|
||||
TEMPLATE_COLORS[124] = NiColor(1.0f, 0.8117647f, 0.282353f);
|
||||
TEMPLATE_COLORS[125] = NiColor(0.9921569f, 0.3686275f, 0.3254902f);
|
||||
TEMPLATE_COLORS[126] = NiColor(0.9803922f, 0.654902f, 0.4235294f);
|
||||
TEMPLATE_COLORS[127] = NiColor(0.09411765f, 0.654902f, 0.7098039f);
|
||||
TEMPLATE_COLORS[128] = NiColor(0.9215686f, 0.7803922f, 0.8745098f);
|
||||
TEMPLATE_COLORS[129] = NiColor(0.9882353f, 0.5372549f, 0.6745098f);
|
||||
TEMPLATE_COLORS[130] = NiColor(0.8588235f, 0.8431373f, 0.8235294f);
|
||||
TEMPLATE_COLORS[131] = NiColor(0.8705882f, 0.6666667f, 0.5333334f);
|
||||
TEMPLATE_COLORS[132] = NiColor(0.4666667f, 0.8666667f, 0.9058824f);
|
||||
TEMPLATE_COLORS[133] = NiColor(1.0f, 1.0f, 0.4f);
|
||||
TEMPLATE_COLORS[134] = NiColor(0.572549f, 0.4313726f, 0.682353f);
|
||||
TEMPLATE_COLORS[135] = NiColor(0.1960784f, 0.2901961f, 0.6980392f);
|
||||
TEMPLATE_COLORS[136] = NiColor(0.9686275f, 0.3254902f, 0.5803922f);
|
||||
TEMPLATE_COLORS[137] = NiColor(1.0f, 0.627451f, 0.5372549f);
|
||||
TEMPLATE_COLORS[138] = NiColor(0.5607843f, 0.3137255f, 0.6156863f);
|
||||
TEMPLATE_COLORS[139] = NiColor(1.0f, 1.0f, 1.0f);
|
||||
TEMPLATE_COLORS[140] = NiColor(0.6352941f, 0.6784314f, 0.8156863f);
|
||||
TEMPLATE_COLORS[141] = NiColor(0.9882353f, 0.4235294f, 0.5215687f);
|
||||
TEMPLATE_COLORS[142] = NiColor(0.8039216f, 0.6431373f, 0.8705882f);
|
||||
TEMPLATE_COLORS[143] = NiColor(0.9882353f, 0.9098039f, 0.5137255f);
|
||||
TEMPLATE_COLORS[144] = NiColor(0.772549f, 0.8901961f, 0.5176471f);
|
||||
TEMPLATE_COLORS[145] = NiColor(1.0f, 0.682353f, 0.2588235f);
|
||||
}
|
||||
|
||||
const NiColor& Get(unsigned char index) const {
|
||||
return (index < 146) ? TEMPLATE_COLORS[index] : FALLBACK_COLOR;
|
||||
}
|
||||
|
||||
private:
|
||||
const NiColor FALLBACK_COLOR = NiColor(1.0f, 1.0f, 1.0f);
|
||||
std::vector<NiColor> TEMPLATE_COLORS;
|
||||
};
|
||||
|
||||
#endif // SCENE_COLOR_H
|
||||
@@ -424,6 +424,7 @@ void Entity::Initialize() {
|
||||
comp->SetIsSmashable(destCompData[0].isSmashable);
|
||||
|
||||
comp->SetLootMatrixID(destCompData[0].LootMatrixIndex);
|
||||
comp->SetCurrencyIndex(destCompData[0].CurrencyIndex);
|
||||
Loot::CacheMatrix(destCompData[0].LootMatrixIndex);
|
||||
|
||||
// Now get currency information
|
||||
@@ -2252,6 +2253,7 @@ bool Entity::MsgRequestServerObjectInfo(GameMessages::GameMsg& msg) {
|
||||
response.Insert("objectID", std::to_string(m_ObjectID));
|
||||
response.Insert("serverInfo", true);
|
||||
GameMessages::GetObjectReportInfo info{};
|
||||
info.clientID = requestInfo.clientId;
|
||||
info.bVerbose = requestInfo.bVerbose;
|
||||
info.info = response.InsertArray("data");
|
||||
auto& objectInfo = info.info->PushDebug("Object Details");
|
||||
|
||||
@@ -3,6 +3,9 @@
|
||||
#include "Logger.h"
|
||||
#include "Game.h"
|
||||
#include "dConfig.h"
|
||||
#include "CDLootMatrixTable.h"
|
||||
#include "CDLootTableTable.h"
|
||||
#include "CDRarityTableTable.h"
|
||||
|
||||
#include "Amf3.h"
|
||||
#include "AmfSerialize.h"
|
||||
@@ -773,7 +776,15 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
|
||||
|
||||
coinsTotal -= coinsToLose;
|
||||
|
||||
Loot::DropLoot(m_Parent, m_Parent->GetObjectID(), -1, coinsToLose, coinsToLose);
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = m_Parent->GetObjectID();
|
||||
lootMsg.ownerID = m_Parent->GetObjectID();
|
||||
lootMsg.currency = coinsToLose;
|
||||
lootMsg.spawnPos = m_Parent->GetPosition();
|
||||
lootMsg.sourceID = source;
|
||||
lootMsg.item = LOT_NULL;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(m_Parent->GetSystemAddress());
|
||||
character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
|
||||
}
|
||||
}
|
||||
@@ -974,7 +985,14 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
||||
for (const auto item : itemMap | std::views::values) {
|
||||
// Don't drop excluded items or null ones
|
||||
if (!item || Game::entityManager->GetHardcoreExcludedItemDrops().contains(item->GetLot())) continue;
|
||||
GameMessages::SendDropClientLoot(m_Parent, source, item->GetLot(), 0, m_Parent->GetPosition(), item->GetCount());
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = m_Parent->GetObjectID();
|
||||
lootMsg.ownerID = m_Parent->GetObjectID();
|
||||
lootMsg.sourceID = m_Parent->GetObjectID();
|
||||
lootMsg.item = item->GetLot();
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = m_Parent->GetPosition();
|
||||
for (int i = 0; i < item->GetCount(); i++) Loot::DropItem(*m_Parent, lootMsg);
|
||||
item->SetCount(0, false, false);
|
||||
}
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
@@ -997,12 +1015,24 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
||||
|
||||
//drop all coins:
|
||||
constexpr auto MAX_TO_DROP_PER_GM = 100'000;
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = m_Parent->GetObjectID();
|
||||
lootMsg.ownerID = m_Parent->GetObjectID();
|
||||
lootMsg.spawnPos = m_Parent->GetPosition();
|
||||
lootMsg.sourceID = source;
|
||||
lootMsg.item = LOT_NULL;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(m_Parent->GetSystemAddress());
|
||||
while (coinsToDrop > MAX_TO_DROP_PER_GM) {
|
||||
LOG("Dropping 100,000, %llu left", coinsToDrop);
|
||||
GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, MAX_TO_DROP_PER_GM, m_Parent->GetPosition());
|
||||
coinsToDrop -= MAX_TO_DROP_PER_GM;
|
||||
lootMsg.currency = 100'000;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(m_Parent->GetSystemAddress());
|
||||
coinsToDrop -= 100'000;
|
||||
}
|
||||
GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, coinsToDrop, m_Parent->GetPosition());
|
||||
lootMsg.currency = coinsToDrop;
|
||||
lootMsg.Send();
|
||||
lootMsg.Send(m_Parent->GetSystemAddress());
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -1033,38 +1063,89 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source) {
|
||||
|
||||
bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
auto& reportInfo = static_cast<GameMessages::GetObjectReportInfo&>(msg);
|
||||
|
||||
auto& destroyableInfo = reportInfo.info->PushDebug("Destroyable");
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Health") = m_iHealth;
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Max Health") = m_fMaxHealth;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Armor") = m_iArmor;
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Max Armor") = m_fMaxArmor;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Imagination") = m_iImagination;
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Max Imagination") = m_fMaxImagination;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Damage To Absorb") = m_DamageToAbsorb;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("DestructibleComponent DB Table Template ID") = m_ComponentID;
|
||||
|
||||
if (m_CurrencyIndex == -1) {
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Has Loot Currency") = false;
|
||||
} else {
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Loot Currency ID") = m_CurrencyIndex;
|
||||
auto& detailedCoinInfo = destroyableInfo.PushDebug("Coin Info");
|
||||
detailedCoinInfo.PushDebug<AMFIntValue>("Min Coins") = m_MinCoins;
|
||||
detailedCoinInfo.PushDebug<AMFIntValue>("Max Coins") = m_MaxCoins;
|
||||
}
|
||||
|
||||
if (m_LootMatrixID == -1 || m_LootMatrixID == 0) {
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Has Loot Matrix") = false;
|
||||
} else {
|
||||
auto& lootInfo = destroyableInfo.PushDebug("Loot Info");
|
||||
lootInfo.PushDebug<AMFIntValue>("Loot Matrix ID") = m_LootMatrixID;
|
||||
auto* const componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
|
||||
auto* const itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
|
||||
auto* const lootMatrixTable = CDClientManager::GetTable<CDLootMatrixTable>();
|
||||
auto* const lootTableTable = CDClientManager::GetTable<CDLootTableTable>();
|
||||
auto* const rarityTableTable = CDClientManager::GetTable<CDRarityTableTable>();
|
||||
|
||||
const auto& matrix = lootMatrixTable->GetMatrix(m_LootMatrixID);
|
||||
|
||||
for (const auto& entry : matrix) {
|
||||
auto& thisEntry = lootInfo.PushDebug("Loot table Index - " + std::to_string(entry.LootTableIndex));
|
||||
thisEntry.PushDebug<AMFDoubleValue>("Percent chance to drop") = entry.percent * 100.0f;
|
||||
thisEntry.PushDebug<AMFDoubleValue>("Minimum amount to drop") = entry.minToDrop;
|
||||
thisEntry.PushDebug<AMFDoubleValue>("Maximum amount to drop") = entry.maxToDrop;
|
||||
const auto& lootTable = lootTableTable->GetTable(entry.LootTableIndex);
|
||||
const auto& rarityTable = rarityTableTable->GetRarityTable(entry.RarityTableIndex);
|
||||
|
||||
auto& thisRarity = thisEntry.PushDebug("Rarity");
|
||||
for (const auto& rarity : rarityTable) {
|
||||
thisRarity.PushDebug<AMFDoubleValue>("Rarity " + std::to_string(rarity.rarity)) = rarity.randmax;
|
||||
}
|
||||
|
||||
auto& thisItems = thisEntry.PushDebug("Drop(s) Info");
|
||||
for (const auto& loot : lootTable) {
|
||||
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(loot.itemid, eReplicaComponentType::ITEM);
|
||||
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
|
||||
auto title = "%[Objects_" + std::to_string(loot.itemid) + "_name] " + std::to_string(loot.itemid);
|
||||
if (loot.MissionDrop) title += " - Mission Drop";
|
||||
thisItems.PushDebug(title);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto* const entity = Game::entityManager->GetEntity(reportInfo.clientID);
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is on your team") = entity ? IsFriend(entity) : false;
|
||||
auto& stats = destroyableInfo.PushDebug("Statistics");
|
||||
stats.PushDebug<AMFIntValue>("Health") = m_iHealth;
|
||||
stats.PushDebug<AMFDoubleValue>("Maximum Health") = m_fMaxHealth;
|
||||
stats.PushDebug<AMFIntValue>("Armor") = m_iArmor;
|
||||
stats.PushDebug<AMFDoubleValue>("Maximum Armor") = m_fMaxArmor;
|
||||
stats.PushDebug<AMFIntValue>("Imagination") = m_iImagination;
|
||||
stats.PushDebug<AMFDoubleValue>("Maximum Imagination") = m_fMaxImagination;
|
||||
stats.PushDebug<AMFIntValue>("Damage Absorption Points") = m_DamageToAbsorb;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is GM Immune") = m_IsGMImmune;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Shielded") = m_IsShielded;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Attacks To Block") = m_AttacksToBlock;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Damage Reduction") = m_DamageReduction;
|
||||
auto& factions = destroyableInfo.PushDebug("Factions");
|
||||
size_t i = 0;
|
||||
std::stringstream factionsStream;
|
||||
for (const auto factionID : m_FactionIDs) {
|
||||
factions.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(factionID)) = "";
|
||||
factionsStream << factionID << " ";
|
||||
}
|
||||
auto& enemyFactions = destroyableInfo.PushDebug("Enemy Factions");
|
||||
i = 0;
|
||||
|
||||
destroyableInfo.PushDebug<AMFStringValue>("Factions") = factionsStream.str();
|
||||
|
||||
factionsStream.str("");
|
||||
for (const auto enemyFactionID : m_EnemyFactionIDs) {
|
||||
enemyFactions.PushDebug<AMFStringValue>(std::to_string(i++) + " " + std::to_string(enemyFactionID)) = "";
|
||||
factionsStream << enemyFactionID << " ";
|
||||
}
|
||||
|
||||
destroyableInfo.PushDebug<AMFStringValue>("Enemy Factions") = factionsStream.str();
|
||||
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Smashable") = m_IsSmashable;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Dead") = m_IsDead;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Smashed") = m_IsSmashed;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Is Module Assembly") = m_IsModuleAssembly;
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Explode Factor") = m_ExplodeFactor;
|
||||
destroyableInfo.PushDebug<AMFBoolValue>("Has Threats") = m_HasThreats;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Loot Matrix ID") = m_LootMatrixID;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Min Coins") = m_MinCoins;
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Max Coins") = m_MaxCoins;
|
||||
|
||||
destroyableInfo.PushDebug<AMFStringValue>("Killer ID") = std::to_string(m_KillerID);
|
||||
|
||||
// "Scripts"; idk what to do about scripts yet
|
||||
@@ -1079,7 +1160,25 @@ bool DestroyableComponent::OnGetObjectReportInfo(GameMessages::GameMsg& msg) {
|
||||
immuneCounts.PushDebug<AMFIntValue>("Quickbuild Interrupt") = m_ImmuneToQuickbuildInterruptCount;
|
||||
immuneCounts.PushDebug<AMFIntValue>("Pull To Point") = m_ImmuneToPullToPointCount;
|
||||
|
||||
destroyableInfo.PushDebug<AMFIntValue>("Death Behavior") = m_DeathBehavior;
|
||||
auto& deathInfo = destroyableInfo.PushDebug("Death Info");
|
||||
deathInfo.PushDebug<AMFBoolValue>("Is Dead") = m_IsDead;
|
||||
switch (m_DeathBehavior) {
|
||||
case 0:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Fade";
|
||||
break;
|
||||
case 1:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Stay";
|
||||
break;
|
||||
case 2:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Immediate";
|
||||
break;
|
||||
case -1:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Invulnerable";
|
||||
break;
|
||||
default:
|
||||
deathInfo.PushDebug<AMFStringValue>("Death Behavior") = "Other";
|
||||
break;
|
||||
}
|
||||
destroyableInfo.PushDebug<AMFDoubleValue>("Damage Cooldown Timer") = m_DamageCooldownTimer;
|
||||
|
||||
return true;
|
||||
|
||||
@@ -370,6 +370,8 @@ public:
|
||||
*/
|
||||
uint32_t GetLootMatrixID() const { return m_LootMatrixID; }
|
||||
|
||||
void SetCurrencyIndex(int32_t currencyIndex) { m_CurrencyIndex = currencyIndex; }
|
||||
|
||||
/**
|
||||
* Returns the ID of the entity that killed this entity, if any
|
||||
* @return the ID of the entity that killed this entity, if any
|
||||
@@ -587,6 +589,9 @@ private:
|
||||
*/
|
||||
uint32_t m_LootMatrixID;
|
||||
|
||||
// The currency index to determine how much loot to drop
|
||||
int32_t m_CurrencyIndex{ -1 };
|
||||
|
||||
/**
|
||||
* The min amount of coins that will drop when this entity is smashed
|
||||
*/
|
||||
|
||||
@@ -282,7 +282,14 @@ void InventoryComponent::AddItem(
|
||||
|
||||
case 1:
|
||||
for (size_t i = 0; i < size; i++) {
|
||||
GameMessages::SendDropClientLoot(this->m_Parent, this->m_Parent->GetObjectID(), lot, 0, this->m_Parent->GetPosition(), 1);
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = m_Parent->GetObjectID();
|
||||
lootMsg.ownerID = m_Parent->GetObjectID();
|
||||
lootMsg.sourceID = m_Parent->GetObjectID();
|
||||
lootMsg.item = lot;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = m_Parent->GetPosition();
|
||||
Loot::DropItem(*m_Parent, lootMsg);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
@@ -1067,44 +1067,6 @@ void GameMessages::SendSetNetworkScriptVar(Entity* entity, const SystemAddress&
|
||||
SEND_PACKET;
|
||||
}
|
||||
|
||||
void GameMessages::SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID, LOT item, int currency, NiPoint3 spawnPos, int count) {
|
||||
if (Game::config->GetValue("disable_drops") == "1" || !entity) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool bUsePosition = false;
|
||||
NiPoint3 finalPosition;
|
||||
LWOOBJID lootID = LWOOBJID_EMPTY;
|
||||
LWOOBJID owner = entity->GetObjectID();
|
||||
|
||||
if (item != LOT_NULL && item != 0) {
|
||||
lootID = ObjectIDManager::GenerateObjectID();
|
||||
|
||||
Loot::Info info;
|
||||
info.id = lootID;
|
||||
info.count = count;
|
||||
info.lot = item;
|
||||
entity->AddLootItem(info);
|
||||
}
|
||||
|
||||
if (item == LOT_NULL && currency != 0) {
|
||||
entity->RegisterCoinDrop(currency);
|
||||
}
|
||||
|
||||
if (spawnPos != NiPoint3Constant::ZERO) {
|
||||
bUsePosition = true;
|
||||
|
||||
//Calculate where the loot will go:
|
||||
uint16_t degree = GeneralUtils::GenerateRandomNumber<uint16_t>(0, 360);
|
||||
|
||||
double rad = degree * 3.14 / 180;
|
||||
double sin_v = sin(rad) * 4.2;
|
||||
double cos_v = cos(rad) * 4.2;
|
||||
|
||||
finalPosition = NiPoint3(static_cast<float>(spawnPos.GetX() + sin_v), spawnPos.GetY(), static_cast<float>(spawnPos.GetZ() + cos_v));
|
||||
}
|
||||
}
|
||||
|
||||
void GameMessages::SendSetPlayerControlScheme(Entity* entity, eControlScheme controlScheme) {
|
||||
CBITSTREAM;
|
||||
CMSGHEADER;
|
||||
|
||||
@@ -153,7 +153,6 @@ namespace GameMessages {
|
||||
void SendStop2DAmbientSound(Entity* entity, bool force, std::string audioGUID, bool result = false);
|
||||
void SendPlay2DAmbientSound(Entity* entity, std::string audioGUID, bool result = false);
|
||||
void SendSetNetworkScriptVar(Entity* entity, const SystemAddress& sysAddr, std::string data);
|
||||
void SendDropClientLoot(Entity* entity, const LWOOBJID& sourceID, LOT item, int currency, NiPoint3 spawnPos = NiPoint3Constant::ZERO, int count = 1);
|
||||
|
||||
void SendSetPlayerControlScheme(Entity* entity, eControlScheme controlScheme);
|
||||
void SendPlayerReachedRespawnCheckpoint(Entity* entity, const NiPoint3& position, const NiQuaternion& rotation);
|
||||
@@ -794,6 +793,7 @@ namespace GameMessages {
|
||||
AMFArrayValue* info{};
|
||||
AMFArrayValue* subCategory{};
|
||||
bool bVerbose{};
|
||||
LWOOBJID clientID{};
|
||||
|
||||
GetObjectReportInfo() : GameMsg(MessageType::Game::GET_OBJECT_REPORT_INFO, eGameMasterLevel::DEVELOPER) {}
|
||||
};
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "dChatFilter.h"
|
||||
|
||||
#include "DluAssert.h"
|
||||
#include "Loot.h"
|
||||
|
||||
template <>
|
||||
void Strip::HandleMsg(AddStripMessage& msg) {
|
||||
@@ -148,7 +149,14 @@ void Strip::Spawn(LOT lot, Entity& entity) {
|
||||
// Spawns a specific drop for all
|
||||
void Strip::SpawnDrop(LOT dropLOT, Entity& entity) {
|
||||
for (auto* const player : PlayerManager::GetAllPlayers()) {
|
||||
GameMessages::SendDropClientLoot(player, entity.GetObjectID(), dropLOT, 0, entity.GetPosition());
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = player->GetObjectID();
|
||||
lootMsg.ownerID = player->GetObjectID();
|
||||
lootMsg.sourceID = entity.GetObjectID();
|
||||
lootMsg.item = dropLOT;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = entity.GetPosition();
|
||||
Loot::DropItem(*player, lootMsg);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -93,17 +93,19 @@ std::map<LOT, LootDropInfo> RollLootMatrix(uint32_t matrixIndex) {
|
||||
|
||||
// Generates a 'random' final position for the loot drop based on its input spawn position.
|
||||
void CalcFinalDropPos(GameMessages::DropClientLoot& lootMsg) {
|
||||
lootMsg.bUsePosition = true;
|
||||
if (lootMsg.spawnPos != NiPoint3Constant::ZERO) {
|
||||
lootMsg.bUsePosition = true;
|
||||
|
||||
//Calculate where the loot will go:
|
||||
uint16_t degree = GeneralUtils::GenerateRandomNumber<uint16_t>(0, 360);
|
||||
//Calculate where the loot will go:
|
||||
uint16_t degree = GeneralUtils::GenerateRandomNumber<uint16_t>(0, 360);
|
||||
|
||||
double rad = degree * 3.14 / 180;
|
||||
double sin_v = sin(rad) * 4.2;
|
||||
double cos_v = cos(rad) * 4.2;
|
||||
double rad = degree * 3.14 / 180;
|
||||
double sin_v = sin(rad) * 4.2;
|
||||
double cos_v = cos(rad) * 4.2;
|
||||
|
||||
const auto [x, y, z] = lootMsg.spawnPos;
|
||||
lootMsg.finalPosition = NiPoint3(static_cast<float>(x + sin_v), y, static_cast<float>(z + cos_v));
|
||||
const auto [x, y, z] = lootMsg.spawnPos;
|
||||
lootMsg.finalPosition = NiPoint3(static_cast<float>(x + sin_v), y, static_cast<float>(z + cos_v));
|
||||
}
|
||||
}
|
||||
|
||||
// Visually drop the loot to all team members, though only the lootMsg.ownerID can pick it up
|
||||
|
||||
@@ -817,6 +817,42 @@ void SlashCommandHandler::Startup() {
|
||||
};
|
||||
RegisterCommand(ExecuteCommand);
|
||||
|
||||
Command GetSceneCommand{
|
||||
.help = "Get the current scene ID and name at your position",
|
||||
.info = "Displays the scene ID and name at the player's current position. Scenes do not care about height.",
|
||||
.aliases = { "getscene", "scene" },
|
||||
.handle = DEVGMCommands::GetScene,
|
||||
.requiredLevel = eGameMasterLevel::DEVELOPER
|
||||
};
|
||||
RegisterCommand(GetSceneCommand);
|
||||
|
||||
Command GetAdjacentScenesCommand{
|
||||
.help = "Get all scenes adjacent to your current scene",
|
||||
.info = "Displays all scenes that are directly connected to the player's current scene via scene transitions.",
|
||||
.aliases = { "getadjacentscenes", "adjacentscenes" },
|
||||
.handle = DEVGMCommands::GetAdjacentScenes,
|
||||
.requiredLevel = eGameMasterLevel::DEVELOPER
|
||||
};
|
||||
RegisterCommand(GetAdjacentScenesCommand);
|
||||
|
||||
Command SpawnScenePointsCommand{
|
||||
.help = "Spawn bricks at points across your current scene",
|
||||
.info = "Spawns bricks at sampled points across the player's current scene using terrain scene map data.",
|
||||
.aliases = { "spawnscenepoints" },
|
||||
.handle = DEVGMCommands::SpawnScenePoints,
|
||||
.requiredLevel = eGameMasterLevel::DEVELOPER
|
||||
};
|
||||
RegisterCommand(SpawnScenePointsCommand);
|
||||
|
||||
Command SpawnAllScenePointsCommand{
|
||||
.help = "Spawn bricks at ALL vertices in ALL scenes (high density, many entities)",
|
||||
.info = "Spawns bricks at every vertex in the terrain mesh for all scenes in the zone. WARNING: Creates a massive number of entities for maximum accuracy visualization.",
|
||||
.aliases = { "spawnallscenepoints", "spawnallscenes" },
|
||||
.handle = DEVGMCommands::SpawnAllScenePoints,
|
||||
.requiredLevel = eGameMasterLevel::DEVELOPER
|
||||
};
|
||||
RegisterCommand(SpawnAllScenePointsCommand);
|
||||
|
||||
// Register Greater Than Zero Commands
|
||||
|
||||
Command KickCommand{
|
||||
|
||||
@@ -1841,4 +1841,279 @@ namespace DEVGMCommands {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GetScene(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
const auto position = entity->GetPosition();
|
||||
|
||||
// Get the scene ID from the zone manager
|
||||
const auto sceneID = Game::zoneManager->GetSceneIDFromPosition(position);
|
||||
|
||||
if (sceneID == LWOSCENEID_INVALID) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"No scene found at current position.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the scene reference from the zone to get the name
|
||||
const auto* zone = Game::zoneManager->GetZone();
|
||||
if (!zone) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"No zone loaded.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Build the feedback message
|
||||
std::ostringstream feedback;
|
||||
feedback << "Scene ID: " << sceneID.GetSceneID();
|
||||
feedback << " (Layer: " << sceneID.GetLayerID() << ")";
|
||||
|
||||
// Get the scene name
|
||||
const auto* sceneRef = zone->GetScene(sceneID);
|
||||
if (sceneRef && !sceneRef->name.empty()) {
|
||||
feedback << " - Name: " << sceneRef->name;
|
||||
}
|
||||
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
|
||||
}
|
||||
|
||||
void GetAdjacentScenes(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
const auto position = entity->GetPosition();
|
||||
|
||||
// Get the scene ID from the zone manager
|
||||
const auto sceneID = Game::zoneManager->GetSceneIDFromPosition(position);
|
||||
|
||||
if (sceneID == LWOSCENEID_INVALID) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"No scene found at current position.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the zone reference
|
||||
const auto* zone = Game::zoneManager->GetZone();
|
||||
if (!zone) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"No zone loaded.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get current scene info
|
||||
const auto* currentScene = zone->GetScene(sceneID);
|
||||
std::string currentSceneName = currentScene && !currentScene->name.empty() ? currentScene->name : "Unknown";
|
||||
|
||||
// Get adjacent scenes
|
||||
const auto adjacentSceneIDs = Game::zoneManager->GetAdjacentScenes(sceneID);
|
||||
|
||||
if (adjacentSceneIDs.empty()) {
|
||||
std::ostringstream feedback;
|
||||
feedback << "Current Scene: " << sceneID.GetSceneID() << " (" << currentSceneName << ")";
|
||||
feedback << " - No adjacent scenes found.";
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
|
||||
return;
|
||||
}
|
||||
|
||||
// Build the feedback message with current scene
|
||||
std::ostringstream feedback;
|
||||
feedback << "Current Scene: " << sceneID.GetSceneID() << " (" << currentSceneName << ")";
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
|
||||
|
||||
// List all adjacent scenes
|
||||
feedback.str("");
|
||||
feedback << "Adjacent Scenes (" << adjacentSceneIDs.size() << "):";
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
|
||||
|
||||
for (const auto& adjSceneID : adjacentSceneIDs) {
|
||||
feedback.str("");
|
||||
feedback << " - Scene ID: " << adjSceneID.GetSceneID();
|
||||
feedback << " (Layer: " << adjSceneID.GetLayerID() << ")";
|
||||
|
||||
// Get the scene name if available
|
||||
const auto* sceneRef = zone->GetScene(adjSceneID);
|
||||
if (sceneRef && !sceneRef->name.empty()) {
|
||||
feedback << " - " << sceneRef->name;
|
||||
}
|
||||
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
|
||||
}
|
||||
}
|
||||
|
||||
void SpawnScenePoints(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
// Hardcoded to use LOT 33
|
||||
const uint32_t lot = 33;
|
||||
|
||||
// Get player's current position and scene
|
||||
const auto position = entity->GetPosition();
|
||||
const auto currentSceneID = Game::zoneManager->GetSceneIDFromPosition(position);
|
||||
if (currentSceneID == LWOSCENEID_INVALID) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"No scene found at current position.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the zone
|
||||
const auto* zone = Game::zoneManager->GetZone();
|
||||
if (!zone) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"No zone loaded.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the Raw terrain data
|
||||
const auto& raw = zone->GetZoneRaw();
|
||||
if (raw.chunks.empty()) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain data.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Spawn at all sceneMap points in the current scene
|
||||
uint32_t spawnedCount = 0;
|
||||
|
||||
for (const auto& chunk : raw.chunks) {
|
||||
if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()) continue;
|
||||
|
||||
// Iterate through the heightmap (same as GenerateTerrainMesh)
|
||||
for (uint32_t i = 0; i < chunk.width; ++i) {
|
||||
for (uint32_t j = 0; j < chunk.height; ++j) {
|
||||
// Get height at this position
|
||||
const uint32_t heightIndex = chunk.width * i + j;
|
||||
if (heightIndex >= chunk.heightMap.size()) continue;
|
||||
|
||||
const float y = chunk.heightMap[heightIndex];
|
||||
|
||||
// Map heightmap position to scene map position (same as GenerateTerrainMesh)
|
||||
const float sceneMapI = ((i) / (chunk.width - 1)) * (chunk.colorMapResolution - 1);
|
||||
const float sceneMapJ = ((j) / (chunk.height - 1)) * (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);
|
||||
const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
|
||||
|
||||
uint8_t sceneID = 0;
|
||||
if (sceneIndex < chunk.sceneMap.size()) {
|
||||
sceneID = chunk.sceneMap[sceneIndex];
|
||||
}
|
||||
|
||||
// Check if this point belongs to the current scene
|
||||
if (sceneID == currentSceneID.GetSceneID()) {
|
||||
// Calculate world position (same as GenerateTerrainMesh)
|
||||
const float worldX = ((i) + (chunk.offsetX / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
const float worldY = (y / chunk.scaleFactor) * chunk.scaleFactor;
|
||||
const float worldZ = ((j) + (chunk.offsetZ / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
|
||||
NiPoint3 spawnPos(worldX, worldY, worldZ); EntityInfo info;
|
||||
info.lot = lot + currentSceneID.GetSceneID(); // to differentiate scenes
|
||||
info.pos = spawnPos;
|
||||
info.rot = QuatUtils::IDENTITY;
|
||||
info.spawner = nullptr;
|
||||
info.spawnerID = entity->GetObjectID();
|
||||
info.spawnerNodeID = 0;
|
||||
info.settings = { new LDFData<bool>(u"SpawnedFromSlashCommand", true) };
|
||||
|
||||
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
|
||||
if (newEntity != nullptr) {
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
spawnedCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (spawnedCount == 0) {
|
||||
std::ostringstream feedback;
|
||||
feedback << "No spawn points found in current scene (ID: " << currentSceneID.GetSceneID() << ").";
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
|
||||
return;
|
||||
}
|
||||
|
||||
// Send feedback
|
||||
const auto* sceneRef = zone->GetScene(currentSceneID);
|
||||
const std::string sceneName = sceneRef ? sceneRef->name : "Unknown";
|
||||
std::ostringstream feedback;
|
||||
feedback << "Spawned LOT " << lot + currentSceneID.GetSceneID() << " at " << spawnedCount << " points in scene "
|
||||
<< currentSceneID.GetSceneID() << " (" << sceneName << ").";
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
|
||||
}
|
||||
|
||||
void SpawnAllScenePoints(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
|
||||
// Hardcoded to use LOT 33
|
||||
const uint32_t lot = 33;
|
||||
|
||||
// Get the zone
|
||||
const auto* zone = Game::zoneManager->GetZone();
|
||||
if (!zone) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"No zone loaded.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the Raw terrain data
|
||||
const auto& raw = zone->GetZoneRaw();
|
||||
if (raw.chunks.empty()) {
|
||||
ChatPackets::SendSystemMessage(sysAddr, u"Zone does not have valid terrain data.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Spawn at all sceneMap points across all scenes
|
||||
uint32_t spawnedCount = 0;
|
||||
std::map<uint8_t, uint32_t> sceneSpawnCounts; // Track spawns per scene
|
||||
|
||||
for (const auto& chunk : raw.chunks) {
|
||||
if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()) continue;
|
||||
|
||||
// Iterate through the heightmap (same as GenerateTerrainMesh)
|
||||
for (uint32_t i = 0; i < chunk.width; ++i) {
|
||||
for (uint32_t j = 0; j < chunk.height; ++j) {
|
||||
// Get height at this position
|
||||
const uint32_t heightIndex = chunk.width * i + j;
|
||||
if (heightIndex >= chunk.heightMap.size()) continue;
|
||||
|
||||
const float y = chunk.heightMap[heightIndex];
|
||||
|
||||
// Map heightmap position to scene map position (same as GenerateTerrainMesh)
|
||||
const float sceneMapI = ((i) / (chunk.width - 1)) * (chunk.colorMapResolution - 1);
|
||||
const float sceneMapJ = ((j) / (chunk.height - 1)) * (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);
|
||||
const uint32_t sceneIndex = sceneI * chunk.colorMapResolution + sceneJ;
|
||||
|
||||
uint8_t sceneID = 0;
|
||||
if (sceneIndex < chunk.sceneMap.size()) {
|
||||
sceneID = chunk.sceneMap[sceneIndex];
|
||||
}
|
||||
|
||||
// Skip invalid scenes (scene ID 0 typically means no scene)
|
||||
if (sceneID == 0) continue;
|
||||
|
||||
// Calculate world position (same as GenerateTerrainMesh)
|
||||
const float worldX = ((i) + (chunk.offsetX / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
const float worldY = (y / chunk.scaleFactor) * chunk.scaleFactor;
|
||||
const float worldZ = ((j) + (chunk.offsetZ / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
|
||||
NiPoint3 spawnPos(worldX, worldY, worldZ); EntityInfo info;
|
||||
info.lot = lot + sceneID; // to show different scenes
|
||||
info.pos = spawnPos;
|
||||
info.rot = QuatUtils::IDENTITY;
|
||||
info.spawner = nullptr;
|
||||
info.spawnerID = entity->GetObjectID();
|
||||
info.spawnerNodeID = 0;
|
||||
info.settings = { new LDFData<bool>(u"SpawnedFromSlashCommand", true) };
|
||||
|
||||
Entity* newEntity = Game::entityManager->CreateEntity(info, nullptr);
|
||||
if (newEntity != nullptr) {
|
||||
Game::entityManager->ConstructEntity(newEntity);
|
||||
spawnedCount++;
|
||||
sceneSpawnCounts[sceneID]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Send detailed feedback
|
||||
std::ostringstream feedback;
|
||||
feedback << "Spawned LOT " << spawnedCount << " total points across "
|
||||
<< sceneSpawnCounts.size() << " scenes:\n";
|
||||
|
||||
for (const auto& [sceneID, count] : sceneSpawnCounts) {
|
||||
const auto* sceneRef = zone->GetScene(LWOSCENEID(sceneID));
|
||||
const std::string sceneName = sceneRef ? sceneRef->name : "Unknown";
|
||||
feedback << " Scene " << static_cast<int>(sceneID) << ", LOT: " << (lot + sceneID) << " (" << sceneName << "): " << count << " points\n";
|
||||
}
|
||||
|
||||
ChatPackets::SendSystemMessage(sysAddr, GeneralUtils::ASCIIToUTF16(feedback.str()));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -77,6 +77,10 @@ namespace DEVGMCommands {
|
||||
void Barfight(Entity* entity, const SystemAddress& sysAddr, const std::string args);
|
||||
void Despawn(Entity* entity, const SystemAddress& sysAddr, const std::string args);
|
||||
void Execute(Entity* entity, const SystemAddress& sysAddr, const std::string args);
|
||||
void GetScene(Entity* entity, const SystemAddress& sysAddr, const std::string args);
|
||||
void GetAdjacentScenes(Entity* entity, const SystemAddress& sysAddr, const std::string args);
|
||||
void SpawnScenePoints(Entity* entity, const SystemAddress& sysAddr, const std::string args);
|
||||
void SpawnAllScenePoints(Entity* entity, const SystemAddress& sysAddr, const std::string args);
|
||||
}
|
||||
|
||||
#endif //!DEVGMCOMMANDS_H
|
||||
|
||||
@@ -1,11 +1,5 @@
|
||||
set(DNAVIGATION_SOURCES "dNavMesh.cpp")
|
||||
|
||||
add_subdirectory(dTerrain)
|
||||
|
||||
foreach(file ${DNAVIGATIONS_DTERRAIN_SOURCES})
|
||||
set(DNAVIGATION_SOURCES ${DNAVIGATION_SOURCES} "dTerrain/${file}")
|
||||
endforeach()
|
||||
|
||||
add_library(dNavigation OBJECT ${DNAVIGATION_SOURCES})
|
||||
target_include_directories(dNavigation PUBLIC "."
|
||||
PRIVATE
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
#include "dNavMesh.h"
|
||||
|
||||
#include "RawFile.h"
|
||||
|
||||
#include "Game.h"
|
||||
#include "Logger.h"
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
set(DNAVIGATIONS_DTERRAIN_SOURCES "RawFile.cpp"
|
||||
"RawChunk.cpp"
|
||||
"RawHeightMap.cpp" PARENT_SCOPE)
|
||||
@@ -1,92 +0,0 @@
|
||||
#include "RawChunk.h"
|
||||
|
||||
#include "BinaryIO.h"
|
||||
|
||||
#include "RawMesh.h"
|
||||
#include "RawHeightMap.h"
|
||||
|
||||
RawChunk::RawChunk(std::ifstream& stream) {
|
||||
// Read the chunk index and info
|
||||
|
||||
BinaryIO::BinaryRead(stream, m_ChunkIndex);
|
||||
BinaryIO::BinaryRead(stream, m_Width);
|
||||
BinaryIO::BinaryRead(stream, m_Height);
|
||||
BinaryIO::BinaryRead(stream, m_X);
|
||||
BinaryIO::BinaryRead(stream, m_Z);
|
||||
|
||||
m_HeightMap = new RawHeightMap(stream, m_Height, m_Width);
|
||||
|
||||
// We can just skip the rest of the data so we can read the next chunks, we don't need anymore data
|
||||
|
||||
uint32_t colorMapSize;
|
||||
BinaryIO::BinaryRead(stream, colorMapSize);
|
||||
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (colorMapSize * colorMapSize * 4));
|
||||
|
||||
uint32_t lightmapSize;
|
||||
BinaryIO::BinaryRead(stream, lightmapSize);
|
||||
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (lightmapSize));
|
||||
|
||||
uint32_t colorMapSize2;
|
||||
BinaryIO::BinaryRead(stream, colorMapSize2);
|
||||
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (colorMapSize2 * colorMapSize2 * 4));
|
||||
|
||||
uint8_t unknown;
|
||||
BinaryIO::BinaryRead(stream, unknown);
|
||||
|
||||
uint32_t blendmapSize;
|
||||
BinaryIO::BinaryRead(stream, blendmapSize);
|
||||
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (blendmapSize));
|
||||
|
||||
uint32_t pointSize;
|
||||
BinaryIO::BinaryRead(stream, pointSize);
|
||||
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (pointSize * 9 * 4));
|
||||
|
||||
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (colorMapSize * colorMapSize));
|
||||
|
||||
uint32_t endCounter;
|
||||
BinaryIO::BinaryRead(stream, endCounter);
|
||||
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (endCounter * 2));
|
||||
|
||||
if (endCounter != 0) {
|
||||
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (32));
|
||||
|
||||
for (int i = 0; i < 0x10; i++) {
|
||||
uint16_t finalCountdown;
|
||||
BinaryIO::BinaryRead(stream, finalCountdown);
|
||||
stream.seekg(static_cast<uint32_t>(stream.tellg()) + (finalCountdown * 2));
|
||||
}
|
||||
}
|
||||
|
||||
// Generate our mesh/geo data for this chunk
|
||||
|
||||
this->GenerateMesh();
|
||||
}
|
||||
|
||||
RawChunk::~RawChunk() {
|
||||
if (m_Mesh) delete m_Mesh;
|
||||
if (m_HeightMap) delete m_HeightMap;
|
||||
}
|
||||
|
||||
void RawChunk::GenerateMesh() {
|
||||
RawMesh* meshData = new RawMesh();
|
||||
|
||||
for (int i = 0; i < m_Width; ++i) {
|
||||
for (int j = 0; j < m_Height; ++j) {
|
||||
float y = *std::next(m_HeightMap->m_FloatMap.begin(), m_Width * i + j);
|
||||
|
||||
meshData->m_Vertices.push_back(NiPoint3(i, y, j));
|
||||
|
||||
if (i == 0 || j == 0) continue;
|
||||
|
||||
meshData->m_Triangles.push_back(m_Width * i + j);
|
||||
meshData->m_Triangles.push_back(m_Width * i + j - 1);
|
||||
meshData->m_Triangles.push_back(m_Width * (i - 1) + j - 1);
|
||||
|
||||
meshData->m_Triangles.push_back(m_Width * (i - 1) + j - 1);
|
||||
meshData->m_Triangles.push_back(m_Width * (i - 1) + j);
|
||||
meshData->m_Triangles.push_back(m_Width * i + j);
|
||||
}
|
||||
}
|
||||
|
||||
m_Mesh = meshData;
|
||||
}
|
||||
@@ -1,24 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <fstream>
|
||||
|
||||
struct RawMesh;
|
||||
class RawHeightMap;
|
||||
|
||||
class RawChunk {
|
||||
public:
|
||||
RawChunk(std::ifstream& stream);
|
||||
~RawChunk();
|
||||
|
||||
void GenerateMesh();
|
||||
|
||||
uint32_t m_ChunkIndex;
|
||||
uint32_t m_Width;
|
||||
uint32_t m_Height;
|
||||
float m_X;
|
||||
float m_Z;
|
||||
|
||||
RawHeightMap* m_HeightMap;
|
||||
RawMesh* m_Mesh;
|
||||
};
|
||||
@@ -1,84 +0,0 @@
|
||||
#include "RawFile.h"
|
||||
|
||||
#include "BinaryIO.h"
|
||||
#include "RawChunk.h"
|
||||
#include "RawMesh.h"
|
||||
#include "RawHeightMap.h"
|
||||
|
||||
RawFile::RawFile(std::string fileName) {
|
||||
if (!BinaryIO::DoesFileExist(fileName)) return;
|
||||
|
||||
std::ifstream file(fileName, std::ios::binary);
|
||||
|
||||
// Read header
|
||||
|
||||
BinaryIO::BinaryRead(file, m_Version);
|
||||
BinaryIO::BinaryRead(file, m_Padding);
|
||||
BinaryIO::BinaryRead(file, m_ChunkCount);
|
||||
BinaryIO::BinaryRead(file, m_Width);
|
||||
BinaryIO::BinaryRead(file, m_Height);
|
||||
|
||||
|
||||
if (m_Version < 0x20) {
|
||||
return; // Version is too old to be supported
|
||||
}
|
||||
|
||||
// Read in chunks
|
||||
|
||||
m_Chunks = {};
|
||||
|
||||
for (uint32_t i = 0; i < m_ChunkCount; i++) {
|
||||
RawChunk* chunk = new RawChunk(file);
|
||||
m_Chunks.push_back(chunk);
|
||||
}
|
||||
|
||||
m_FinalMesh = new RawMesh();
|
||||
|
||||
this->GenerateFinalMeshFromChunks();
|
||||
}
|
||||
|
||||
RawFile::~RawFile() {
|
||||
if (m_FinalMesh) delete m_FinalMesh;
|
||||
for (const auto* item : m_Chunks) {
|
||||
if (item) delete item;
|
||||
}
|
||||
}
|
||||
|
||||
void RawFile::GenerateFinalMeshFromChunks() {
|
||||
uint32_t lenOfLastChunk = 0; // index of last vert set in the last chunk
|
||||
|
||||
for (const auto& chunk : m_Chunks) {
|
||||
for (const auto& vert : chunk->m_Mesh->m_Vertices) {
|
||||
auto tempVert = vert;
|
||||
|
||||
// Scale X and Z by the chunk's position in the world
|
||||
// Scale Y by the chunk's heightmap scale factor
|
||||
tempVert.SetX(tempVert.GetX() + (chunk->m_X / chunk->m_HeightMap->m_ScaleFactor));
|
||||
tempVert.SetY(tempVert.GetY() / chunk->m_HeightMap->m_ScaleFactor);
|
||||
tempVert.SetZ(tempVert.GetZ() + (chunk->m_Z / chunk->m_HeightMap->m_ScaleFactor));
|
||||
|
||||
// Then scale it again for some reason
|
||||
tempVert *= chunk->m_HeightMap->m_ScaleFactor;
|
||||
|
||||
m_FinalMesh->m_Vertices.push_back(tempVert);
|
||||
}
|
||||
|
||||
for (const auto& tri : chunk->m_Mesh->m_Triangles) {
|
||||
m_FinalMesh->m_Triangles.push_back(tri + lenOfLastChunk);
|
||||
}
|
||||
|
||||
lenOfLastChunk += chunk->m_Mesh->m_Vertices.size();
|
||||
}
|
||||
}
|
||||
|
||||
void RawFile::WriteFinalMeshToOBJ(std::string path) {
|
||||
std::ofstream file(path);
|
||||
|
||||
for (const auto& v : m_FinalMesh->m_Vertices) {
|
||||
file << "v " << v.x << ' ' << v.y << ' ' << v.z << '\n';
|
||||
}
|
||||
|
||||
for (int i = 0; i < m_FinalMesh->m_Triangles.size(); i += 3) {
|
||||
file << "f " << *std::next(m_FinalMesh->m_Triangles.begin(), i) + 1 << ' ' << *std::next(m_FinalMesh->m_Triangles.begin(), i + 1) + 1 << ' ' << *std::next(m_FinalMesh->m_Triangles.begin(), i + 2) + 1 << '\n';
|
||||
}
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <cstdint>
|
||||
|
||||
class RawChunk;
|
||||
struct RawMesh;
|
||||
|
||||
class RawFile {
|
||||
public:
|
||||
RawFile(std::string filePath);
|
||||
~RawFile();
|
||||
|
||||
private:
|
||||
|
||||
void GenerateFinalMeshFromChunks();
|
||||
void WriteFinalMeshToOBJ(std::string path);
|
||||
|
||||
uint8_t m_Version;
|
||||
uint16_t m_Padding;
|
||||
uint32_t m_ChunkCount;
|
||||
uint32_t m_Width;
|
||||
uint32_t m_Height;
|
||||
|
||||
std::vector<RawChunk*> m_Chunks;
|
||||
RawMesh* m_FinalMesh = nullptr;
|
||||
};
|
||||
@@ -1,27 +0,0 @@
|
||||
#include "RawHeightMap.h"
|
||||
|
||||
#include "BinaryIO.h"
|
||||
|
||||
RawHeightMap::RawHeightMap() {}
|
||||
|
||||
RawHeightMap::RawHeightMap(std::ifstream& stream, float height, float width) {
|
||||
// Read in height map data header and scale
|
||||
|
||||
BinaryIO::BinaryRead(stream, m_Unknown1);
|
||||
BinaryIO::BinaryRead(stream, m_Unknown2);
|
||||
BinaryIO::BinaryRead(stream, m_Unknown3);
|
||||
BinaryIO::BinaryRead(stream, m_Unknown4);
|
||||
BinaryIO::BinaryRead(stream, m_ScaleFactor);
|
||||
|
||||
// read all vertices in
|
||||
|
||||
for (uint64_t i = 0; i < width * height; i++) {
|
||||
float value;
|
||||
BinaryIO::BinaryRead(stream, value);
|
||||
m_FloatMap.push_back(value);
|
||||
}
|
||||
}
|
||||
|
||||
RawHeightMap::~RawHeightMap() {
|
||||
|
||||
}
|
||||
@@ -1,21 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
#include <fstream>
|
||||
|
||||
class RawHeightMap {
|
||||
public:
|
||||
RawHeightMap();
|
||||
RawHeightMap(std::ifstream& stream, float height, float width);
|
||||
~RawHeightMap();
|
||||
|
||||
uint32_t m_Unknown1;
|
||||
uint32_t m_Unknown2;
|
||||
uint32_t m_Unknown3;
|
||||
uint32_t m_Unknown4;
|
||||
|
||||
float m_ScaleFactor;
|
||||
|
||||
std::vector<float> m_FloatMap = {};
|
||||
};
|
||||
@@ -1,10 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "NiPoint3.h"
|
||||
|
||||
struct RawMesh {
|
||||
std::vector<NiPoint3> m_Vertices;
|
||||
std::vector<uint32_t> m_Triangles;
|
||||
};
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "RenderComponent.h"
|
||||
#include "eTerminateType.h"
|
||||
#include "Loot.h"
|
||||
|
||||
void GfTikiTorch::OnStartup(Entity* self) {
|
||||
LightTorch(self);
|
||||
@@ -22,7 +23,14 @@ void GfTikiTorch::OnUse(Entity* self, Entity* killer) {
|
||||
self->SetI64(u"userID", killer->GetObjectID());
|
||||
|
||||
for (int i = 0; i < m_numspawn; i++) {
|
||||
GameMessages::SendDropClientLoot(killer, self->GetObjectID(), 935, 0, self->GetPosition());
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = killer->GetObjectID();
|
||||
lootMsg.ownerID = killer->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.item = 935;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = self->GetPosition();
|
||||
Loot::DropItem(*killer, lootMsg);
|
||||
}
|
||||
|
||||
self->AddTimer("InteractionCooldown", 4);
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "GameMessages.h"
|
||||
#include "SkillComponent.h"
|
||||
#include "TeamManager.h"
|
||||
#include "Loot.h"
|
||||
|
||||
void AgSurvivalBuffStation::OnQuickBuildComplete(Entity* self, Entity* target) {
|
||||
auto destroyableComponent = self->GetComponent<DestroyableComponent>();
|
||||
@@ -55,7 +56,14 @@ void AgSurvivalBuffStation::OnTimerDone(Entity* self, std::string timerName) {
|
||||
for (auto memberID : team) {
|
||||
auto member = Game::entityManager->GetEntity(memberID);
|
||||
if (member != nullptr && !member->GetIsDead()) {
|
||||
GameMessages::SendDropClientLoot(member, self->GetObjectID(), powerupToDrop, 0, self->GetPosition());
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = member->GetObjectID();
|
||||
lootMsg.ownerID = member->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.item = powerupToDrop;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = self->GetPosition();
|
||||
Loot::DropItem(*member, lootMsg, true, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "EntityInfo.h"
|
||||
#include "DestroyableComponent.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "Loot.h"
|
||||
|
||||
void AgImagSmashable::OnDie(Entity* self, Entity* killer) {
|
||||
bool maxImagGreaterThanZero = false;
|
||||
@@ -18,7 +19,14 @@ void AgImagSmashable::OnDie(Entity* self, Entity* killer) {
|
||||
if (maxImagGreaterThanZero) {
|
||||
int amount = GeneralUtils::GenerateRandomNumber<int>(0, 3);
|
||||
for (int i = 0; i < amount; ++i) {
|
||||
GameMessages::SendDropClientLoot(killer, self->GetObjectID(), 935, 0, self->GetPosition());
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = killer->GetObjectID();
|
||||
lootMsg.ownerID = killer->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.item = 935;
|
||||
lootMsg.count = 1;
|
||||
lootMsg.spawnPos = self->GetPosition();
|
||||
Loot::DropItem(*killer, lootMsg);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "NsQbImaginationStatue.h"
|
||||
#include "EntityManager.h"
|
||||
#include "GameMessages.h"
|
||||
#include "Loot.h"
|
||||
|
||||
void NsQbImaginationStatue::OnStartup(Entity* self) {
|
||||
|
||||
@@ -35,6 +36,12 @@ void NsQbImaginationStatue::SpawnLoot(Entity* self) {
|
||||
|
||||
if (player == nullptr) return;
|
||||
|
||||
GameMessages::SendDropClientLoot(player, self->GetObjectID(), 935, 0);
|
||||
GameMessages::SendDropClientLoot(player, self->GetObjectID(), 935, 0);
|
||||
GameMessages::DropClientLoot lootMsg{};
|
||||
lootMsg.target = player->GetObjectID();
|
||||
lootMsg.ownerID = player->GetObjectID();
|
||||
lootMsg.sourceID = self->GetObjectID();
|
||||
lootMsg.item = 935;
|
||||
lootMsg.count = 1;
|
||||
Loot::DropItem(*player, lootMsg);
|
||||
Loot::DropItem(*player, lootMsg);
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
set(DZONEMANAGER_SOURCES "dZoneManager.cpp"
|
||||
"Level.cpp"
|
||||
"Raw.cpp"
|
||||
"Spawner.cpp"
|
||||
"Zone.cpp")
|
||||
|
||||
@@ -14,6 +15,7 @@ target_include_directories(dZoneManager PUBLIC "."
|
||||
"${PROJECT_SOURCE_DIR}/dGame" # Entity.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dEntity" # EntityInfo.h
|
||||
PRIVATE
|
||||
"${PROJECT_SOURCE_DIR}/dCommon/dClient" # SceneColors.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dComponents" #InventoryComponent.h
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dInventory" #InventoryComponent.h (transitive)
|
||||
"${PROJECT_SOURCE_DIR}/dGame/dBehaviors" #BehaviorSlot.h
|
||||
|
||||
415
dZoneManager/Raw.cpp
Normal file
415
dZoneManager/Raw.cpp
Normal file
@@ -0,0 +1,415 @@
|
||||
#include "Raw.h"
|
||||
#include "BinaryIO.h"
|
||||
#include "Logger.h"
|
||||
#include "SceneColor.h"
|
||||
#include <fstream>
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
|
||||
namespace Raw {
|
||||
|
||||
/**
|
||||
* @brief Read flair attributes from stream
|
||||
*/
|
||||
static bool ReadFlairAttributes(std::istream& stream, FlairAttributes& flair) {
|
||||
try {
|
||||
BinaryIO::BinaryRead(stream, flair.id);
|
||||
BinaryIO::BinaryRead(stream, flair.scaleFactor);
|
||||
BinaryIO::BinaryRead(stream, flair.position.x);
|
||||
BinaryIO::BinaryRead(stream, flair.position.y);
|
||||
BinaryIO::BinaryRead(stream, flair.position.z);
|
||||
BinaryIO::BinaryRead(stream, flair.rotation.x);
|
||||
BinaryIO::BinaryRead(stream, flair.rotation.y);
|
||||
BinaryIO::BinaryRead(stream, flair.rotation.z);
|
||||
BinaryIO::BinaryRead(stream, flair.colorR);
|
||||
BinaryIO::BinaryRead(stream, flair.colorG);
|
||||
BinaryIO::BinaryRead(stream, flair.colorB);
|
||||
BinaryIO::BinaryRead(stream, flair.colorA);
|
||||
return true;
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Read mesh triangle data from stream
|
||||
*/
|
||||
static bool ReadMeshTri(std::istream& stream, MeshTri& meshTri) {
|
||||
try {
|
||||
BinaryIO::BinaryRead(stream, meshTri.meshTriListSize);
|
||||
meshTri.meshTriList.resize(meshTri.meshTriListSize);
|
||||
for (uint16_t i = 0; i < meshTri.meshTriListSize; ++i) {
|
||||
BinaryIO::BinaryRead(stream, meshTri.meshTriList[i]);
|
||||
}
|
||||
return true;
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Read a chunk from stream
|
||||
*/
|
||||
static bool ReadChunk(std::istream& stream, Chunk& chunk, uint16_t version) {
|
||||
try {
|
||||
// Read basic chunk info
|
||||
BinaryIO::BinaryRead(stream, chunk.id);
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
BinaryIO::BinaryRead(stream, chunk.width);
|
||||
BinaryIO::BinaryRead(stream, chunk.height);
|
||||
BinaryIO::BinaryRead(stream, chunk.offsetX);
|
||||
BinaryIO::BinaryRead(stream, chunk.offsetZ);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
} // For version < 32, shader ID comes before texture IDs
|
||||
if (version < 32) {
|
||||
BinaryIO::BinaryRead(stream, chunk.shaderId);
|
||||
}
|
||||
|
||||
// Read texture IDs (4 textures)
|
||||
chunk.textureIds.resize(4);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
BinaryIO::BinaryRead(stream, chunk.textureIds[i]);
|
||||
}
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read scale factor
|
||||
BinaryIO::BinaryRead(stream, chunk.scaleFactor);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read heightmap
|
||||
uint32_t heightMapSize = chunk.width * chunk.height;
|
||||
|
||||
chunk.heightMap.resize(heightMapSize);
|
||||
for (uint32_t i = 0; i < heightMapSize; ++i) {
|
||||
BinaryIO::BinaryRead(stream, chunk.heightMap[i]);
|
||||
}
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// ColorMap
|
||||
if (version >= 32) {
|
||||
BinaryIO::BinaryRead(stream, chunk.colorMapResolution);
|
||||
} else {
|
||||
chunk.colorMapResolution = chunk.width; // Default to chunk width for older versions
|
||||
}
|
||||
|
||||
uint32_t colorMapPixelCount = chunk.colorMapResolution * chunk.colorMapResolution * 4; // RGBA
|
||||
chunk.colorMap.resize(colorMapPixelCount);
|
||||
stream.read(reinterpret_cast<char*>(chunk.colorMap.data()), colorMapPixelCount);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
// LightMap/diffusemap.dds
|
||||
uint32_t lightMapSize;
|
||||
BinaryIO::BinaryRead(stream, lightMapSize);
|
||||
|
||||
chunk.lightMap.resize(lightMapSize);
|
||||
stream.read(reinterpret_cast<char*>(chunk.lightMap.data()), lightMapSize);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// TextureMap
|
||||
if (version >= 32) {
|
||||
BinaryIO::BinaryRead(stream, chunk.textureMapResolution);
|
||||
} else {
|
||||
chunk.textureMapResolution = chunk.width; // Default to chunk width for older versions
|
||||
}
|
||||
|
||||
uint32_t textureMapPixelCount = chunk.textureMapResolution * chunk.textureMapResolution * 4;
|
||||
chunk.textureMap.resize(textureMapPixelCount);
|
||||
stream.read(reinterpret_cast<char*>(chunk.textureMap.data()), textureMapPixelCount);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Texture settings
|
||||
BinaryIO::BinaryRead(stream, chunk.textureSettings);
|
||||
|
||||
// Blend map DDS
|
||||
uint32_t blendMapDDSSize;
|
||||
BinaryIO::BinaryRead(stream, blendMapDDSSize);
|
||||
|
||||
chunk.blendMap.resize(blendMapDDSSize);
|
||||
stream.read(reinterpret_cast<char*>(chunk.blendMap.data()), blendMapDDSSize);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Read flairs
|
||||
uint32_t numFlairs;
|
||||
BinaryIO::BinaryRead(stream, numFlairs);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
chunk.flairs.resize(numFlairs);
|
||||
for (uint32_t i = 0; i < numFlairs; ++i) {
|
||||
if (!ReadFlairAttributes(stream, chunk.flairs[i])) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Scene map (version 32+ only)
|
||||
if (version >= 32) {
|
||||
uint32_t sceneMapSize = chunk.colorMapResolution * chunk.colorMapResolution;
|
||||
|
||||
chunk.sceneMap.resize(sceneMapSize);
|
||||
stream.read(reinterpret_cast<char*>(chunk.sceneMap.data()), sceneMapSize);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Mesh vertex usage (read size first, then check if empty)
|
||||
BinaryIO::BinaryRead(stream, chunk.vertSize);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Mesh vert usage
|
||||
chunk.meshVertUsage.resize(chunk.vertSize);
|
||||
for (uint32_t i = 0; i < chunk.vertSize; ++i) {
|
||||
BinaryIO::BinaryRead(stream, chunk.meshVertUsage[i]);
|
||||
}
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only continue with mesh data if we have vertex usage data
|
||||
if (chunk.vertSize == 0) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// Mesh vert size (16 elements)
|
||||
chunk.meshVertSize.resize(16);
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
BinaryIO::BinaryRead(stream, chunk.meshVertSize[i]);
|
||||
}
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Mesh triangles (16 elements)
|
||||
chunk.meshTri.resize(16);
|
||||
for (int i = 0; i < 16; ++i) {
|
||||
if (!ReadMeshTri(stream, chunk.meshTri[i])) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool ReadRaw(std::istream& stream, Raw& outRaw) {
|
||||
// Get stream size
|
||||
stream.seekg(0, std::ios::end);
|
||||
auto streamSize = stream.tellg();
|
||||
stream.seekg(0, std::ios::beg);
|
||||
|
||||
if (streamSize <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
try {
|
||||
// Read header
|
||||
BinaryIO::BinaryRead(stream, outRaw.version);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
BinaryIO::BinaryRead(stream, outRaw.dev);
|
||||
|
||||
if (stream.fail()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only read chunks if dev == 0
|
||||
if (outRaw.dev == 0) {
|
||||
BinaryIO::BinaryRead(stream, outRaw.numChunks);
|
||||
BinaryIO::BinaryRead(stream, outRaw.numChunksWidth);
|
||||
BinaryIO::BinaryRead(stream, outRaw.numChunksHeight);
|
||||
|
||||
// Read all chunks
|
||||
outRaw.chunks.resize(outRaw.numChunks);
|
||||
for (uint32_t i = 0; i < outRaw.numChunks; ++i) {
|
||||
if (!ReadChunk(stream, outRaw.chunks[i], outRaw.version)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate terrain bounds from all chunks
|
||||
if (!outRaw.chunks.empty()) {
|
||||
outRaw.minBoundsX = std::numeric_limits<float>::max();
|
||||
outRaw.minBoundsZ = std::numeric_limits<float>::max();
|
||||
outRaw.maxBoundsX = std::numeric_limits<float>::lowest();
|
||||
outRaw.maxBoundsZ = std::numeric_limits<float>::lowest();
|
||||
|
||||
for (const auto& chunk : outRaw.chunks) {
|
||||
// Calculate chunk bounds
|
||||
const float chunkMinX = chunk.offsetX;
|
||||
const float chunkMinZ = chunk.offsetZ;
|
||||
const float chunkMaxX = chunkMinX + (chunk.width * chunk.scaleFactor);
|
||||
const float chunkMaxZ = chunkMinZ + (chunk.height * chunk.scaleFactor);
|
||||
|
||||
// Update overall bounds
|
||||
outRaw.minBoundsX = std::min(outRaw.minBoundsX, chunkMinX);
|
||||
outRaw.minBoundsZ = std::min(outRaw.minBoundsZ, chunkMinZ);
|
||||
outRaw.maxBoundsX = std::max(outRaw.maxBoundsX, chunkMaxX);
|
||||
outRaw.maxBoundsZ = std::max(outRaw.maxBoundsZ, chunkMaxZ);
|
||||
} LOG("Raw terrain bounds: X[%.2f, %.2f], Z[%.2f, %.2f]",
|
||||
outRaw.minBoundsX, outRaw.maxBoundsX, outRaw.minBoundsZ, outRaw.maxBoundsZ);
|
||||
}
|
||||
} return true;
|
||||
} catch (const std::exception&) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
void GenerateTerrainMesh(const Raw& raw, TerrainMesh& outMesh) {
|
||||
outMesh.vertices.clear();
|
||||
outMesh.triangles.clear();
|
||||
|
||||
if (raw.chunks.empty() || raw.version < 32) {
|
||||
return; // No scene data available
|
||||
}
|
||||
|
||||
LOG("GenerateTerrainMesh: Processing %u chunks", raw.chunks.size());
|
||||
|
||||
uint32_t vertexOffset = 0;
|
||||
|
||||
for (const auto& chunk : raw.chunks) {
|
||||
// Skip chunks without scene maps
|
||||
if (chunk.sceneMap.empty() || chunk.colorMapResolution == 0 || chunk.heightMap.empty()) {
|
||||
LOG("Skipping chunk %u (sceneMap: %zu, colorMapRes: %u, heightMap: %zu)",
|
||||
chunk.id, chunk.sceneMap.size(), chunk.colorMapResolution, chunk.heightMap.size());
|
||||
continue;
|
||||
}
|
||||
|
||||
LOG("Processing chunk %u: width=%u, height=%u, colorMapRes=%u, sceneMapSize=%zu",
|
||||
chunk.id, chunk.width, chunk.height, chunk.colorMapResolution, chunk.sceneMap.size());
|
||||
|
||||
// Generate vertices for this chunk
|
||||
for (uint32_t i = 0; i < chunk.width; ++i) {
|
||||
for (uint32_t j = 0; j < chunk.height; ++j) {
|
||||
// Get height at this position
|
||||
const uint32_t heightIndex = chunk.width * i + j;
|
||||
if (heightIndex >= chunk.heightMap.size()) continue;
|
||||
|
||||
const float y = chunk.heightMap[heightIndex];
|
||||
|
||||
// Calculate world position
|
||||
const float worldX = ((i) + (chunk.offsetX / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
const float worldY = (y / chunk.scaleFactor) * chunk.scaleFactor;
|
||||
const float worldZ = ((j) + (chunk.offsetZ / chunk.scaleFactor)) * chunk.scaleFactor;
|
||||
|
||||
const NiPoint3 worldPos(worldX, worldY, worldZ);
|
||||
|
||||
// Get scene ID at this position
|
||||
// Map heightmap position to scene map position
|
||||
// The scene map is colorMapResolution x colorMapResolution
|
||||
// We need to map from heightmap coordinates (i, j) to scene map coordinates
|
||||
const float sceneMapI = ((i) / (chunk.width - 1)) * (chunk.colorMapResolution - 1);
|
||||
const float sceneMapJ = ((j) / (chunk.height - 1)) * (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;
|
||||
|
||||
uint8_t sceneID = 0;
|
||||
if (sceneIndex < chunk.sceneMap.size()) {
|
||||
sceneID = chunk.sceneMap[sceneIndex];
|
||||
}
|
||||
outMesh.vertices.emplace_back(worldPos, sceneID);
|
||||
if (i > 0 && j > 0) {
|
||||
const uint32_t currentVert = vertexOffset + chunk.width * i + j;
|
||||
const uint32_t leftVert = currentVert - 1;
|
||||
const uint32_t bottomLeftVert = vertexOffset + chunk.width * (i - 1) + j - 1;
|
||||
const uint32_t bottomVert = vertexOffset + chunk.width * (i - 1) + j;
|
||||
|
||||
// First triangle
|
||||
outMesh.triangles.push_back(currentVert);
|
||||
outMesh.triangles.push_back(leftVert);
|
||||
outMesh.triangles.push_back(bottomLeftVert);
|
||||
|
||||
// Second triangle
|
||||
outMesh.triangles.push_back(bottomLeftVert);
|
||||
outMesh.triangles.push_back(bottomVert);
|
||||
outMesh.triangles.push_back(currentVert);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vertexOffset += chunk.width * chunk.height;
|
||||
}
|
||||
}
|
||||
|
||||
bool WriteTerrainMeshToOBJ(const TerrainMesh& mesh, const std::string& path) {
|
||||
try {
|
||||
std::ofstream file(path);
|
||||
if (!file.is_open()) {
|
||||
LOG("Failed to open OBJ file for writing: %s", path.c_str());
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create instance of SceneColor for color lookup
|
||||
SceneColor sceneColor;
|
||||
|
||||
// Write vertices with colors
|
||||
// OBJ format supports vertex colors as: v x y z r g b
|
||||
for (const auto& v : mesh.vertices) {
|
||||
file << "v " << v.position.x << ' ' << v.position.y << ' ' << v.position.z;
|
||||
|
||||
uint8_t sceneID = v.sceneID;
|
||||
|
||||
const NiColor& color = sceneColor.Get(sceneID);
|
||||
file << ' ' << color.m_Red << ' ' << color.m_Green << ' ' << color.m_Blue;
|
||||
file << '\n';
|
||||
}
|
||||
|
||||
// Write faces (triangles)
|
||||
for (size_t i = 0; i < mesh.triangles.size(); i += 3) {
|
||||
// OBJ indices are 1-based
|
||||
file << "f " << (mesh.triangles[i] + 1) << ' '
|
||||
<< (mesh.triangles[i + 1] + 1) << ' '
|
||||
<< (mesh.triangles[i + 2] + 1) << '\n';
|
||||
}
|
||||
|
||||
file.close();
|
||||
LOG("Successfully wrote terrain mesh to OBJ: %s (%zu vertices, %zu triangles)",
|
||||
path.c_str(), mesh.vertices.size(), mesh.triangles.size() / 3);
|
||||
return true;
|
||||
} catch (const std::exception& e) {
|
||||
LOG("Exception while writing OBJ file: %s", e.what());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Raw
|
||||
162
dZoneManager/Raw.h
Normal file
162
dZoneManager/Raw.h
Normal file
@@ -0,0 +1,162 @@
|
||||
#pragma once
|
||||
|
||||
#ifndef __RAW_H__
|
||||
#define __RAW_H__
|
||||
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <istream>
|
||||
#include <map>
|
||||
#include "NiPoint3.h"
|
||||
#include "dCommonVars.h"
|
||||
|
||||
namespace Raw {
|
||||
|
||||
/**
|
||||
* @brief Flair attributes structure
|
||||
* Represents decorative elements on the terrain
|
||||
*/
|
||||
struct FlairAttributes {
|
||||
uint32_t id;
|
||||
float scaleFactor;
|
||||
NiPoint3 position;
|
||||
NiPoint3 rotation;
|
||||
uint8_t colorR;
|
||||
uint8_t colorG;
|
||||
uint8_t colorB;
|
||||
uint8_t colorA;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Mesh triangle structure
|
||||
* Contains triangle indices for terrain mesh
|
||||
*/
|
||||
struct MeshTri {
|
||||
uint16_t meshTriListSize;
|
||||
std::vector<uint16_t> meshTriList;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Vertex with scene ID
|
||||
* Used for the generated terrain mesh to enable fast scene lookups
|
||||
*/
|
||||
struct SceneVertex {
|
||||
NiPoint3 position;
|
||||
uint8_t sceneID;
|
||||
|
||||
SceneVertex() : position(), sceneID(0) {}
|
||||
SceneVertex(const NiPoint3& pos, uint8_t scene) : position(pos), sceneID(scene) {}
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Generated terrain mesh
|
||||
* Contains vertices with scene IDs for fast scene lookups at arbitrary positions
|
||||
*/
|
||||
struct TerrainMesh {
|
||||
std::vector<SceneVertex> vertices;
|
||||
std::vector<uint32_t> triangles; // Indices into vertices array (groups of 3)
|
||||
|
||||
TerrainMesh() = default;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Terrain chunk structure
|
||||
* Represents a single chunk of terrain with heightmap, textures, and meshes
|
||||
*/
|
||||
struct Chunk {
|
||||
uint32_t id;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
float offsetX;
|
||||
float offsetZ;
|
||||
uint32_t shaderId;
|
||||
|
||||
// Texture IDs (4 textures per chunk)
|
||||
std::vector<uint32_t> textureIds;
|
||||
|
||||
// Terrain scale factor
|
||||
float scaleFactor;
|
||||
|
||||
// Heightmap data (width * height floats)
|
||||
std::vector<float> heightMap;
|
||||
|
||||
// Version 32+ fields
|
||||
uint32_t colorMapResolution = 0;
|
||||
std::vector<uint8_t> colorMap; // RGBA pixels (colorMap * colorMap * 4)
|
||||
std::vector<uint8_t> lightMap;
|
||||
|
||||
uint32_t textureMapResolution = 0;
|
||||
std::vector<uint8_t> textureMap; // (textureMapResolution * textureMapResolution * 4)
|
||||
uint8_t textureSettings = 0;
|
||||
std::vector<uint8_t> blendMap;
|
||||
|
||||
// Flair data
|
||||
std::vector<FlairAttributes> flairs;
|
||||
|
||||
// Scene map (version 32+)
|
||||
std::vector<uint8_t> sceneMap;
|
||||
|
||||
// Mesh data
|
||||
uint32_t vertSize = 0;
|
||||
std::vector<uint16_t> meshVertUsage;
|
||||
std::vector<uint16_t> meshVertSize;
|
||||
std::vector<MeshTri> meshTri;
|
||||
|
||||
// Unknown data for version < 32
|
||||
std::vector<uint8_t> unknown1;
|
||||
std::vector<uint8_t> unknown2;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief RAW terrain file structure
|
||||
* Complete representation of a .raw terrain file
|
||||
*/
|
||||
struct Raw {
|
||||
uint16_t version;
|
||||
uint8_t dev;
|
||||
uint32_t numChunks = 0;
|
||||
uint32_t numChunksWidth = 0;
|
||||
uint32_t numChunksHeight = 0;
|
||||
std::vector<Chunk> chunks;
|
||||
|
||||
// Calculated bounds of the entire terrain
|
||||
float minBoundsX = 0.0f;
|
||||
float minBoundsZ = 0.0f;
|
||||
float maxBoundsX = 0.0f;
|
||||
float maxBoundsZ = 0.0f;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Read a RAW terrain file from an input stream
|
||||
*
|
||||
* @param stream Input stream containing RAW file data
|
||||
* @param outRaw Output RAW file structure
|
||||
* @return true if successfully read, false otherwise
|
||||
*/
|
||||
bool ReadRaw(std::istream& stream, Raw& outRaw);
|
||||
|
||||
/**
|
||||
* @brief Generate a terrain mesh from raw chunks
|
||||
* Similar to dTerrain's GenerateFinalMeshFromChunks but creates a mesh with scene IDs
|
||||
* per vertex for fast scene lookups at arbitrary positions.
|
||||
*
|
||||
* @param raw The RAW terrain data to generate mesh from
|
||||
* @param outMesh Output terrain mesh with vertices and scene IDs
|
||||
*/
|
||||
void GenerateTerrainMesh(const Raw& raw, TerrainMesh& outMesh);
|
||||
|
||||
/**
|
||||
* @brief Write terrain mesh to OBJ file for debugging/visualization
|
||||
* Merged from dTerrain's WriteFinalMeshToOBJ functionality
|
||||
* Vertices are colored based on their scene ID using a hash function
|
||||
*
|
||||
* @param mesh The terrain mesh to export
|
||||
* @param path Output path for the OBJ file
|
||||
* @return true if successfully written, false otherwise
|
||||
*/
|
||||
bool WriteTerrainMeshToOBJ(const TerrainMesh& mesh, const std::string& path);
|
||||
|
||||
} // namespace Raw
|
||||
|
||||
#endif // __RAW_H__
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "GeneralUtils.h"
|
||||
#include "BinaryIO.h"
|
||||
#include "LUTriggers.h"
|
||||
#include "dConfig.h"
|
||||
|
||||
#include "AssetManager.h"
|
||||
#include "CDClientManager.h"
|
||||
@@ -20,6 +21,7 @@
|
||||
#include "eTriggerEventType.h"
|
||||
#include "eWaypointCommandType.h"
|
||||
#include "dNavMesh.h"
|
||||
#include "Raw.h"
|
||||
|
||||
Zone::Zone(const LWOZONEID zoneID) :
|
||||
m_ZoneID(zoneID) {
|
||||
@@ -55,6 +57,11 @@ void Zone::LoadZoneIntoMemory() {
|
||||
if (file) {
|
||||
BinaryIO::BinaryRead(file, m_FileFormatVersion);
|
||||
|
||||
if (m_FileFormatVersion < Zone::FileFormatVersion::PrePreAlpha) {
|
||||
LOG("Zone %s is too old to be supported, please update the map", m_ZoneFilePath.c_str());
|
||||
throw std::runtime_error("Aborting Zone loading due to old Zone File.");
|
||||
}
|
||||
|
||||
uint32_t mapRevision = 0;
|
||||
if (m_FileFormatVersion >= Zone::FileFormatVersion::Alpha) BinaryIO::BinaryRead(file, mapRevision);
|
||||
|
||||
@@ -84,6 +91,38 @@ void Zone::LoadZoneIntoMemory() {
|
||||
BinaryIO::ReadString<uint8_t>(file, m_ZoneName, BinaryIO::ReadType::String);
|
||||
BinaryIO::ReadString<uint8_t>(file, m_ZoneDesc, BinaryIO::ReadType::String);
|
||||
|
||||
auto zoneFolderPath = m_ZoneFilePath.substr(0, m_ZoneFilePath.rfind('/') + 1);
|
||||
if (!Game::assetManager->HasFile(zoneFolderPath + m_ZoneRawPath)) {
|
||||
LOG("Failed to find %s", (zoneFolderPath + m_ZoneRawPath).c_str());
|
||||
throw std::runtime_error("Aborting Zone loading due to no Zone Raw File.");
|
||||
}
|
||||
|
||||
if (m_FileFormatVersion >= Zone::FileFormatVersion::PrePreAlpha) {
|
||||
auto rawFile = Game::assetManager->GetFile(zoneFolderPath + m_ZoneRawPath);
|
||||
if (!Raw::ReadRaw(rawFile, m_Raw)) {
|
||||
LOG("Failed to parse %s", (zoneFolderPath + m_ZoneRawPath).c_str());
|
||||
throw std::runtime_error("Aborting Zone loading due to invalid Raw File.");
|
||||
}
|
||||
LOG("Loaded Raw Terrain with %u chunks", m_Raw.numChunks);
|
||||
|
||||
|
||||
// Optionally export terrain mesh to OBJ for debugging/visualization
|
||||
if (Game::config->GetValue("export_terrain_to_obj") == "1") {
|
||||
|
||||
// Generate terrain mesh
|
||||
Raw::GenerateTerrainMesh(m_Raw, m_TerrainMesh);
|
||||
LOG("Generated terrain mesh with %llu vertices and %llu triangles", m_TerrainMesh.vertices.size(), m_TerrainMesh.triangles.size() / 3);
|
||||
|
||||
// Write to OBJ
|
||||
std::string objFileName = "terrain_" + std::to_string(m_ZoneID.GetMapID()) + ".obj";
|
||||
if (Raw::WriteTerrainMeshToOBJ(m_TerrainMesh, objFileName)) {
|
||||
LOG("Exported terrain mesh to %s", objFileName.c_str());
|
||||
}
|
||||
}
|
||||
} else {
|
||||
LOG("Zone %s is too old to have Raw data, please update the map", m_ZoneFilePath.c_str());
|
||||
}
|
||||
|
||||
if (m_FileFormatVersion >= Zone::FileFormatVersion::PreAlpha) {
|
||||
BinaryIO::BinaryRead(file, m_NumberOfSceneTransitionsLoaded);
|
||||
for (uint32_t i = 0; i < m_NumberOfSceneTransitionsLoaded; ++i) {
|
||||
@@ -483,3 +522,9 @@ void Zone::LoadPath(std::istream& file) {
|
||||
}
|
||||
m_Paths.push_back(path);
|
||||
}
|
||||
|
||||
const SceneRef* Zone::GetScene(LWOSCENEID sceneID) const {
|
||||
auto it = m_Scenes.find(sceneID);
|
||||
if (it != m_Scenes.end()) return &it->second;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include "Raw.h"
|
||||
|
||||
namespace LUTriggers {
|
||||
struct Trigger;
|
||||
@@ -228,6 +229,12 @@ public:
|
||||
void SetSpawnPos(const NiPoint3& pos) { m_Spawnpoint = pos; }
|
||||
void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
|
||||
|
||||
const Raw::Raw& GetZoneRaw() const { return m_Raw; }
|
||||
const Raw::TerrainMesh& GetTerrainMesh() const { return m_TerrainMesh; }
|
||||
const SceneRef* GetScene(LWOSCENEID sceneID) const;
|
||||
const std::vector<SceneTransition>& GetSceneTransitions() const { return m_SceneTransitions; }
|
||||
const std::map<LWOSCENEID, SceneRef>& GetScenes() const { return m_Scenes; }
|
||||
|
||||
private:
|
||||
LWOZONEID m_ZoneID;
|
||||
std::string m_ZoneFilePath;
|
||||
@@ -244,6 +251,8 @@ private:
|
||||
std::string m_ZoneName; //Name given to the zone by a level designer
|
||||
std::string m_ZoneDesc; //Description of the zone by a level designer
|
||||
std::string m_ZoneRawPath; //Path to the .raw file of this zone.
|
||||
Raw::Raw m_Raw; // The Raw data for this zone
|
||||
Raw::TerrainMesh m_TerrainMesh; // Pre-generated terrain mesh for fast scene lookups
|
||||
|
||||
std::map<LWOSCENEID, SceneRef> m_Scenes;
|
||||
std::vector<SceneTransition> m_SceneTransitions;
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
#include "WorldConfig.h"
|
||||
#include "CDZoneTableTable.h"
|
||||
#include <chrono>
|
||||
#include <cmath>
|
||||
#include "eObjectBits.h"
|
||||
#include "CDZoneTableTable.h"
|
||||
#include "AssetManager.h"
|
||||
@@ -62,6 +63,9 @@ void dZoneManager::Initialize(const LWOZONEID& zoneID) {
|
||||
|
||||
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();
|
||||
@@ -298,3 +302,133 @@ void dZoneManager::LoadWorldConfig() {
|
||||
|
||||
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()) 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)) {
|
||||
|
||||
// Map heightmap position to scene map position (same as GenerateTerrainMesh)
|
||||
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 (sceneIndex >= chunk.sceneMap.size()) {
|
||||
return LWOSCENEID_INVALID;
|
||||
}
|
||||
|
||||
// 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) {
|
||||
// Ensure every scene has an entry, even if it has no transitions
|
||||
if (m_SceneAdjacencyList.find(sceneID) == m_SceneAdjacencyList.end()) {
|
||||
m_SceneAdjacencyList[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) {
|
||||
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(m_ZoneID.GetMapID(), 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>();
|
||||
}
|
||||
|
||||
@@ -53,6 +53,30 @@ public:
|
||||
uint32_t GetUniqueMissionIdStartingValue();
|
||||
bool CheckIfAccessibleZone(LWOMAPID zoneID);
|
||||
|
||||
/**
|
||||
* @brief Get the scene ID at a given position. Scenes do not care about height (Y coordinate).
|
||||
*
|
||||
* @param position The position to query
|
||||
* @return The scene ID at that position, or LWOSCENEID_INVALID if not found
|
||||
*/
|
||||
LWOSCENEID GetSceneIDFromPosition(const NiPoint3& position) const;
|
||||
|
||||
/**
|
||||
* @brief Get the adjacency list for the scene graph.
|
||||
* The adjacency list maps each scene ID to a list of scene IDs it can transition to.
|
||||
*
|
||||
* @return A reference to the scene adjacency list
|
||||
*/
|
||||
const std::map<LWOSCENEID, std::vector<LWOSCENEID>>& GetSceneAdjacencyList() const { return m_SceneAdjacencyList; }
|
||||
|
||||
/**
|
||||
* @brief Get all scenes adjacent to (connected to) a given scene.
|
||||
*
|
||||
* @param sceneID The scene ID to query
|
||||
* @return A vector of scene IDs that are directly connected to this scene, or empty vector if scene not found
|
||||
*/
|
||||
std::vector<LWOSCENEID> GetAdjacentScenes(LWOSCENEID sceneID) const;
|
||||
|
||||
// The world config should not be modified by a caller.
|
||||
const WorldConfig& GetWorldConfig() {
|
||||
if (!m_WorldConfig) LoadWorldConfig();
|
||||
@@ -60,6 +84,10 @@ public:
|
||||
};
|
||||
|
||||
private:
|
||||
/**
|
||||
* Builds the scene graph adjacency list from scene transitions
|
||||
*/
|
||||
void BuildSceneGraph();
|
||||
/**
|
||||
* The starting unique mission ID.
|
||||
*/
|
||||
@@ -75,4 +103,9 @@ private:
|
||||
std::optional<WorldConfig> m_WorldConfig = std::nullopt;
|
||||
|
||||
Entity* m_ZoneControlObject = nullptr;
|
||||
|
||||
/**
|
||||
* Scene graph adjacency list: maps each scene ID to a list of scenes it can transition to
|
||||
*/
|
||||
std::map<LWOSCENEID, std::vector<LWOSCENEID>> m_SceneAdjacencyList;
|
||||
};
|
||||
|
||||
@@ -103,5 +103,9 @@ hardcore_disabled_worlds=
|
||||
# Keeps this percentage of a players' coins on death in hardcore
|
||||
hardcore_coin_keep=
|
||||
|
||||
# Export terrain meshes to OBJ files when zones load
|
||||
# OBJ files will be saved as terrain_<zoneID>.obj in the server directory
|
||||
export_terrain_to_obj=0
|
||||
|
||||
# save pre-split lxfmls to disk for debugging
|
||||
save_lxfmls=0
|
||||
|
||||
Reference in New Issue
Block a user