mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
bd9b790e1d
* remove goto * Update MovementAIComponent.cpp * convert to PathWaypoint Easier for usage with paths * add path parsing * ref removal, simplification of work * it works * Update MovementAIComponent.cpp * disable pathing for combat we just need it for npcs for now, combat ai can be done later * fixed stuttery enemies wow * start at ramped up speed * add pausing and resuming * Update MovementAIComponent.cpp * Update MovementAIComponent.h * Update CMakeLists.txt
263 lines
5.8 KiB
C++
263 lines
5.8 KiB
C++
#pragma once
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#include "dZMCommon.h"
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#include "LDFFormat.h"
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#include "tinyxml2.h"
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#include <string>
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#include <vector>
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#include <map>
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namespace LUTriggers {
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struct Trigger;
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};
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class Level;
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enum class eWaypointCommandType : uint32_t;
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struct WaypointCommand {
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eWaypointCommandType command{};
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std::string data;
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};
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struct SceneRef {
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std::string filename;
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uint32_t id{};
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uint32_t sceneType{}; //0 = general, 1 = audio?
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std::string name;
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NiPoint3 unknown1;
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float unknown2{};
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uint8_t color_r{};
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uint8_t color_g{};
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uint8_t color_b{};
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Level* level;
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std::map<uint32_t, LUTriggers::Trigger*> triggers;
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};
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struct SceneTransitionInfo {
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uint64_t sceneID{}; //id of the scene being transitioned to.
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NiPoint3 position;
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};
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struct SceneTransition {
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std::string name;
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std::vector<SceneTransitionInfo> points;
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float width{};
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};
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struct MovingPlatformPathWaypoint {
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uint8_t lockPlayer{};
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float wait{};
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std::string departSound;
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std::string arriveSound;
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};
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struct CameraPathWaypoint {
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float time{};
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float fov{};
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float tension{};
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float continuity{};
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float bias{};
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};
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struct RacingPathWaypoint {
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uint8_t isResetNode{};
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uint8_t isNonHorizontalCamera{};
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float planeWidth{};
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float planeHeight{};
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float shortestDistanceToEnd{};
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};
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struct PathWaypoint {
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NiPoint3 position;
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NiQuaternion rotation; // not included in all, but it's more convenient here
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MovingPlatformPathWaypoint movingPlatform;
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CameraPathWaypoint camera;
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RacingPathWaypoint racing;
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float speed{};
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std::vector<LDFBaseData*> config;
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std::vector<WaypointCommand> commands;
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};
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enum class PathType : uint32_t {
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Movement = 0,
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MovingPlatform = 1,
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Property = 2,
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Camera = 3,
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Spawner = 4,
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Showcase = 5,
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Race = 6,
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Rail = 7
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};
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enum class PathBehavior : uint32_t {
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Loop = 0,
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Bounce = 1,
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Once = 2
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};
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enum class PropertyPathType : int32_t {
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Path = 0,
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EntireZone = 1,
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GenetatedRectangle = 2
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};
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enum class PropertyType : int32_t {
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Premiere = 0,
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Prize = 1,
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LUP = 2,
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Headspace = 3
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};
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enum class PropertyRentalPeriod : uint32_t {
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Forever = 0,
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Seconds = 1,
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Minutes = 2,
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Hours = 3,
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Days = 4,
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Weeks = 5,
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Months = 6,
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Years = 7
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};
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enum class PropertyAchievmentRequired : uint32_t {
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None = 0,
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Builder = 1,
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Craftsman = 2,
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SeniorBuilder = 3,
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JourneyMan = 4,
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MasterBuilder = 5,
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Architect = 6,
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SeniorArchitect = 7,
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MasterArchitect = 8,
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Visionary = 9,
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Exemplar = 10
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};
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struct MovingPlatformPath {
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std::string platformTravelSound;
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uint8_t timeBasedMovement{};
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};
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struct PropertyPath {
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PropertyPathType pathType{};
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int32_t price{};
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uint32_t rentalTime{};
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uint64_t associatedZone{};
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std::string displayName;
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std::string displayDesc;
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PropertyType type{};
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uint32_t cloneLimit{};
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float repMultiplier{};
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PropertyRentalPeriod rentalPeriod{};
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PropertyAchievmentRequired achievementRequired{};
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// Player respawn coordinates in the main zone (not the property zone)
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NiPoint3 playerZoneCoords;
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float maxBuildHeight{};
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};
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struct CameraPath {
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std::string nextPath;
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uint8_t rotatePlayer{};
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};
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struct SpawnerPath {
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LOT spawnedLOT{};
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uint32_t respawnTime{};
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int32_t maxToSpawn{};
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uint32_t amountMaintained{};
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LWOOBJID spawnerObjID;
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uint8_t spawnerNetActive{};
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};
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struct Path {
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uint32_t pathVersion{};
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PathType pathType;
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std::string pathName;
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uint32_t flags{};
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PathBehavior pathBehavior;
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uint32_t waypointCount{};
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std::vector<PathWaypoint> pathWaypoints;
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SpawnerPath spawner;
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MovingPlatformPath movingPlatform;
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PropertyPath property;
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CameraPath camera;
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};
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class Zone {
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public:
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enum class FileFormatVersion : uint32_t { //Times are guessed.
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PrePreAlpha = 30,
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PreAlpha = 32,
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LatePreAlpha = 33,
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EarlyAlpha = 35,
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Alpha = 36,
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LateAlpha = 37,
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Beta = 38,
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Launch = 39,
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Auramar = 40,
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Latest = 41
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};
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public:
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Zone(const LWOMAPID& mapID, const LWOINSTANCEID& instanceID, const LWOCLONEID& cloneID);
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~Zone();
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void Initalize();
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void LoadZoneIntoMemory();
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std::string GetFilePathForZoneID();
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uint32_t CalculateChecksum();
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void LoadLevelsIntoMemory();
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void AddRevision(LWOSCENEID sceneID, uint32_t revision);
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const LWOZONEID& GetZoneID() const { return m_ZoneID; }
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const uint32_t GetChecksum() const { return m_CheckSum; }
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LUTriggers::Trigger* GetTrigger(uint32_t sceneID, uint32_t triggerID);
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const Path* GetPath(std::string name) const;
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uint32_t GetWorldID() const { return m_WorldID; }
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[[nodiscard]] std::string GetZoneName() const { return m_ZoneName; }
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std::string GetZoneRawPath() const { return m_ZoneRawPath; }
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std::string GetZonePath() const { return m_ZonePath; }
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const NiPoint3& GetSpawnPos() const { return m_Spawnpoint; }
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const NiQuaternion& GetSpawnRot() const { return m_SpawnpointRotation; }
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void SetSpawnPos(const NiPoint3& pos) { m_Spawnpoint = pos; }
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void SetSpawnRot(const NiQuaternion& rot) { m_SpawnpointRotation = rot; }
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private:
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LWOZONEID m_ZoneID;
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std::string m_ZoneFilePath;
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uint32_t m_NumberOfObjectsLoaded;
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uint32_t m_NumberOfSceneTransitionsLoaded;
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FileFormatVersion m_FileFormatVersion;
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uint32_t m_CheckSum;
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uint32_t m_WorldID; //should be equal to the MapID
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NiPoint3 m_Spawnpoint;
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NiQuaternion m_SpawnpointRotation;
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uint32_t m_SceneCount;
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std::string m_ZonePath; //Path to the .luz's folder
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std::string m_ZoneName; //Name given to the zone by a level designer
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std::string m_ZoneDesc; //Description of the zone by a level designer
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std::string m_ZoneRawPath; //Path to the .raw file of this zone.
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std::map<LWOSCENEID, SceneRef> m_Scenes;
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std::vector<SceneTransition> m_SceneTransitions;
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uint32_t m_PathDataLength;
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uint32_t m_PathChunkVersion;
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std::vector<Path> m_Paths;
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std::map<LWOSCENEID, uint32_t> m_MapRevisions; //rhs is the revision!
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//private ("helper") functions:
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void LoadScene(std::istream& file);
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void LoadLUTriggers(std::string triggerFile, SceneRef& scene);
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void LoadSceneTransition(std::istream& file);
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SceneTransitionInfo LoadSceneTransitionInfo(std::istream& file);
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void LoadPath(std::istream& file);
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};
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