Example #1
0
        /// <summary>
        /// Main spawn method
        /// </summary>
        public void Spawn()
        {
            if (this.ActorToSpawnSNO == null)
            {
               // Logger.Debug("Triggered spawner with no ActorToSpawnSNO found.");
                //Try revealing this
                foreach (var player in this.World.Players.Values)
                {
                    base.Reveal(player);
                }
                return;
            }
            var location = new PRTransform()
            {
                Quaternion = new Quaternion
                {
                    W = this.RotationW,
                    Vector3D = this.RotationAxis
                },
                Vector3D = this.Position
            };

            Mooege.Core.GS.Generators.WorldGenerator.loadActor(ActorToSpawnSNO, location, this.World, ((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap);

            //once target spawned this can be destroyed
            this.Destroy();
        }
Example #2
0
 public override void Parse(GameBitBuffer buffer)
 {
     ChunkID = buffer.ReadUInt(32);
     SceneSNO = buffer.ReadInt(32);
     Transform = new PRTransform();
     Transform.Parse(buffer);
     WorldID = buffer.ReadUInt(32);
     MiniMapVisibility = buffer.ReadBool(); ;
 }
Example #3
0
        private bool LaunchWave(List<Vector3D> Coordinates, Map.World world, List<Int32> SnoId)
        {
            for (Int32 i = 0; i < SnoId.Count; i++)
            {
                var monsterSNOHandle = new Common.Types.SNO.SNOHandle(SnoId[i]);
                var monsterActor = monsterSNOHandle.Target as Mooege.Common.MPQ.FileFormats.Actor;

                Parallel.ForEach(world.Players, player => //Threading because many spawns at once with out Parallel freezes D3.
                {
                    var PRTransform = new PRTransform()
                    {
                        Quaternion = new Quaternion()
                        {
                            W = 0.590017f,
                            Vector3D = new Vector3D(0, 0, 0)
                        },
                        Vector3D = Coordinates[i]
                    };

                    //Load the actor here.
                    var actor = WorldGenerator.loadActor(monsterSNOHandle, PRTransform, world, monsterActor.TagMap);
                    monstersAlive.Add(actor);

                    //If Revealed play animation.
                    world.BroadcastIfRevealed(new PlayAnimationMessage
                    {
                        ActorID = actor,
                        Field1 = 9,
                        Field2 = 0,
                        tAnim = new Net.GS.Message.Fields.PlayAnimationMessageSpec[]
                        {
                            new Net.GS.Message.Fields.PlayAnimationMessageSpec()
                            {
                                Duration = 0x00000048,
                                AnimationSNO = 0x00029A08,
                                PermutationIndex = 0x00000000,
                                Speed = 1f
                            }
                        }
                    }, player.Value);
                });
            }
            return true;
        }
Example #4
0
        //TODO: Move this out as loading actors can happen even after world was generated
        public static uint loadActor(SNOHandle actorHandle, PRTransform location, World world, TagMap tagMap)
        {
            var actor = Mooege.Core.GS.Actors.ActorFactory.Create(world, actorHandle.Id, tagMap);

            if (actor == null)
            {
                if (actorHandle.Id != -1)
                    Logger.Warn("ActorFactory did not load actor {0}", actorHandle);
                return 0;
            }

            actor.RotationW = location.Quaternion.W;
            actor.RotationAxis = location.Quaternion.Vector3D;
            actor.EnterWorld(location.Vector3D);
            return actor.DynamicID;
        }
Example #5
0
        /// <summary>
        /// Loads content for level areas. Call this after scenes have been generated and after scenes have their GizmoLocations
        /// set (this is done in Scene.LoadActors right now)
        /// </summary>
        /// <param name="levelAreas">Dictionary that for every level area has the scenes it consists of</param>
        /// <param name="world">The world to which to add loaded actors</param>
        private static void loadLevelAreas(Dictionary<int, List<Scene>> levelAreas, World world)
        {
            /// Each Scene has one to four level areas assigned to it. I dont know if that means
            /// the scene belongs to both level areas or if the scene is split
            /// Scenes marker tags have generic GizmoLocationA to Z that are used 
            /// to provide random spawning possibilities.
            /// For each of these 26 LocationGroups, the LevelArea has a entry in its SpawnType array that defines
            /// what type of actor/encounter/adventure could spawn there
            /// 
            /// It could for example define, that for a level area X, out of the four spawning options
            /// two are randomly picked and have barrels placed there

            // Create an array of mobs, used with the loadActor in the load monster area loop
            // Each monster are created in Mooege.Core.GS.Actors.Implementations.Monsters
            // By Poluxxx
            //int[] aSNO = new int[] {
            //       // 6652      // Zombie
            //         6443      // Ravenous
            //        //, 136943    // Ghost
            //};
            Dictionary<PRTransform, Mooege.Common.MPQ.FileFormats.Actor> dict = new Dictionary<PRTransform, Mooege.Common.MPQ.FileFormats.Actor>();
            foreach (int la in levelAreas.Keys)
            {
                SNOHandle levelAreaHandle = new SNOHandle(SNOGroup.LevelArea, la);
                if (!levelAreaHandle.IsValid)
                {
                    Logger.Warn("Level area {0} does not exist", la);
                    continue;
                }
                var levelArea = levelAreaHandle.Target as LevelArea;

                for (int i = 0; i < 26; i++)
                {
                    // Merge the gizmo starting locations from all scenes and
                    // their subscenes into a single list for the whole level area
                    List<PRTransform> gizmoLocations = new List<PRTransform>();
                    foreach (var scene in levelAreas[la])
                    {
                        if (scene.GizmoSpawningLocations[i] != null)
                            gizmoLocations.AddRange(scene.GizmoSpawningLocations[i]);
                        foreach (Scene subScene in scene.Subscenes)
                        {
                            if (subScene.GizmoSpawningLocations[i] != null)
                                gizmoLocations.AddRange(subScene.GizmoSpawningLocations[i]);
                        }
                    }

                    // Load all spawns that are defined for that location group 
                    foreach (GizmoLocSpawnEntry spawnEntry in levelArea.LocSet.SpawnType[i].SpawnEntry)
                    {
                        // Get a random amount of spawns ...
                        int amount = RandomHelper.Next(spawnEntry.Max, spawnEntry.Max);
                        if (amount > gizmoLocations.Count)
                        {
                            Logger.Trace("Breaking after spawnEntry {0} for LevelArea {1} because there are less locations ({2}) than spawn amount ({3}, {4} min)", spawnEntry.SNOHandle, levelAreaHandle, gizmoLocations.Count, amount, spawnEntry.Min);
                            break;
                        }

                        Logger.Trace("Spawning {0} ({3} - {4} {1} in {2}", amount, spawnEntry.SNOHandle, levelAreaHandle, spawnEntry.Min, spawnEntry.Max);

                        // ...and place each one on a random position within the location group
                        for (; amount > 0; amount--)
                        {
                            int location = RandomHelper.Next(gizmoLocations.Count - 1);

                            switch (spawnEntry.SNOHandle.Group)
                            {
                                case SNOGroup.Actor:
                                    //TODO: Why to pass tagmap here and not load it inside Actor
                                    loadActor(spawnEntry.SNOHandle, gizmoLocations[location], world, ((Mooege.Common.MPQ.FileFormats.Actor)spawnEntry.SNOHandle.Target).TagMap);
                                    break;
                                case SNOGroup.Encounter:
                                    var encounter = spawnEntry.SNOHandle.Target as Encounter;
                                    var actor = RandomHelper.RandomItem(encounter.Spawnoptions, x => x.Probability);
                                    var actorHandle = new SNOHandle(actor.SNOSpawn);
                                    loadActor(actorHandle, gizmoLocations[location], world, ((Mooege.Common.MPQ.FileFormats.Actor)actorHandle.Target).TagMap);
                                    break;
                                case SNOGroup.Adventure:
                                    // Adventure are basically made up of a markerSet that has relative PRTransforms
                                    // it has some other fields that are always 0 and a reference to a symbol actor
                                    // no idea what they are used for - farmy

                                    var adventure = spawnEntry.SNOHandle.Target as Adventure;
                                    var markerSet = new SNOHandle(adventure.SNOMarkerSet).Target as MarkerSet;

                                    foreach (var marker in markerSet.Markers)
                                    {
                                        // relative marker set coordinates to absolute world coordinates
                                        var absolutePRTransform = new PRTransform
                                        {
                                            Vector3D = marker.PRTransform.Vector3D + gizmoLocations[location].Vector3D,
                                            Quaternion = new Quaternion
                                            {
                                                Vector3D = new Vector3D(marker.PRTransform.Quaternion.Vector3D.X, marker.PRTransform.Quaternion.Vector3D.Y, marker.PRTransform.Quaternion.Vector3D.Z),
                                                W = marker.PRTransform.Quaternion.W
                                            }
                                        };
                                        switch (marker.Type)
                                        {
                                            case MarkerType.Actor:
                                                loadActor(marker.SNOHandle, absolutePRTransform, world, marker.TagMap);
                                                break;

                                            case MarkerType.Encounter:
                                                var encounter2 = marker.SNOHandle.Target as Encounter;
                                                var actor2 = RandomHelper.RandomItem(encounter2.Spawnoptions, x => x.Probability);
                                                loadActor(new SNOHandle(actor2.SNOSpawn), absolutePRTransform, world, marker.TagMap);
                                                break;

                                            default:
                                                Logger.Warn("Unhandled marker type {0} in actor loading", marker.Type);
                                                break;
                                        }
                                    }
                                    break;
                                default:
                                    if (spawnEntry.SNOHandle.Id != -1)
                                        Logger.Warn("Unknown sno handle in LevelArea spawn entries: {0}", spawnEntry.SNOHandle);
                                    break;
                            }

                            // dont use that location again
                            gizmoLocations.RemoveAt(location);

                        }
                    }
                }

                // Load monsters for level area
                foreach (var scene in levelAreas[la])
                {
                    // HACK: don't spawn monsters in tristram town scenes /mdz
                    if (MPQStorage.Data.Assets[SNOGroup.Scene][scene.SceneSNO.Id].Name.StartsWith("trOut_Tristram_"))
                        continue;

                    // a little variety in monsters spawned
                    int[] monsterActors = { 6652, 219725, 5346, 6356, 5393, 434, 4982 };

                    for (int i = 0; i < 100; i++)
                    {
                        if (RandomHelper.NextDouble() > 0.8)
                        {
                            // TODO Load correct spawn population
                            // 2.5 is units per square, TODO: Find out how to calculate units per square. Is it F1 * V0.I1 / SquareCount?
                            int x = RandomHelper.Next(scene.NavMesh.SquaresCountX);
                            int y = RandomHelper.Next(scene.NavMesh.SquaresCountY);

                            if ((scene.NavMesh.Squares[y * scene.NavMesh.SquaresCountX + x].Flags & Mooege.Common.MPQ.FileFormats.Scene.NavCellFlags.NoSpawn) == 0)
                            {
                                loadActor(
                                    new SNOHandle(monsterActors[RandomHelper.Next(monsterActors.Length)]),
                                    new PRTransform
                                    {
                                        Vector3D = new Vector3D
                                        {
                                            X = (float)(x * 2.5 + scene.Position.X),
                                            Y = (float)(y * 2.5 + scene.Position.Y),
                                            Z = scene.NavMesh.Squares[y * scene.NavMesh.SquaresCountX + x].Z + scene.Position.Z
                                        },
                                        Quaternion = Quaternion.FacingRotation((float)(RandomHelper.NextDouble() * System.Math.PI * 2))
                                    },
                                    world,
                                    new TagMap()
                                    );
                            }
                        }
                    }
                }
            }
        }
Example #6
0
        private static void loadActor(SNOHandle actorHandle, PRTransform location, World world, TagMap tagMap)
        {
            var actor = Mooege.Core.GS.Actors.ActorFactory.Create(world, actorHandle.Id, tagMap);

            if (actor == null)
            {
                if(actorHandle.Id != -1)
                    Logger.Warn("ActorFactory did not load actor {0}", actorHandle);
                return;
            }

            actor.FacingAngle = location.Quaternion.W;
            actor.RotationAxis = location.Quaternion.Vector3D;
            actor.EnterWorld(location.Vector3D);
        }
Example #7
0
        /// <summary>
        /// Loads content for level areas. Call this after scenes have been generated and after scenes have their GizmoLocations
        /// set (this is done in Scene.LoadActors right now)
        /// </summary>
        /// <param name="levelAreas">Dictionary that for every level area has the scenes it consists of</param>
        /// <param name="world">The world to which to add loaded actors</param>
        private static void loadLevelAreas(Dictionary<int, List<Scene>> levelAreas, World world)
        {
            /// Each Scene has one to four level areas assigned to it, so each level area consists of at
            /// least one scene. Scenes marker tags have generic GizmoLocationA to Z that are used 
            /// to provide random spawning possibilities.
            /// For each of these 26 LocationGroups, the LevelArea has a entry in its SpawnType array that defines
            /// what type of actor/encounter/adventure could spawn there
            /// 
            /// It could for example define, that for a level area X, out of the four spawning options
            /// two are randomly picked and have barrels placed there

            foreach (int la in levelAreas.Keys)
            {
                SNOHandle levelAreaHandle = new SNOHandle(SNOGroup.LevelArea, la);
                if (!levelAreaHandle.IsValid)
                {
                    Logger.Warn("Level area {0} does not exist", la);
                    continue;
                }
                var levelArea = levelAreaHandle.Target as LevelArea;

                for (int i = 0; i < 26; i++)
                {
                    // Merge the gizmo starting locations from all scenes and
                    // their subscenes into a single list for the whole level area
                    List<PRTransform> gizmoLocations = new List<PRTransform>();
                    foreach (var scene in levelAreas[la])
                    {
                        if (scene.GizmoSpawningLocations[i] != null)
                            gizmoLocations.AddRange(scene.GizmoSpawningLocations[i]);
                        foreach (Scene subScene in scene.Subscenes)
                        {
                            if (subScene.GizmoSpawningLocations[i] != null)
                                gizmoLocations.AddRange(subScene.GizmoSpawningLocations[i]);
                        }
                    }

                    // Load all spawns that are defined for that location group 
                    foreach (GizmoLocSpawnEntry spawnEntry in levelArea.LocSet.SpawnType[i].SpawnEntry)
                    {
                        // Get a random amount of spawns ...
                        int amount = RandomHelper.Next(spawnEntry.Max, spawnEntry.Max);
                        if (amount > gizmoLocations.Count)
                        {
                            Logger.Warn("Breaking after spawnEntry {0} for LevelArea {1} because there are less locations ({2}) than spawn amount ({3}, {4} min)", spawnEntry.SNOHandle, levelAreaHandle, gizmoLocations.Count, amount, spawnEntry.Min);
                            break;
                        }

                        Logger.Trace("Spawning {0} ({3} - {4} {1} in {2}", amount, spawnEntry.SNOHandle, levelAreaHandle, spawnEntry.Min, spawnEntry.Max);

                        // ...and place each one on a random position within the location group
                        for (; amount > 0; amount--)
                        {
                            int location = RandomHelper.Next(gizmoLocations.Count - 1);

                            switch (spawnEntry.SNOHandle.Group)
                            {
                                case SNOGroup.Actor:

                                    loadActor(spawnEntry.SNOHandle, gizmoLocations[location], world, new TagMap());
                                    break;

                                case SNOGroup.Encounter:

                                    var encounter = spawnEntry.SNOHandle.Target as Encounter;
                                    var actor = RandomHelper.RandomItem(encounter.Spawnoptions, x => x.Probability);
                                    loadActor(new SNOHandle(actor.SNOSpawn), gizmoLocations[location], world, new TagMap());
                                    break;

                                case SNOGroup.Adventure:

                                    // Adventure are basically made up of a markerSet that has relative PRTransforms
                                    // it has some other fields that are always 0 and a reference to a symbol actor
                                    // no idea what they are used for - farmy
                                    
                                    var adventure = spawnEntry.SNOHandle.Target as Adventure;
                                    var markerSet = new SNOHandle(adventure.SNOMarkerSet).Target as MarkerSet;

                                    foreach (var marker in markerSet.Markers)
                                    {
                                        // relative marker set coordinates to absolute world coordinates
                                        var absolutePRTransform = new PRTransform
                                        {
                                            Vector3D = marker.PRTransform.Vector3D + gizmoLocations[location].Vector3D,
                                            Quaternion = new Quaternion
                                            {
                                                Vector3D = new Vector3D(marker.PRTransform.Quaternion.Vector3D.X, marker.PRTransform.Quaternion.Vector3D.Y, marker.PRTransform.Quaternion.Vector3D.Z),
                                                W = marker.PRTransform.Quaternion.W
                                            }
                                        };

                                        switch (marker.Type)
                                        {
                                            case MarkerType.Actor:

                                                loadActor(marker.SNOHandle, absolutePRTransform, world, marker.TagMap);
                                                break;

                                            case MarkerType.Encounter:

                                                var encounter2 = marker.SNOHandle.Target as Encounter;
                                                var actor2 = RandomHelper.RandomItem(encounter2.Spawnoptions, x => x.Probability);
                                                loadActor(new SNOHandle(actor2.SNOSpawn), absolutePRTransform, world, marker.TagMap);
                                                break;

                                            default:

                                                Logger.Warn("Unhandled marker type {0} in actor loading", marker.Type);
                                                break;
                                        }
                                    }

                                    break;

                                default:

                                    if (spawnEntry.SNOHandle.Id != -1)
                                        Logger.Warn("Unknown sno handle in LevelArea spawn entries: {0}", spawnEntry.SNOHandle);
                                    break;

                            }

                            // dont use that location again
                            gizmoLocations.RemoveAt(location);

                        }
                    }
                }
            }
        }
Example #8
0
        /// <summary>
        /// Main spawn method
        /// </summary>
        public void Spawn()
        {
            if (this.ActorToSpawnSNO == null)
            {
                if (this.OnActorSpawnedScript != null)
                {
                    this.World.Game.Scripts[OnActorSpawnedScript.Id].Execute();
                }
                Logger.Debug("Triggered spawner with no ActorToSpawnSNO or Script found.");
                //Try revealing this
                foreach (var player in this.World.Players.Values)
                {
                    base.Reveal(player);
                }
                return;
            }
            var location = new PRTransform()
            {
                Quaternion = new Quaternion
                {
                    W = this.RotationW,
                    Vector3D = this.RotationAxis
                },
                Vector3D = this.Position
            };

            //TODO: Verify if groups need to really be added to target.
            //HACK
            if (Group1Hash != -1 && !((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap.ContainsKey(MarkerKeys.Group1Hash))
            {
                ((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap.Add(MarkerKeys.Group1Hash, new TagMapEntry(MarkerKeys.Group1Hash.ID, Group1Hash, 5));
            }
            if (Group2Hash != -1 && !((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap.ContainsKey(MarkerKeys.Group2Hash))
            {
                ((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap.Add(MarkerKeys.Group2Hash, new TagMapEntry(MarkerKeys.Group2Hash.ID, Group2Hash, 5));
            }
            Mooege.Core.GS.Generators.WorldGenerator.loadActor(ActorToSpawnSNO, location, this.World, ((Mooege.Common.MPQ.FileFormats.Actor)ActorToSpawnSNO.Target).TagMap);

            //once target spawned this can be destroyed
            this.Destroy();
        }