Files
Leviathan/Client/Game/engine/TerrainEngine/MapDefine.h
T
2026-06-01 12:46:52 +02:00

342 lines
7.4 KiB
C

#pragma once
#include "KTypes.h"
// 맵 파일 관련
#define NFMFILE_SIGN "nFlavor Map"
const DWORD c_dwNFMCurrentVer = 22;
const DWORD c_dwNFMSegmentVer = 0;
#define NFM_SP_GRASS_FILE_SIGN "nFlavor SpeedGrass"
const DWORD c_dwNFMSpeedGrassVer = 1;
#define NFM_QUEST_FILE_SIGN "nFlavor QuestProp"
const DWORD c_dwNFMQuestPropVer = 3;
#define NFM_PVS_FILE_SIGN "RAPPELZ PVS"
const DWORD c_dwNFM_PVS_Ver = 1;
#define NFM_CAMERA_WORK_FILE_SIGN "nFlavor CameraWork"
const DWORD c_dwNFMCameraWorkVer = 1;
#pragma pack(push, 1)
struct NFM_HEADER_V22
{
char szSign[16];
DWORD dwVersion;
DWORD dwMapPropertiesOffset; ///< 맵 속성 정보 시작 위치
DWORD dwTerrainSegmentOffset; ///< 지형 세그먼트 정보 시작 위치
DWORD dwPropOffset; ///< Prop 정보 시작 위치
DWORD dwVectorAttrOffset; ///< 벡터 속성 정보 시작 위치
DWORD dwWaterOffset; ///< 물 정보 시작 위치
DWORD dwGrassColonyOffset; ///< 풀 군락 정보 시작 위치
DWORD dwEventAreaOffset; ///< 풀 군락 정보 시작 위치
int nTileCountPerSegment;
int nSegmentCountPerMap;
float fTileLength;
};
typedef NFM_HEADER_V22 NFM_LATESTHEADER;
struct NFM_HEADER_V19
{
char szSign[16];
DWORD dwVersion;
DWORD dwMapPropertiesOffset; ///< 맵 속성 정보 시작 위치
DWORD dwTerrainSegmentOffset; ///< 지형 세그먼트 정보 시작 위치
DWORD dwPropOffset; ///< Prop 정보 시작 위치
DWORD dwVectorAttrOffset; ///< 벡터 속성 정보 시작 위치
DWORD dwWaterOffset; ///< 물 정보 시작 위치
DWORD dwGrassColonyOffset; ///< 풀 군락 정보 시작 위치
int nTileCountPerSegment;
int nSegmentCountPerMap;
float fTileLength;
};
typedef NFM_HEADER_V19 NFM_HEADER_V18;
typedef NFM_HEADER_V18 NFM_HEADER_V17;
struct NFM_HEADER_V16
{
char szSign[16];
DWORD dwVersion;
DWORD dwMapPropertiesOffset; ///< 맵 속성 정보 시작 위치
DWORD dwTerrainSegmentOffset; ///< 지형 세그먼트 정보 시작 위치
DWORD dwPropOffset; ///< Prop 정보 시작 위치
DWORD dwVectorAttrOffset; ///< 벡터 속성 정보 시작 위치
DWORD dwWaterOffset; ///< 물 정보 시작 위치
int nTileCountPerSegment;
int nSegmentCountPerMap;
float fTileLength;
};
//typedef NFM_HEADER_V16 NFM_LATESTHEADER;
typedef NFM_HEADER_V16 NFM_HEADER_V15;
struct NFM_HEADER_V14
{
char szSign[16];
DWORD dwVersion;
DWORD dwTerrainSegmentOffset; ///< 지형 세그먼트 정보 시작 위치
DWORD dwPropOffset; ///< Prop 정보 시작 위치
DWORD dwVectorAttrOffset; ///< 벡터 속성 정보 시작 위치
int nTileCountPerSegment;
int nSegmentCountPerMap;
float fTileLength;
};
typedef NFM_HEADER_V14 NFM_HEADER_V13;
typedef NFM_HEADER_V13 NFM_HEADER_V12;
struct NFM_HEADER_V10
{
char szSign[16];
DWORD dwVersion;
DWORD dwTerrainSegmentOffset; ///< 지형 세그먼트 정보 시작 위치
DWORD dwPropOffset; ///< Prop 정보 시작 위치
int nTileCountPerSegment;
int nSegmentCountPerMap;
float fTileLength;
};
typedef NFM_HEADER_V10 NFM_HEADER_V11;
struct NFM_SEGMENTHEADER_V11
{
DWORD dwVersion;
WORD tile[3];
};
struct NFM_VERTEXSTRUCT_V11
{
float fHeight;
DWORD wFillBits[2]; ///< 제일 낮은 단계의 바닥 텍스처가 아닌경우에 유효하다. 4*4의 2bit 배열
unsigned __int64 wAttribute;
KTripleColor Color;
};
struct NFM_VERTEXSTRUCT_V10
{
float fHeight;
WORD wTile;
WORD wAttribute;
KTripleColor Color;
};
struct NFM_VERTEXSTRUCT_V9
{
float fHeight;
WORD wTile;
KTripleColor Color;
};
struct NFM_VERTEXSTRUCT_V8
{
float fHeight;
WORD wTile;
};
struct NFM_PROPSTRUCT_V15
{
int nPropIndex;
float x, y;
float fZOffset;
float fRotateX, fRotateY, fRotateZ;
float fScaleX, fScaleY, fScaleZ;
WORD wPropNum;
bool bLockHeight;
float fLockHeight;
short nTextureGroupIndex;
};
struct NFM_PROPSTRUCT_V14
{
int nPropIndex;
float x, y;
float fZOffset;
float fRotateX, fRotateY, fRotateZ;
float fScaleX, fScaleY, fScaleZ;
WORD wPropNum;
bool bLockHeight;
float fLockHeight;
};
struct NFM_PROPSTRUCT_V13
{
int nPropIndex;
float x, y;
float fZOffset;
float fRotateX, fRotateY, fRotateZ;
float fScale;
WORD wPropNum;
};
struct NFM_PROPSTRUCT_V10
{
int nPropIndex;
float x, y;
float fRotation;
WORD wPropNum;
};
struct NFM_PROPSTRUCT_V8
{
float x, y;
float fRotation;
WORD wPropNum;
};
struct NFM_SPEED_GRASS_HEADER_V1
{
char szSign[20];
DWORD dwVersion;
};
struct NFM_SPEED_GRASS_V1
{
float px,py;
float nx,ny,nz;
};
struct NFM_SPEED_GRASS_COLONY_INFO
{
int nPolygonID;
float fDensity;
float fDisTribution;
float fSize;
float fHeightP, fHeightM;
KColor Color;
float fColorRatio;
float fColorTone;
float fChroma;
float fBrightness;
float fCombinationRatio;
float fWindReaction;
};
struct NFM_QUEST_PROP_HEADER_V1
{
char szSign[18];
DWORD dwVersion;
int nPropCount;
};
struct NFM_QUEST_PROPSTRUCT_V3
{
int nQuestDBID;
float x,y;
float fZOffSet;
float fRotateX, fRotateY, fRotateZ;
float fScaleX, fScaleY, fScaleZ;
WORD wPropNum;
bool bLockHeight;
float fLockHeight;
short nTextureGroupIndex;
};
struct NFM_QUEST_PROPSTRUCT_V2
{
int nQuestDBID;
float x,y;
float fZOffSet;
float fRotateX, fRotateY, fRotateZ;
float fScaleX, fScaleY, fScaleZ;
WORD wPropNum;
bool bLockHeight;
float fLockHeight;
};
struct NFM_QUEST_PROPSTRUCT_V1
{
int nQuestDBID;
float x,y;
float fZOffSet;
float fRotateX, fRotateY, fRotateZ;
float fScale;
WORD wPropNum;
};
/// PVS
struct NFM_PVS_HEADER_V1
{
char szSign[16];
unsigned short dwVersion;
unsigned char nSegmentCountPerMap;
unsigned char nMapStartPosX;
unsigned char nMapStartPosY;
unsigned short nSegmentCount;
int nPropCount;
unsigned char nSegmentLeft;
unsigned char nSegmentTop;
unsigned char nSegmentRight;
unsigned char nSegmentBottom;
};
/// 로컬로 저장됨
struct NFM_PVS_SEGMENT_V1
{
unsigned char nSegmentX; ///< 0~63
unsigned char nSegmentY; ///< 0~63
unsigned short nIncludeSegmentCount; ///< 0~4096
};
/// 로컬로 저장됨
struct NFM_SEGMENT_DATA_V1
{
unsigned char nSegmentX; ///< 0~63
unsigned char nSegmentY; ///< 0~63
};
/// 로컬로 저장됨
struct NFM_PVS_PROP_V1
{
unsigned char nSegmentX; ///< 0~63
unsigned char nSegmentY; ///< 0~63
int nIncludePropCount;
};
struct NFM_PROP_DATA_V1
{
size_t nSegmentIdx;
size_t nPropIdx;
};
/// 카메라 연출
struct NFM_CAMERA_WORK_HEADER_V1
{
char szSign[19];
DWORD dwVersion;
unsigned short camerawork;
};
struct NFM_CAMERA_WORK_STRUCT_V1
{
float px,py,pz;
float tx,ty,tz;
float opx,opy;
float otx,oty;
DWORD m_dwSpeed;
float m_fTargetRotation;
float m_fCameraRotation;
};
#pragma pack(pop)
// Prop 관련
/** 상위 12비트는 map index, 하위 20비트는 prop index로 사용한다.
따라서 map index는 0 ~ 4095까지 가능하고, prop index는 0 ~ 1048575 까지 가능하다.
( 일단 충분히 큰 값이라 생각하고 현재 맵툴에서 따로 index의 한계를 제한해두지는 않았음. ) */
typedef DWORD TERRAINPROP_ID;
inline TERRAINPROP_ID CreateTerrainPropID( int nMapIndex, int nPropIndex )
{ return (TERRAINPROP_ID(nMapIndex) << 20) | (TERRAINPROP_ID(nPropIndex) & 0x000FFFFF); }
inline int GetMapIndexOfTerrainPropID( TERRAINPROP_ID TerrainPropID )
{ return int(TerrainPropID >> 20); }
inline int GetPropIndexOfTerrainPropID( TERRAINPROP_ID TerrainPropID )
{ return int(TerrainPropID & 0x000FFFFF); }