refactor(zone): LWOSCENEID lives with the zone code, its layer is an eSceneType

LWOSCENEID and LWOSCENEID_INVALID move from dCommonVars.h to
dZoneManager/LWOSCENEID.h; only the zone code uses them. The layer half
is the scene's layer, now the new eSceneType (dCommon/dEnums) instead of
a uint32_t: General (0), Audio (1, the *_audio.lvl scenes named
"Audio") and FX (2, Nexus Tower's *_fxs.lvl scenes named "FXs"), the
three layers the zone files of every client on disk use. ZoneScene's
sceneType is an eSceneType too, so a scene's LWOSCENEID is built from it
directly, and the dashboard compares against eSceneType::General instead
of 0. The zone checksum still hashes the layer's number.

Check in game: every world loads (the zone checksum the client checks is
unchanged), Nexus Tower included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 04:49:42 -05:00
parent 0143ed834c
commit d5563ad5da
10 changed files with 58 additions and 33 deletions

View File

@@ -54,32 +54,6 @@ constexpr float PI = 3.14159f;
//============ STRUCTS ==============
struct LWOSCENEID {
public:
constexpr LWOSCENEID() noexcept { m_sceneID = -1; m_layerID = 0; }
constexpr LWOSCENEID(int32_t sceneID) noexcept { m_sceneID = sceneID; m_layerID = 0; }
constexpr LWOSCENEID(int32_t sceneID, uint32_t layerID) noexcept { m_sceneID = sceneID; m_layerID = layerID; }
constexpr LWOSCENEID& operator=(const LWOSCENEID& rhs) noexcept { m_sceneID = rhs.m_sceneID; m_layerID = rhs.m_layerID; return *this; }
constexpr LWOSCENEID& operator=(const int32_t rhs) noexcept { m_sceneID = rhs; m_layerID = 0; return *this; }
constexpr bool operator<(const LWOSCENEID& rhs) const noexcept { return (m_sceneID < rhs.m_sceneID || (m_sceneID == rhs.m_sceneID && m_layerID < rhs.m_layerID)); }
constexpr bool operator<(const int32_t rhs) const noexcept { return m_sceneID < rhs; }
constexpr bool operator==(const LWOSCENEID& rhs) const noexcept { return (m_sceneID == rhs.m_sceneID && m_layerID == rhs.m_layerID); }
constexpr bool operator==(const int32_t rhs) const noexcept { return m_sceneID == rhs; }
constexpr int32_t GetSceneID() const noexcept { return m_sceneID; }
constexpr uint32_t GetLayerID() const noexcept { return m_layerID; }
constexpr void SetSceneID(const int32_t sceneID) noexcept { m_sceneID = sceneID; }
constexpr void SetLayerID(const uint32_t layerID) noexcept { m_layerID = layerID; }
private:
int32_t m_sceneID;
uint32_t m_layerID;
};
struct LWOZONEID {
public:
constexpr const LWOMAPID& GetMapID() const noexcept { return m_MapID; }
@@ -99,7 +73,6 @@ private:
LWOCLONEID m_CloneID = LWOCLONEID_INVALID; //To differentiate between "your property" and "my property". Always 0 for non-prop worlds.
};
constexpr LWOSCENEID LWOSCENEID_INVALID = -1;
struct FriendData {
public:

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@@ -0,0 +1,13 @@
#ifndef ESCENETYPE_H
#define ESCENETYPE_H
#include <cstdint>
// A zone scene's layer (the second half of the client's SceneAndLayer); zones split into a scene per layer
enum class eSceneType : uint32_t {
General = 0, // the scene's objects ("Global Scene" and the named scenes)
Audio = 1, // *_audio.lvl scenes, named "Audio"
FX = 2, // *_fxs.lvl scenes, named "FXs" (Nexus Tower)
};
#endif //!ESCENETYPE_H