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

@@ -65,7 +65,7 @@ TEST(ZoneFileTests, ReadsScenesAndPaths) {
ASSERT_EQ(zone.scenes.size(), 1u);
EXPECT_EQ(zone.scenes[0].filename, "scene.lvl");
EXPECT_EQ(zone.scenes[0].id, 7u);
EXPECT_EQ(zone.scenes[0].sceneType, 2u);
EXPECT_EQ(zone.scenes[0].sceneType, eSceneType::FX);
EXPECT_EQ(zone.zoneRawPath, "zone.raw");
ASSERT_EQ(zone.sceneTransitions.size(), 1u);
EXPECT_EQ(zone.sceneTransitions[0].points.size(), 2u);