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fix: use expansion-aware explored zone count to prevent fog-of-war corruption
Classic 1.12 and Turtle WoW have only 64 PLAYER_EXPLORED_ZONES uint32 fields (zone IDs pack into 2048 bits). TBC and WotLK use 128 (needed for Outland/Northrend zone IDs up to bit 4095). The hardcoded PLAYER_EXPLORED_ZONES_COUNT=128 caused extractExploredZoneFields to read 64 extra fields beyond the actual zone block in Classic/Turtle — consuming PLAYER_REST_STATE_EXPERIENCE, PLAYER_FIELD_COINAGE, and character- points fields as zone flags. On the world map, this could mark zones as explored based on random bit patterns in those unrelated fields. Add `exploredZonesCount()` virtual method to PacketParsers (default=128, Classic/Turtle override=64) and use it in extractExploredZoneFields to limit reads to the correct block and zero-fill remaining slots.
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2 changed files with 22 additions and 1 deletions
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@ -17556,18 +17556,31 @@ void GameHandler::extractSkillFields(const std::map<uint16_t, uint32_t>& fields)
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}
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void GameHandler::extractExploredZoneFields(const std::map<uint16_t, uint32_t>& fields) {
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// Number of explored-zone uint32 fields varies by expansion:
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// Classic/Turtle = 64, TBC/WotLK = 128. Always allocate 128 for world-map
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// bit lookups, but only read the expansion-specific count to avoid reading
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// player money or rest-XP fields as zone flags.
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const size_t zoneCount = packetParsers_
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? static_cast<size_t>(packetParsers_->exploredZonesCount())
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: PLAYER_EXPLORED_ZONES_COUNT;
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if (playerExploredZones_.size() != PLAYER_EXPLORED_ZONES_COUNT) {
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playerExploredZones_.assign(PLAYER_EXPLORED_ZONES_COUNT, 0u);
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}
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bool foundAny = false;
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for (size_t i = 0; i < PLAYER_EXPLORED_ZONES_COUNT; i++) {
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for (size_t i = 0; i < zoneCount; i++) {
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const uint16_t fieldIdx = static_cast<uint16_t>(fieldIndex(UF::PLAYER_EXPLORED_ZONES_START) + i);
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auto it = fields.find(fieldIdx);
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if (it == fields.end()) continue;
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playerExploredZones_[i] = it->second;
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foundAny = true;
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}
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// Zero out slots beyond the expansion's zone count to prevent stale data
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// from polluting the fog-of-war display.
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for (size_t i = zoneCount; i < PLAYER_EXPLORED_ZONES_COUNT; i++) {
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playerExploredZones_[i] = 0u;
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}
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if (foundAny) {
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hasPlayerExploredZones_ = true;
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