Fix NPC visibility and stabilize world transport/taxi updates

This commit is contained in:
Kelsi 2026-02-11 18:25:04 -08:00
parent 5dae994830
commit f752a4f517
16 changed files with 452 additions and 173 deletions

View file

@ -75,6 +75,17 @@ void WorldMap::setMapName(const std::string& name) {
viewLevel = ViewLevel::WORLD;
}
void WorldMap::setServerExplorationMask(const std::vector<uint32_t>& masks, bool hasData) {
if (!hasData || masks.empty()) {
hasServerExplorationMask = false;
serverExplorationMask.clear();
return;
}
hasServerExplorationMask = true;
serverExplorationMask = masks;
}
// --------------------------------------------------------
// GL resource creation
// --------------------------------------------------------
@ -195,7 +206,22 @@ void WorldMap::loadZonesFromDBC() {
}
}
// Step 2: Load ALL WorldMapArea records for this mapID
// Step 2: Load AreaTable explore flags by areaID.
std::unordered_map<uint32_t, uint32_t> exploreFlagByAreaId;
auto areaDbc = assetManager->loadDBC("AreaTable.dbc");
if (areaDbc && areaDbc->isLoaded() && areaDbc->getFieldCount() > 3) {
for (uint32_t i = 0; i < areaDbc->getRecordCount(); i++) {
const uint32_t areaId = areaDbc->getUInt32(i, 0);
const uint32_t exploreFlag = areaDbc->getUInt32(i, 3);
if (areaId != 0) {
exploreFlagByAreaId[areaId] = exploreFlag;
}
}
} else {
LOG_WARNING("WorldMap: AreaTable.dbc missing or unexpected format; server exploration may be incomplete");
}
// Step 3: Load ALL WorldMapArea records for this mapID
auto wmaDbc = assetManager->loadDBC("WorldMapArea.dbc");
if (!wmaDbc || !wmaDbc->isLoaded()) {
LOG_WARNING("WorldMap: WorldMapArea.dbc not found");
@ -224,6 +250,10 @@ void WorldMap::loadZonesFromDBC() {
zone.locBottom = wmaDbc->getFloat(i, 7);
zone.displayMapID = wmaDbc->getUInt32(i, 8);
zone.parentWorldMapID = wmaDbc->getUInt32(i, 10);
auto exploreIt = exploreFlagByAreaId.find(zone.areaID);
if (exploreIt != exploreFlagByAreaId.end()) {
zone.exploreFlag = exploreIt->second;
}
int idx = static_cast<int>(zones.size());
@ -728,9 +758,66 @@ glm::vec2 WorldMap::renderPosToMapUV(const glm::vec3& renderPos, int zoneIdx) co
// --------------------------------------------------------
void WorldMap::updateExploration(const glm::vec3& playerRenderPos) {
int zoneIdx = findZoneForPlayer(playerRenderPos);
if (zoneIdx >= 0) {
exploredZones.insert(zoneIdx);
auto isExploreFlagSet = [this](uint32_t flag) -> bool {
if (!hasServerExplorationMask || serverExplorationMask.empty() || flag == 0) return false;
const auto isSet = [this](uint32_t bitIndex) -> bool {
const size_t word = bitIndex / 32;
if (word >= serverExplorationMask.size()) return false;
const uint32_t bit = bitIndex % 32;
return (serverExplorationMask[word] & (1u << bit)) != 0;
};
// Most cores use zero-based bit indices; some data behaves one-based.
if (isSet(flag)) return true;
if (flag > 0 && isSet(flag - 1)) return true;
return false;
};
bool markedAny = false;
if (hasServerExplorationMask) {
exploredZones.clear();
for (int i = 0; i < static_cast<int>(zones.size()); i++) {
const auto& z = zones[i];
if (z.areaID == 0 || z.exploreFlag == 0) continue;
if (isExploreFlagSet(z.exploreFlag)) {
exploredZones.insert(i);
markedAny = true;
}
}
}
// Fall back to local bounds-based reveal if server masks are missing/unusable.
if (markedAny) return;
float wowX = playerRenderPos.y; // north/south
float wowY = playerRenderPos.x; // west/east
for (int i = 0; i < static_cast<int>(zones.size()); i++) {
const auto& z = zones[i];
if (z.areaID == 0) continue; // skip continent-level entries
float minX = std::min(z.locLeft, z.locRight);
float maxX = std::max(z.locLeft, z.locRight);
float minY = std::min(z.locTop, z.locBottom);
float maxY = std::max(z.locTop, z.locBottom);
float spanX = maxX - minX;
float spanY = maxY - minY;
if (spanX < 0.001f || spanY < 0.001f) continue;
bool contains = (wowX >= minX && wowX <= maxX && wowY >= minY && wowY <= maxY);
if (contains) {
exploredZones.insert(i);
markedAny = true;
}
}
// Fallback for imperfect DBC bounds: reveal nearest zone so exploration still progresses.
if (!markedAny) {
int zoneIdx = findZoneForPlayer(playerRenderPos);
if (zoneIdx >= 0) {
exploredZones.insert(zoneIdx);
}
}
}
@ -791,11 +878,16 @@ void WorldMap::render(const glm::vec3& playerRenderPos, int screenWidth, int scr
return;
}
// Mouse wheel: scroll up = zoom in, scroll down = zoom out
// Mouse wheel: scroll up = zoom in, scroll down = zoom out.
// Use both ImGui and raw input wheel deltas for reliability across frame order/capture paths.
auto& io = ImGui::GetIO();
if (io.MouseWheel > 0.0f) {
float wheelDelta = io.MouseWheel;
if (std::abs(wheelDelta) < 0.001f) {
wheelDelta = input.getMouseWheelDelta();
}
if (wheelDelta > 0.0f) {
zoomIn(playerRenderPos);
} else if (io.MouseWheel < 0.0f) {
} else if (wheelDelta < 0.0f) {
zoomOut();
}
} else {