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[8831] Helper function add and move for diffficulties.
* Use regular naming for 0 spwanmode/difficulty for clean consistence names (used at well known wiki) * Move difficulty related data access from InstancedMap to Map class.
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6 changed files with 33 additions and 30 deletions
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@ -362,10 +362,20 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
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bool CheckGridIntegrity(Creature* c, bool moved) const;
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uint32 GetInstanceId() const { return i_InstanceId; }
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uint8 GetSpawnMode() const { return (i_spawnMode); }
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virtual bool CanEnter(Player* /*player*/) { return true; }
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const char* GetMapName() const;
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// have meaning only for instanced map (that have set real difficulty), NOT USE its for BaseMap
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// _currently_ spawnmode == difficulty, but this can be changes later, so use appropriate spawmmode/difficult functions
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// for simplify later code support
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// regular difficulty = continent/dungeon normal/first raid normal difficulty
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uint8 GetSpawnMode() const { return (i_spawnMode); }
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Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
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bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DEFAULT; }
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uint32 GetMaxPlayers() const; // dependent from map difficulty
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uint32 GetMaxResetDelay() const; // dependent from map difficulty
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MapDifficulty const* GetMapDifficulty() const; // dependent from map difficulty
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bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
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// NOTE: this duplicate of Instanceable(), but Instanceable() can be changed when BG also will be instanceable
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bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
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@ -597,12 +607,6 @@ class MANGOS_DLL_SPEC InstanceMap : public Map
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void SendResetWarnings(uint32 timeLeft) const;
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void SetResetSchedule(bool on);
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// have meaning only for instanced map (that have set real difficulty)
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Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
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uint32 GetMaxPlayers() const;
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uint32 GetMaxResetDelay() const;
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MapDifficulty const* GetMapDifficulty() const;
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virtual void InitVisibilityDistance();
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private:
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bool m_resetAfterUnload;
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