Implement initial known taxi nodes for DK.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>

With some my rewrite.
This commit is contained in:
Lightguard 2009-03-28 21:07:40 +03:00 committed by VladimirMangos
parent bfbdb42309
commit 864b0c92b3
3 changed files with 22 additions and 9 deletions

View file

@ -128,7 +128,18 @@ PlayerTaxi::PlayerTaxi()
void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
{
// capital and taxi hub masks
// class specific initial known nodes
switch(chrClass)
{
case CLASS_DEATH_KNIGHT:
{
for(int i = 0; i < TaxiMaskSize; ++i)
m_taximask[i] |= sOldContinentsNodesMask[i];
break;
}
}
// race specific initial known nodes: capital and taxi hub masks
switch(race)
{
case RACE_HUMAN: SetTaximaskNode(2); break; // Human
@ -144,12 +155,6 @@ void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 leve
case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
}
switch(chrClass)
{
case CLASS_DEATH_KNIGHT: // TODO: figure out initial known nodes
break;
}
// new continent starting masks (It will be accessible only at new map)
switch(Player::TeamForRace(race))
{