[12195] Improve AreaTrigger teleport requirement checks

Implement AreaLockStatus concept by rsa

Also drop basicly unneeded `areatrigger_teleport`.required_failed_text field.
This concept is still in testing phase, please feedback results of some glitches that might exist!

TODO: Use Player::GetAreaLockStatus or GetAreaTriggerLockStatus for other "CanEnter" checks as well.

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
This commit is contained in:
cyberium 2012-09-06 16:40:31 +02:00 committed by Antz
parent 7901613472
commit 9022705faf
22 changed files with 304 additions and 162 deletions

View file

@ -140,7 +140,6 @@ DBCStorage <LockEntry> sLockStore(LockEntryfmt);
DBCStorage <MailTemplateEntry> sMailTemplateStore(MailTemplateEntryfmt);
DBCStorage <MapEntry> sMapStore(MapEntryfmt);
// DBC used only for initialization sMapDifficultyMap at startup.
DBCStorage <MapDifficultyEntry> sMapDifficultyStore(MapDifficultyEntryfmt); // only for loading
MapDifficultyMap sMapDifficultyMap;
@ -540,8 +539,7 @@ void LoadDBCStores(const std::string& dataPath)
// fill data
for(uint32 i = 1; i < sMapDifficultyStore.GetNumRows(); ++i)
if(MapDifficultyEntry const* entry = sMapDifficultyStore.LookupEntry(i))
sMapDifficultyMap[MAKE_PAIR32(entry->MapId,entry->Difficulty)] = MapDifficulty(entry->resetTime,entry->maxPlayers);
sMapDifficultyStore.Clear();
sMapDifficultyMap[MAKE_PAIR32(entry->MapId, entry->Difficulty)] = entry;
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sMovieStore, dbcPath,"Movie.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sNumTalentsAtLevelStore, dbcPath,"NumTalentsAtLevel.dbc");
@ -1024,10 +1022,10 @@ bool Map2ZoneCoordinates(float& x,float& y,uint32 zone)
return true;
}
MapDifficulty const* GetMapDifficultyData(uint32 mapId, Difficulty difficulty)
MapDifficultyEntry const* GetMapDifficultyData(uint32 mapId, Difficulty difficulty)
{
MapDifficultyMap::const_iterator itr = sMapDifficultyMap.find(MAKE_PAIR32(mapId,difficulty));
return itr != sMapDifficultyMap.end() ? &itr->second : NULL;
return itr != sMapDifficultyMap.end() ? itr->second : NULL;
}
PvPDifficultyEntry const* GetBattlegroundBracketByLevel( uint32 mapid, uint32 level )