Implemented Phase Definitions, Terrainswap and multiphasing

* fixes cataclysm aura effect SPELL_AURA_PHASE without phasemasks defined in miscValueA

NOTE:
 - Need some more test and feedback!

Thanks to:
 - Naios: Main Author
 - Cyberbrest: For the hard research work about multiphasing.
 - Venugh: He helped me with a lot of strange compile Errors.
 - Shauren: For the 4.3.4 phaseshift packet.
 - Booksize: He showed me how terrainswap works
 - Zakamurite: For Backporting some to MaNGOS
 - All other Author
This commit is contained in:
Salja 2013-12-16 14:09:19 +02:00 committed by Antz
parent 7c485a9ccc
commit ab2c78ba59
29 changed files with 418 additions and 210 deletions

View file

@ -977,12 +977,35 @@ uint32 GetVirtualMapForMapAndZone(uint32 mapid, uint32 zoneId)
return mapid;
}
ContentLevels GetContentLevelsForMap(uint32 mapid)
ContentLevels GetContentLevelsForMapAndZone(uint32 mapId, uint32 zoneId)
{
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if (!mapEntry)
return CONTENT_1_60;
if (mapEntry->rootPhaseMap != -1)
mapId = mapEntry->rootPhaseMap;
switch (mapId)
{
case 648: // Lost Islands
case 654: // Gilneas
return CONTENT_1_60;
default:
break;
}
switch (zoneId)
{
case 616: // Mount Hyjal
case 4922: // Twilight Highlands
case 5034: // Uldum
case 5042: // Deepholm
return CONTENT_81_85;
default:
break;
}
switch (mapEntry->Expansion())
{
default: return CONTENT_1_60;