mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
Removed some hardcoded logic for racing (#1075)
Including return world and what activity ID to use for rewards
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@@ -12,6 +12,8 @@
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#include "CDZoneTableTable.h"
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#include <chrono>
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#include "eObjectBits.h"
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#include "CDZoneTableTable.h"
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#include "AssetManager.h"
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#include "../dWorldServer/ObjectIDManager.h"
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@@ -227,6 +229,17 @@ uint32_t dZoneManager::GetUniqueMissionIdStartingValue() {
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return m_UniqueMissionIdStart;
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}
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bool dZoneManager::CheckIfAccessibleZone(LWOMAPID zoneID) {
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//We're gonna go ahead and presume we've got the db loaded already:
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CDZoneTableTable* zoneTable = CDClientManager::Instance().GetTable<CDZoneTableTable>();
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const CDZoneTable* zone = zoneTable->Query(zoneID);
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if (zone != nullptr) {
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return Game::assetManager->HasFile(("maps/" + zone->zoneName).c_str());
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} else {
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return false;
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}
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}
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void dZoneManager::LoadWorldConfig() {
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Game::logger->Log("dZoneManager", "Loading WorldConfig into memory");
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@@ -50,6 +50,7 @@ public:
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Entity* GetZoneControlObject() { return m_ZoneControlObject; }
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bool GetPlayerLoseCoinOnDeath() { return m_PlayerLoseCoinsOnDeath; }
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uint32_t GetUniqueMissionIdStartingValue();
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bool CheckIfAccessibleZone(LWOMAPID zoneID);
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// The world config should not be modified by a caller.
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const WorldConfig* GetWorldConfig() {
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