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authorShauren <shauren.trinity@gmail.com>2015-01-10 01:35:47 +0100
committerShauren <shauren.trinity@gmail.com>2015-01-10 01:35:47 +0100
commitfaa583c7843af37d757bd46ca0bd226175dabc38 (patch)
tree5af657d84903b337bdb22c341bb01f4e6aab1392 /src/server/game/Maps/Map.h
parentf6b30fdf616bd289dd668f98a0aed8dbfb14eba8 (diff)
Core/Maps: Updated map difficulties
Diffstat (limited to 'src/server/game/Maps/Map.h')
-rw-r--r--src/server/game/Maps/Map.h9
1 files changed, 4 insertions, 5 deletions
diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h
index 7bd21b57072..94b89484e15 100644
--- a/src/server/game/Maps/Map.h
+++ b/src/server/game/Maps/Map.h
@@ -385,17 +385,16 @@ class Map : public GridRefManager<NGridType>
const char* GetMapName() const;
// have meaning only for instanced map (that have set real difficulty)
- Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
- bool IsRegularDifficulty() const { return GetDifficulty() == DIFFICULTY_NONE; }
+ Difficulty GetDifficultyID() const { return Difficulty(GetSpawnMode()); }
MapDifficulty const* GetMapDifficulty() const;
bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
bool IsNonRaidDungeon() const { return i_mapEntry && i_mapEntry->IsNonRaidDungeon(); }
bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
- bool IsRaidOrHeroicDungeon() const { return IsRaid() || i_spawnMode > DIFFICULTY_NORMAL; }
- bool IsHeroic() const { return IsRaid() ? i_spawnMode >= DIFFICULTY_10_HC : i_spawnMode >= DIFFICULTY_HEROIC; }
- bool Is25ManRaid() const { return IsRaid() && i_spawnMode & RAID_DIFFICULTY_MASK_25MAN; } // since 25man difficulties are 1 and 3, we can check them like that
+ bool IsRaidOrHeroicDungeon() const { return IsRaid() || IsHeroic(); }
+ bool IsHeroic() const;
+ bool Is25ManRaid() const { return IsRaid() && (i_spawnMode == DIFFICULTY_25_N || i_spawnMode == DIFFICULTY_25_HC); } // since 25man difficulties are 1 and 3, we can check them like that
bool IsBattleground() const { return i_mapEntry && i_mapEntry->IsBattleground(); }
bool IsBattleArena() const { return i_mapEntry && i_mapEntry->IsBattleArena(); }
bool IsBattlegroundOrArena() const { return i_mapEntry && i_mapEntry->IsBattlegroundOrArena(); }