*Update instance script functions.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-09 14:08:42 -05:00
parent 08a0c543d1
commit 36a3696f35
2 changed files with 88 additions and 61 deletions

View File

@@ -57,42 +57,66 @@ void InstanceData::OnCreatureCreate(Creature *creature, bool add)
OnCreatureCreate(creature, creature->GetEntry());
}
void InstanceData::SetBossRoomDoor(uint32 id, GameObject *door, bool add)
void InstanceData::LoadDoorData(const DoorData *data)
{
if(id < bosses.size())
while(data->entry)
{
if(add)
{
BossInfo *bossInfo = &bosses[id];
bossInfo->roomDoor.insert(door);
// Room door is only closed when encounter is in progress
if(bossInfo->state == IN_PROGRESS)
door->SetGoState(GO_STATE_READY);
else
door->SetGoState(GO_STATE_ACTIVE);
}
else
bosses[id].roomDoor.erase(door);
if(data->bossId < bosses.size())
doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type)));
++data;
}
sLog.outDebug("InstanceData::LoadDoorData: %u doors loaded.", doors.size());
}
void InstanceData::SetBossPassageDoor(uint32 id, GameObject *door, bool add)
void InstanceData::UpdateDoorState(GameObject *door)
{
if(id < bosses.size())
DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
if(lower == upper)
return;
bool open = true;
for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
{
if(itr->second.type == DOOR_TYPE_ROOM)
{
if(itr->second.bossInfo->state == IN_PROGRESS)
{
open = false;
break;
}
}
else if(itr->second.type == DOOR_TYPE_PASSAGE)
{
if(itr->second.bossInfo->state != DONE)
{
open = false;
break;
}
}
}
door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
}
void InstanceData::AddDoor(GameObject *door, bool add)
{
DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
if(lower == upper)
return;
for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
{
if(add)
{
BossInfo *bossInfo = &bosses[id];
bossInfo->passageDoor.insert(door);
// Passage door is only opened when boss is defeated
if(bossInfo->state == DONE)
door->SetGoState(GO_STATE_ACTIVE);
else
door->SetGoState(GO_STATE_READY);
}
itr->second.bossInfo->door[itr->second.type].insert(door);
else
bosses[id].passageDoor.erase(door);
itr->second.bossInfo->door[itr->second.type].erase(door);
}
if(add)
UpdateDoorState(door);
}
void InstanceData::SetBossState(uint32 id, EncounterState state)
@@ -100,33 +124,13 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)
if(id < bosses.size())
{
BossInfo *bossInfo = &bosses[id];
if(bossInfo->state == state)
return;
bossInfo->state = state;
switch(state)
{
case NOT_STARTED:
// Open all room doors, close all passage doors
for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
(*i)->SetGoState(GO_STATE_ACTIVE);
for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
(*i)->SetGoState(GO_STATE_READY);
break;
case IN_PROGRESS:
// Close all doors
for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
(*i)->SetGoState(GO_STATE_READY);
for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
(*i)->SetGoState(GO_STATE_READY);
break;
case DONE:
// Open all doors
for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
(*i)->SetGoState(GO_STATE_ACTIVE);
for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
(*i)->SetGoState(GO_STATE_ACTIVE);
break;
default:
break;
}
for(uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
for(DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
UpdateDoorState(*i);
}
}