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https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-30 05:43:12 +01:00
*Update instance script functions.
--HG-- branch : trunk
This commit is contained in:
@@ -57,42 +57,66 @@ void InstanceData::OnCreatureCreate(Creature *creature, bool add)
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OnCreatureCreate(creature, creature->GetEntry());
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}
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void InstanceData::SetBossRoomDoor(uint32 id, GameObject *door, bool add)
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void InstanceData::LoadDoorData(const DoorData *data)
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{
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if(id < bosses.size())
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while(data->entry)
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{
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if(add)
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{
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BossInfo *bossInfo = &bosses[id];
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bossInfo->roomDoor.insert(door);
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// Room door is only closed when encounter is in progress
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if(bossInfo->state == IN_PROGRESS)
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door->SetGoState(GO_STATE_READY);
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else
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door->SetGoState(GO_STATE_ACTIVE);
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}
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else
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bosses[id].roomDoor.erase(door);
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if(data->bossId < bosses.size())
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doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type)));
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++data;
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}
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sLog.outDebug("InstanceData::LoadDoorData: %u doors loaded.", doors.size());
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}
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void InstanceData::SetBossPassageDoor(uint32 id, GameObject *door, bool add)
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void InstanceData::UpdateDoorState(GameObject *door)
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{
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if(id < bosses.size())
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DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
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DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
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if(lower == upper)
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return;
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bool open = true;
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for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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{
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if(itr->second.type == DOOR_TYPE_ROOM)
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{
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if(itr->second.bossInfo->state == IN_PROGRESS)
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{
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open = false;
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break;
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}
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}
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else if(itr->second.type == DOOR_TYPE_PASSAGE)
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{
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if(itr->second.bossInfo->state != DONE)
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{
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open = false;
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break;
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}
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}
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}
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door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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}
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void InstanceData::AddDoor(GameObject *door, bool add)
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{
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DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
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DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
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if(lower == upper)
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return;
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for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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{
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if(add)
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{
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BossInfo *bossInfo = &bosses[id];
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bossInfo->passageDoor.insert(door);
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// Passage door is only opened when boss is defeated
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if(bossInfo->state == DONE)
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door->SetGoState(GO_STATE_ACTIVE);
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else
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door->SetGoState(GO_STATE_READY);
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}
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itr->second.bossInfo->door[itr->second.type].insert(door);
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else
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bosses[id].passageDoor.erase(door);
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itr->second.bossInfo->door[itr->second.type].erase(door);
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}
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if(add)
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UpdateDoorState(door);
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}
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void InstanceData::SetBossState(uint32 id, EncounterState state)
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@@ -100,33 +124,13 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)
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if(id < bosses.size())
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{
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BossInfo *bossInfo = &bosses[id];
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if(bossInfo->state == state)
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return;
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bossInfo->state = state;
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switch(state)
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{
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case NOT_STARTED:
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// Open all room doors, close all passage doors
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_ACTIVE);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_READY);
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break;
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case IN_PROGRESS:
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// Close all doors
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_READY);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_READY);
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break;
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case DONE:
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// Open all doors
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_ACTIVE);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_ACTIVE);
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break;
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default:
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break;
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}
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for(uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
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for(DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
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UpdateDoorState(*i);
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}
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}
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