*Update some instance script functions.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-16 14:49:30 -05:00
parent bb6e0dba89
commit 819326f286
4 changed files with 97 additions and 10 deletions

View File

@@ -23,6 +23,7 @@
#include "Map.h"
#include "GameObject.h"
#include "Creature.h"
#include "CreatureAI.h"
void InstanceData::SaveToDB()
{
@@ -58,6 +59,18 @@ void InstanceData::OnCreatureCreate(Creature *creature, bool add)
OnCreatureCreate(creature, creature->GetEntry());
}
void InstanceData::LoadMinionData(const MinionData *data)
{
while(data->entry)
{
if(data->bossId < bosses.size())
minions.insert(std::make_pair(data->entry, MinionInfo(&bosses[data->bossId])));
++data;
}
sLog.outDebug("InstanceData::LoadMinionData: %u minions loaded.", doors.size());
}
void InstanceData::LoadDoorData(const DoorData *data)
{
while(data->entry)
@@ -70,6 +83,25 @@ void InstanceData::LoadDoorData(const DoorData *data)
sLog.outDebug("InstanceData::LoadDoorData: %u doors loaded.", doors.size());
}
void InstanceData::UpdateMinionState(Creature *minion, EncounterState state)
{
switch(state)
{
case NOT_STARTED:
if(!minion->isAlive())
minion->Respawn();
else if(minion->isInCombat())
minion->AI()->EnterEvadeMode();
break;
case IN_PROGRESS:
if(!minion->isAlive())
minion->Respawn();
else if(!minion->getVictim())
minion->AI()->DoZoneInCombat();
break;
}
}
void InstanceData::UpdateDoorState(GameObject *door)
{
DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
@@ -120,6 +152,18 @@ void InstanceData::AddDoor(GameObject *door, bool add)
UpdateDoorState(door);
}
void InstanceData::AddMinion(Creature *minion, bool add)
{
MinionInfoMap::iterator itr = minions.find(minion->GetEntry());
if(itr == minions.end())
return;
if(add)
itr->second.bossInfo->minion.insert(minion);
else
itr->second.bossInfo->minion.erase(minion);
}
void InstanceData::SetBossState(uint32 id, EncounterState state)
{
if(id < bosses.size())
@@ -138,6 +182,9 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)
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);
for(MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
UpdateMinionState(*i, state);
}
}