*Add some InstanceData functions to better handle instance doors.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-01 18:24:12 -05:00
parent 5a66774008
commit c9cd3b07f9
5 changed files with 139 additions and 12 deletions

View File

@@ -8,15 +8,6 @@
#include "InstanceData.h"
#include "Map.h"
enum EncounterState
{
NOT_STARTED = 0,
IN_PROGRESS = 1,
FAIL = 2,
DONE = 3,
SPECIAL = 4
};
#define OUT_SAVE_INST_DATA debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_SAVE_INST_DATA_COMPLETE debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA(a) debug_log("TSCR: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)

View File

@@ -191,6 +191,9 @@ void Creature::RemoveFromWorld()
///- Remove the creature from the accessor
if(IsInWorld())
{
if(Map *map = FindMap())
if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
((InstanceMap*)map)->GetInstanceData()->OnCreatureRemove(this);
if(m_formation)
formation_mgr.RemoveCreatureFromGroup(m_formation, this);
ObjectAccessor::Instance().RemoveObject(this);
@@ -1371,7 +1374,7 @@ bool Creature::CreateFromProto(uint32 guidlow, uint32 Entry, uint32 team, const
//Notify the map's instance data.
//Only works if you create the object in it, not if it is moves to that map.
//Normally non-players do not teleport to other maps.
Map *map = MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
Map *map = FindMap();
if(map && map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
{
((InstanceMap*)map)->GetInstanceData()->OnCreatureCreate(this, Entry);

View File

@@ -94,6 +94,9 @@ void GameObject::RemoveFromWorld()
///- Remove the gameobject from the accessor
if(IsInWorld())
{
if(Map *map = FindMap())
if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
((InstanceMap*)map)->GetInstanceData()->OnObjectRemove(this);
ObjectAccessor::Instance().RemoveObject(this);
WorldObject::RemoveFromWorld();
}

View File

@@ -40,3 +40,92 @@ void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
debug_log("TSCR: InstanceData: HandleGameObject failed");
}
bool InstanceData::IsEncounterInProgress() const
{
for(std::vector<BossInfo>::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
if(itr->state == IN_PROGRESS)
return true;
return false;
}
void InstanceData::AddBossRoomDoor(uint32 id, GameObject *door)
{
if(id < bosses.size())
{
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(1);
else
door->SetGoState(0);
}
}
void InstanceData::AddBossPassageDoor(uint32 id, GameObject *door)
{
if(id < bosses.size())
{
BossInfo *bossInfo = &bosses[id];
bossInfo->passageDoor.insert(door);
// Passage door is only opened when boss is defeated
if(bossInfo->state == DONE)
door->SetGoState(0);
else
door->SetGoState(1);
}
}
void InstanceData::RemoveBossRoomDoor(uint32 id, GameObject *door)
{
if(id < bosses.size())
{
bosses[id].roomDoor.erase(door);
}
}
void InstanceData::RemoveBossPassageDoor(uint32 id, GameObject *door)
{
if(id < bosses.size())
{
bosses[id].passageDoor.erase(door);
}
}
void InstanceData::SetBossState(uint32 id, EncounterState state)
{
if(id < bosses.size())
{
BossInfo *bossInfo = &bosses[id];
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(0);
for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
(*i)->SetGoState(1);
break;
case IN_PROGRESS:
// Close all doors
for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
(*i)->SetGoState(1);
for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
(*i)->SetGoState(1);
break;
case DONE:
// Open all doors
for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
(*i)->SetGoState(0);
for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
(*i)->SetGoState(0);
break;
default:
break;
}
}
}

View File

@@ -31,6 +31,24 @@ class Player;
class GameObject;
class Creature;
enum EncounterState
{
NOT_STARTED = 0,
IN_PROGRESS = 1,
FAIL = 2,
DONE = 3,
SPECIAL = 4
};
typedef std::set<GameObject*> DoorSet;
struct BossInfo
{
BossInfo() : state(NOT_STARTED) {}
EncounterState state;
DoorSet roomDoor, passageDoor;
};
class TRINITY_DLL_SPEC InstanceData
{
public:
@@ -56,7 +74,7 @@ class TRINITY_DLL_SPEC InstanceData
//Used by the map's CanEnter function.
//This is to prevent players from entering during boss encounters.
virtual bool IsEncounterInProgress() const { return false; };
virtual bool IsEncounterInProgress() const;
//Called when a player successfully enters the instance.
virtual void OnPlayerEnter(Player *) {}
@@ -67,6 +85,9 @@ class TRINITY_DLL_SPEC InstanceData
//called on creature creation
virtual void OnCreatureCreate(Creature * /*creature*/, uint32 /*creature_entry*/) {}
virtual void OnCreatureRemove(Creature*) {}
virtual void OnObjectRemove(GameObject*) {}
//All-purpose data storage 32 bit
virtual uint32 GetData(uint32) { return 0; }
virtual void SetData(uint32, uint32 data) {}
@@ -74,7 +95,27 @@ class TRINITY_DLL_SPEC InstanceData
//Handle open / close objects
//use HandleGameObject(NULL,boolen,GO); in OnObjectCreate in instance scripts
//use HandleGameObject(GUID,boolen,NULL); in any other script
virtual void HandleGameObject(uint64 GUID, bool open, GameObject *go = NULL);
void HandleGameObject(uint64 GUID, bool open, GameObject *go = NULL);
protected:
void AddBossRoomDoor(uint32 id, GameObject *door);
void AddBossPassageDoor(uint32 id, GameObject *door);
void RemoveBossRoomDoor(uint32 id, GameObject *door);
void RemoveBossPassageDoor(uint32 id, GameObject *door);
void SetBossState(uint32 id, EncounterState state);
std::string GetBossSave()
{
std::ostringstream saveStream;
for(std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i)
saveStream << (uint32)i->state << " ";
return saveStream.str();
}
private:
std::vector<BossInfo> bosses;
};
#endif