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https://github.com/TrinityCore/TrinityCore.git
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*Add some InstanceData functions to better handle instance doors.
--HG-- branch : trunk
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@@ -40,3 +40,92 @@ void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
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debug_log("TSCR: InstanceData: HandleGameObject failed");
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}
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bool InstanceData::IsEncounterInProgress() const
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{
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for(std::vector<BossInfo>::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
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if(itr->state == IN_PROGRESS)
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return true;
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return false;
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}
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void InstanceData::AddBossRoomDoor(uint32 id, GameObject *door)
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{
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if(id < bosses.size())
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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(1);
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else
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door->SetGoState(0);
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}
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}
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void InstanceData::AddBossPassageDoor(uint32 id, GameObject *door)
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{
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if(id < bosses.size())
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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(0);
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else
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door->SetGoState(1);
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}
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}
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void InstanceData::RemoveBossRoomDoor(uint32 id, GameObject *door)
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{
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if(id < bosses.size())
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{
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bosses[id].roomDoor.erase(door);
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}
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}
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void InstanceData::RemoveBossPassageDoor(uint32 id, GameObject *door)
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{
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if(id < bosses.size())
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{
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bosses[id].passageDoor.erase(door);
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}
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}
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void InstanceData::SetBossState(uint32 id, EncounterState state)
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{
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if(id < bosses.size())
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{
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BossInfo *bossInfo = &bosses[id];
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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(0);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(1);
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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(1);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(1);
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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(0);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(0);
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break;
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default:
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break;
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}
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}
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}
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