*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

@@ -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;
}
}
}