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authormegamage <none@none>2009-05-01 18:24:12 -0500
committermegamage <none@none>2009-05-01 18:24:12 -0500
commitc9cd3b07f9e69030a86bcd9f06055f4247732d1d (patch)
tree83b1e7ae98cd92c2edbc7ab2f6c83450199a77f8
parent5a667740082b8afa6af30d0f1e7082e8a3321fd3 (diff)
*Add some InstanceData functions to better handle instance doors.
--HG-- branch : trunk
-rw-r--r--src/bindings/scripts/include/sc_instance.h9
-rw-r--r--src/game/Creature.cpp5
-rw-r--r--src/game/GameObject.cpp3
-rw-r--r--src/game/InstanceData.cpp89
-rw-r--r--src/game/InstanceData.h45
5 files changed, 139 insertions, 12 deletions
diff --git a/src/bindings/scripts/include/sc_instance.h b/src/bindings/scripts/include/sc_instance.h
index 4443c510110..8f5d657fbaa 100644
--- a/src/bindings/scripts/include/sc_instance.h
+++ b/src/bindings/scripts/include/sc_instance.h
@@ -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)
diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index 520e5cb62c3..a1907c9525d 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -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);
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index d1bb0362872..f71c08b3403 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -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();
}
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp
index 622dc7842e7..0f62e9e27af 100644
--- a/src/game/InstanceData.cpp
+++ b/src/game/InstanceData.cpp
@@ -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;
+ }
+ }
+}
+
diff --git a/src/game/InstanceData.h b/src/game/InstanceData.h
index ec36a794525..2f2b0c49be0 100644
--- a/src/game/InstanceData.h
+++ b/src/game/InstanceData.h
@@ -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