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authormegamage <none@none>2009-05-09 14:08:42 -0500
committermegamage <none@none>2009-05-09 14:08:42 -0500
commit36a3696f350a244e84ccad642b3c98335dc088c2 (patch)
treecc195763d92e300c2f059dea548d68edfe27a600 /src/game/InstanceData.cpp
parent08a0c543d1bde434a2d994ae3ab71035343c8039 (diff)
*Update instance script functions.
--HG-- branch : trunk
Diffstat (limited to 'src/game/InstanceData.cpp')
-rw-r--r--src/game/InstanceData.cpp104
1 files changed, 54 insertions, 50 deletions
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp
index 92e4b4afe3d..80e728f7b3c 100644
--- a/src/game/InstanceData.cpp
+++ b/src/game/InstanceData.cpp
@@ -57,42 +57,66 @@ void InstanceData::OnCreatureCreate(Creature *creature, bool add)
OnCreatureCreate(creature, creature->GetEntry());
}
-void InstanceData::SetBossRoomDoor(uint32 id, GameObject *door, bool add)
+void InstanceData::LoadDoorData(const DoorData *data)
{
- if(id < bosses.size())
+ while(data->entry)
{
- if(add)
+ if(data->bossId < bosses.size())
+ doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type)));
+
+ ++data;
+ }
+ sLog.outDebug("InstanceData::LoadDoorData: %u doors loaded.", doors.size());
+}
+
+void InstanceData::UpdateDoorState(GameObject *door)
+{
+ DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
+ DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
+ if(lower == upper)
+ return;
+
+ bool open = true;
+ for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
+ {
+ if(itr->second.type == DOOR_TYPE_ROOM)
{
- 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(GO_STATE_READY);
- else
- door->SetGoState(GO_STATE_ACTIVE);
+ if(itr->second.bossInfo->state == IN_PROGRESS)
+ {
+ open = false;
+ break;
+ }
+ }
+ else if(itr->second.type == DOOR_TYPE_PASSAGE)
+ {
+ if(itr->second.bossInfo->state != DONE)
+ {
+ open = false;
+ break;
+ }
}
- else
- bosses[id].roomDoor.erase(door);
}
+
+ door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
}
-void InstanceData::SetBossPassageDoor(uint32 id, GameObject *door, bool add)
+void InstanceData::AddDoor(GameObject *door, bool add)
{
- if(id < bosses.size())
+ DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
+ DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
+ if(lower == upper)
+ return;
+
+ for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
{
if(add)
- {
- BossInfo *bossInfo = &bosses[id];
- bossInfo->passageDoor.insert(door);
- // Passage door is only opened when boss is defeated
- if(bossInfo->state == DONE)
- door->SetGoState(GO_STATE_ACTIVE);
- else
- door->SetGoState(GO_STATE_READY);
- }
+ itr->second.bossInfo->door[itr->second.type].insert(door);
else
- bosses[id].passageDoor.erase(door);
+ itr->second.bossInfo->door[itr->second.type].erase(door);
}
+
+ if(add)
+ UpdateDoorState(door);
}
void InstanceData::SetBossState(uint32 id, EncounterState state)
@@ -100,33 +124,13 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)
if(id < bosses.size())
{
BossInfo *bossInfo = &bosses[id];
+ if(bossInfo->state == state)
+ return;
+
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(GO_STATE_ACTIVE);
- for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_READY);
- break;
- case IN_PROGRESS:
- // Close all doors
- for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_READY);
- for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_READY);
- break;
- case DONE:
- // Open all doors
- for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_ACTIVE);
- for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_ACTIVE);
- break;
- default:
- break;
- }
+ 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);
}
}