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Diffstat (limited to 'src/game/InstanceData.cpp')
-rw-r--r--src/game/InstanceData.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp
index 0f62e9e27af..e79a91dc345 100644
--- a/src/game/InstanceData.cpp
+++ b/src/game/InstanceData.cpp
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -30,12 +30,12 @@ void InstanceData::SaveToDB()
CharacterDatabase.PExecute("UPDATE instance SET data = '%s' WHERE id = '%d'", data.c_str(), instance->GetInstanceId());
}
-void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
-{
+void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
+{
if(!go)
- go = instance->GetGameObjectInMap(GUID);
+ go = instance->GetGameObject(GUID);
if(go)
- go->SetGoState(open ? 0 : 1);
+ go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
else
debug_log("TSCR: InstanceData: HandleGameObject failed");
}
@@ -57,9 +57,9 @@ void InstanceData::AddBossRoomDoor(uint32 id, GameObject *door)
bossInfo->roomDoor.insert(door);
// Room door is only closed when encounter is in progress
if(bossInfo->state == IN_PROGRESS)
- door->SetGoState(1);
+ door->SetGoState(GO_STATE_READY);
else
- door->SetGoState(0);
+ door->SetGoState(GO_STATE_ACTIVE);
}
}
@@ -71,9 +71,9 @@ void InstanceData::AddBossPassageDoor(uint32 id, GameObject *door)
bossInfo->passageDoor.insert(door);
// Passage door is only opened when boss is defeated
if(bossInfo->state == DONE)
- door->SetGoState(0);
+ door->SetGoState(GO_STATE_ACTIVE);
else
- door->SetGoState(1);
+ door->SetGoState(GO_STATE_READY);
}
}
@@ -105,23 +105,23 @@ void InstanceData::SetBossState(uint32 id, EncounterState 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);
+ (*i)->SetGoState(GO_STATE_ACTIVE);
for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(1);
+ (*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(1);
+ (*i)->SetGoState(GO_STATE_READY);
for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(1);
+ (*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(0);
+ (*i)->SetGoState(GO_STATE_ACTIVE);
for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(0);
+ (*i)->SetGoState(GO_STATE_ACTIVE);
break;
default:
break;