aboutsummaryrefslogtreecommitdiff
path: root/src/game/InstanceData.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/InstanceData.cpp')
-rw-r--r--src/game/InstanceData.cpp89
1 files changed, 89 insertions, 0 deletions
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;
+ }
+ }
+}
+