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-rw-r--r--src/game/InstanceData.cpp83
1 files changed, 42 insertions, 41 deletions
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp
index 0f62e9e27af..41369d536e1 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
@@ -21,6 +21,8 @@
#include "InstanceData.h"
#include "Database/DatabaseEnv.h"
#include "Map.h"
+#include "GameObject.h"
+#include "Creature.h"
void InstanceData::SaveToDB()
{
@@ -30,12 +32,12 @@ 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");
}
@@ -49,47 +51,47 @@ bool InstanceData::IsEncounterInProgress() const
return false;
}
-void InstanceData::AddBossRoomDoor(uint32 id, GameObject *door)
+//This will be removed in the future, just compitiable with Mangos
+void InstanceData::OnCreatureCreate(Creature *creature, bool add)
{
- 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);
- }
+ OnCreatureCreate(creature, creature->GetEntry(), add);
}
-void InstanceData::AddBossPassageDoor(uint32 id, GameObject *door)
+void InstanceData::SetBossRoomDoor(uint32 id, GameObject *door, bool add)
{
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);
+ if(add)
+ {
+ 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);
+ }
else
- door->SetGoState(1);
+ bosses[id].roomDoor.erase(door);
}
}
-void InstanceData::RemoveBossRoomDoor(uint32 id, GameObject *door)
+void InstanceData::SetBossPassageDoor(uint32 id, GameObject *door, bool add)
{
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);
+ 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);
+ }
+ else
+ bosses[id].passageDoor.erase(door);
}
}
@@ -98,30 +100,29 @@ 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);
+ (*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;