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-rw-r--r--src/game/InstanceData.h62
1 files changed, 40 insertions, 22 deletions
diff --git a/src/game/InstanceData.h b/src/game/InstanceData.h
index 2d7e5f84746..91f589384a0 100644
--- a/src/game/InstanceData.h
+++ b/src/game/InstanceData.h
@@ -37,16 +37,40 @@ enum EncounterState
IN_PROGRESS = 1,
FAIL = 2,
DONE = 3,
- SPECIAL = 4
+ SPECIAL = 4,
+ TO_BE_DECIDED = 5,
};
typedef std::set<GameObject*> DoorSet;
+enum DoorType
+{
+ DOOR_TYPE_ROOM = 0,
+ DOOR_TYPE_PASSAGE,
+ MAX_DOOR_TYPES,
+};
+
struct BossInfo
{
- BossInfo() : state(NOT_STARTED) {}
+ BossInfo() : state(TO_BE_DECIDED) {}
EncounterState state;
- DoorSet roomDoor, passageDoor;
+ DoorSet door[MAX_DOOR_TYPES];
+};
+
+struct DoorInfo
+{
+ explicit DoorInfo(BossInfo *_bossInfo, DoorType _type)
+ : bossInfo(_bossInfo), type(_type) {}
+ BossInfo *bossInfo;
+ DoorType type;
+};
+
+typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
+
+struct DoorData
+{
+ uint32 entry, bossId;
+ DoorType type;
};
class TRINITY_DLL_SPEC InstanceData
@@ -62,10 +86,10 @@ class TRINITY_DLL_SPEC InstanceData
virtual void Initialize() {}
//On load
- virtual void Load(const char* /*data*/) {}
+ virtual void Load(const char * data) { LoadBossState(data); }
//When save is needed, this function generates the data
- virtual const char* Save() { return ""; }
+ virtual std::string GetSaveData() { return GetBossSaveData(); }
void SaveToDB();
@@ -80,15 +104,10 @@ class TRINITY_DLL_SPEC InstanceData
virtual void OnPlayerEnter(Player *) {}
//Called when a gameobject is created
- virtual void OnObjectCreate(GameObject *go, bool add)
- {
- OnObjectCreate(go);
- }
- virtual void OnObjectCreate(GameObject *) {}
+ virtual void OnObjectCreate(GameObject *go, bool add) { OnObjectCreate(go); }
//called on creature creation
virtual void OnCreatureCreate(Creature *, bool add);
- virtual void OnCreatureCreate(Creature *, uint32 entry) {}
//All-purpose data storage 64 bit
virtual uint64 GetData64(uint32 /*Data*/) { return 0; }
@@ -103,23 +122,22 @@ class TRINITY_DLL_SPEC InstanceData
//use HandleGameObject(GUID,boolen,NULL); in any other script
void HandleGameObject(uint64 GUID, bool open, GameObject *go = NULL);
- void SetBossState(uint32 id, EncounterState state);
+ virtual void SetBossState(uint32 id, EncounterState state);
protected:
- void SetBossNumber(uint32 number) { bosses.resize(number); }
- void SetBossRoomDoor(uint32 id, GameObject *door, bool add);
- void SetBossPassageDoor(uint32 id, GameObject *door, bool add);
+ void LoadDoorData(const DoorData *data);
- 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();
- }
+ void SetBossNumber(uint32 number) { bosses.resize(number); }
+ void AddDoor(GameObject *door, bool add);
+ void UpdateDoorState(GameObject *door);
+ std::string LoadBossState(const char * data);
+ std::string GetBossSaveData();
private:
std::vector<BossInfo> bosses;
+ DoorInfoMap doors;
+ virtual void OnObjectCreate(GameObject *) {}
+ virtual void OnCreatureCreate(Creature *, uint32 entry) {}
};
#endif