*Update instance script functions.
--HG-- branch : trunk
This commit is contained in:
+55
-51
@@ -57,42 +57,66 @@ void InstanceData::OnCreatureCreate(Creature *creature, bool add)
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OnCreatureCreate(creature, creature->GetEntry());
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OnCreatureCreate(creature, creature->GetEntry());
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}
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}
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void InstanceData::SetBossRoomDoor(uint32 id, GameObject *door, bool add)
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void InstanceData::LoadDoorData(const DoorData *data)
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{
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{
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if(id < bosses.size())
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while(data->entry)
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{
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{
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if(add)
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if(data->bossId < bosses.size())
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{
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doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type)));
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BossInfo *bossInfo = &bosses[id];
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bossInfo->roomDoor.insert(door);
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++data;
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// Room door is only closed when encounter is in progress
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}
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if(bossInfo->state == IN_PROGRESS)
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sLog.outDebug("InstanceData::LoadDoorData: %u doors loaded.", doors.size());
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door->SetGoState(GO_STATE_READY);
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}
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else
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door->SetGoState(GO_STATE_ACTIVE);
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void InstanceData::UpdateDoorState(GameObject *door)
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{
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DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
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DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
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if(lower == upper)
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return;
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bool open = true;
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for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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{
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if(itr->second.type == DOOR_TYPE_ROOM)
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{
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if(itr->second.bossInfo->state == IN_PROGRESS)
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{
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open = false;
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break;
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}
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}
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else if(itr->second.type == DOOR_TYPE_PASSAGE)
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{
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if(itr->second.bossInfo->state != DONE)
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{
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open = false;
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break;
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}
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}
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else
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bosses[id].roomDoor.erase(door);
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}
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}
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}
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}
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void InstanceData::SetBossPassageDoor(uint32 id, GameObject *door, bool add)
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door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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}
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void InstanceData::AddDoor(GameObject *door, bool add)
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{
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{
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if(id < bosses.size())
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DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
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DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
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if(lower == upper)
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return;
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for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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{
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{
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if(add)
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if(add)
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{
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itr->second.bossInfo->door[itr->second.type].insert(door);
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BossInfo *bossInfo = &bosses[id];
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bossInfo->passageDoor.insert(door);
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// Passage door is only opened when boss is defeated
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if(bossInfo->state == DONE)
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door->SetGoState(GO_STATE_ACTIVE);
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else
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else
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door->SetGoState(GO_STATE_READY);
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itr->second.bossInfo->door[itr->second.type].erase(door);
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}
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else
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bosses[id].passageDoor.erase(door);
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}
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}
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if(add)
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UpdateDoorState(door);
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}
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}
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void InstanceData::SetBossState(uint32 id, EncounterState state)
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void InstanceData::SetBossState(uint32 id, EncounterState state)
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@@ -100,33 +124,13 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)
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if(id < bosses.size())
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if(id < bosses.size())
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{
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{
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BossInfo *bossInfo = &bosses[id];
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BossInfo *bossInfo = &bosses[id];
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if(bossInfo->state == state)
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return;
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bossInfo->state = state;
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bossInfo->state = state;
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switch(state)
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for(uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
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{
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for(DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
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case NOT_STARTED:
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UpdateDoorState(*i);
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// Open all room doors, close all passage doors
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_ACTIVE);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_READY);
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break;
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case IN_PROGRESS:
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// Close all doors
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_READY);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_READY);
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break;
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case DONE:
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// Open all doors
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for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_ACTIVE);
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for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
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(*i)->SetGoState(GO_STATE_ACTIVE);
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break;
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default:
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break;
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}
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}
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}
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}
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}
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+32
-9
@@ -42,11 +42,34 @@ enum EncounterState
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typedef std::set<GameObject*> DoorSet;
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typedef std::set<GameObject*> DoorSet;
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enum DoorType
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{
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DOOR_TYPE_ROOM = 0,
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DOOR_TYPE_PASSAGE,
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MAX_DOOR_TYPES,
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};
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struct BossInfo
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struct BossInfo
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{
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{
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BossInfo() : state(NOT_STARTED) {}
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BossInfo() : state(NOT_STARTED) {}
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EncounterState state;
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EncounterState state;
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DoorSet roomDoor, passageDoor;
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DoorSet door[MAX_DOOR_TYPES];
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};
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struct DoorInfo
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{
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explicit DoorInfo(BossInfo *_bossInfo, DoorType _type)
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: bossInfo(_bossInfo), type(_type) {}
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BossInfo *bossInfo;
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DoorType type;
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};
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typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
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struct DoorData
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{
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uint32 entry, bossId;
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DoorType type;
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};
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};
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class TRINITY_DLL_SPEC InstanceData
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class TRINITY_DLL_SPEC InstanceData
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@@ -80,15 +103,10 @@ class TRINITY_DLL_SPEC InstanceData
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virtual void OnPlayerEnter(Player *) {}
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virtual void OnPlayerEnter(Player *) {}
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//Called when a gameobject is created
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//Called when a gameobject is created
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virtual void OnObjectCreate(GameObject *go, bool add)
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virtual void OnObjectCreate(GameObject *go, bool add) { OnObjectCreate(go); }
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{
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OnObjectCreate(go);
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}
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virtual void OnObjectCreate(GameObject *) {}
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//called on creature creation
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//called on creature creation
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virtual void OnCreatureCreate(Creature *, bool add);
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virtual void OnCreatureCreate(Creature *, bool add);
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virtual void OnCreatureCreate(Creature *, uint32 entry) {}
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//All-purpose data storage 64 bit
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//All-purpose data storage 64 bit
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virtual uint64 GetData64(uint32 /*Data*/) { return 0; }
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virtual uint64 GetData64(uint32 /*Data*/) { return 0; }
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@@ -105,9 +123,11 @@ class TRINITY_DLL_SPEC InstanceData
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void SetBossState(uint32 id, EncounterState state);
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void SetBossState(uint32 id, EncounterState state);
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protected:
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protected:
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void LoadDoorData(const DoorData *data);
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void SetBossRoomDoor(uint32 id, GameObject *door, bool add);
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void AddDoor(GameObject *door, bool add);
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void SetBossPassageDoor(uint32 id, GameObject *door, bool add);
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void UpdateDoorState(GameObject *door);
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std::string GetBossSave()
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std::string GetBossSave()
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{
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{
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@@ -119,7 +139,10 @@ class TRINITY_DLL_SPEC InstanceData
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private:
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private:
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std::vector<BossInfo> bosses;
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std::vector<BossInfo> bosses;
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DoorInfoMap doors;
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virtual void OnObjectCreate(GameObject *) {}
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virtual void OnCreatureCreate(Creature *, uint32 entry) {}
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};
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};
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#endif
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#endif
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