*Fix build.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-01 21:08:27 -05:00
parent db817d668a
commit 8accbc0d09
+10 -10
View File
@@ -57,9 +57,9 @@ void InstanceData::AddBossRoomDoor(uint32 id, GameObject *door)
bossInfo->roomDoor.insert(door); bossInfo->roomDoor.insert(door);
// Room door is only closed when encounter is in progress // Room door is only closed when encounter is in progress
if(bossInfo->state == IN_PROGRESS) if(bossInfo->state == IN_PROGRESS)
door->SetGoState(1); door->SetGoState(GO_STATE_READY);
else else
door->SetGoState(0); door->SetGoState(GO_STATE_ACTIVE);
} }
} }
@@ -71,9 +71,9 @@ void InstanceData::AddBossPassageDoor(uint32 id, GameObject *door)
bossInfo->passageDoor.insert(door); bossInfo->passageDoor.insert(door);
// Passage door is only opened when boss is defeated // Passage door is only opened when boss is defeated
if(bossInfo->state == DONE) if(bossInfo->state == DONE)
door->SetGoState(0); door->SetGoState(GO_STATE_ACTIVE);
else else
door->SetGoState(1); door->SetGoState(GO_STATE_READY);
} }
} }
@@ -105,23 +105,23 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)
case NOT_STARTED: case NOT_STARTED:
// Open all room doors, close all passage doors // Open all room doors, close all passage doors
for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i) 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) for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
(*i)->SetGoState(1); (*i)->SetGoState(GO_STATE_READY);
break; break;
case IN_PROGRESS: case IN_PROGRESS:
// Close all doors // Close all doors
for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i) 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) for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
(*i)->SetGoState(1); (*i)->SetGoState(GO_STATE_READY);
break; break;
case DONE: case DONE:
// Open all doors // Open all doors
for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i) 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) for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
(*i)->SetGoState(0); (*i)->SetGoState(GO_STATE_ACTIVE);
break; break;
default: default:
break; break;