mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-16 18:40:28 +00:00
Using TC structure allowing easier patches importing
This commit is contained in:
468
src/server/game/Instances/InstanceScript.cpp
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468
src/server/game/Instances/InstanceScript.cpp
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@@ -0,0 +1,468 @@
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "DatabaseEnv.h"
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#include "GameObject.h"
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#include "Group.h"
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#include "InstanceScript.h"
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#include "LFGMgr.h"
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#include "Log.h"
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#include "Map.h"
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#include "Player.h"
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#include "Pet.h"
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#include "WorldSession.h"
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#include "Opcodes.h"
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#include "Spell.h"
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void InstanceScript::SaveToDB()
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{
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std::string data = GetSaveData();
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//if (data.empty()) // pussywizard: encounterMask can be updated and theres no reason to not save
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// return;
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// pussywizard:
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InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(instance->GetInstanceId());
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if (save)
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save->SetInstanceData(data);
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_SAVE_DATA);
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stmt->setString(0, data);
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stmt->setUInt32(1, instance->GetInstanceId());
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CharacterDatabase.Execute(stmt);
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}
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void InstanceScript::HandleGameObject(uint64 GUID, bool open, GameObject* go)
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{
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if (!go)
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go = instance->GetGameObject(GUID);
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if (go)
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go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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else {
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: InstanceScript: HandleGameObject failed");
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#endif
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}
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}
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bool InstanceScript::IsEncounterInProgress() const
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{
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for (std::vector<BossInfo>::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
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if (itr->state == IN_PROGRESS)
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return true;
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return false;
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}
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void InstanceScript::LoadMinionData(const MinionData* data)
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{
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while (data->entry)
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{
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if (data->bossId < bosses.size())
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minions.insert(std::make_pair(data->entry, MinionInfo(&bosses[data->bossId])));
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++data;
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}
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDebug(LOG_FILTER_TSCR, "InstanceScript::LoadMinionData: " UI64FMTD " minions loaded.", uint64(minions.size()));
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#endif
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}
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void InstanceScript::LoadDoorData(const DoorData* data)
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{
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while (data->entry)
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{
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if (data->bossId < bosses.size())
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doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type, BoundaryType(data->boundary))));
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++data;
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}
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDebug(LOG_FILTER_TSCR, "InstanceScript::LoadDoorData: " UI64FMTD " doors loaded.", uint64(doors.size()));
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#endif
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}
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void InstanceScript::UpdateMinionState(Creature* minion, EncounterState state)
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{
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switch (state)
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{
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case NOT_STARTED:
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if (!minion->IsAlive())
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minion->Respawn();
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else if (minion->IsInCombat())
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minion->AI()->EnterEvadeMode();
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break;
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case IN_PROGRESS:
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if (!minion->IsAlive())
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minion->Respawn();
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else if (!minion->GetVictim())
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minion->AI()->DoZoneInCombat(NULL, 100.0f);
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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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void InstanceScript::UpdateDoorState(GameObject* door)
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{
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DoorInfoMapBounds range = doors.equal_range(door->GetEntry());
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if (range.first == range.second)
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return;
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// xinef: doors can be assigned to few bosses, if any of them demands doors closed - they should be closed (added & operator for assigment)
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bool open = true;
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for (; range.first != range.second && open; ++range.first)
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{
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DoorInfo const& info = range.first->second;
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switch (info.type)
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{
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case DOOR_TYPE_ROOM:
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open &= (info.bossInfo->state != IN_PROGRESS) ? true : false;
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break;
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case DOOR_TYPE_PASSAGE:
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open &= (info.bossInfo->state == DONE) ? true : false;
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break;
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case DOOR_TYPE_SPAWN_HOLE:
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open &= (info.bossInfo->state == IN_PROGRESS) ? true : false;
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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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door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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}
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void InstanceScript::AddDoor(GameObject* door, bool add)
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{
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DoorInfoMapBounds range = doors.equal_range(door->GetEntry());
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if (range.first == range.second)
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return;
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for (; range.first != range.second; ++range.first)
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{
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DoorInfo const& data = range.first->second;
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if (add)
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{
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data.bossInfo->door[data.type].insert(door);
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switch (data.boundary)
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{
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default:
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case BOUNDARY_NONE:
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break;
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case BOUNDARY_N:
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case BOUNDARY_S:
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data.bossInfo->boundary[data.boundary] = door->GetPositionX();
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break;
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case BOUNDARY_E:
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case BOUNDARY_W:
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data.bossInfo->boundary[data.boundary] = door->GetPositionY();
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break;
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case BOUNDARY_NW:
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case BOUNDARY_SE:
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data.bossInfo->boundary[data.boundary] = door->GetPositionX() + door->GetPositionY();
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break;
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case BOUNDARY_NE:
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case BOUNDARY_SW:
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data.bossInfo->boundary[data.boundary] = door->GetPositionX() - door->GetPositionY();
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break;
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}
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}
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else
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data.bossInfo->door[data.type].erase(door);
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}
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if (add)
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UpdateDoorState(door);
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}
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void InstanceScript::AddMinion(Creature* minion, bool add)
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{
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MinionInfoMap::iterator itr = minions.find(minion->GetEntry());
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if (itr == minions.end())
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return;
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if (add)
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itr->second.bossInfo->minion.insert(minion);
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else
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itr->second.bossInfo->minion.erase(minion);
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}
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bool InstanceScript::SetBossState(uint32 id, EncounterState state)
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{
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if (id < bosses.size())
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{
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BossInfo* bossInfo = &bosses[id];
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if (bossInfo->state == TO_BE_DECIDED) // loading
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{
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bossInfo->state = state;
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//sLog->outError("Inialize boss %u state as %u.", id, (uint32)state);
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return false;
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}
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else
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{
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if (bossInfo->state == state)
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return false;
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if (state == DONE)
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for (MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
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if ((*i)->isWorldBoss() && (*i)->IsAlive())
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return false;
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bossInfo->state = state;
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SaveToDB();
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}
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for (uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
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for (DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
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UpdateDoorState(*i);
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for (MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
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UpdateMinionState(*i, state);
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return true;
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}
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return false;
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}
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std::string InstanceScript::LoadBossState(const char * data)
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{
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if (!data)
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return NULL;
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std::istringstream loadStream(data);
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uint32 buff;
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uint32 bossId = 0;
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for (std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
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{
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loadStream >> buff;
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if (buff < TO_BE_DECIDED)
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SetBossState(bossId, (EncounterState)buff);
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}
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return loadStream.str();
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}
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std::string InstanceScript::GetBossSaveData()
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{
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std::ostringstream saveStream;
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for (std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i)
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saveStream << (uint32)i->state << ' ';
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return saveStream.str();
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}
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void InstanceScript::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bool bUseAlternativeState)
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{
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if (!uiGuid)
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return;
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GameObject* go = instance->GetGameObject(uiGuid);
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if (go)
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{
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if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR || go->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
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{
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if (go->getLootState() == GO_READY)
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go->UseDoorOrButton(uiWithRestoreTime, bUseAlternativeState);
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else if (go->getLootState() == GO_ACTIVATED)
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go->ResetDoorOrButton();
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}
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else
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sLog->outError("SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.", go->GetEntry(), go->GetGoType());
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}
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}
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void InstanceScript::DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn)
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{
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if (GameObject* go = instance->GetGameObject(uiGuid))
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{
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//not expect any of these should ever be handled
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if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE || go->GetGoType() == GAMEOBJECT_TYPE_DOOR ||
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go->GetGoType() == GAMEOBJECT_TYPE_BUTTON || go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
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return;
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if (go->isSpawned())
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return;
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go->SetRespawnTime(uiTimeToDespawn);
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}
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}
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void InstanceScript::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
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{
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Map::PlayerList const& lPlayers = instance->GetPlayers();
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if (!lPlayers.isEmpty())
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{
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for (Map::PlayerList::const_iterator itr = lPlayers.begin(); itr != lPlayers.end(); ++itr)
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if (Player* player = itr->GetSource())
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player->SendUpdateWorldState(uiStateId, uiStateData);
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}
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else {
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDebug(LOG_FILTER_TSCR, "TSCR: DoUpdateWorldState attempt send data but no players in map.");
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#endif
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}
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}
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// Send Notify to all players in instance
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void InstanceScript::DoSendNotifyToInstance(char const* format, ...)
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{
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InstanceMap::PlayerList const& players = instance->GetPlayers();
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if (!players.isEmpty())
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{
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va_list ap;
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va_start(ap, format);
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char buff[1024];
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vsnprintf(buff, 1024, format, ap);
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va_end(ap);
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for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i)
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if (Player* player = i->GetSource())
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player->GetSession()->SendNotification("%s", buff);
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}
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}
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// Update Achievement Criteria for all players in instance
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void InstanceScript::DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 /*= 0*/, uint32 miscValue2 /*= 0*/, Unit* unit /*= NULL*/)
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{
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Map::PlayerList const &PlayerList = instance->GetPlayers();
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if (!PlayerList.isEmpty())
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for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if (Player* player = i->GetSource())
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player->UpdateAchievementCriteria(type, miscValue1, miscValue2, unit);
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}
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// Start timed achievement for all players in instance
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void InstanceScript::DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
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{
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Map::PlayerList const &PlayerList = instance->GetPlayers();
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if (!PlayerList.isEmpty())
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for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if (Player* player = i->GetSource())
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player->StartTimedAchievement(type, entry);
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}
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// Stop timed achievement for all players in instance
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void InstanceScript::DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
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{
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Map::PlayerList const &PlayerList = instance->GetPlayers();
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if (!PlayerList.isEmpty())
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for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if (Player* player = i->GetSource())
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player->RemoveTimedAchievement(type, entry);
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}
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// Remove Auras due to Spell on all players in instance
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void InstanceScript::DoRemoveAurasDueToSpellOnPlayers(uint32 spell)
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{
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Map::PlayerList const& PlayerList = instance->GetPlayers();
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if (!PlayerList.isEmpty())
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{
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for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
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{
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if (Player* player = itr->GetSource())
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{
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player->RemoveAurasDueToSpell(spell);
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if (Pet* pet = player->GetPet())
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pet->RemoveAurasDueToSpell(spell);
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}
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}
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}
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}
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// Cast spell on all players in instance
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void InstanceScript::DoCastSpellOnPlayers(uint32 spell)
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{
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Map::PlayerList const &PlayerList = instance->GetPlayers();
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if (!PlayerList.isEmpty())
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for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if (Player* player = i->GetSource())
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player->CastSpell(player, spell, true);
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}
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bool InstanceScript::CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* /*source*/, Unit const* /*target*/ /*= NULL*/, uint32 /*miscvalue1*/ /*= 0*/)
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{
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sLog->outError("Achievement system call InstanceScript::CheckAchievementCriteriaMeet but instance script for map %u not have implementation for achievement criteria %u",
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instance->GetId(), criteria_id);
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return false;
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}
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void InstanceScript::SetCompletedEncountersMask(uint32 newMask, bool save)
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{
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if (completedEncounters == newMask)
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return;
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completedEncounters = newMask;
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// pussywizard:
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if (save)
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{
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InstanceSave* iSave = sInstanceSaveMgr->GetInstanceSave(instance->GetInstanceId());
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if (iSave)
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iSave->SetCompletedEncounterMask(completedEncounters);
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_SAVE_ENCOUNTERMASK);
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stmt->setUInt32(0, completedEncounters);
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stmt->setUInt32(1, instance->GetInstanceId());
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CharacterDatabase.Execute(stmt);
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}
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}
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void InstanceScript::SendEncounterUnit(uint32 type, Unit* unit /*= NULL*/, uint8 param1 /*= 0*/, uint8 param2 /*= 0*/)
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{
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// size of this packet is at most 15 (usually less)
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WorldPacket data(SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT, 15);
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data << uint32(type);
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switch (type)
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{
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case ENCOUNTER_FRAME_ENGAGE:
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case ENCOUNTER_FRAME_DISENGAGE:
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case ENCOUNTER_FRAME_UPDATE_PRIORITY:
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data.append(unit->GetPackGUID());
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data << uint8(param1);
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break;
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case ENCOUNTER_FRAME_ADD_TIMER:
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case ENCOUNTER_FRAME_ENABLE_OBJECTIVE:
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case ENCOUNTER_FRAME_DISABLE_OBJECTIVE:
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data << uint8(param1);
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break;
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case ENCOUNTER_FRAME_UPDATE_OBJECTIVE:
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data << uint8(param1);
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data << uint8(param2);
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break;
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case ENCOUNTER_FRAME_REFRESH_FRAMES:
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default:
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break;
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}
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instance->SendToPlayers(&data);
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}
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std::string InstanceScript::GetBossStateName(uint8 state)
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{
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// See enum EncounterState in InstanceScript.h
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switch (state)
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{
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case NOT_STARTED:
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return "NOT_STARTED";
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case IN_PROGRESS:
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return "IN_PROGRESS";
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case FAIL:
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return "FAIL";
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case DONE:
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return "DONE";
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case SPECIAL:
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return "SPECIAL";
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case TO_BE_DECIDED:
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return "TO_BE_DECIDED";
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default:
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return "INVALID";
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}
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}
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Reference in New Issue
Block a user