Ejemplo n.º 1
0
    void ProcessEvent(GameObject* pGO, uint32 uiEventId)
    {
        switch(uiEventId)
        {
            case EVENT_ACTIVATE_CRYSTAL:
                bCrystalActivated = true; // Activation by player's will throw event signal
                ActivateCrystal();
                break;
        }
}
Ejemplo n.º 2
0
 void ProcessEvent(WorldObject* /*go*/, uint32 uiEventId) override
 {
     switch (uiEventId)
     {
         case EVENT_ACTIVATE_CRYSTAL:
             bCrystalActivated = true; // Activation by player's will throw event signal
             ActivateCrystal();
             break;
     }
 }
Ejemplo n.º 3
0
 void SetData(uint32 type, uint32 data)
 {
     switch(type)
     {
         case DATA_1ST_BOSS_EVENT:
             m_auiEncounter[0] = data;
             if (data == DONE)
                 SaveToDB();
             break;
         case DATA_2ND_BOSS_EVENT:
             m_auiEncounter[1] = data;
             if (data == DONE)
                 SaveToDB();
             break;
         case DATA_CYANIGOSA_EVENT:
             m_auiEncounter[2] = data;
             if (data == DONE)
             {
                 SaveToDB();
                 uiMainEventPhase = DONE;
                 if (GameObject* pMainDoor = instance->GetGameObject(uiMainDoor))
                     pMainDoor->SetGoState(GO_STATE_ACTIVE);
                 if (!bCrystalActivated && uiDoorIntegrity == 100)
                     DoCompleteAchievement(ACHIEV_DEFENSELESS);
             }
             break;
         case DATA_WAVE_COUNT:
             uiWaveCount = data;
             bActive = true;
             break;
         case DATA_REMOVE_NPC:
             uiRemoveNpc = data;
             break;
         case DATA_PORTAL_LOCATION:
             uiLocation = (uint8)data;
             break;
         case DATA_DOOR_INTEGRITY:
             uiDoorIntegrity = data;
             DoUpdateWorldState(WORLD_STATE_VH_PRISON_STATE, uiDoorIntegrity);
             break;
         case DATA_NPC_PRESENCE_AT_DOOR_ADD:
             NpcAtDoorCastingList.push_back(data);
             break;
         case DATA_NPC_PRESENCE_AT_DOOR_REMOVE:
             if(!NpcAtDoorCastingList.empty())
                 NpcAtDoorCastingList.pop_back();
             break;
         case DATA_MAIN_DOOR:
             if (GameObject* pMainDoor = instance->GetGameObject(uiMainDoor))
             {
                 switch(data)
                 {
                     case GO_STATE_ACTIVE:
                         pMainDoor->SetGoState(GO_STATE_ACTIVE);
                         break;
                     case GO_STATE_READY:
                         pMainDoor->SetGoState(GO_STATE_READY);
                         break;
                     case GO_STATE_ACTIVE_ALTERNATIVE:
                         pMainDoor->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
                         break;
                 }
             }
             break;
         case DATA_START_BOSS_ENCOUNTER:
             switch(uiWaveCount)
             {
                 case 6:
                     StartBossEncounter(uiFirstBoss);
                     break;
                 case 12:
                     StartBossEncounter(uiSecondBoss);
                     break;
             }
             break;
         case DATA_ACTIVATE_CRYSTAL:
             ActivateCrystal();
             break;
         case DATA_MAIN_EVENT_PHASE:
             uiMainEventPhase = data;
             if (data == IN_PROGRESS) // Start event
             {
                 if (GameObject* pMainDoor = instance->GetGameObject(uiMainDoor))
                     pMainDoor->SetGoState(GO_STATE_READY);
                 uiWaveCount = 1;
                 bActive = true;
                 uiRemoveNpc = 0; // might not have been reset after a wipe on a boss.
             }
             break;
     }
 }