Пример #1
0
void DungeonPersistentState::SendSpecialEncounterState(ObjectGuid guid)
{
    // Possible need move this method to DungeonMap class
    DungeonMap* dungeon = (DungeonMap*)GetMap();
    if (!dungeon || guid.IsEmpty())
        return;

    SpecialEncountersMap::iterator itr = m_specialEncountersMap.find(guid);

    if (itr == m_specialEncountersMap.end())
        return;

    SpecialEncounterState* state = &itr->second;

    if (!state || state->lastCommand >= ENCOUNTER_FRAME_MAX)
        return;

    // size of this packet is at most 15 (usually less)
    WorldPacket data(SMSG_INSTANCE_ENCOUNTER, 15);

    data << uint32(state->lastCommand);

    switch (state->lastCommand)
    {
        case ENCOUNTER_FRAME_ENGAGE:
        case ENCOUNTER_FRAME_DISENGAGE:
        case ENCOUNTER_FRAME_UPDATE_PRIORITY:
            data << state->guid.WriteAsPacked();
            data << uint8(state->data1);
            break;
        case ENCOUNTER_FRAME_ADD_TIMER:
        case ENCOUNTER_FRAME_ENABLE_OBJECTIVE:
        case ENCOUNTER_FRAME_DISABLE_OBJECTIVE:
            data << uint8(state->data1);
            break;
        case ENCOUNTER_FRAME_UPDATE_OBJECTIVE:
            data << uint8(state->data1);
            data << uint8(state->data2);
            break;
        case ENCOUNTER_FRAME_UNK7:
        default:
            break;
    }

    dungeon->SendToPlayers(&data);
}