/*
 * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#include "LFGPlayerData.h"

LfgPlayerData::LfgPlayerData():
m_State(LFG_STATE_NONE), m_OldState(LFG_STATE_NONE), m_Roles(0), m_Comment("")
{}

LfgPlayerData::~LfgPlayerData()
{
}

void LfgPlayerData::SetState(LfgState state)
{
    switch (state)
    {
        case LFG_STATE_NONE:
        case LFG_STATE_DUNGEON:
        case LFG_STATE_FINISHED_DUNGEON:
            m_OldState = state;
                    // No break on purpose
        default:
            m_State = state;
    }
}

void LfgPlayerData::ClearState()
{
    m_SelectedDungeons.clear();
    m_Roles = 0;
    m_State = m_OldState;
}

void LfgPlayerData::SetLockedDungeons(const LfgLockMap& lockStatus)
{
    m_LockedDungeons = lockStatus;
}

void LfgPlayerData::SetRoles(uint8 roles)
{
    m_Roles = roles;
}

void LfgPlayerData::SetComment(const std::string& comment)
{
    m_Comment = comment;
}

void LfgPlayerData::SetSelectedDungeons(const LfgDungeonSet& dungeons)
{
    m_SelectedDungeons = dungeons;
}

void LfgPlayerData::ClearSelectedDungeons()
{
    m_SelectedDungeons.clear();
}

LfgState LfgPlayerData::GetState() const
{
    return m_State;
}

const LfgLockMap & LfgPlayerData::GetLockedDungeons() const
{
    return m_LockedDungeons;
}

uint8 LfgPlayerData::GetRoles() const
{
    return m_Roles;
}

const std::string& LfgPlayerData::GetComment() const
{
    return m_Comment;
}

const LfgDungeonSet& LfgPlayerData::GetSelectedDungeons() const
{
    return m_SelectedDungeons;
}
