mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-20 01:15:35 +01:00
*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
This commit is contained in:
@@ -17,7 +17,6 @@
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "InstanceData.h"
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#include "Database/DatabaseEnv.h"
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#include "Map.h"
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@@ -25,7 +24,6 @@
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#include "GameObject.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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void InstanceData::SaveToDB()
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{
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std::string data = GetSaveData();
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@@ -34,7 +32,6 @@ void InstanceData::SaveToDB()
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CharacterDatabase.escape_string(data);
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CharacterDatabase.PExecute("UPDATE instance SET data = '%s' WHERE id = '%d'", data.c_str(), instance->GetInstanceId());
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}
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void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
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{
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if(!go)
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@@ -44,40 +41,33 @@ void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
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else
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debug_log("TSCR: InstanceData: HandleGameObject failed");
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}
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bool InstanceData::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 InstanceData::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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sLog.outDebug("InstanceData::LoadMinionData: %u minions loaded.", doors.size());
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}
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void InstanceData::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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sLog.outDebug("InstanceData::LoadDoorData: %u doors loaded.", doors.size());
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}
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void InstanceData::UpdateMinionState(Creature *minion, EncounterState state)
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{
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switch(state)
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@@ -96,14 +86,12 @@ void InstanceData::UpdateMinionState(Creature *minion, EncounterState state)
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break;
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}
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}
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void InstanceData::UpdateDoorState(GameObject *door)
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{
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DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
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DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
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if(lower == upper)
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return;
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bool open = true;
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for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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{
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@@ -124,18 +112,15 @@ void InstanceData::UpdateDoorState(GameObject *door)
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}
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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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//sLog.outError("Door %u is %s.", door->GetEntry(), open ? "opened" : "closed");
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}
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void InstanceData::AddDoor(GameObject *door, bool add)
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{
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DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
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DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
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if(lower == upper)
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return;
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for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
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{
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if(add)
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@@ -167,23 +152,19 @@ void InstanceData::AddDoor(GameObject *door, bool add)
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else
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itr->second.bossInfo->door[itr->second.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 InstanceData::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 InstanceData::SetBossState(uint32 id, EncounterState state)
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{
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if(id < bosses.size())
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@@ -199,28 +180,22 @@ bool InstanceData::SetBossState(uint32 id, EncounterState state)
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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 InstanceData::LoadBossState(const char * data)
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{
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if(!data) return NULL;
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@@ -235,22 +210,18 @@ std::string InstanceData::LoadBossState(const char * data)
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}
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return loadStream.str();
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}
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std::string InstanceData::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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}
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void InstanceData::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* pGo = instance->GetGameObject(uiGuid);
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if (pGo)
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{
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if (pGo->GetGoType() == GAMEOBJECT_TYPE_DOOR || pGo->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
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@@ -264,7 +235,6 @@ void InstanceData::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bo
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error_log("SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.",pGo->GetEntry(),pGo->GetGoType());
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}
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}
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void InstanceData::DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn)
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{
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if (GameObject* pGo = instance->GetGameObject(uiGuid))
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@@ -273,18 +243,14 @@ void InstanceData::DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn)
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if (pGo->GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE || pGo->GetGoType()==GAMEOBJECT_TYPE_DOOR ||
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pGo->GetGoType()==GAMEOBJECT_TYPE_BUTTON || pGo->GetGoType()==GAMEOBJECT_TYPE_TRAP)
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return;
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if (pGo->isSpawned())
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return;
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pGo->SetRespawnTime(uiTimeToDespawn);
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}
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}
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void InstanceData::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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@@ -296,38 +262,32 @@ void InstanceData::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
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else
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debug_log("TSCR: DoUpdateWorldState attempt send data but no players in map.");
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}
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/* Not used anywhere yet, not sure if they're needed:
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// Send Notify to all players in instance
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void InstanceData::DoSendNotifyToInstance(const char *format, ...)
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{
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InstanceMap::PlayerList const &PlayerList = instance->GetPlayers();
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InstanceMap::PlayerList::const_iterator i;
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if (!PlayerList.isEmpty())
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for (i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if ((*i).getSource() && (*i).getSource()->GetSession())
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(*i).getSource()->GetSession()->SendNotification(format);
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}
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// Complete Achievement for all players in instance
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void InstanceData::DoCompleteAchievement(uint32 achievement)
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{
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AchievementEntry const* AE = GetAchievementStore()->LookupEntry(achievement);
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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 (i->getSource())
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i->getSource()->CompletedAchievement(AE);
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}
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*/
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// Remove Auras due to Spell on all players in instance
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void InstanceData::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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for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if (i->getSource() && i->getSource()->HasAura(spell)) i->getSource()->RemoveAurasDueToSpell(spell);
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