Core/Scripts: implemented a guid map in InstanceScript, this way you can easier store guids and access its objects

This commit is contained in:
joschiwald
2014-09-18 00:25:05 +02:00
parent 053beae172
commit b08dcb1d99
7 changed files with 146 additions and 98 deletions

View File

@@ -52,6 +52,43 @@ bool InstanceScript::IsEncounterInProgress() const
return false;
}
void InstanceScript::OnCreatureCreate(Creature* creature)
{
AddObject(creature, true);
AddMinion(creature, true);
}
void InstanceScript::OnCreatureRemove(Creature* creature)
{
AddObject(creature, false);
AddMinion(creature, false);
}
void InstanceScript::OnGameObjectCreate(GameObject* go)
{
AddObject(go, true);
AddDoor(go, true);
}
void InstanceScript::OnGameObjectRemove(GameObject* go)
{
AddObject(go, false);
AddDoor(go, false);
}
ObjectGuid InstanceScript::GetObjectGuid(uint32 type) const
{
ObjectGuidMap::const_iterator i = _objectGuids.find(type);
if (i != _objectGuids.end())
return i->second;
return ObjectGuid::Empty;
}
ObjectGuid InstanceScript::GetGuidData(uint32 type) const
{
return GetObjectGuid(type);
}
void InstanceScript::SetHeaders(std::string const& dataHeaders)
{
for (char header : dataHeaders)
@@ -83,6 +120,27 @@ void InstanceScript::LoadDoorData(const DoorData* data)
TC_LOG_DEBUG("scripts", "InstanceScript::LoadDoorData: " UI64FMTD " doors loaded.", uint64(doors.size()));
}
void InstanceScript::LoadObjectData(ObjectData const* creatureData, ObjectData const* gameObjectData)
{
if (creatureData)
LoadObjectData(creatureData, _creatureInfo);
if (gameObjectData)
LoadObjectData(gameObjectData, _gameObjectInfo);
TC_LOG_ERROR("scripts", "InstanceScript::LoadObjectData: " SZFMTD " objects loaded.", _creatureInfo.size() + _gameObjectInfo.size());
}
void InstanceScript::LoadObjectData(ObjectData const* data, ObjectInfoMap& objectInfo)
{
while (data->entry)
{
ASSERT(objectInfo.find(data->entry) == objectInfo.end());
objectInfo[data->entry] = data->type;
++data;
}
}
void InstanceScript::UpdateMinionState(Creature* minion, EncounterState state)
{
switch (state)
@@ -133,6 +191,32 @@ void InstanceScript::UpdateDoorState(GameObject* door)
door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
}
void InstanceScript::AddObject(Creature* obj, bool add)
{
ObjectInfoMap::const_iterator j = _creatureInfo.find(obj->GetEntry());
if (j != _creatureInfo.end())
AddObject(obj, j->second, add);
}
void InstanceScript::AddObject(GameObject* obj, bool add)
{
ObjectInfoMap::const_iterator j = _gameObjectInfo.find(obj->GetEntry());
if (j != _gameObjectInfo.end())
AddObject(obj, j->second, add);
}
void InstanceScript::AddObject(WorldObject* obj, uint32 type, bool add)
{
if (add)
_objectGuids[type] = obj->GetGUID();
else
{
ObjectGuidMap::iterator i = _objectGuids.find(type);
if (i != _objectGuids.end() && i->second == obj->GetGUID())
_objectGuids.erase(i);
}
}
void InstanceScript::AddDoor(GameObject* door, bool add)
{
DoorInfoMapBounds range = doors.equal_range(door->GetEntry());