Core/InstanceScript: refactored load and save methods

This commit is contained in:
joschiwald
2014-09-07 00:42:14 +02:00
parent 9ab74b3910
commit ef9b4aea5e
143 changed files with 487 additions and 1860 deletions

View File

@@ -43,16 +43,6 @@ void InstanceScript::SaveToDB()
CharacterDatabase.Execute(stmt);
}
void InstanceScript::HandleGameObject(uint64 GUID, bool open, GameObject* go)
{
if (!go)
go = instance->GetGameObject(GUID);
if (go)
go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
else
TC_LOG_DEBUG("scripts", "InstanceScript: HandleGameObject failed");
}
bool InstanceScript::IsEncounterInProgress() const
{
for (std::vector<BossInfo>::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
@@ -62,6 +52,13 @@ bool InstanceScript::IsEncounterInProgress() const
return false;
}
void InstanceScript::SetHeaders(std::string const& dataHeaders)
{
for (char header : dataHeaders)
if (isalpha(header))
headers.push_back(header);
}
void InstanceScript::LoadMinionData(const MinionData* data)
{
while (data->entry)
@@ -232,65 +229,140 @@ bool InstanceScript::SetBossState(uint32 id, EncounterState state)
return false;
}
std::string InstanceScript::LoadBossState(const char * data)
void InstanceScript::Load(char const* data)
{
if (!data)
return NULL;
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(data);
std::istringstream loadStream(data);
uint32 buff;
if (ReadSaveDataHeaders(loadStream))
{
ReadSaveDataBossStates(loadStream);
ReadSaveDataMore(loadStream);
}
else
OUT_LOAD_INST_DATA_FAIL;
OUT_LOAD_INST_DATA_COMPLETE;
}
bool InstanceScript::ReadSaveDataHeaders(std::istringstream& data)
{
for (char header : headers)
{
char buff;
data >> buff;
if (header != buff)
return false;
}
return true;
}
void InstanceScript::ReadSaveDataBossStates(std::istringstream& data)
{
uint32 bossId = 0;
for (std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
{
loadStream >> buff;
uint32 buff;
data >> buff;
if (buff == IN_PROGRESS || buff == SPECIAL)
buff = NOT_STARTED;
if (buff < TO_BE_DECIDED)
SetBossState(bossId, (EncounterState)buff);
SetBossState(bossId, EncounterState(buff));
}
return loadStream.str();
}
std::string InstanceScript::GetBossSaveData()
std::string InstanceScript::GetSaveData()
{
OUT_SAVE_INST_DATA;
std::ostringstream saveStream;
for (std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i)
saveStream << (uint32)i->state << ' ';
WriteSaveDataHeaders(saveStream);
WriteSaveDataBossStates(saveStream);
WriteSaveDataMore(saveStream);
OUT_SAVE_INST_DATA_COMPLETE;
return saveStream.str();
}
void InstanceScript::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bool bUseAlternativeState)
void InstanceScript::WriteSaveDataHeaders(std::ostringstream& data)
{
if (!uiGuid)
for (char header : headers)
data << header << ' ';
}
void InstanceScript::WriteSaveDataBossStates(std::ostringstream& data)
{
for (BossInfo const& bossInfo : bosses)
data << uint32(bossInfo.state) << ' ';
}
void InstanceScript::HandleGameObject(uint64 guid, bool open, GameObject* go /*= nullptr*/)
{
if (!go)
go = instance->GetGameObject(guid);
if (go)
go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
else
TC_LOG_DEBUG("scripts", "InstanceScript: HandleGameObject failed");
}
void InstanceScript::DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime /*= 0*/, bool useAlternativeState /*= false*/)
{
if (!guid)
return;
GameObject* go = instance->GetGameObject(uiGuid);
if (go)
if (GameObject* go = instance->GetGameObject(guid))
{
if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR || go->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
if (go->getLootState() == GO_READY)
go->UseDoorOrButton(uiWithRestoreTime, bUseAlternativeState);
go->UseDoorOrButton(withRestoreTime, useAlternativeState);
else if (go->getLootState() == GO_ACTIVATED)
go->ResetDoorOrButton();
}
else
TC_LOG_ERROR("misc", "SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.", go->GetEntry(), go->GetGoType());
TC_LOG_ERROR("scripts", "InstanceScript: DoUseDoorOrButton can't use gameobject entry %u, because type is %u.", go->GetEntry(), go->GetGoType());
}
else
TC_LOG_DEBUG("scripts", "InstanceScript: HandleGameObject failed");
}
void InstanceScript::DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn)
void InstanceScript::DoRespawnGameObject(uint64 guid, uint32 timeToDespawn /*= MINUTE*/)
{
if (GameObject* go = instance->GetGameObject(uiGuid))
if (GameObject* go = instance->GetGameObject(guid))
{
//not expect any of these should ever be handled
if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE || go->GetGoType() == GAMEOBJECT_TYPE_DOOR ||
go->GetGoType() == GAMEOBJECT_TYPE_BUTTON || go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
return;
switch (go->GetGoType())
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
case GAMEOBJECT_TYPE_TRAP:
case GAMEOBJECT_TYPE_FISHINGNODE:
// not expect any of these should ever be handled
TC_LOG_ERROR("scripts", "InstanceScript: DoRespawnGameObject can't respawn gameobject entry %u, because type is %u.", go->GetEntry(), go->GetGoType());
return;
default:
break;
}
if (go->isSpawned())
return;
go->SetRespawnTime(uiTimeToDespawn);
go->SetRespawnTime(timeToDespawn);
}
else
TC_LOG_DEBUG("scripts", "InstanceScript: DoRespawnGameObject failed");
}
void InstanceScript::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)