mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-22 18:15:31 +01:00
249 lines
7.4 KiB
C++
249 lines
7.4 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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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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#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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if(data.empty())
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return;
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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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go = instance->GetGameObject(GUID);
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if(go)
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go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
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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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//This will be removed in the future, just compitiable with Mangos
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void InstanceData::OnCreatureCreate(Creature *creature, bool add)
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{
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OnCreatureCreate(creature, creature->GetEntry());
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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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{
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case NOT_STARTED:
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if(!minion->isAlive())
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minion->Respawn();
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else if(minion->isInCombat())
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minion->AI()->EnterEvadeMode();
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break;
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case IN_PROGRESS:
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if(!minion->isAlive())
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minion->Respawn();
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else if(!minion->getVictim())
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minion->AI()->DoZoneInCombat();
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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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if(itr->second.type == DOOR_TYPE_ROOM)
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{
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if(itr->second.bossInfo->state == IN_PROGRESS)
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{
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open = false;
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break;
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}
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}
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else if(itr->second.type == DOOR_TYPE_PASSAGE)
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{
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if(itr->second.bossInfo->state != DONE)
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{
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open = false;
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break;
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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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}
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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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{
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itr->second.bossInfo->door[itr->second.type].insert(door);
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switch(itr->second.boundary)
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{
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default:
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case BOUNDARY_NONE:
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break;
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case BOUNDARY_N:
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case BOUNDARY_S:
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itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionX();
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break;
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case BOUNDARY_E:
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case BOUNDARY_W:
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itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionY();
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break;
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case BOUNDARY_NW:
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case BOUNDARY_SE:
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itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionX() + door->GetPositionY();
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break;
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case BOUNDARY_NE:
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case BOUNDARY_SW:
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itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionX() - door->GetPositionY();
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break;
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}
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}
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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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{
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BossInfo *bossInfo = &bosses[id];
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if(bossInfo->state == TO_BE_DECIDED) // loading
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{
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bossInfo->state = state;
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return false;
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}
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else
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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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std::istringstream loadStream(data);
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uint32 buff;
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uint32 bossId = 0;
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for(std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
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{
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loadStream >> buff;
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if(buff < TO_BE_DECIDED)
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SetBossState(bossId, (EncounterState)buff);
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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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