mirror of
https://github.com/TrinityCore/TrinityCore.git
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- Move some messages to Trace - Add some cases where internal data wasn't updated with new state - Reverts441712fbbandae507e5(Old State should only store those states you can Restore from a Rolecheck/Proposal) Closes #8339 Closes #8420 Closes #8421
125 lines
2.6 KiB
C++
125 lines
2.6 KiB
C++
/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "LFGPlayerData.h"
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LfgPlayerData::LfgPlayerData(): m_State(LFG_STATE_NONE), m_OldState(LFG_STATE_NONE),
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m_Team(0), m_Group(0), m_Roles(0), m_Comment("")
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{}
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LfgPlayerData::~LfgPlayerData()
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{
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}
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void LfgPlayerData::SetState(LfgState state)
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{
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switch (state)
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{
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case LFG_STATE_NONE:
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case LFG_STATE_FINISHED_DUNGEON:
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m_Roles = 0;
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m_SelectedDungeons.clear();
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m_Comment = "";
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// No break on purpose
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case LFG_STATE_DUNGEON:
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m_OldState = state;
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// No break on purpose
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default:
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m_State = state;
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}
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}
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void LfgPlayerData::RestoreState()
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{
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if (m_OldState == LFG_STATE_NONE)
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{
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m_SelectedDungeons.clear();
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m_Roles = 0;
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}
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m_State = m_OldState;
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}
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void LfgPlayerData::SetLockedDungeons(LfgLockMap const& lockStatus)
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{
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m_LockedDungeons = lockStatus;
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}
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void LfgPlayerData::SetTeam(uint8 team)
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{
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m_Team = team;
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}
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void LfgPlayerData::SetGroup(uint64 group)
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{
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m_Group = group;
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}
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void LfgPlayerData::SetRoles(uint8 roles)
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{
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m_Roles = roles;
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}
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void LfgPlayerData::SetComment(std::string const& comment)
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{
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m_Comment = comment;
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}
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void LfgPlayerData::SetSelectedDungeons(LfgDungeonSet const& dungeons)
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{
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m_SelectedDungeons = dungeons;
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}
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LfgState LfgPlayerData::GetState() const
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{
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return m_State;
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}
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LfgState LfgPlayerData::GetOldState() const
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{
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return m_OldState;
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}
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const LfgLockMap& LfgPlayerData::GetLockedDungeons() const
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{
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return m_LockedDungeons;
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}
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uint8 LfgPlayerData::GetTeam() const
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{
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return m_Team;
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}
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uint64 LfgPlayerData::GetGroup() const
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{
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return m_Group;
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}
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uint8 LfgPlayerData::GetRoles() const
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{
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return m_Roles;
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}
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const std::string& LfgPlayerData::GetComment() const
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{
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return m_Comment;
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}
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const LfgDungeonSet& LfgPlayerData::GetSelectedDungeons() const
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{
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return m_SelectedDungeons;
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}
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