mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-19 08:55:32 +01:00
342 lines
11 KiB
C++
342 lines
11 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 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 "Player.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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#include "Log.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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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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//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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{
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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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//sLog.outError("Inialize boss %u state as %u.", id, (uint32)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)
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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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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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{
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if (pGo->getLootState() == GO_READY)
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pGo->UseDoorOrButton(uiWithRestoreTime,bUseAlternativeState);
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else if (pGo->getLootState() == GO_ACTIVATED)
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pGo->ResetDoorOrButton();
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}
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else
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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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{
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//not expect any of these should ever be handled
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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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if (Player *pPlayer = itr->getSource())
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pPlayer->SendUpdateWorldState(uiStateId, uiStateData);
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}
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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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// 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 (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
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if (Player *pPlayer = i->getSource())
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if (WorldSession *pSession = pPlayer->GetSession())
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pSession->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 (Player *pPlayer = i->getSource())
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pPlayer->CompletedAchievement(AE);
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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 (Player* pPlayer = i->getSource())
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pPlayer->RemoveAurasDueToSpell(spell);
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}
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bool InstanceData::CheckAchievementCriteriaMeet( uint32 criteria_id, Player const* /*source*/, Unit const* /*target*/ /*= NULL*/, uint32 /*miscvalue1*/ /*= 0*/ )
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{
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sLog.outError("Achievement system call InstanceData::CheckAchievementCriteriaMeet but instance script for map %u not have implementation for achievement criteria %u",
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instance->GetId(),criteria_id);
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return false;
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}
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