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authorjoschiwald <joschiwald.trinity@gmail.com>2014-09-07 00:42:14 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2014-09-07 00:42:14 +0200
commitef9b4aea5e97ffbd4c0f611bef6fab6e554d82ff (patch)
tree050f315e4d5e1cb99e38603ce585b3baa3dd097f /src/server/game
parent9ab74b39109bb611c0deb5228640b92f22c83089 (diff)
Core/InstanceScript: refactored load and save methods
Diffstat (limited to 'src/server/game')
-rw-r--r--src/server/game/Instances/InstanceScript.cpp136
-rw-r--r--src/server/game/Instances/InstanceScript.h42
2 files changed, 129 insertions, 49 deletions
diff --git a/src/server/game/Instances/InstanceScript.cpp b/src/server/game/Instances/InstanceScript.cpp
index adef21fe7a2..6278e66baef 100644
--- a/src/server/game/Instances/InstanceScript.cpp
+++ b/src/server/game/Instances/InstanceScript.cpp
@@ -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)
- return;
+ for (char header : headers)
+ data << header << ' ';
+}
- GameObject* go = instance->GetGameObject(uiGuid);
+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;
+
+ 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)
diff --git a/src/server/game/Instances/InstanceScript.h b/src/server/game/Instances/InstanceScript.h
index f379572961c..41f62cfb5f2 100644
--- a/src/server/game/Instances/InstanceScript.h
+++ b/src/server/game/Instances/InstanceScript.h
@@ -137,38 +137,38 @@ class InstanceScript : public ZoneScript
Map* instance;
- //On creation, NOT load.
+ // On creation, NOT load.
virtual void Initialize() { }
- //On load
- virtual void Load(char const* data) { LoadBossState(data); }
+ // On load
+ virtual void Load(char const* data);
- //When save is needed, this function generates the data
- virtual std::string GetSaveData() { return GetBossSaveData(); }
+ // When save is needed, this function generates the data
+ virtual std::string GetSaveData();
void SaveToDB();
virtual void Update(uint32 /*diff*/) { }
- //Used by the map's CanEnter function.
- //This is to prevent players from entering during boss encounters.
+ // Used by the map's CanEnter function.
+ // This is to prevent players from entering during boss encounters.
virtual bool IsEncounterInProgress() const;
- //Called when a player successfully enters the instance.
+ // Called when a player successfully enters the instance.
virtual void OnPlayerEnter(Player* /*player*/) { }
- //Handle open / close objects
- //use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
- //use HandleGameObject(GUID, boolen, NULL); in any other script
- void HandleGameObject(uint64 guid, bool open, GameObject* go = NULL);
+ // Handle open / close objects
+ // * use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
+ // * use HandleGameObject(GUID, boolen, NULL); in any other script
+ void HandleGameObject(uint64 guid, bool open, GameObject* go = nullptr);
- //change active state of doors or buttons
+ // Change active state of doors or buttons
void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
- //Respawns a GO having negative spawntimesecs in gameobject-table
+ // Respawns a GO having negative spawntimesecs in gameobject-table
void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE);
- //sends world state update to all players in instance
+ // Sends world state update to all players in instance
void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
// Send Notify to all players in instance
@@ -215,6 +215,7 @@ class InstanceScript : public ZoneScript
virtual void FillInitialWorldStates(WorldPacket& /*data*/) { }
protected:
+ void SetHeaders(std::string const& dataHeaders);
void SetBossNumber(uint32 number) { bosses.resize(number); }
void LoadDoorData(DoorData const* data);
void LoadMinionData(MinionData const* data);
@@ -225,9 +226,16 @@ class InstanceScript : public ZoneScript
void UpdateDoorState(GameObject* door);
void UpdateMinionState(Creature* minion, EncounterState state);
- std::string LoadBossState(char const* data);
- std::string GetBossSaveData();
+ // Instance Load and Save
+ bool ReadSaveDataHeaders(std::istringstream& data);
+ void ReadSaveDataBossStates(std::istringstream& data);
+ virtual void ReadSaveDataMore(std::istringstream& /*data*/) { }
+ void WriteSaveDataHeaders(std::ostringstream& data);
+ void WriteSaveDataBossStates(std::ostringstream& data);
+ virtual void WriteSaveDataMore(std::ostringstream& /*data*/) { }
+
private:
+ std::vector<char> headers;
std::vector<BossInfo> bosses;
DoorInfoMap doors;
MinionInfoMap minions;