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-rw-r--r--src/game/InstanceData.cpp42
1 files changed, 1 insertions, 41 deletions
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp
index 1398038d724..00738a72a94 100644
--- a/src/game/InstanceData.cpp
+++ b/src/game/InstanceData.cpp
@@ -17,7 +17,6 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-
#include "InstanceData.h"
#include "Database/DatabaseEnv.h"
#include "Map.h"
@@ -25,7 +24,6 @@
#include "GameObject.h"
#include "Creature.h"
#include "CreatureAI.h"
-
void InstanceData::SaveToDB()
{
std::string data = GetSaveData();
@@ -34,7 +32,6 @@ void InstanceData::SaveToDB()
CharacterDatabase.escape_string(data);
CharacterDatabase.PExecute("UPDATE instance SET data = '%s' WHERE id = '%d'", data.c_str(), instance->GetInstanceId());
}
-
void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
{
if(!go)
@@ -44,40 +41,33 @@ void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
else
debug_log("TSCR: InstanceData: HandleGameObject failed");
}
-
bool InstanceData::IsEncounterInProgress() const
{
for(std::vector<BossInfo>::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
if(itr->state == IN_PROGRESS)
return true;
-
return false;
}
-
void InstanceData::LoadMinionData(const MinionData *data)
{
while(data->entry)
{
if(data->bossId < bosses.size())
minions.insert(std::make_pair(data->entry, MinionInfo(&bosses[data->bossId])));
-
++data;
}
sLog.outDebug("InstanceData::LoadMinionData: %u minions loaded.", doors.size());
}
-
void InstanceData::LoadDoorData(const DoorData *data)
{
while(data->entry)
{
if(data->bossId < bosses.size())
doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type, BoundaryType(data->boundary))));
-
++data;
}
sLog.outDebug("InstanceData::LoadDoorData: %u doors loaded.", doors.size());
}
-
void InstanceData::UpdateMinionState(Creature *minion, EncounterState state)
{
switch(state)
@@ -96,14 +86,12 @@ void InstanceData::UpdateMinionState(Creature *minion, EncounterState state)
break;
}
}
-
void InstanceData::UpdateDoorState(GameObject *door)
{
DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
if(lower == upper)
return;
-
bool open = true;
for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
{
@@ -124,18 +112,15 @@ void InstanceData::UpdateDoorState(GameObject *door)
}
}
}
-
door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
//sLog.outError("Door %u is %s.", door->GetEntry(), open ? "opened" : "closed");
}
-
void InstanceData::AddDoor(GameObject *door, bool add)
{
DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
if(lower == upper)
return;
-
for(DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
{
if(add)
@@ -167,23 +152,19 @@ void InstanceData::AddDoor(GameObject *door, bool add)
else
itr->second.bossInfo->door[itr->second.type].erase(door);
}
-
if(add)
UpdateDoorState(door);
}
-
void InstanceData::AddMinion(Creature *minion, bool add)
{
MinionInfoMap::iterator itr = minions.find(minion->GetEntry());
if(itr == minions.end())
return;
-
if(add)
itr->second.bossInfo->minion.insert(minion);
else
itr->second.bossInfo->minion.erase(minion);
}
-
bool InstanceData::SetBossState(uint32 id, EncounterState state)
{
if(id < bosses.size())
@@ -199,28 +180,22 @@ bool InstanceData::SetBossState(uint32 id, EncounterState state)
{
if(bossInfo->state == state)
return false;
-
if(state == DONE)
for(MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
if((*i)->isWorldBoss() && (*i)->isAlive())
return false;
-
bossInfo->state = state;
SaveToDB();
}
-
for(uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
for(DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
UpdateDoorState(*i);
-
for(MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
UpdateMinionState(*i, state);
-
return true;
}
return false;
}
-
std::string InstanceData::LoadBossState(const char * data)
{
if(!data) return NULL;
@@ -235,22 +210,18 @@ std::string InstanceData::LoadBossState(const char * data)
}
return loadStream.str();
}
-
std::string InstanceData::GetBossSaveData()
{
std::ostringstream saveStream;
for(std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i)
saveStream << (uint32)i->state << " ";
return saveStream.str();
-}
-
+}
void InstanceData::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bool bUseAlternativeState)
{
if (!uiGuid)
return;
-
GameObject* pGo = instance->GetGameObject(uiGuid);
-
if (pGo)
{
if (pGo->GetGoType() == GAMEOBJECT_TYPE_DOOR || pGo->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
@@ -264,7 +235,6 @@ void InstanceData::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bo
error_log("SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.",pGo->GetEntry(),pGo->GetGoType());
}
}
-
void InstanceData::DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn)
{
if (GameObject* pGo = instance->GetGameObject(uiGuid))
@@ -273,18 +243,14 @@ void InstanceData::DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn)
if (pGo->GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE || pGo->GetGoType()==GAMEOBJECT_TYPE_DOOR ||
pGo->GetGoType()==GAMEOBJECT_TYPE_BUTTON || pGo->GetGoType()==GAMEOBJECT_TYPE_TRAP)
return;
-
if (pGo->isSpawned())
return;
-
pGo->SetRespawnTime(uiTimeToDespawn);
}
}
-
void InstanceData::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
{
Map::PlayerList const& lPlayers = instance->GetPlayers();
-
if (!lPlayers.isEmpty())
{
for(Map::PlayerList::const_iterator itr = lPlayers.begin(); itr != lPlayers.end(); ++itr)
@@ -296,38 +262,32 @@ void InstanceData::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
else
debug_log("TSCR: DoUpdateWorldState attempt send data but no players in map.");
}
-
/* Not used anywhere yet, not sure if they're needed:
// Send Notify to all players in instance
void InstanceData::DoSendNotifyToInstance(const char *format, ...)
{
InstanceMap::PlayerList const &PlayerList = instance->GetPlayers();
InstanceMap::PlayerList::const_iterator i;
-
if (!PlayerList.isEmpty())
for (i = PlayerList.begin(); i != PlayerList.end(); ++i)
if ((*i).getSource() && (*i).getSource()->GetSession())
(*i).getSource()->GetSession()->SendNotification(format);
}
-
// Complete Achievement for all players in instance
void InstanceData::DoCompleteAchievement(uint32 achievement)
{
AchievementEntry const* AE = GetAchievementStore()->LookupEntry(achievement);
Map::PlayerList const &PlayerList = instance->GetPlayers();
-
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (i->getSource())
i->getSource()->CompletedAchievement(AE);
}
*/
-
// Remove Auras due to Spell on all players in instance
void InstanceData::DoRemoveAurasDueToSpellOnPlayers(uint32 spell)
{
Map::PlayerList const &PlayerList = instance->GetPlayers();
-
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (i->getSource() && i->getSource()->HasAura(spell)) i->getSource()->RemoveAurasDueToSpell(spell);