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-rw-r--r--src/game/InstanceData.cpp380
1 files changed, 0 insertions, 380 deletions
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp
deleted file mode 100644
index 214c5ca2327..00000000000
--- a/src/game/InstanceData.cpp
+++ /dev/null
@@ -1,380 +0,0 @@
-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * 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"
-#include "Player.h"
-#include "GameObject.h"
-#include "Creature.h"
-#include "CreatureAI.h"
-#include "Log.h"
-
-void InstanceData::SaveToDB()
-{
- std::string data = GetSaveData();
- if (data.empty())
- return;
- 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)
- go = instance->GetGameObject(GUID);
- if (go)
- go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
- 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)
- {
- case NOT_STARTED:
- if (!minion->isAlive())
- minion->Respawn();
- else if (minion->isInCombat())
- minion->AI()->EnterEvadeMode();
- break;
- case IN_PROGRESS:
- if (!minion->isAlive())
- minion->Respawn();
- else if (!minion->getVictim())
- minion->AI()->DoZoneInCombat();
- 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)
- {
- if (itr->second.type == DOOR_TYPE_ROOM)
- {
- if (itr->second.bossInfo->state == IN_PROGRESS)
- {
- open = false;
- break;
- }
- }
- else if (itr->second.type == DOOR_TYPE_PASSAGE)
- {
- if (itr->second.bossInfo->state != DONE)
- {
- open = false;
- break;
- }
- }
- }
-
- 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)
- {
- itr->second.bossInfo->door[itr->second.type].insert(door);
- switch (itr->second.boundary)
- {
- default:
- case BOUNDARY_NONE:
- break;
- case BOUNDARY_N:
- case BOUNDARY_S:
- itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionX();
- break;
- case BOUNDARY_E:
- case BOUNDARY_W:
- itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionY();
- break;
- case BOUNDARY_NW:
- case BOUNDARY_SE:
- itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionX() + door->GetPositionY();
- break;
- case BOUNDARY_NE:
- case BOUNDARY_SW:
- itr->second.bossInfo->boundary[itr->second.boundary] = door->GetPositionX() - door->GetPositionY();
- break;
- }
- }
- 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())
- {
- BossInfo *bossInfo = &bosses[id];
- if (bossInfo->state == TO_BE_DECIDED) // loading
- {
- bossInfo->state = state;
- //sLog.outError("Inialize boss %u state as %u.", id, (uint32)state);
- return false;
- }
- else
- {
- 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;
- std::istringstream loadStream(data);
- uint32 buff;
- uint32 bossId = 0;
- for (std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
- {
- loadStream >> buff;
- if (buff < TO_BE_DECIDED)
- SetBossState(bossId, (EncounterState)buff);
- }
- 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)
- {
- if (pGo->getLootState() == GO_READY)
- pGo->UseDoorOrButton(uiWithRestoreTime,bUseAlternativeState);
- else if (pGo->getLootState() == GO_ACTIVATED)
- pGo->ResetDoorOrButton();
- }
- else
- 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))
- {
- //not expect any of these should ever be handled
- 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)
- if (Player *pPlayer = itr->getSource())
- pPlayer->SendUpdateWorldState(uiStateId, uiStateData);
- }
- else
- debug_log("TSCR: DoUpdateWorldState attempt send data but no players in map.");
-}
-
-// 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 (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
- if (Player *pPlayer = i->getSource())
- if (WorldSession *pSession = pPlayer->GetSession())
- pSession->SendNotification(format);
-}
-
-// Complete Achievement for all players in instance
-void InstanceData::DoCompleteAchievement(uint32 achievement)
-{
- AchievementEntry const* pAE = GetAchievementStore()->LookupEntry(achievement);
- Map::PlayerList const &PlayerList = instance->GetPlayers();
-
- if (!pAE)
- {
- error_log("TSCR: DoCompleteAchievement called for not existing achievement %u", achievement);
- return;
- }
-
- if (!PlayerList.isEmpty())
- for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
- if (Player *pPlayer = i->getSource())
- pPlayer->CompletedAchievement(pAE);
-}
-
-// Update Achievement Criteria for all players in instance
-void InstanceData::DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1, uint32 miscvalue2, Unit *unit, uint32 time)
-{
- Map::PlayerList const &PlayerList = instance->GetPlayers();
-
- if (!PlayerList.isEmpty())
- for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
- if (Player *pPlayer = i->getSource())
- pPlayer->UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time);
-}
-
-// Start timed achievement for all players in instance
-void InstanceData::DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
-{
- Map::PlayerList const &PlayerList = instance->GetPlayers();
-
- if (!PlayerList.isEmpty())
- for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
- if (Player *pPlayer = i->getSource())
- pPlayer->GetAchievementMgr().StartTimedAchievement(type, entry);
-}
-
-// Stop timed achievement for all players in instance
-void InstanceData::DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
-{
- Map::PlayerList const &PlayerList = instance->GetPlayers();
-
- if (!PlayerList.isEmpty())
- for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
- if (Player *pPlayer = i->getSource())
- pPlayer->GetAchievementMgr().RemoveTimedAchievement(type, entry);
-}
-
-// 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 (Player* pPlayer = i->getSource())
- pPlayer->RemoveAurasDueToSpell(spell);
-}
-
-bool InstanceData::CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* /*source*/, Unit const* /*target*/ /*= NULL*/, uint32 /*miscvalue1*/ /*= 0*/)
-{
- sLog.outError("Achievement system call InstanceData::CheckAchievementCriteriaMeet but instance script for map %u not have implementation for achievement criteria %u",
- instance->GetId(),criteria_id);
- return false;
-}