aboutsummaryrefslogtreecommitdiff
path: root/src/game/InstanceData.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/InstanceData.cpp')
-rw-r--r--src/game/InstanceData.cpp135
1 files changed, 84 insertions, 51 deletions
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp
index 92e4b4afe3d..96c10f7b85c 100644
--- a/src/game/InstanceData.cpp
+++ b/src/game/InstanceData.cpp
@@ -26,8 +26,9 @@
void InstanceData::SaveToDB()
{
- if(!Save()) return;
- std::string data = Save();
+ 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());
}
@@ -57,42 +58,66 @@ void InstanceData::OnCreatureCreate(Creature *creature, bool add)
OnCreatureCreate(creature, creature->GetEntry());
}
-void InstanceData::SetBossRoomDoor(uint32 id, GameObject *door, bool add)
+void InstanceData::LoadDoorData(const DoorData *data)
{
- if(id < bosses.size())
+ while(data->entry)
{
- if(add)
+ if(data->bossId < bosses.size())
+ doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type)));
+
+ ++data;
+ }
+ sLog.outDebug("InstanceData::LoadDoorData: %u doors loaded.", doors.size());
+}
+
+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)
{
- BossInfo *bossInfo = &bosses[id];
- bossInfo->roomDoor.insert(door);
- // Room door is only closed when encounter is in progress
- if(bossInfo->state == IN_PROGRESS)
- door->SetGoState(GO_STATE_READY);
- else
- door->SetGoState(GO_STATE_ACTIVE);
+ 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;
+ }
}
- else
- bosses[id].roomDoor.erase(door);
}
+
+ door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
}
-void InstanceData::SetBossPassageDoor(uint32 id, GameObject *door, bool add)
+void InstanceData::AddDoor(GameObject *door, bool add)
{
- if(id < bosses.size())
+ 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)
- {
- BossInfo *bossInfo = &bosses[id];
- bossInfo->passageDoor.insert(door);
- // Passage door is only opened when boss is defeated
- if(bossInfo->state == DONE)
- door->SetGoState(GO_STATE_ACTIVE);
- else
- door->SetGoState(GO_STATE_READY);
- }
+ itr->second.bossInfo->door[itr->second.type].insert(door);
else
- bosses[id].passageDoor.erase(door);
+ itr->second.bossInfo->door[itr->second.type].erase(door);
}
+
+ if(add)
+ UpdateDoorState(door);
}
void InstanceData::SetBossState(uint32 id, EncounterState state)
@@ -100,33 +125,41 @@ void InstanceData::SetBossState(uint32 id, EncounterState state)
if(id < bosses.size())
{
BossInfo *bossInfo = &bosses[id];
- bossInfo->state = state;
- switch(state)
+ if(bossInfo->state == TO_BE_DECIDED) // loading
+ bossInfo->state = state;
+ else
{
- case NOT_STARTED:
- // Open all room doors, close all passage doors
- for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_ACTIVE);
- for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_READY);
- break;
- case IN_PROGRESS:
- // Close all doors
- for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_READY);
- for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_READY);
- break;
- case DONE:
- // Open all doors
- for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_ACTIVE);
- for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(GO_STATE_ACTIVE);
- break;
- default:
- break;
+ if(bossInfo->state == state)
+ return;
+ 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);
}
}
+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();
+}