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-rw-r--r--src/game/InstanceData.cpp266
1 files changed, 208 insertions, 58 deletions
diff --git a/src/game/InstanceData.cpp b/src/game/InstanceData.cpp
index 0f62e9e27af..551db4eb2cb 100644
--- a/src/game/InstanceData.cpp
+++ b/src/game/InstanceData.cpp
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * Copyright (C) 2008-2009 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
@@ -21,21 +21,25 @@
#include "InstanceData.h"
#include "Database/DatabaseEnv.h"
#include "Map.h"
+#include "GameObject.h"
+#include "Creature.h"
+#include "CreatureAI.h"
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());
}
-void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
-{
+void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
+{
if(!go)
- go = instance->GetGameObjectInMap(GUID);
+ go = instance->GetGameObject(GUID);
if(go)
- go->SetGoState(open ? 0 : 1);
+ go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
else
debug_log("TSCR: InstanceData: HandleGameObject failed");
}
@@ -49,83 +53,229 @@ bool InstanceData::IsEncounterInProgress() const
return false;
}
-void InstanceData::AddBossRoomDoor(uint32 id, GameObject *door)
+void InstanceData::LoadMinionData(const MinionData *data)
{
- if(id < bosses.size())
+ while(data->entry)
{
- 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(1);
- else
- door->SetGoState(0);
+ 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::AddBossPassageDoor(uint32 id, GameObject *door)
+void InstanceData::LoadDoorData(const DoorData *data)
{
- if(id < bosses.size())
+ while(data->entry)
{
- BossInfo *bossInfo = &bosses[id];
- bossInfo->passageDoor.insert(door);
- // Passage door is only opened when boss is defeated
- if(bossInfo->state == DONE)
- door->SetGoState(0);
- else
- door->SetGoState(1);
+ 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::RemoveBossRoomDoor(uint32 id, GameObject *door)
+void InstanceData::UpdateMinionState(Creature *minion, EncounterState state)
{
- if(id < bosses.size())
+ switch(state)
{
- bosses[id].roomDoor.erase(door);
+ 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::RemoveBossPassageDoor(uint32 id, GameObject *door)
+void InstanceData::UpdateDoorState(GameObject *door)
{
- if(id < bosses.size())
+ 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)
{
- bosses[id].passageDoor.erase(door);
+ 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);
}
-void InstanceData::SetBossState(uint32 id, EncounterState state)
+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;
- bossInfo->state = state;
- switch(state)
+ GameObject* pGo = instance->GetGameObject(uiGuid);
+
+ if (pGo)
+ {
+ if (pGo->GetGoType() == GAMEOBJECT_TYPE_DOOR || pGo->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
- 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(0);
- for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(1);
- break;
- case IN_PROGRESS:
- // Close all doors
- for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
- (*i)->SetGoState(1);
- for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(1);
- break;
- case DONE:
- // Open all doors
- for(DoorSet::iterator i = bossInfo->roomDoor.begin(); i != bossInfo->roomDoor.end(); ++i)
- (*i)->SetGoState(0);
- for(DoorSet::iterator i = bossInfo->passageDoor.begin(); i != bossInfo->passageDoor.end(); ++i)
- (*i)->SetGoState(0);
- break;
- default:
- break;
+ 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);
+ }
+}