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-rw-r--r--src/server/game/InstanceData.cpp380
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diff --git a/src/server/game/InstanceData.cpp b/src/server/game/InstanceData.cpp
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+/*
+ * 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;
+}