/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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" void InstanceData::SaveToDB() { if(!Save()) return; std::string data = Save(); 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::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr) if(itr->state == IN_PROGRESS) return true; return false; } //This will be removed in the future, just compitiable with Mangos void InstanceData::OnCreatureCreate(Creature *creature, bool add) { OnCreatureCreate(creature, creature->GetEntry(), add); } void InstanceData::SetBossRoomDoor(uint32 id, GameObject *door, bool add) { if(id < bosses.size()) { if(add) { 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); } else bosses[id].roomDoor.erase(door); } } void InstanceData::SetBossPassageDoor(uint32 id, GameObject *door, bool add) { if(id < bosses.size()) { 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); } else bosses[id].passageDoor.erase(door); } } void InstanceData::SetBossState(uint32 id, EncounterState state) { if(id < bosses.size()) { BossInfo *bossInfo = &bosses[id]; bossInfo->state = state; switch(state) { 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; } } }