/* * 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" #include "GameObject.h" #include "Creature.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()); } 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))); ++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) { 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); } 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); else itr->second.bossInfo->door[itr->second.type].erase(door); } if(add) UpdateDoorState(door); } void InstanceData::SetBossState(uint32 id, EncounterState state) { if(id < bosses.size()) { BossInfo *bossInfo = &bosses[id]; if(bossInfo->state == state) return; bossInfo->state = state; 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); } }