/* * 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 "Player.h" #include "GameObject.h" #include "Creature.h" #include "CreatureAI.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::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::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::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."); }