/*
* 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.");
}
/* Not used anywhere yet, not sure if they're needed:
// 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 (i = PlayerList.begin(); i != PlayerList.end(); ++i)
if ((*i).getSource() && (*i).getSource()->GetSession())
(*i).getSource()->GetSession()->SendNotification(format);
}
// Complete Achievement for all players in instance
void InstanceData::DoCompleteAchievement(uint32 achievement)
{
AchievementEntry const* AE = GetAchievementStore()->LookupEntry(achievement);
Map::PlayerList const &PlayerList = instance->GetPlayers();
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (i->getSource())
i->getSource()->CompletedAchievement(AE);
}
*/
// 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 (i->getSource() && i->getSource()->HasAura(spell)) i->getSource()->RemoveAurasDueToSpell(spell);
}