/*
* 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()
{
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;
}
//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 == TO_BE_DECIDED) // loading
bossInfo->state = state;
else
{
if(bossInfo->state == state)
return;
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);
}
}
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();
}