blob: a95299903c6d6b4ad50067a75175887535a7d0b3 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
|
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#include "InstanceMapScript.h"
#include "InstanceScript.h"
#include "deadmines.h"
class instance_deadmines : public InstanceMapScript
{
public:
instance_deadmines() : InstanceMapScript("instance_deadmines", MAP_DEADMINES) { }
struct instance_deadmines_InstanceMapScript : public InstanceScript
{
instance_deadmines_InstanceMapScript(Map* map) : InstanceScript(map)
{
SetHeaders(DataHeader);
}
void Initialize() override
{
memset(&_encounters, 0, sizeof(_encounters));
}
void OnGameObjectCreate(GameObject* gameobject) override
{
switch (gameobject->GetEntry())
{
case GO_HEAVY_DOOR_1:
case GO_HEAVY_DOOR_2:
case GO_DOOR_LEVER_1:
case GO_DOOR_LEVER_2:
case GO_DOOR_LEVER_3:
case GO_CANNON:
gameobject->AllowSaveToDB(true);
break;
case GO_FACTORY_DOOR:
gameobject->AllowSaveToDB(true);
// GoState (Door opened) is restored during GO creation, but we need to set LootState to prevent Lever from closing it again
if (_encounters[TYPE_RHAHK_ZOR] == DONE)
gameobject->SetLootState(GO_ACTIVATED);
break;
case GO_IRON_CLAD_DOOR:
gameobject->AllowSaveToDB(true);
if (GetStoredGameObjectState(gameobject->GetSpawnId()) == GO_STATE_ACTIVE)
{
gameobject->DespawnOrUnsummon();
}
break;
}
}
void SetData(uint32 type, uint32 data) override
{
switch (type)
{
case TYPE_RHAHK_ZOR:
case TYPE_CANNON:
_encounters[type] = data;
break;
}
if (data == DONE)
SaveToDB();
}
std::string GetSaveData() override
{
std::ostringstream saveStream;
saveStream << "D E " << _encounters[0] << ' ' << _encounters[1];
return saveStream.str();
}
void Load(const char* in) override
{
if (!in)
return;
char dataHead1, dataHead2;
std::istringstream loadStream(in);
loadStream >> dataHead1 >> dataHead2;
if (dataHead1 == 'D' && dataHead2 == 'E')
{
for (uint8 i = 0; i < MAX_ENCOUNTERS; ++i)
{
loadStream >> _encounters[i];
if (_encounters[i] == IN_PROGRESS)
_encounters[i] = NOT_STARTED;
}
}
}
private:
uint32 _encounters[MAX_ENCOUNTERS];
};
InstanceScript* GetInstanceScript(InstanceMap* map) const override
{
return new instance_deadmines_InstanceMapScript(map);
}
};
void AddSC_instance_deadmines()
{
new instance_deadmines();
}
|