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sc_instance.cpp
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140 lines (121 loc) · 4.9 KB
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/* Copyright (C) 2006 - 2011 ScriptDev2 <http://www.scriptdev2.com/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#include "precompiled.h"
//Optional uiWithRestoreTime. If not defined, autoCloseTime will be used (if not 0 by default in *_template)
void ScriptedInstance::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bool bUseAlternativeState)
{
if (!uiGuid)
return;
if (GameObject* pGo = instance->GetGameObject(uiGuid))
{
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 ScriptedInstance::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);
pGo->Refresh();
}
}
void ScriptedInstance::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("SD2: DoUpdateWorldState attempt send data but no players in map.");
}
void ScriptedInstance::DoCompleteAchievement(uint32 uiAchievmentId)
{
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->CompletedAchievement(uiAchievmentId);
}
}
else
debug_log("SD2: DoCompleteAchievement attempt set data but no players in map.");
}
Player* ScriptedInstance::GetPlayerInMap(bool bOnlyAlive /*=false*/, bool bCanBeGamemaster /*=true*/)
{
Map::PlayerList const& lPlayers = instance->GetPlayers();
for(Map::PlayerList::const_iterator itr = lPlayers.begin(); itr != lPlayers.end(); ++itr)
{
Player* pPlayer = itr->getSource();
if (pPlayer && (!bOnlyAlive || pPlayer->isAlive()) && (bCanBeGamemaster || !pPlayer->isGameMaster()))
return pPlayer;
}
return NULL;
}
void ScriptedInstance::DoStartTimedAchievement(AchievementCriteriaTypes tCriteriaType, uint32 uiTimedCriteriaMiscId)
{
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->StartTimedAchievementCriteria(tCriteriaType, uiTimedCriteriaMiscId);
}
}
else
debug_log("SD2: DoStartTimedAchievement attempt start achievements but no players in map.");
}
// Open door or Use button - Optional uiWithRestoreTime. If not defined, autoCloseTime will be used (if not 0 by default in *_template)
void ScriptedInstance::DoOpenDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bool bUseAlternativeState)
{
if (!uiGuid)
return;
if (GameObject* pGo = instance->GetGameObject(uiGuid))
{
if (pGo->GetGoType() == GAMEOBJECT_TYPE_DOOR || pGo->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
if (pGo->getLootState() == GO_READY)
pGo->UseDoorOrButton(uiWithRestoreTime, bUseAlternativeState);
}
else
error_log("SD2: Script call DoOpenDoorOrButton, but gameobject entry %u is type %u.",pGo->GetEntry(),pGo->GetGoType());
}
}
// Close door or Reset button
void ScriptedInstance::DoCloseDoorOrButton(uint64 uiGuid)
{
if (!uiGuid)
return;
if (GameObject* pGo = instance->GetGameObject(uiGuid))
{
if (pGo->GetGoType() == GAMEOBJECT_TYPE_DOOR || pGo->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
if (pGo->getLootState() == GO_ACTIVATED)
pGo->ResetDoorOrButton();
}
else
error_log("SD2: Script call DoCloseDoorOrButton, but gameobject entry %u is type %u.",pGo->GetEntry(),pGo->GetGoType());
}
}