mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-25 06:36:24 +00:00
Merge branch 'master' into Playerbot
# Conflicts: # src/server/game/Entities/Unit/Unit.cpp
This commit is contained in:
@@ -329,7 +329,31 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
|
||||
|
||||
// GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
|
||||
SetGoType(GameobjectTypes(goinfo->type));
|
||||
SetGoState(go_state);
|
||||
|
||||
if (IsInstanceGameobject())
|
||||
{
|
||||
switch (GetStateSavedOnInstance())
|
||||
{
|
||||
case 0:
|
||||
SetGoState(GO_STATE_READY);
|
||||
SwitchDoorOrButton(true);
|
||||
break;
|
||||
case 1:
|
||||
SetGoState(GO_STATE_READY);
|
||||
break;
|
||||
case 2:
|
||||
SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
|
||||
break;
|
||||
default:
|
||||
SetGoState(go_state);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SetGoState(go_state);
|
||||
}
|
||||
|
||||
SetGoArtKit(artKit);
|
||||
|
||||
SetDisplayId(goinfo->displayId);
|
||||
@@ -2432,6 +2456,146 @@ void GameObject::SetGoState(GOState state)
|
||||
else if (state == GO_STATE_READY)
|
||||
EnableCollision(!startOpen);*/
|
||||
}
|
||||
/* Whenever a gameobject inside an instance changes
|
||||
* save it's state on the database to be loaded properly
|
||||
* on server restart or crash.
|
||||
*/
|
||||
if (IsInstanceGameobject() && IsAbleToSaveOnDb())
|
||||
{
|
||||
// Save the gameobject state on the Database
|
||||
if (!FindStateSavedOnInstance())
|
||||
{
|
||||
SaveInstanceData(GameobjectStateToInt(&state));
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateInstanceData(GameobjectStateToInt(&state));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool GameObject::IsInstanceGameobject()
|
||||
{
|
||||
// Avoid checking for unecessary gameobjects whose
|
||||
// states don't matter for the dungeon progression
|
||||
if (!ValidateGameobjectType())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (auto* map = FindMap())
|
||||
{
|
||||
if (map->IsDungeon() || map->IsRaid())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GameObject::ValidateGameobjectType()
|
||||
{
|
||||
switch (m_goInfo->type)
|
||||
{
|
||||
case GAMEOBJECT_TYPE_DOOR:
|
||||
case GAMEOBJECT_TYPE_BUTTON:
|
||||
case GAMEOBJECT_TYPE_TRAP:
|
||||
case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
|
||||
case GAMEOBJECT_TYPE_TRAPDOOR:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
uint8 GameObject::GameobjectStateToInt(GOState* state)
|
||||
{
|
||||
uint8 m_state = 3;
|
||||
|
||||
if (state)
|
||||
{
|
||||
switch (*state)
|
||||
{
|
||||
case GO_STATE_ACTIVE:
|
||||
m_state = 0;
|
||||
return m_state;
|
||||
case GO_STATE_READY:
|
||||
m_state = 1;
|
||||
return m_state;
|
||||
case GO_STATE_ACTIVE_ALTERNATIVE:
|
||||
m_state = 2;
|
||||
return m_state;
|
||||
}
|
||||
}
|
||||
|
||||
// Returning any value that is not one of the specified ones
|
||||
// Which will default into the invalid part of the switch
|
||||
return m_state;
|
||||
}
|
||||
|
||||
bool GameObject::IsAbleToSaveOnDb()
|
||||
{
|
||||
return m_saveStateOnDb;
|
||||
}
|
||||
|
||||
void GameObject::UpdateSaveToDb(bool enable)
|
||||
{
|
||||
m_saveStateOnDb = enable;
|
||||
|
||||
if (enable)
|
||||
{
|
||||
SavingStateOnDB();
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::SavingStateOnDB()
|
||||
{
|
||||
if (IsInstanceGameobject())
|
||||
{
|
||||
GOState param = GetGoState();
|
||||
if (!FindStateSavedOnInstance())
|
||||
{
|
||||
SaveInstanceData(GameobjectStateToInt(¶m));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::SaveInstanceData(uint8 state)
|
||||
{
|
||||
uint32 id = GetInstanceId();
|
||||
uint32 guid = GetSpawnId();
|
||||
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INSERT_INSTANCE_SAVED_DATA);
|
||||
stmt->SetData(0, id);
|
||||
stmt->SetData(1, guid);
|
||||
stmt->SetData(2, state);
|
||||
CharacterDatabase.Execute(stmt);
|
||||
|
||||
sObjectMgr->NewInstanceSavedGameobjectState(id, guid, state);
|
||||
}
|
||||
|
||||
void GameObject::UpdateInstanceData(uint8 state)
|
||||
{
|
||||
uint32 id = GetInstanceId();
|
||||
uint32 guid = GetSpawnId();
|
||||
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_INSTANCE_SAVED_DATA);
|
||||
stmt->SetData(0, state);
|
||||
stmt->SetData(1, guid);
|
||||
stmt->SetData(2, id);
|
||||
CharacterDatabase.Execute(stmt);
|
||||
|
||||
sObjectMgr->SetInstanceSavedGameobjectState(id, guid, state);
|
||||
}
|
||||
|
||||
uint8 GameObject::GetStateSavedOnInstance()
|
||||
{
|
||||
return sObjectMgr->GetInstanceSavedGameobjectState(GetInstanceId(), GetSpawnId());
|
||||
}
|
||||
|
||||
bool GameObject::FindStateSavedOnInstance()
|
||||
{
|
||||
return sObjectMgr->FindInstanceSavedGameobjectState(GetInstanceId(), GetSpawnId());
|
||||
}
|
||||
|
||||
void GameObject::SetDisplayId(uint32 displayid)
|
||||
|
||||
@@ -1011,6 +1011,25 @@ public:
|
||||
|
||||
static std::unordered_map<int, goEventFlag> gameObjectToEventFlag; // Gameobject -> event flag
|
||||
|
||||
void SaveInstanceData(uint8 state);
|
||||
void UpdateInstanceData(uint8 state);
|
||||
bool FindStateSavedOnInstance();
|
||||
bool ValidateGameobjectType();
|
||||
uint8 GetStateSavedOnInstance();
|
||||
bool IsInstanceGameobject();
|
||||
uint8 GameobjectStateToInt(GOState* state);
|
||||
|
||||
/* A check to verify if this object is available to be saved on the DB when
|
||||
* a state change occurs
|
||||
*/
|
||||
bool IsAbleToSaveOnDb();
|
||||
|
||||
/* Enable or Disable the ability to save on the database this gameobject's state
|
||||
* whenever it changes
|
||||
*/
|
||||
void UpdateSaveToDb(bool enable);
|
||||
|
||||
void SavingStateOnDB();
|
||||
protected:
|
||||
bool AIM_Initialize();
|
||||
GameObjectModel* CreateModel();
|
||||
@@ -1067,5 +1086,7 @@ private:
|
||||
return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
|
||||
}
|
||||
GameObjectAI* m_AI;
|
||||
|
||||
bool m_saveStateOnDb = false;
|
||||
};
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user