mirror of
https://github.com/TrinityCore/TrinityCore.git
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314 lines
12 KiB
C++
314 lines
12 KiB
C++
/*
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* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TRINITY_INSTANCE_DATA_H
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#define TRINITY_INSTANCE_DATA_H
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#include "ZoneScript.h"
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#include "World.h"
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#include "ObjectMgr.h"
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#define OUT_SAVE_INST_DATA TC_LOG_DEBUG("scripts", "Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
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#define OUT_SAVE_INST_DATA_COMPLETE TC_LOG_DEBUG("scripts", "Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
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#define OUT_LOAD_INST_DATA(a) TC_LOG_DEBUG("scripts", "Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
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#define OUT_LOAD_INST_DATA_COMPLETE TC_LOG_DEBUG("scripts", "Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
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#define OUT_LOAD_INST_DATA_FAIL TC_LOG_ERROR("scripts", "Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
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class Map;
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class Unit;
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class Player;
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class GameObject;
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class Creature;
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enum EncounterFrameType
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{
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ENCOUNTER_FRAME_ENGAGE = 0,
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ENCOUNTER_FRAME_DISENGAGE = 1,
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ENCOUNTER_FRAME_UPDATE_PRIORITY = 2,
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ENCOUNTER_FRAME_ADD_TIMER = 3,
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ENCOUNTER_FRAME_ENABLE_OBJECTIVE = 4,
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ENCOUNTER_FRAME_UPDATE_OBJECTIVE = 5,
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ENCOUNTER_FRAME_DISABLE_OBJECTIVE = 6,
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ENCOUNTER_FRAME_UNK7 = 7 // Seems to have something to do with sorting the encounter units
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};
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enum EncounterState
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{
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NOT_STARTED = 0,
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IN_PROGRESS = 1,
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FAIL = 2,
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DONE = 3,
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SPECIAL = 4,
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TO_BE_DECIDED = 5
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};
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enum DoorType
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{
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DOOR_TYPE_ROOM = 0, // Door can open if encounter is not in progress
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DOOR_TYPE_PASSAGE = 1, // Door can open if encounter is done
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DOOR_TYPE_SPAWN_HOLE = 2, // Door can open if encounter is in progress, typically used for spawning places
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MAX_DOOR_TYPES
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};
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enum BoundaryType
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{
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BOUNDARY_NONE = 0,
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BOUNDARY_N,
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BOUNDARY_S,
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BOUNDARY_E,
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BOUNDARY_W,
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BOUNDARY_NE,
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BOUNDARY_NW,
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BOUNDARY_SE,
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BOUNDARY_SW,
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BOUNDARY_MAX_X = BOUNDARY_N,
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BOUNDARY_MIN_X = BOUNDARY_S,
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BOUNDARY_MAX_Y = BOUNDARY_W,
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BOUNDARY_MIN_Y = BOUNDARY_E
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};
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typedef std::map<BoundaryType, float> BossBoundaryMap;
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struct DoorData
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{
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uint32 entry, bossId;
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DoorType type;
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uint32 boundary;
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};
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struct MinionData
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{
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uint32 entry, bossId;
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};
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struct ObjectData
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{
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uint32 entry;
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uint32 type;
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};
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struct BossInfo
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{
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BossInfo() : state(TO_BE_DECIDED) { }
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EncounterState state;
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GuidSet door[MAX_DOOR_TYPES];
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GuidSet minion;
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BossBoundaryMap boundary;
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};
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struct DoorInfo
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{
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explicit DoorInfo(BossInfo* _bossInfo, DoorType _type, BoundaryType _boundary)
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: bossInfo(_bossInfo), type(_type), boundary(_boundary) { }
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BossInfo* bossInfo;
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DoorType type;
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BoundaryType boundary;
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};
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struct MinionInfo
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{
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explicit MinionInfo(BossInfo* _bossInfo) : bossInfo(_bossInfo) { }
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BossInfo* bossInfo;
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};
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typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
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typedef std::pair<DoorInfoMap::const_iterator, DoorInfoMap::const_iterator> DoorInfoMapBounds;
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typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
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typedef std::map<uint32 /*type*/, ObjectGuid /*guid*/> ObjectGuidMap;
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typedef std::map<uint32 /*entry*/, uint32 /*type*/> ObjectInfoMap;
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class InstanceScript : public ZoneScript
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{
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public:
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explicit InstanceScript(Map* map) : instance(map), completedEncounters(0) { }
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virtual ~InstanceScript() { }
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Map* instance;
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// On creation, NOT load.
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// PLEASE INITIALIZE FIELDS IN THE CONSTRUCTOR INSTEAD !!!
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// KEEPING THIS METHOD ONLY FOR BACKWARD COMPATIBILITY !!!
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virtual void Initialize() { }
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// On load
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virtual void Load(char const* data);
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// When save is needed, this function generates the data
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virtual std::string GetSaveData();
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void SaveToDB();
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virtual void Update(uint32 /*diff*/) { }
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// Used by the map's CanEnter function.
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// This is to prevent players from entering during boss encounters.
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virtual bool IsEncounterInProgress() const;
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// Called when a creature/gameobject is added to map or removed from map.
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// Insert/Remove objectguid to dynamic guid store
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virtual void OnCreatureCreate(Creature* creature) override;
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virtual void OnCreatureRemove(Creature* creature) override;
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virtual void OnGameObjectCreate(GameObject* go) override;
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virtual void OnGameObjectRemove(GameObject* go) override;
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ObjectGuid GetObjectGuid(uint32 type) const;
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virtual ObjectGuid GetGuidData(uint32 type) const override;
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inline Creature* GetCreature(uint32 type)
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{
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return instance->GetCreature(GetObjectGuid(type));
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}
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inline GameObject* GetGameObject(uint32 type)
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{
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return instance->GetGameObject(GetObjectGuid(type));
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}
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// Called when a player successfully enters the instance.
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virtual void OnPlayerEnter(Player* /*player*/) { }
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// Handle open / close objects
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// * use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
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// * use HandleGameObject(GUID, boolen, NULL); in any other script
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void HandleGameObject(ObjectGuid guid, bool open, GameObject* go = nullptr);
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// Change active state of doors or buttons
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void DoUseDoorOrButton(ObjectGuid guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
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void DoCloseDoorOrButton(ObjectGuid guid);
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// Respawns a GO having negative spawntimesecs in gameobject-table
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void DoRespawnGameObject(ObjectGuid guid, uint32 timeToDespawn = MINUTE);
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// Sends world state update to all players in instance
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void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
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// Send Notify to all players in instance
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void DoSendNotifyToInstance(char const* format, ...);
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// Update Achievement Criteria for all players in instance
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void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = NULL);
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// Start/Stop Timed Achievement Criteria for all players in instance
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void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
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void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
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// Remove Auras due to Spell on all players in instance
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void DoRemoveAurasDueToSpellOnPlayers(uint32 spell);
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// Cast spell on all players in instance
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void DoCastSpellOnPlayers(uint32 spell);
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// Return wether server allow two side groups or not
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bool ServerAllowsTwoSideGroups() { return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP); }
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virtual bool SetBossState(uint32 id, EncounterState state);
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EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
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static std::string GetBossStateName(uint8 state);
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BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; }
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// Achievement criteria additional requirements check
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// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
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virtual bool CheckAchievementCriteriaMeet(uint32 /*criteria_id*/, Player const* /*source*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0);
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// Checks boss requirements (one boss required to kill other)
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virtual bool CheckRequiredBosses(uint32 /*bossId*/, Player const* /*player*/ = nullptr) const { return true; }
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// Checks encounter state at kill/spellcast
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void UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source);
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// Used only during loading
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void SetCompletedEncountersMask(uint32 newMask) { completedEncounters = newMask; }
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// Returns completed encounters mask for packets
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uint32 GetCompletedEncounterMask() const { return completedEncounters; }
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void SendEncounterUnit(uint32 type, Unit* unit = NULL, uint8 param1 = 0, uint8 param2 = 0);
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virtual void FillInitialWorldStates(WorldPacket& /*data*/) { }
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uint32 GetEncounterCount() const { return bosses.size(); }
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protected:
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void SetHeaders(std::string const& dataHeaders);
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void LoadDoorData(DoorData const* data);
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void LoadMinionData(MinionData const* data);
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void LoadObjectData(ObjectData const* creatureData, ObjectData const* gameObjectData);
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void AddObject(Creature* obj, bool add);
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void AddObject(GameObject* obj, bool add);
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void AddObject(WorldObject* obj, uint32 type, bool add);
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virtual void AddDoor(GameObject* door, bool add);
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void AddMinion(Creature* minion, bool add);
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virtual void UpdateDoorState(GameObject* door);
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void UpdateMinionState(Creature* minion, EncounterState state);
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// Exposes private data that should never be modified unless exceptional cases.
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// Pay very much attention at how the returned BossInfo data is modified to avoid issues.
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BossInfo* GetBossInfo(uint32 id);
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// Instance Load and Save
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bool ReadSaveDataHeaders(std::istringstream& data);
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void ReadSaveDataBossStates(std::istringstream& data);
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virtual void ReadSaveDataMore(std::istringstream& /*data*/) { }
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void WriteSaveDataHeaders(std::ostringstream& data);
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void WriteSaveDataBossStates(std::ostringstream& data);
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virtual void WriteSaveDataMore(std::ostringstream& /*data*/) { }
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bool _SkipCheckRequiredBosses(Player const* player = nullptr) const;
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private:
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static void LoadObjectData(ObjectData const* creatureData, ObjectInfoMap& objectInfo);
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std::vector<char> headers;
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std::vector<BossInfo> bosses;
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DoorInfoMap doors;
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MinionInfoMap minions;
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ObjectInfoMap _creatureInfo;
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ObjectInfoMap _gameObjectInfo;
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ObjectGuidMap _objectGuids;
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uint32 completedEncounters; // completed encounter mask, bit indexes are DungeonEncounter.dbc boss numbers, used for packets
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};
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template<class AI, class T>
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AI* GetInstanceAI(T* obj, char const* scriptName)
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{
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if (InstanceMap* instance = obj->GetMap()->ToInstanceMap())
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if (instance->GetInstanceScript())
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if (instance->GetScriptId() == sObjectMgr->GetScriptId(scriptName))
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return new AI(obj);
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return NULL;
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}
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template<class AI, class T>
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AI* GetInstanceAI(T* obj)
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{
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if (InstanceMap* instance = obj->GetMap()->ToInstanceMap())
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if (instance->GetInstanceScript())
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return new AI(obj);
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return NULL;
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}
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#endif // TRINITY_INSTANCE_DATA_H
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