mirror of
https://github.com/TrinityCore/TrinityCore.git
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361 lines
15 KiB
C++
361 lines
15 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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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 "Common.h"
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#include <iosfwd>
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#include <map>
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#include <memory>
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#include <set>
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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 AreaBoundary;
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class Creature;
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class GameObject;
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class InstanceMap;
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class ModuleReference;
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class Player;
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class Unit;
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struct InstanceSpawnGroupInfo;
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enum class CriteriaType : uint8;
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enum class CriteriaStartEvent : uint8;
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enum EncounterCreditType : uint8;
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namespace WorldPackets
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{
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namespace WorldState
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{
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class InitWorldStates;
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}
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}
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enum EncounterFrameType
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{
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ENCOUNTER_FRAME_SET_COMBAT_RES_LIMIT = 0,
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ENCOUNTER_FRAME_RESET_COMBAT_RES_LIMIT = 1,
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ENCOUNTER_FRAME_ENGAGE = 2,
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ENCOUNTER_FRAME_DISENGAGE = 3,
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ENCOUNTER_FRAME_UPDATE_PRIORITY = 4,
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ENCOUNTER_FRAME_ADD_TIMER = 5,
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ENCOUNTER_FRAME_ENABLE_OBJECTIVE = 6,
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ENCOUNTER_FRAME_UPDATE_OBJECTIVE = 7,
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ENCOUNTER_FRAME_DISABLE_OBJECTIVE = 8,
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ENCOUNTER_FRAME_UNK7 = 9, // Seems to have something to do with sorting the encounter units
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ENCOUNTER_FRAME_ADD_COMBAT_RES_LIMIT = 10
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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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struct DoorData
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{
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uint32 entry, bossId;
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DoorType type;
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};
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struct BossBoundaryEntry
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{
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uint32 BossId;
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AreaBoundary const* Boundary;
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};
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struct TC_GAME_API BossBoundaryData
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{
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typedef std::vector<BossBoundaryEntry> StorageType;
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typedef StorageType::const_iterator const_iterator;
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BossBoundaryData(std::initializer_list<BossBoundaryEntry> data) : _data(data) { }
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~BossBoundaryData();
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const_iterator begin() const { return _data.begin(); }
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const_iterator end() const { return _data.end(); }
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private:
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StorageType _data;
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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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typedef std::vector<AreaBoundary const*> CreatureBoundary;
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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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CreatureBoundary 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)
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: bossInfo(_bossInfo), type(_type) { }
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BossInfo* bossInfo;
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DoorType type;
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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 TC_GAME_API InstanceScript : public ZoneScript
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{
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public:
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explicit InstanceScript(InstanceMap* map);
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virtual ~InstanceScript() { }
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InstanceMap* 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 instance load, exactly ONE of these methods will ALWAYS be called:
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// if we're starting without any saved instance data
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virtual void Create();
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// if we're loading existing instance save data
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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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void UpdateCombatResurrection(uint32 /*diff*/);
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// Used by the map's CannotEnter 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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Creature* GetCreature(uint32 type);
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GameObject* GetGameObject(uint32 type);
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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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// Called when a player successfully leaves the instance.
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virtual void OnPlayerLeave(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, nullptr); 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 DoUpdateCriteria(CriteriaType type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = nullptr);
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// Start/Stop Timed Achievement Criteria for all players in instance
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void DoStartCriteriaTimer(CriteriaStartEvent startEvent, uint32 entry);
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void DoStopCriteriaTimer(CriteriaStartEvent startEvent, uint32 entry);
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// Remove Auras due to Spell on all players in instance
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void DoRemoveAurasDueToSpellOnPlayers(uint32 spell, bool includePets = false, bool includeControlled = false);
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void DoRemoveAurasDueToSpellOnPlayer(Player* player, uint32 spell, bool includePets = false, bool includeControlled = false);
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// Cast spell on all players in instance
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void DoCastSpellOnPlayers(uint32 spell, bool includePets = false, bool includeControlled = false);
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void DoCastSpellOnPlayer(Player* player, uint32 spell, bool includePets = false, bool includeControlled = false);
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// Return wether server allow two side groups or not
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static bool ServerAllowsTwoSideGroups();
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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 char const* GetBossStateName(uint8 state);
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CreatureBoundary const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : nullptr; }
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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*/ = nullptr, 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 UpdateEncounterStateForKilledCreature(uint32 creatureId, Unit* source);
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void UpdateEncounterStateForSpellCast(uint32 spellId, 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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virtual void FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& /*packet*/) { }
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uint32 GetEncounterCount() const { return uint32(bosses.size()); }
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// Sets the entrance location (WorldSafeLoc) id
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void SetEntranceLocation(uint32 worldSafeLocationId);
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// Sets a temporary entrance that does not get saved to db
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void SetTemporaryEntranceLocation(uint32 worldSafeLocationId) { _temporaryEntranceId = worldSafeLocationId; }
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// Get's the current entrance id
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uint32 GetEntranceLocation() const { return _temporaryEntranceId ? _temporaryEntranceId : _entranceId; }
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// Only used by areatriggers that inherit from OnlyOnceAreaTriggerScript
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void MarkAreaTriggerDone(uint32 id) { _activatedAreaTriggers.insert(id); }
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void ResetAreaTriggerDone(uint32 id) { _activatedAreaTriggers.erase(id); }
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bool IsAreaTriggerDone(uint32 id) const { return _activatedAreaTriggers.find(id) != _activatedAreaTriggers.end(); }
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void SendEncounterUnit(uint32 type, Unit* unit = nullptr, uint8 priority = 0);
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void SendEncounterStart(uint32 inCombatResCount = 0, uint32 maxInCombatResCount = 0, uint32 inCombatResChargeRecovery = 0, uint32 nextCombatResChargeTime = 0);
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void SendEncounterEnd();
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void SendBossKillCredit(uint32 encounterId);
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// ReCheck PhaseTemplate related conditions
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void UpdatePhasing();
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void InitializeCombatResurrections(uint8 charges = 1, uint32 interval = 0);
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void AddCombatResurrectionCharge();
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void UseCombatResurrection();
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void ResetCombatResurrections();
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uint8 GetCombatResurrectionCharges() const { return _combatResurrectionCharges; }
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uint32 GetCombatResurrectionChargeInterval() const;
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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 LoadBossBoundaries(BossBoundaryData const& data);
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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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void UpdateSpawnGroups();
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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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void UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source);
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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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std::vector<InstanceSpawnGroupInfo> const* const _instanceSpawnGroups;
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std::unordered_set<uint32> _activatedAreaTriggers;
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uint32 _entranceId;
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uint32 _temporaryEntranceId;
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uint32 _combatResurrectionTimer;
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uint8 _combatResurrectionCharges; // the counter for available battle resurrections
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bool _combatResurrectionTimerStarted;
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#ifdef TRINITY_API_USE_DYNAMIC_LINKING
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// Strong reference to the associated script module
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std::shared_ptr<ModuleReference> module_reference;
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#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING
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friend class debug_commandscript;
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};
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#endif // TRINITY_INSTANCE_DATA_H
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