/*
* Copyright (C) 2008-2018 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* 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 .
*/
#include "InstanceScript.h"
#include "AreaBoundary.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "DatabaseEnv.h"
#include "GameObject.h"
#include "Group.h"
#include "InstancePackets.h"
#include "InstanceScenario.h"
#include "LFGMgr.h"
#include "Log.h"
#include "Map.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Pet.h"
#include "Player.h"
#include "RBAC.h"
#include "ScriptMgr.h"
#include "ScriptReloadMgr.h"
#include "World.h"
#include "WorldSession.h"
#include
#include
BossBoundaryData::~BossBoundaryData()
{
for (const_iterator it = begin(); it != end(); ++it)
delete it->Boundary;
}
InstanceScript::InstanceScript(Map* map) : instance(map), completedEncounters(0),
_entranceId(0), _temporaryEntranceId(0), _combatResurrectionTimer(0), _combatResurrectionCharges(0), _combatResurrectionTimerStarted(false)
{
#ifdef TRINITY_API_USE_DYNAMIC_LINKING
uint32 scriptId = sObjectMgr->GetInstanceTemplate(map->GetId())->ScriptId;
auto const scriptname = sObjectMgr->GetScriptName(scriptId);
ASSERT(!scriptname.empty());
// Acquire a strong reference from the script module
// to keep it loaded until this object is destroyed.
module_reference = sScriptMgr->AcquireModuleReferenceOfScriptName(scriptname);
#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING
}
void InstanceScript::SaveToDB()
{
if (InstanceScenario* scenario = instance->ToInstanceMap()->GetInstanceScenario())
scenario->SaveToDB();
std::string data = GetSaveData();
if (data.empty())
return;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_DATA);
stmt->setUInt32(0, GetCompletedEncounterMask());
stmt->setString(1, data);
stmt->setUInt32(2, _entranceId);
stmt->setUInt32(3, instance->GetInstanceId());
CharacterDatabase.Execute(stmt);
}
bool InstanceScript::IsEncounterInProgress() const
{
for (std::vector::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
if (itr->state == IN_PROGRESS)
return true;
return false;
}
void InstanceScript::OnCreatureCreate(Creature* creature)
{
AddObject(creature, true);
AddMinion(creature, true);
}
void InstanceScript::OnCreatureRemove(Creature* creature)
{
AddObject(creature, false);
AddMinion(creature, false);
}
void InstanceScript::OnGameObjectCreate(GameObject* go)
{
AddObject(go, true);
AddDoor(go, true);
}
void InstanceScript::OnGameObjectRemove(GameObject* go)
{
AddObject(go, false);
AddDoor(go, false);
}
ObjectGuid InstanceScript::GetObjectGuid(uint32 type) const
{
ObjectGuidMap::const_iterator i = _objectGuids.find(type);
if (i != _objectGuids.end())
return i->second;
return ObjectGuid::Empty;
}
ObjectGuid InstanceScript::GetGuidData(uint32 type) const
{
return GetObjectGuid(type);
}
Creature* InstanceScript::GetCreature(uint32 type)
{
return instance->GetCreature(GetObjectGuid(type));
}
GameObject* InstanceScript::GetGameObject(uint32 type)
{
return instance->GetGameObject(GetObjectGuid(type));
}
void InstanceScript::SetHeaders(std::string const& dataHeaders)
{
for (char header : dataHeaders)
if (isalpha(header))
headers.push_back(header);
}
void InstanceScript::LoadBossBoundaries(const BossBoundaryData& data)
{
for (BossBoundaryEntry const& entry : data)
if (entry.BossId < bosses.size())
bosses[entry.BossId].boundary.insert(entry.Boundary);
}
void InstanceScript::LoadMinionData(const MinionData* data)
{
while (data->entry)
{
if (data->bossId < bosses.size())
minions.insert(std::make_pair(data->entry, MinionInfo(&bosses[data->bossId])));
++data;
}
TC_LOG_DEBUG("scripts", "InstanceScript::LoadMinionData: " UI64FMTD " minions loaded.", uint64(minions.size()));
}
void InstanceScript::LoadDoorData(const DoorData* data)
{
while (data->entry)
{
if (data->bossId < bosses.size())
doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type)));
++data;
}
TC_LOG_DEBUG("scripts", "InstanceScript::LoadDoorData: " UI64FMTD " doors loaded.", uint64(doors.size()));
}
void InstanceScript::LoadObjectData(ObjectData const* creatureData, ObjectData const* gameObjectData)
{
if (creatureData)
LoadObjectData(creatureData, _creatureInfo);
if (gameObjectData)
LoadObjectData(gameObjectData, _gameObjectInfo);
TC_LOG_DEBUG("scripts", "InstanceScript::LoadObjectData: " SZFMTD " objects loaded.", _creatureInfo.size() + _gameObjectInfo.size());
}
void InstanceScript::LoadObjectData(ObjectData const* data, ObjectInfoMap& objectInfo)
{
while (data->entry)
{
ASSERT(objectInfo.find(data->entry) == objectInfo.end());
objectInfo[data->entry] = data->type;
++data;
}
}
void InstanceScript::UpdateMinionState(Creature* minion, EncounterState state)
{
switch (state)
{
case NOT_STARTED:
if (!minion->IsAlive())
minion->Respawn();
else if (minion->IsInCombat())
minion->AI()->EnterEvadeMode();
break;
case IN_PROGRESS:
if (!minion->IsAlive())
minion->Respawn();
else if (!minion->GetVictim())
minion->AI()->DoZoneInCombat();
break;
default:
break;
}
}
void InstanceScript::UpdateDoorState(GameObject* door)
{
DoorInfoMapBounds range = doors.equal_range(door->GetEntry());
if (range.first == range.second)
return;
bool open = true;
for (; range.first != range.second && open; ++range.first)
{
DoorInfo const& info = range.first->second;
switch (info.type)
{
case DOOR_TYPE_ROOM:
open = (info.bossInfo->state != IN_PROGRESS);
break;
case DOOR_TYPE_PASSAGE:
open = (info.bossInfo->state == DONE);
break;
case DOOR_TYPE_SPAWN_HOLE:
open = (info.bossInfo->state == IN_PROGRESS);
break;
default:
break;
}
}
door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
}
BossInfo* InstanceScript::GetBossInfo(uint32 id)
{
ASSERT(id < bosses.size());
return &bosses[id];
}
void InstanceScript::AddObject(Creature* obj, bool add)
{
ObjectInfoMap::const_iterator j = _creatureInfo.find(obj->GetEntry());
if (j != _creatureInfo.end())
AddObject(obj, j->second, add);
}
void InstanceScript::AddObject(GameObject* obj, bool add)
{
ObjectInfoMap::const_iterator j = _gameObjectInfo.find(obj->GetEntry());
if (j != _gameObjectInfo.end())
AddObject(obj, j->second, add);
}
void InstanceScript::AddObject(WorldObject* obj, uint32 type, bool add)
{
if (add)
_objectGuids[type] = obj->GetGUID();
else
{
ObjectGuidMap::iterator i = _objectGuids.find(type);
if (i != _objectGuids.end() && i->second == obj->GetGUID())
_objectGuids.erase(i);
}
}
void InstanceScript::AddDoor(GameObject* door, bool add)
{
DoorInfoMapBounds range = doors.equal_range(door->GetEntry());
if (range.first == range.second)
return;
for (; range.first != range.second; ++range.first)
{
DoorInfo const& data = range.first->second;
if (add)
{
data.bossInfo->door[data.type].insert(door->GetGUID());
}
else
data.bossInfo->door[data.type].erase(door->GetGUID());
}
if (add)
UpdateDoorState(door);
}
void InstanceScript::AddMinion(Creature* minion, bool add)
{
MinionInfoMap::iterator itr = minions.find(minion->GetEntry());
if (itr == minions.end())
return;
if (add)
itr->second.bossInfo->minion.insert(minion->GetGUID());
else
itr->second.bossInfo->minion.erase(minion->GetGUID());
}
bool InstanceScript::SetBossState(uint32 id, EncounterState state)
{
if (id < bosses.size())
{
BossInfo* bossInfo = &bosses[id];
if (bossInfo->state == TO_BE_DECIDED) // loading
{
bossInfo->state = state;
//TC_LOG_ERROR("misc", "Inialize boss %u state as %u.", id, (uint32)state);
return false;
}
else
{
if (bossInfo->state == state)
return false;
if (state == DONE)
for (GuidSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
if (Creature* minion = instance->GetCreature(*i))
if (minion->isWorldBoss() && minion->IsAlive())
return false;
switch (state)
{
case IN_PROGRESS:
{
uint32 resInterval = GetCombatResurrectionChargeInterval();
InitializeCombatResurrections(1, resInterval);
SendEncounterStart(1, 9, resInterval, resInterval);
break;
}
case FAIL:
case DONE:
ResetCombatResurrections();
SendEncounterEnd();
break;
default:
break;
}
bossInfo->state = state;
SaveToDB();
}
for (uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
for (GuidSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
if (GameObject* door = instance->GetGameObject(*i))
UpdateDoorState(door);
GuidSet minions = bossInfo->minion; // Copy to prevent iterator invalidation (minion might be unsummoned in UpdateMinionState)
for (GuidSet::iterator i = minions.begin(); i != minions.end(); ++i)
if (Creature* minion = instance->GetCreature(*i))
UpdateMinionState(minion, state);
return true;
}
return false;
}
bool InstanceScript::_SkipCheckRequiredBosses(Player const* player /*= nullptr*/) const
{
return player && player->GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_INSTANCE_REQUIRED_BOSSES);
}
void InstanceScript::Load(char const* data)
{
if (!data)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(data);
std::istringstream loadStream(data);
if (ReadSaveDataHeaders(loadStream))
{
ReadSaveDataBossStates(loadStream);
ReadSaveDataMore(loadStream);
}
else
OUT_LOAD_INST_DATA_FAIL;
OUT_LOAD_INST_DATA_COMPLETE;
}
bool InstanceScript::ReadSaveDataHeaders(std::istringstream& data)
{
for (char header : headers)
{
char buff;
data >> buff;
if (header != buff)
return false;
}
return true;
}
void InstanceScript::ReadSaveDataBossStates(std::istringstream& data)
{
uint32 bossId = 0;
for (std::vector::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
{
uint32 buff;
data >> buff;
if (buff == IN_PROGRESS || buff == FAIL || buff == SPECIAL)
buff = NOT_STARTED;
if (buff < TO_BE_DECIDED)
SetBossState(bossId, EncounterState(buff));
}
}
std::string InstanceScript::GetSaveData()
{
OUT_SAVE_INST_DATA;
std::ostringstream saveStream;
WriteSaveDataHeaders(saveStream);
WriteSaveDataBossStates(saveStream);
WriteSaveDataMore(saveStream);
OUT_SAVE_INST_DATA_COMPLETE;
return saveStream.str();
}
void InstanceScript::WriteSaveDataHeaders(std::ostringstream& data)
{
for (char header : headers)
data << header << ' ';
}
void InstanceScript::WriteSaveDataBossStates(std::ostringstream& data)
{
for (BossInfo const& bossInfo : bosses)
data << uint32(bossInfo.state) << ' ';
}
void InstanceScript::HandleGameObject(ObjectGuid guid, bool open, GameObject* go /*= nullptr*/)
{
if (!go)
go = instance->GetGameObject(guid);
if (go)
go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
else
TC_LOG_DEBUG("scripts", "InstanceScript: HandleGameObject failed");
}
void InstanceScript::DoUseDoorOrButton(ObjectGuid guid, uint32 withRestoreTime /*= 0*/, bool useAlternativeState /*= false*/)
{
if (!guid)
return;
if (GameObject* go = instance->GetGameObject(guid))
{
if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR || go->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
if (go->getLootState() == GO_READY)
go->UseDoorOrButton(withRestoreTime, useAlternativeState);
else if (go->getLootState() == GO_ACTIVATED)
go->ResetDoorOrButton();
}
else
TC_LOG_ERROR("scripts", "InstanceScript: DoUseDoorOrButton can't use gameobject entry %u, because type is %u.", go->GetEntry(), go->GetGoType());
}
else
TC_LOG_DEBUG("scripts", "InstanceScript: DoUseDoorOrButton failed");
}
void InstanceScript::DoCloseDoorOrButton(ObjectGuid guid)
{
if (!guid)
return;
if (GameObject* go = instance->GetGameObject(guid))
{
if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR || go->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
if (go->getLootState() == GO_ACTIVATED)
go->ResetDoorOrButton();
}
else
TC_LOG_ERROR("scripts", "InstanceScript: DoCloseDoorOrButton can't use gameobject entry %u, because type is %u.", go->GetEntry(), go->GetGoType());
}
else
TC_LOG_DEBUG("scripts", "InstanceScript: DoCloseDoorOrButton failed");
}
void InstanceScript::DoRespawnGameObject(ObjectGuid guid, uint32 timeToDespawn /*= MINUTE*/)
{
if (GameObject* go = instance->GetGameObject(guid))
{
switch (go->GetGoType())
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
case GAMEOBJECT_TYPE_TRAP:
case GAMEOBJECT_TYPE_FISHINGNODE:
// not expect any of these should ever be handled
TC_LOG_ERROR("scripts", "InstanceScript: DoRespawnGameObject can't respawn gameobject entry %u, because type is %u.", go->GetEntry(), go->GetGoType());
return;
default:
break;
}
if (go->isSpawned())
return;
go->SetRespawnTime(timeToDespawn);
}
else
TC_LOG_DEBUG("scripts", "InstanceScript: DoRespawnGameObject failed");
}
void InstanceScript::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* player = itr->GetSource())
player->SendUpdateWorldState(uiStateId, uiStateData);
}
else
TC_LOG_DEBUG("scripts", "DoUpdateWorldState attempt send data but no players in map.");
}
// Send Notify to all players in instance
void InstanceScript::DoSendNotifyToInstance(char const* format, ...)
{
InstanceMap::PlayerList const& players = instance->GetPlayers();
if (!players.isEmpty())
{
va_list ap;
va_start(ap, format);
char buff[1024];
vsnprintf(buff, 1024, format, ap);
va_end(ap);
for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i)
if (Player* player = i->GetSource())
if (WorldSession* session = player->GetSession())
session->SendNotification("%s", buff);
}
}
// Update Achievement Criteria for all players in instance
void InstanceScript::DoUpdateCriteria(CriteriaTypes type, uint32 miscValue1 /*= 0*/, uint32 miscValue2 /*= 0*/, Unit* unit /*= NULL*/)
{
Map::PlayerList const &PlayerList = instance->GetPlayers();
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (Player* player = i->GetSource())
player->UpdateCriteria(type, miscValue1, miscValue2, 0, unit);
}
// Start timed achievement for all players in instance
void InstanceScript::DoStartCriteriaTimer(CriteriaTimedTypes type, uint32 entry)
{
Map::PlayerList const &PlayerList = instance->GetPlayers();
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (Player* player = i->GetSource())
player->StartCriteriaTimer(type, entry);
}
// Stop timed achievement for all players in instance
void InstanceScript::DoStopCriteriaTimer(CriteriaTimedTypes type, uint32 entry)
{
Map::PlayerList const &PlayerList = instance->GetPlayers();
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (Player* player = i->GetSource())
player->RemoveCriteriaTimer(type, entry);
}
// Remove Auras due to Spell on all players in instance
void InstanceScript::DoRemoveAurasDueToSpellOnPlayers(uint32 spell)
{
Map::PlayerList const& PlayerList = instance->GetPlayers();
if (!PlayerList.isEmpty())
{
for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
{
if (Player* player = itr->GetSource())
{
player->RemoveAurasDueToSpell(spell);
if (Pet* pet = player->GetPet())
pet->RemoveAurasDueToSpell(spell);
}
}
}
}
// Cast spell on all players in instance
void InstanceScript::DoCastSpellOnPlayers(uint32 spell)
{
Map::PlayerList const &PlayerList = instance->GetPlayers();
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (Player* player = i->GetSource())
player->CastSpell(player, spell, true);
}
bool InstanceScript::ServerAllowsTwoSideGroups()
{
return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP);
}
bool InstanceScript::CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* /*source*/, Unit const* /*target*/ /*= NULL*/, uint32 /*miscvalue1*/ /*= 0*/)
{
TC_LOG_ERROR("misc", "Achievement system call InstanceScript::CheckAchievementCriteriaMeet but instance script for map %u not have implementation for achievement criteria %u",
instance->GetId(), criteria_id);
return false;
}
void InstanceScript::SetEntranceLocation(uint32 worldSafeLocationId)
{
_entranceId = worldSafeLocationId;
if (_temporaryEntranceId)
_temporaryEntranceId = 0;
}
void InstanceScript::SendEncounterUnit(uint32 type, Unit* unit /*= NULL*/, uint8 priority)
{
switch (type)
{
case ENCOUNTER_FRAME_ENGAGE: // SMSG_INSTANCE_ENCOUNTER_ENGAGE_UNIT
{
if (!unit)
return;
WorldPackets::Instance::InstanceEncounterEngageUnit encounterEngageMessage;
encounterEngageMessage.Unit = unit->GetGUID();
encounterEngageMessage.TargetFramePriority = priority;
instance->SendToPlayers(encounterEngageMessage.Write());
break;
}
case ENCOUNTER_FRAME_DISENGAGE: // SMSG_INSTANCE_ENCOUNTER_DISENGAGE_UNIT
{
if (!unit)
return;
WorldPackets::Instance::InstanceEncounterDisengageUnit encounterDisengageMessage;
encounterDisengageMessage.Unit = unit->GetGUID();
instance->SendToPlayers(encounterDisengageMessage.Write());
break;
}
case ENCOUNTER_FRAME_UPDATE_PRIORITY: // SMSG_INSTANCE_ENCOUNTER_CHANGE_PRIORITY
{
if (!unit)
return;
WorldPackets::Instance::InstanceEncounterChangePriority encounterChangePriorityMessage;
encounterChangePriorityMessage.Unit = unit->GetGUID();
encounterChangePriorityMessage.TargetFramePriority = priority;
instance->SendToPlayers(encounterChangePriorityMessage.Write());
break;
}
default:
break;
}
}
void InstanceScript::SendEncounterStart(uint32 inCombatResCount /*= 0*/, uint32 maxInCombatResCount /*= 0*/, uint32 inCombatResChargeRecovery /*= 0*/, uint32 nextCombatResChargeTime /*= 0*/)
{
WorldPackets::Instance::InstanceEncounterStart encounterStartMessage;
encounterStartMessage.InCombatResCount = inCombatResCount;
encounterStartMessage.MaxInCombatResCount = maxInCombatResCount;
encounterStartMessage.CombatResChargeRecovery = inCombatResChargeRecovery;
encounterStartMessage.NextCombatResChargeTime = nextCombatResChargeTime;
instance->SendToPlayers(encounterStartMessage.Write());
}
void InstanceScript::SendEncounterEnd()
{
WorldPackets::Instance::InstanceEncounterEnd encounterEndMessage;
instance->SendToPlayers(encounterEndMessage.Write());
}
void InstanceScript::SendBossKillCredit(uint32 encounterId)
{
WorldPackets::Instance::BossKillCredit bossKillCreditMessage;
bossKillCreditMessage.DungeonEncounterID = encounterId;
instance->SendToPlayers(bossKillCreditMessage.Write());
}
void InstanceScript::UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* /*source*/)
{
DungeonEncounterList const* encounters = sObjectMgr->GetDungeonEncounterList(instance->GetId(), instance->GetDifficultyID());
if (!encounters)
return;
uint32 dungeonId = 0;
for (DungeonEncounterList::const_iterator itr = encounters->begin(); itr != encounters->end(); ++itr)
{
DungeonEncounter const* encounter = *itr;
if (encounter->creditType == type && encounter->creditEntry == creditEntry)
{
completedEncounters |= 1 << encounter->dbcEntry->Bit;
if (encounter->lastEncounterDungeon)
{
dungeonId = encounter->lastEncounterDungeon;
TC_LOG_DEBUG("lfg", "UpdateEncounterState: Instance %s (instanceId %u) completed encounter %s. Credit Dungeon: %u",
instance->GetMapName(), instance->GetInstanceId(), encounter->dbcEntry->Name->Str[sWorld->GetDefaultDbcLocale()], dungeonId);
break;
}
}
}
if (dungeonId)
{
Map::PlayerList const& players = instance->GetPlayers();
for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i)
{
if (Player* player = i->GetSource())
if (Group* grp = player->GetGroup())
if (grp->isLFGGroup())
{
sLFGMgr->FinishDungeon(grp->GetGUID(), dungeonId);
return;
}
}
}
}
void InstanceScript::UpdateEncounterStateForKilledCreature(uint32 creatureId, Unit* source)
{
UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, creatureId, source);
}
void InstanceScript::UpdateEncounterStateForSpellCast(uint32 spellId, Unit* source)
{
UpdateEncounterState(ENCOUNTER_CREDIT_CAST_SPELL, spellId, source);
}
void InstanceScript::UpdatePhasing()
{
Map::PlayerList const& players = instance->GetPlayers();
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
if (Player* player = itr->GetSource())
player->SendUpdatePhasing();
}
std::string InstanceScript::GetBossStateName(uint8 state)
{
// See enum EncounterState in InstanceScript.h
switch (state)
{
case NOT_STARTED:
return "NOT_STARTED";
case IN_PROGRESS:
return "IN_PROGRESS";
case FAIL:
return "FAIL";
case DONE:
return "DONE";
case SPECIAL:
return "SPECIAL";
case TO_BE_DECIDED:
return "TO_BE_DECIDED";
default:
return "INVALID";
}
}
void InstanceScript::UpdateCombatResurrection(uint32 diff)
{
if (!_combatResurrectionTimerStarted)
return;
if (_combatResurrectionTimer <= diff)
AddCombatResurrectionCharge();
else
_combatResurrectionTimer -= diff;
}
void InstanceScript::InitializeCombatResurrections(uint8 charges /*= 1*/, uint32 interval /*= 0*/)
{
_combatResurrectionCharges = charges;
if (!interval)
return;
_combatResurrectionTimer = interval;
_combatResurrectionTimerStarted = true;
}
void InstanceScript::AddCombatResurrectionCharge()
{
++_combatResurrectionCharges;
_combatResurrectionTimer = GetCombatResurrectionChargeInterval();
WorldPackets::Instance::InstanceEncounterGainCombatResurrectionCharge gainCombatResurrectionCharge;
gainCombatResurrectionCharge.InCombatResCount = _combatResurrectionCharges;
gainCombatResurrectionCharge.CombatResChargeRecovery = _combatResurrectionTimer;
instance->SendToPlayers(gainCombatResurrectionCharge.Write());
}
void InstanceScript::UseCombatResurrection()
{
--_combatResurrectionCharges;
instance->SendToPlayers(WorldPackets::Instance::InstanceEncounterInCombatResurrection().Write());
}
void InstanceScript::ResetCombatResurrections()
{
_combatResurrectionCharges = 0;
_combatResurrectionTimer = 0;
_combatResurrectionTimerStarted = false;
}
uint32 InstanceScript::GetCombatResurrectionChargeInterval() const
{
uint32 interval = 0;
if (uint32 playerCount = instance->GetPlayers().getSize())
interval = 90 * MINUTE * IN_MILLISECONDS / playerCount;
return interval;
}
bool InstanceHasScript(WorldObject const* obj, char const* scriptName)
{
if (InstanceMap* instance = obj->GetMap()->ToInstanceMap())
return instance->GetScriptName() == scriptName;
return false;
}