/*
* Copyright (C) 2008-2012 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 "Creature.h"
#include "CreatureAI.h"
#include "DatabaseEnv.h"
#include "GameObject.h"
#include "InstanceScript.h"
#include "LFGMgr.h"
#include "Log.h"
#include "Map.h"
#include "Player.h"
#include "Pet.h"
#include "WorldSession.h"
#include "Opcodes.h"
void InstanceScript::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, instance->GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void InstanceScript::HandleGameObject(uint64 GUID, bool open, GameObject* go)
{
if (!go)
go = instance->GetGameObject(GUID);
if (go)
go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
else
sLog->outDebug(LOG_FILTER_TSCR, "InstanceScript: HandleGameObject failed");
}
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::LoadMinionData(const MinionData* data)
{
while (data->entry)
{
if (data->bossId < bosses.size())
minions.insert(std::make_pair(data->entry, MinionInfo(&bosses[data->bossId])));
++data;
}
sLog->outDebug(LOG_FILTER_TSCR, "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, BoundaryType(data->boundary))));
++data;
}
sLog->outDebug(LOG_FILTER_TSCR, "InstanceScript::LoadDoorData: " UI64FMTD " doors loaded.", uint64(doors.size()));
}
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)
{
DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
if (lower == upper)
return;
bool open = true;
for (DoorInfoMap::iterator itr = lower; itr != upper && open; ++itr)
{
switch (itr->second.type)
{
case DOOR_TYPE_ROOM:
open = (itr->second.bossInfo->state != IN_PROGRESS);
break;
case DOOR_TYPE_PASSAGE:
open = (itr->second.bossInfo->state == DONE);
break;
case DOOR_TYPE_SPAWN_HOLE:
open = (itr->second.bossInfo->state == IN_PROGRESS);
break;
default:
break;
}
}
door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
}
void InstanceScript::AddDoor(GameObject* door, bool add)
{
DoorInfoMap::iterator lower = doors.lower_bound(door->GetEntry());
DoorInfoMap::iterator upper = doors.upper_bound(door->GetEntry());
if (lower == upper)
return;
for (DoorInfoMap::iterator itr = lower; itr != upper; ++itr)
{
DoorInfo const& data = itr->second;
if (add)
{
data.bossInfo->door[data.type].insert(door);
switch (data.boundary)
{
default:
case BOUNDARY_NONE:
break;
case BOUNDARY_N:
case BOUNDARY_S:
data.bossInfo->boundary[data.boundary] = door->GetPositionX();
break;
case BOUNDARY_E:
case BOUNDARY_W:
data.bossInfo->boundary[data.boundary] = door->GetPositionY();
break;
case BOUNDARY_NW:
case BOUNDARY_SE:
data.bossInfo->boundary[data.boundary] = door->GetPositionX() + door->GetPositionY();
break;
case BOUNDARY_NE:
case BOUNDARY_SW:
data.bossInfo->boundary[data.boundary] = door->GetPositionX() - door->GetPositionY();
break;
}
}
else
data.bossInfo->door[data.type].erase(door);
}
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);
else
itr->second.bossInfo->minion.erase(minion);
}
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;
//sLog->outError(LOG_FILTER_GENERAL, "Inialize boss %u state as %u.", id, (uint32)state);
return false;
}
else
{
if (bossInfo->state == state)
return false;
if (state == DONE)
for (MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
if ((*i)->isWorldBoss() && (*i)->isAlive())
return false;
bossInfo->state = state;
SaveToDB();
}
for (uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
for (DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
UpdateDoorState(*i);
for (MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
UpdateMinionState(*i, state);
return true;
}
return false;
}
std::string InstanceScript::LoadBossState(const char * data)
{
if (!data)
return NULL;
std::istringstream loadStream(data);
uint32 buff;
uint32 bossId = 0;
for (std::vector::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
{
loadStream >> buff;
if (buff < TO_BE_DECIDED)
SetBossState(bossId, (EncounterState)buff);
}
return loadStream.str();
}
std::string InstanceScript::GetBossSaveData()
{
std::ostringstream saveStream;
for (std::vector::iterator i = bosses.begin(); i != bosses.end(); ++i)
saveStream << (uint32)i->state << ' ';
return saveStream.str();
}
void InstanceScript::DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime, bool bUseAlternativeState)
{
if (!uiGuid)
return;
GameObject* go = instance->GetGameObject(uiGuid);
if (go)
{
if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR || go->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
if (go->getLootState() == GO_READY)
go->UseDoorOrButton(uiWithRestoreTime, bUseAlternativeState);
else if (go->getLootState() == GO_ACTIVATED)
go->ResetDoorOrButton();
}
else
sLog->outError(LOG_FILTER_GENERAL, "SD2: Script call DoUseDoorOrButton, but gameobject entry %u is type %u.", go->GetEntry(), go->GetGoType());
}
}
void InstanceScript::DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn)
{
if (GameObject* go = instance->GetGameObject(uiGuid))
{
//not expect any of these should ever be handled
if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE || go->GetGoType() == GAMEOBJECT_TYPE_DOOR ||
go->GetGoType() == GAMEOBJECT_TYPE_BUTTON || go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
return;
if (go->isSpawned())
return;
go->SetRespawnTime(uiTimeToDespawn);
}
}
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
sLog->outDebug(LOG_FILTER_TSCR, "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::DoUpdateAchievementCriteria(AchievementCriteriaTypes 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->UpdateAchievementCriteria(type, miscValue1, miscValue2, unit);
}
// Start timed achievement for all players in instance
void InstanceScript::DoStartTimedAchievement(AchievementCriteriaTimedTypes 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->StartTimedAchievement(type, entry);
}
// Stop timed achievement for all players in instance
void InstanceScript::DoStopTimedAchievement(AchievementCriteriaTimedTypes 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->RemoveTimedAchievement(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::CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* /*source*/, Unit const* /*target*/ /*= NULL*/, uint32 /*miscvalue1*/ /*= 0*/)
{
sLog->outError(LOG_FILTER_GENERAL, "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::SendEncounterUnit(uint32 type, Unit* unit /*= NULL*/, uint8 param1 /*= 0*/, uint8 param2 /*= 0*/)
{
// size of this packet is at most 15 (usually less)
WorldPacket data(SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT, 15);
data << uint32(type);
switch (type)
{
case ENCOUNTER_FRAME_ENGAGE:
case ENCOUNTER_FRAME_DISENGAGE:
case ENCOUNTER_FRAME_UPDATE_PRIORITY:
data.append(unit->GetPackGUID());
data << uint8(param1);
break;
case ENCOUNTER_FRAME_ADD_TIMER:
case ENCOUNTER_FRAME_ENABLE_OBJECTIVE:
case ENCOUNTER_FRAME_DISABLE_OBJECTIVE:
data << uint8(param1);
break;
case ENCOUNTER_FRAME_UPDATE_OBJECTIVE:
data << uint8(param1);
data << uint8(param2);
break;
case ENCOUNTER_FRAME_UNK7:
default:
break;
}
instance->SendToPlayers(&data);
}
void InstanceScript::UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source)
{
DungeonEncounterList const* encounters = sObjectMgr->GetDungeonEncounterList(instance->GetId(), instance->GetDifficulty());
if (!encounters)
return;
for (DungeonEncounterList::const_iterator itr = encounters->begin(); itr != encounters->end(); ++itr)
{
if ((*itr)->creditType == type && (*itr)->creditEntry == creditEntry)
{
completedEncounters |= 1 << (*itr)->dbcEntry->encounterIndex;
sLog->outDebug(LOG_FILTER_TSCR, "Instance %s (instanceId %u) completed encounter %s", instance->GetMapName(), instance->GetInstanceId(), (*itr)->dbcEntry->encounterName[0]);
if (uint32 dungeonId = (*itr)->lastEncounterDungeon)
{
Map::PlayerList const& players = instance->GetPlayers();
if (!players.isEmpty())
for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i)
if (Player* player = i->getSource())
if (!source || player->IsAtGroupRewardDistance(source))
sLFGMgr->RewardDungeonDoneFor(dungeonId, player);
}
return;
}
}
}