/* * Copyright (C) 2008-2014 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 . */ #ifndef TRINITY_INSTANCE_DATA_H #define TRINITY_INSTANCE_DATA_H #include "ZoneScript.h" #include "World.h" #include "ObjectMgr.h" #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()) #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()) #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) #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()) #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()) class Map; class Unit; class Player; class GameObject; class Creature; enum EncounterFrameType { ENCOUNTER_FRAME_SET_COMBAT_RES_LIMIT = 0, ENCOUNTER_FRAME_RESET_COMBAT_RES_LIMIT = 1, ENCOUNTER_FRAME_ENGAGE = 2, ENCOUNTER_FRAME_DISENGAGE = 3, ENCOUNTER_FRAME_UPDATE_PRIORITY = 4, ENCOUNTER_FRAME_ADD_TIMER = 5, ENCOUNTER_FRAME_ENABLE_OBJECTIVE = 6, ENCOUNTER_FRAME_UPDATE_OBJECTIVE = 7, ENCOUNTER_FRAME_DISABLE_OBJECTIVE = 8, ENCOUNTER_FRAME_UNK7 = 9, // Seems to have something to do with sorting the encounter units ENCOUNTER_FRAME_ADD_COMBAT_RES_LIMIT = 10 }; enum EncounterState { NOT_STARTED = 0, IN_PROGRESS = 1, FAIL = 2, DONE = 3, SPECIAL = 4, TO_BE_DECIDED = 5 }; enum DoorType { DOOR_TYPE_ROOM = 0, // Door can open if encounter is not in progress DOOR_TYPE_PASSAGE = 1, // Door can open if encounter is done DOOR_TYPE_SPAWN_HOLE = 2, // Door can open if encounter is in progress, typically used for spawning places MAX_DOOR_TYPES }; enum BoundaryType { BOUNDARY_NONE = 0, BOUNDARY_N, BOUNDARY_S, BOUNDARY_E, BOUNDARY_W, BOUNDARY_NE, BOUNDARY_NW, BOUNDARY_SE, BOUNDARY_SW, BOUNDARY_MAX_X = BOUNDARY_N, BOUNDARY_MIN_X = BOUNDARY_S, BOUNDARY_MAX_Y = BOUNDARY_W, BOUNDARY_MIN_Y = BOUNDARY_E }; typedef std::map BossBoundaryMap; struct DoorData { uint32 entry, bossId; DoorType type; uint32 boundary; }; struct MinionData { uint32 entry, bossId; }; struct ObjectData { uint32 entry; uint32 type; }; struct BossInfo { BossInfo() : state(TO_BE_DECIDED) { } EncounterState state; GuidSet door[MAX_DOOR_TYPES]; GuidSet minion; BossBoundaryMap boundary; }; struct DoorInfo { explicit DoorInfo(BossInfo* _bossInfo, DoorType _type, BoundaryType _boundary) : bossInfo(_bossInfo), type(_type), boundary(_boundary) { } BossInfo* bossInfo; DoorType type; BoundaryType boundary; }; struct MinionInfo { explicit MinionInfo(BossInfo* _bossInfo) : bossInfo(_bossInfo) { } BossInfo* bossInfo; }; typedef std::multimap DoorInfoMap; typedef std::pair DoorInfoMapBounds; typedef std::map MinionInfoMap; typedef std::map ObjectGuidMap; typedef std::map ObjectInfoMap; class InstanceScript : public ZoneScript { public: explicit InstanceScript(Map* map) : instance(map), completedEncounters(0) { } virtual ~InstanceScript() { } Map* instance; // On creation, NOT load. // PLEASE INITIALIZE FIELDS IN THE CONSTRUCTOR INSTEAD !!! // KEEPING THIS METHOD ONLY FOR BACKWARD COMPATIBILITY !!! virtual void Initialize() { } // On load virtual void Load(char const* data); // When save is needed, this function generates the data virtual std::string GetSaveData(); void SaveToDB(); virtual void Update(uint32 /*diff*/) { } // Used by the map's CanEnter function. // This is to prevent players from entering during boss encounters. virtual bool IsEncounterInProgress() const; // Called when a creature/gameobject is added to map or removed from map. // Insert/Remove objectguid to dynamic guid store virtual void OnCreatureCreate(Creature* creature) override; virtual void OnCreatureRemove(Creature* creature) override; virtual void OnGameObjectCreate(GameObject* go) override; virtual void OnGameObjectRemove(GameObject* go) override; ObjectGuid GetObjectGuid(uint32 type) const; virtual ObjectGuid GetGuidData(uint32 type) const override; inline Creature* GetCreature(uint32 type) { return ObjectAccessor::GetObjectInMap(GetObjectGuid(type), instance, nullptr); } inline GameObject* GetGameObject(uint32 type) { return ObjectAccessor::GetObjectInMap(GetObjectGuid(type), instance, nullptr); } // Called when a player successfully enters the instance. virtual void OnPlayerEnter(Player* /*player*/) { } // Handle open / close objects // * use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts // * use HandleGameObject(GUID, boolen, NULL); in any other script void HandleGameObject(ObjectGuid guid, bool open, GameObject* go = nullptr); // Change active state of doors or buttons void DoUseDoorOrButton(ObjectGuid guid, uint32 withRestoreTime = 0, bool useAlternativeState = false); // Respawns a GO having negative spawntimesecs in gameobject-table void DoRespawnGameObject(ObjectGuid guid, uint32 timeToDespawn = MINUTE); // Sends world state update to all players in instance void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue); // Send Notify to all players in instance void DoSendNotifyToInstance(char const* format, ...); // Update Achievement Criteria for all players in instance void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = NULL); // Start/Stop Timed Achievement Criteria for all players in instance void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry); void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry); // Remove Auras due to Spell on all players in instance void DoRemoveAurasDueToSpellOnPlayers(uint32 spell); // Cast spell on all players in instance void DoCastSpellOnPlayers(uint32 spell); // Return wether server allow two side groups or not bool ServerAllowsTwoSideGroups() { return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP); } virtual bool SetBossState(uint32 id, EncounterState state); EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; } BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; } // Achievement criteria additional requirements check // NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType virtual bool CheckAchievementCriteriaMeet(uint32 /*criteria_id*/, Player const* /*source*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0); // Checks boss requirements (one boss required to kill other) virtual bool CheckRequiredBosses(uint32 /*bossId*/, Player const* /*player*/ = nullptr) const { return true; } // Checks encounter state at kill/spellcast void UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source); // Used only during loading void SetCompletedEncountersMask(uint32 newMask) { completedEncounters = newMask; } // Returns completed encounters mask for packets uint32 GetCompletedEncounterMask() const { return completedEncounters; } void SendEncounterUnit(uint32 type, Unit* unit = NULL, uint8 param1 = 0, uint8 param2 = 0); virtual void FillInitialWorldStates(WorldPacket& /*data*/) { } // ReCheck PhaseTemplate related conditions void UpdatePhasing(); protected: void SetHeaders(std::string const& dataHeaders); void SetBossNumber(uint32 number) { bosses.resize(number); } void LoadDoorData(DoorData const* data); void LoadMinionData(MinionData const* data); void LoadObjectData(ObjectData const* creatureData, ObjectData const* gameObjectData); void AddObject(Creature* obj, bool add); void AddObject(GameObject* obj, bool add); void AddObject(WorldObject* obj, uint32 type, bool add); void AddDoor(GameObject* door, bool add); void AddMinion(Creature* minion, bool add); void UpdateDoorState(GameObject* door); void UpdateMinionState(Creature* minion, EncounterState state); // Instance Load and Save bool ReadSaveDataHeaders(std::istringstream& data); void ReadSaveDataBossStates(std::istringstream& data); virtual void ReadSaveDataMore(std::istringstream& /*data*/) { } void WriteSaveDataHeaders(std::ostringstream& data); void WriteSaveDataBossStates(std::ostringstream& data); virtual void WriteSaveDataMore(std::ostringstream& /*data*/) { } private: static void LoadObjectData(ObjectData const* creatureData, ObjectInfoMap& objectInfo); std::vector headers; std::vector bosses; DoorInfoMap doors; MinionInfoMap minions; ObjectInfoMap _creatureInfo; ObjectInfoMap _gameObjectInfo; ObjectGuidMap _objectGuids; uint32 completedEncounters; // completed encounter mask, bit indexes are DungeonEncounter.dbc boss numbers, used for packets }; template AI* GetInstanceAI(T* obj, char const* scriptName) { if (InstanceMap* instance = obj->GetMap()->ToInstanceMap()) if (instance->GetInstanceScript()) if (instance->GetScriptId() == sObjectMgr->GetScriptId(scriptName)) return new AI(obj); return NULL; } template AI* GetInstanceAI(T* obj) { if (InstanceMap* instance = obj->GetMap()->ToInstanceMap()) if (instance->GetInstanceScript()) return new AI(obj); return NULL; } #endif // TRINITY_INSTANCE_DATA_H