/*
* 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