/*
* Copyright (C) 2008-2010 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 "GameObject.h"
//#include "Map.h"
#define OUT_SAVE_INST_DATA sLog.outDebug("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_SAVE_INST_DATA_COMPLETE sLog.outDebug("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA(a) sLog.outDebug("TSCR: 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 sLog.outDebug("TSCR: 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 sLog.outError("TSCR: 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;
typedef std::set DoorSet;
typedef std::set MinionSet;
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_TYPE_PASSAGE,
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 BossInfo
{
BossInfo() : state(TO_BE_DECIDED) {}
EncounterState state;
DoorSet door[MAX_DOOR_TYPES];
MinionSet 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::map MinionInfoMap;
class InstanceScript : public ZoneScript
{
public:
explicit InstanceScript(Map *map) : instance(map) {}
virtual ~InstanceScript() {}
Map *instance;
//On creation, NOT load.
virtual void Initialize() {}
//On load
virtual void Load(const char * data) { LoadBossState(data); }
//When save is needed, this function generates the data
virtual std::string GetSaveData() { return GetBossSaveData(); }
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 player successfully enters the instance.
virtual void OnPlayerEnter(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(uint64 GUID, bool open, GameObject *go = NULL);
//change active state of doors or buttons
void DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime = 0, bool bUseAlternativeState = false);
//Respawns a GO having negative spawntimesecs in gameobject-table
void DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn = MINUTE);
//sends world state update to all players in instance
void DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData);
// Send Notify to all players in instance
void DoSendNotifyToInstance(const char *format,...);
// Complete Achievement for all players in instance
void DoCompleteAchievement(uint32 achievement);
// Update Achievement Criteria for all players in instance
void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0);
// 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);
// 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; }
const BossBoundaryMap * 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);
protected:
void SetBossNumber(uint32 number) { bosses.resize(number); }
void LoadDoorData(const DoorData *data);
void LoadMinionData(const MinionData *data);
void AddDoor(GameObject *door, bool add);
void AddMinion(Creature *minion, bool add);
void UpdateDoorState(GameObject *door);
void UpdateMinionState(Creature *minion, EncounterState state);
std::string LoadBossState(const char * data);
std::string GetBossSaveData();
private:
std::vector bosses;
DoorInfoMap doors;
MinionInfoMap minions;
};
#endif