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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TRINITY_INSTANCE_DATA_H
#define TRINITY_INSTANCE_DATA_H
#include "Common.h"
//#include "GameObject.h"
//#include "Map.h"
class Map;
class Unit;
class Player;
class GameObject;
class Creature;
enum EncounterState
{
NOT_STARTED = 0,
IN_PROGRESS = 1,
FAIL = 2,
DONE = 3,
SPECIAL = 4
};
typedef std::set<GameObject*> DoorSet;
enum DoorType
{
DOOR_TYPE_ROOM = 0,
DOOR_TYPE_PASSAGE,
MAX_DOOR_TYPES,
};
struct BossInfo
{
BossInfo() : state(NOT_STARTED) {}
EncounterState state;
DoorSet door[MAX_DOOR_TYPES];
};
struct DoorInfo
{
explicit DoorInfo(BossInfo *_bossInfo, DoorType _type)
: bossInfo(_bossInfo), type(_type) {}
BossInfo *bossInfo;
DoorType type;
};
typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
struct DoorData
{
uint32 entry, bossId;
DoorType type;
};
class TRINITY_DLL_SPEC InstanceData
{
public:
explicit InstanceData(Map *map) : instance(map) {}
virtual ~InstanceData() {}
Map *instance;
//On creation, NOT load.
virtual void Initialize() {}
//On load
virtual void Load(const char* /*data*/) {}
//When save is needed, this function generates the data
virtual const char* Save() { return ""; }
void SaveToDB();
//Called every map update
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 *) {}
//Called when a gameobject is created
virtual void OnObjectCreate(GameObject *go, bool add) { OnObjectCreate(go); }
//called on creature creation
virtual void OnCreatureCreate(Creature *, bool add);
//All-purpose data storage 64 bit
virtual uint64 GetData64(uint32 /*Data*/) { return 0; }
virtual void SetData64(uint32 /*Data*/, uint64 /*Value*/) { }
//All-purpose data storage 32 bit
virtual uint32 GetData(uint32) { return 0; }
virtual void SetData(uint32, uint32 data) {}
//Handle open / close objects
//use HandleGameObject(NULL,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);
void SetBossState(uint32 id, EncounterState state);
protected:
void LoadDoorData(const DoorData *data);
void SetBossNumber(uint32 number) { bosses.resize(number); }
void AddDoor(GameObject *door, bool add);
void UpdateDoorState(GameObject *door);
std::string GetBossSave()
{
std::ostringstream saveStream;
for(std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i)
saveStream << (uint32)i->state << " ";
return saveStream.str();
}
private:
std::vector<BossInfo> bosses;
DoorInfoMap doors;
virtual void OnObjectCreate(GameObject *) {}
virtual void OnCreatureCreate(Creature *, uint32 entry) {}
};
#endif
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