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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITY_INSTANCE_DATA_H
#define TRINITY_INSTANCE_DATA_H
#include "ZoneScript.h"
#include "Common.h"
#include <map>
#include <memory>
#include <set>
#include <sstream>
#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 AreaBoundary;
class Creature;
class GameObject;
class InstanceMap;
class ModuleReference;
class Player;
class Unit;
struct InstanceSpawnGroupInfo;
enum CriteriaTypes : uint8;
enum CriteriaTimedTypes : uint8;
enum EncounterCreditType : uint8;
namespace WorldPackets
{
namespace WorldState
{
class InitWorldStates;
}
}
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
};
struct DoorData
{
uint32 entry, bossId;
DoorType type;
};
struct BossBoundaryEntry
{
uint32 BossId;
AreaBoundary const* Boundary;
};
struct TC_GAME_API BossBoundaryData
{
typedef std::vector<BossBoundaryEntry> StorageType;
typedef StorageType::const_iterator const_iterator;
BossBoundaryData(std::initializer_list<BossBoundaryEntry> data) : _data(data) { }
~BossBoundaryData();
const_iterator begin() const { return _data.begin(); }
const_iterator end() const { return _data.end(); }
private:
StorageType _data;
};
struct MinionData
{
uint32 entry, bossId;
};
struct ObjectData
{
uint32 entry;
uint32 type;
};
typedef std::vector<AreaBoundary const*> CreatureBoundary;
struct BossInfo
{
BossInfo() : state(TO_BE_DECIDED) { }
EncounterState state;
GuidSet door[MAX_DOOR_TYPES];
GuidSet minion;
CreatureBoundary boundary;
};
struct DoorInfo
{
explicit DoorInfo(BossInfo* _bossInfo, DoorType _type)
: bossInfo(_bossInfo), type(_type) { }
BossInfo* bossInfo;
DoorType type;
};
struct MinionInfo
{
explicit MinionInfo(BossInfo* _bossInfo) : bossInfo(_bossInfo) { }
BossInfo* bossInfo;
};
typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
typedef std::pair<DoorInfoMap::const_iterator, DoorInfoMap::const_iterator> DoorInfoMapBounds;
typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
typedef std::map<uint32 /*type*/, ObjectGuid /*guid*/> ObjectGuidMap;
typedef std::map<uint32 /*entry*/, uint32 /*type*/> ObjectInfoMap;
class TC_GAME_API InstanceScript : public ZoneScript
{
public:
explicit InstanceScript(InstanceMap* map);
virtual ~InstanceScript() { }
InstanceMap* instance;
// On creation, NOT load.
// PLEASE INITIALIZE FIELDS IN THE CONSTRUCTOR INSTEAD !!!
// KEEPING THIS METHOD ONLY FOR BACKWARD COMPATIBILITY !!!
virtual void Initialize() { }
// On instance load, exactly ONE of these methods will ALWAYS be called:
// if we're starting without any saved instance data
virtual void Create();
// if we're loading existing instance save data
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*/) { }
void UpdateCombatResurrection(uint32 /*diff*/);
// Used by the map's CannotEnter 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;
Creature* GetCreature(uint32 type);
GameObject* GetGameObject(uint32 type);
// 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, nullptr); 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);
void DoCloseDoorOrButton(ObjectGuid guid);
// 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 DoUpdateCriteria(CriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = nullptr);
// Start/Stop Timed Achievement Criteria for all players in instance
void DoStartCriteriaTimer(CriteriaTimedTypes type, uint32 entry);
void DoStopCriteriaTimer(CriteriaTimedTypes 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();
virtual bool SetBossState(uint32 id, EncounterState state);
EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
static char const* GetBossStateName(uint8 state);
CreatureBoundary const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : nullptr; }
// 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*/ = nullptr, 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 UpdateEncounterStateForKilledCreature(uint32 creatureId, Unit* source);
void UpdateEncounterStateForSpellCast(uint32 spellId, Unit* source);
// Used only during loading
void SetCompletedEncountersMask(uint32 newMask) { completedEncounters = newMask; }
// Returns completed encounters mask for packets
uint32 GetCompletedEncounterMask() const { return completedEncounters; }
// Sets the entrance location (WorldSafeLoc) id
void SetEntranceLocation(uint32 worldSafeLocationId);
// Sets a temporary entrance that does not get saved to db
void SetTemporaryEntranceLocation(uint32 worldSafeLocationId) { _temporaryEntranceId = worldSafeLocationId; }
// Get's the current entrance id
uint32 GetEntranceLocation() const { return _temporaryEntranceId ? _temporaryEntranceId : _entranceId; }
void SendEncounterUnit(uint32 type, Unit* unit = nullptr, uint8 priority = 0);
void SendEncounterStart(uint32 inCombatResCount = 0, uint32 maxInCombatResCount = 0, uint32 inCombatResChargeRecovery = 0, uint32 nextCombatResChargeTime = 0);
void SendEncounterEnd();
void SendBossKillCredit(uint32 encounterId);
virtual void FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& /*packet*/) { }
// ReCheck PhaseTemplate related conditions
void UpdatePhasing();
uint32 GetEncounterCount() const { return uint32(bosses.size()); }
void InitializeCombatResurrections(uint8 charges = 1, uint32 interval = 0);
void AddCombatResurrectionCharge();
void UseCombatResurrection();
void ResetCombatResurrections();
uint8 GetCombatResurrectionCharges() const { return _combatResurrectionCharges; }
uint32 GetCombatResurrectionChargeInterval() const;
protected:
void SetHeaders(std::string const& dataHeaders);
void SetBossNumber(uint32 number) { bosses.resize(number); }
void LoadBossBoundaries(BossBoundaryData const& data);
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);
virtual void AddDoor(GameObject* door, bool add);
void AddMinion(Creature* minion, bool add);
virtual void UpdateDoorState(GameObject* door);
void UpdateMinionState(Creature* minion, EncounterState state);
void UpdateSpawnGroups();
// Exposes private data that should never be modified unless exceptional cases.
// Pay very much attention at how the returned BossInfo data is modified to avoid issues.
BossInfo* GetBossInfo(uint32 id);
// 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*/) { }
bool _SkipCheckRequiredBosses(Player const* player = nullptr) const;
private:
static void LoadObjectData(ObjectData const* creatureData, ObjectInfoMap& objectInfo);
void UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source);
std::vector<char> headers;
std::vector<BossInfo> 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
std::vector<InstanceSpawnGroupInfo> const* const _instanceSpawnGroups;
uint32 _entranceId;
uint32 _temporaryEntranceId;
uint32 _combatResurrectionTimer;
uint8 _combatResurrectionCharges; // the counter for available battle resurrections
bool _combatResurrectionTimerStarted;
#ifdef TRINITY_API_USE_DYNAMIC_LINKING
// Strong reference to the associated script module
std::shared_ptr<ModuleReference> module_reference;
#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING
};
#endif // TRINITY_INSTANCE_DATA_H
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