/*
* This file is part of the AzerothCore 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 Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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 .
*/
#include "InstanceScript.h"
#include "Chat.h"
#include "Creature.h"
#include "DatabaseEnv.h"
#include "GameObject.h"
#include "Group.h"
#include "InstanceSaveMgr.h"
#include "LFGMgr.h"
#include "Log.h"
#include "Map.h"
#include "Opcodes.h"
#include "Pet.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "WorldSession.h"
BossBoundaryData::~BossBoundaryData()
{
for (const_iterator it = begin(); it != end(); ++it)
delete it->boundary;
}
void InstanceScript::SaveToDB()
{
std::string data = GetSaveData();
//if (data.empty()) // pussywizard: encounterMask can be updated and theres no reason to not save
// return;
// pussywizard:
InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(instance->GetInstanceId());
if (save)
save->SetInstanceData(data);
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_SAVE_DATA);
stmt->SetData(0, data);
stmt->SetData(1, instance->GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void InstanceScript::OnPlayerEnter(Player* player)
{
if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP) && IsTwoFactionInstance())
player->SetFaction((_teamIdInInstance == TEAM_HORDE) ? 1610 /*FACTION_HORDE*/ : 1 /*FACTION_ALLIANCE*/);
}
void InstanceScript::OnPlayerLeave(Player* player)
{
if (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP) && IsTwoFactionInstance())
player->SetFactionForRace(player->getRace());
}
void InstanceScript::OnCreatureCreate(Creature* creature)
{
AddObject(creature);
AddMinion(creature);
if (creature->IsSummon())
SetSummoner(creature);
}
void InstanceScript::OnCreatureRemove(Creature* creature)
{
RemoveObject(creature);
RemoveMinion(creature);
}
void InstanceScript::OnGameObjectCreate(GameObject* go)
{
AddObject(go);
AddDoor(go);
sScriptMgr->AfterInstanceGameObjectCreate(instance, go);
}
void InstanceScript::OnGameObjectRemove(GameObject* go)
{
RemoveObject(go);
RemoveDoor(go);
}
ObjectGuid InstanceScript::GetObjectGuid(uint32 type) const
{
ObjectGuidMap::const_iterator i = _objectGuids.find(type);
if (i != _objectGuids.end())
{
return i->second;
}
return ObjectGuid::Empty;
}
ObjectGuid InstanceScript::GetGuidData(uint32 type) const
{
return GetObjectGuid(type);
}
Creature* InstanceScript::GetCreature(uint32 type)
{
return instance->GetCreature(GetObjectGuid(type));
}
GameObject* InstanceScript::GetGameObject(uint32 type)
{
return instance->GetGameObject(GetObjectGuid(type));
}
void InstanceScript::HandleGameObject(ObjectGuid GUID, bool open, GameObject* go)
{
if (!go)
go = instance->GetGameObject(GUID);
if (go)
go->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
else
{
LOG_DEBUG("scripts.ai", "InstanceScript: HandleGameObject failed");
}
}
bool InstanceScript::IsEncounterInProgress() const
{
for (std::vector::const_iterator itr = bosses.begin(); itr != bosses.end(); ++itr)
if (itr->state == IN_PROGRESS)
return true;
return false;
}
void InstanceScript::LoadBossBoundaries(const BossBoundaryData& data)
{
for (BossBoundaryEntry const& entry : data)
if (entry.bossId < bosses.size())
bosses[entry.bossId].boundary.push_back(entry.boundary);
}
void InstanceScript::SetHeaders(std::string const& dataHeaders)
{
for (char header : dataHeaders)
{
if (isalpha(header))
{
headers.push_back(header);
}
}
}
void InstanceScript::LoadMinionData(const MinionData* data)
{
while (data->entry)
{
if (data->bossId < bosses.size())
minions.insert(std::make_pair(data->entry, MinionInfo(&bosses[data->bossId])));
++data;
}
LOG_DEBUG("scripts.ai", "InstanceScript::LoadMinionData: {} minions loaded.", uint64(minions.size()));
}
void InstanceScript::LoadDoorData(const DoorData* data)
{
while (data->entry)
{
if (data->bossId < bosses.size())
doors.insert(std::make_pair(data->entry, DoorInfo(&bosses[data->bossId], data->type)));
++data;
}
LOG_DEBUG("scripts.ai", "InstanceScript::LoadDoorData: {} doors loaded.", uint64(doors.size()));
}
void InstanceScript::LoadObjectData(ObjectData const* creatureData, ObjectData const* gameObjectData)
{
if (creatureData)
{
LoadObjectData(creatureData, _creatureInfo);
}
if (gameObjectData)
{
LoadObjectData(gameObjectData, _gameObjectInfo);
}
LOG_DEBUG("scripts", "InstanceScript::LoadObjectData: {} objects loaded.", _creatureInfo.size() + _gameObjectInfo.size());
}
void InstanceScript::LoadObjectData(ObjectData const* data, ObjectInfoMap& objectInfo)
{
while (data->entry)
{
objectInfo[data->entry] = data->type;
++data;
}
}
void InstanceScript::LoadSummonData(ObjectData const* data)
{
while (data->entry)
{
_summonInfo[data->entry] = data->type;
++data;
}
}
void InstanceScript::UpdateMinionState(Creature* minion, EncounterState state)
{
switch (state)
{
case NOT_STARTED:
if (!minion->IsAlive())
minion->Respawn();
else if (minion->IsInCombat())
minion->AI()->EnterEvadeMode();
break;
case IN_PROGRESS:
if (!minion->IsAlive())
minion->Respawn();
else
{
if (minion->GetReactState() == REACT_AGGRESSIVE)
{
minion->AI()->DoZoneInCombat(nullptr, 100.0f);
}
}
break;
default:
break;
}
}
void InstanceScript::Update(uint32 diff)
{
scheduler.Update(diff);
}
void InstanceScript::UpdateDoorState(GameObject* door)
{
DoorInfoMapBounds range = doors.equal_range(door->GetEntry());
if (range.first == range.second)
return;
// xinef: doors can be assigned to few bosses, if any of them demands doors closed - they should be closed (added & operator for assigment)
bool open = true;
for (; range.first != range.second && open; ++range.first)
{
DoorInfo const& info = range.first->second;
switch (info.type)
{
case DOOR_TYPE_ROOM:
open &= (info.bossInfo->state != IN_PROGRESS);
break;
case DOOR_TYPE_PASSAGE:
open &= (info.bossInfo->state == DONE);
break;
case DOOR_TYPE_SPAWN_HOLE:
open &= (info.bossInfo->state == IN_PROGRESS);
break;
default:
break;
}
}
door->SetGoState(open ? GO_STATE_ACTIVE : GO_STATE_READY);
}
void InstanceScript::AddObject(Creature* obj, bool add)
{
ObjectInfoMap::const_iterator j = _creatureInfo.find(obj->GetEntry());
if (j != _creatureInfo.end())
{
AddObject(obj, j->second, add);
}
}
void InstanceScript::RemoveObject(Creature* obj)
{
AddObject(obj, false);
}
void InstanceScript::AddObject(GameObject* obj, bool add)
{
ObjectInfoMap::const_iterator j = _gameObjectInfo.find(obj->GetEntry());
if (j != _gameObjectInfo.end())
{
AddObject(obj, j->second, add);
}
}
void InstanceScript::RemoveObject(GameObject* obj)
{
AddObject(obj, false);
}
void InstanceScript::AddObject(WorldObject* obj, uint32 type, bool add)
{
if (add)
{
_objectGuids[type] = obj->GetGUID();
}
else
{
ObjectGuidMap::iterator i = _objectGuids.find(type);
if (i != _objectGuids.end() && i->second == obj->GetGUID())
{
_objectGuids.erase(i);
}
}
}
void InstanceScript::RemoveObject(WorldObject* obj, uint32 type)
{
AddObject(obj, type, false);
}
void InstanceScript::AddDoor(GameObject* door, bool add)
{
DoorInfoMapBounds range = doors.equal_range(door->GetEntry());
if (range.first == range.second)
return;
for (; range.first != range.second; ++range.first)
{
DoorInfo const& data = range.first->second;
if (add)
{
data.bossInfo->door[data.type].insert(door);
}
else
data.bossInfo->door[data.type].erase(door);
}
if (add)
UpdateDoorState(door);
}
void InstanceScript::RemoveDoor(GameObject* door)
{
AddDoor(door, false);
}
void InstanceScript::AddMinion(Creature* minion, bool add)
{
MinionInfoMap::iterator itr = minions.find(minion->GetEntry());
if (itr == minions.end())
return;
if (add)
itr->second.bossInfo->minion.insert(minion);
else
itr->second.bossInfo->minion.erase(minion);
}
void InstanceScript::RemoveMinion(Creature* minion)
{
AddMinion(minion, false);
}
void InstanceScript::SetSummoner(Creature* creature)
{
auto const& summonData = _summonInfo.find(creature->GetEntry());
if (summonData != _summonInfo.end())
if (Creature* summoner = GetCreature(summonData->second))
if (summoner->IsAIEnabled)
summoner->AI()->JustSummoned(creature);
}
bool InstanceScript::SetBossState(uint32 id, EncounterState state)
{
if (id < bosses.size())
{
BossInfo* bossInfo = &bosses[id];
sScriptMgr->OnBeforeSetBossState(id, state, bossInfo->state, instance);
if (bossInfo->state == TO_BE_DECIDED) // loading
{
bossInfo->state = state;
return false;
}
else
{
if (bossInfo->state == state)
return false;
if (state == DONE)
for (MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
if ((*i)->isWorldBoss() && (*i)->IsAlive())
return false;
bossInfo->state = state;
SaveToDB();
}
for (uint32 type = 0; type < MAX_DOOR_TYPES; ++type)
for (DoorSet::iterator i = bossInfo->door[type].begin(); i != bossInfo->door[type].end(); ++i)
UpdateDoorState(*i);
for (MinionSet::iterator i = bossInfo->minion.begin(); i != bossInfo->minion.end(); ++i)
UpdateMinionState(*i, state);
return true;
}
return false;
}
void InstanceScript::StorePersistentData(uint32 index, uint32 data)
{
if (index > persistentData.size())
{
LOG_ERROR("scripts", "InstanceScript::StorePersistentData() index larger than storage size. Index: {} Size: {} Data: {}.", index, persistentData.size(), data);
return;
}
if (persistentData[index] != data)
{
persistentData[index] = data;
SaveToDB();
}
}
void InstanceScript::DoForAllMinions(uint32 id, std::function exec)
{
BossInfo* bossInfo = &bosses[id];
MinionSet listCopy = bossInfo->minion;
for (auto const& minion : listCopy)
{
if (minion)
{
exec(minion);
}
}
}
void InstanceScript::Load(const char* data)
{
if (!data)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(data);
std::istringstream loadStream(data);
if (ReadSaveDataHeaders(loadStream))
{
ReadSaveDataBossStates(loadStream);
ReadSavePersistentData(loadStream);
ReadSaveDataMore(loadStream);
}
else
OUT_LOAD_INST_DATA_FAIL;
OUT_LOAD_INST_DATA_COMPLETE;
}
bool InstanceScript::ReadSaveDataHeaders(std::istringstream& data)
{
for (char header : headers)
{
char buff;
data >> buff;
if (header != buff)
return false;
}
return true;
}
void InstanceScript::ReadSaveDataBossStates(std::istringstream& data)
{
uint32 bossId = 0;
for (std::vector::iterator i = bosses.begin(); i != bosses.end(); ++i, ++bossId)
{
uint32 buff;
data >> buff;
if (buff == IN_PROGRESS || buff == FAIL || buff == SPECIAL)
buff = NOT_STARTED;
if (buff < TO_BE_DECIDED)
SetBossState(bossId, EncounterState(buff));
}
}
void InstanceScript::ReadSavePersistentData(std::istringstream& data)
{
for (uint32 i = 0; i < persistentData.size(); ++i)
{
data >> persistentData[i];
}
}
std::string InstanceScript::GetSaveData()
{
OUT_SAVE_INST_DATA;
std::ostringstream saveStream;
WriteSaveDataHeaders(saveStream);
WriteSaveDataBossStates(saveStream);
WritePersistentData(saveStream);
WriteSaveDataMore(saveStream);
OUT_SAVE_INST_DATA_COMPLETE;
return saveStream.str();
}
void InstanceScript::WriteSaveDataHeaders(std::ostringstream& data)
{
for (char header : headers)
{
data << header << ' ';
}
}
void InstanceScript::WriteSaveDataBossStates(std::ostringstream& data)
{
for (BossInfo const& bossInfo : bosses)
{
data << uint32(bossInfo.state) << ' ';
}
}
void InstanceScript::WritePersistentData(std::ostringstream& data)
{
for (auto const& entry : persistentData)
{
data << entry << ' ';
}
}
void InstanceScript::DoUseDoorOrButton(ObjectGuid uiGuid, uint32 uiWithRestoreTime, bool bUseAlternativeState)
{
if (!uiGuid)
return;
GameObject* go = instance->GetGameObject(uiGuid);
if (go)
{
if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR || go->GetGoType() == GAMEOBJECT_TYPE_BUTTON)
{
if (go->getLootState() == GO_READY)
go->UseDoorOrButton(uiWithRestoreTime, bUseAlternativeState);
else if (go->getLootState() == GO_ACTIVATED)
go->ResetDoorOrButton();
}
else
LOG_ERROR("scripts.ai", "SD2: Script call DoUseDoorOrButton, but gameobject entry {} is type {}.", go->GetEntry(), go->GetGoType());
}
}
void InstanceScript::DoRespawnGameObject(ObjectGuid uiGuid, uint32 uiTimeToDespawn)
{
if (GameObject* go = instance->GetGameObject(uiGuid))
{
switch (go->GetGoType())
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
case GAMEOBJECT_TYPE_TRAP:
case GAMEOBJECT_TYPE_FISHINGNODE:
// not expect any of these should ever be handled
LOG_ERROR("scripts", "InstanceScript: DoRespawnGameObject can't respawn gameobject entry {}, because type is {}.", go->GetEntry(), go->GetGoType());
return;
default:
break;
}
if (go->isSpawned())
return;
go->SetRespawnTime(uiTimeToDespawn);
}
else
LOG_DEBUG("scripts", "InstanceScript: DoRespawnGameObject failed");
}
void InstanceScript::DoRespawnGameObject(uint32 type)
{
if (GameObject* go = instance->GetGameObject(GetObjectGuid(type)))
go->Respawn();
}
void InstanceScript::DoRespawnCreature(ObjectGuid guid, bool force)
{
if (Creature* creature = instance->GetCreature(guid))
{
creature->Respawn(force);
}
}
void InstanceScript::DoRespawnCreature(uint32 type, bool force)
{
if (Creature* creature = instance->GetCreature(GetObjectGuid(type)))
{
creature->Respawn(force);
}
}
void InstanceScript::DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData)
{
Map::PlayerList const& lPlayers = instance->GetPlayers();
if (!lPlayers.IsEmpty())
{
for (Map::PlayerList::const_iterator itr = lPlayers.begin(); itr != lPlayers.end(); ++itr)
if (Player* player = itr->GetSource())
player->SendUpdateWorldState(uiStateId, uiStateData);
}
else
{
LOG_DEBUG("scripts.ai", "DoUpdateWorldState attempt send data but no players in map.");
}
}
// Send Notify to all players in instance
void InstanceScript::DoSendNotifyToInstance(char const* format, ...)
{
if (!instance->GetPlayers().IsEmpty())
{
va_list ap;
va_start(ap, format);
char buff[1024];
vsnprintf(buff, 1024, format, ap);
va_end(ap);
instance->DoForAllPlayers([&, buff](Player* player)
{
ChatHandler(player->GetSession()).SendNotification("{}", buff);
});
}
}
// Update Achievement Criteria for all players in instance
void InstanceScript::DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 /*= 0*/, uint32 miscValue2 /*= 0*/, Unit* unit /*= nullptr*/)
{
instance->DoForAllPlayers([&](Player* player)
{
player->UpdateAchievementCriteria(type, miscValue1, miscValue2, unit);
});
}
// Start timed achievement for all players in instance
void InstanceScript::DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
{
instance->DoForAllPlayers([&](Player* player)
{
player->StartTimedAchievement(type, entry);
});
}
// Stop timed achievement for all players in instance
void InstanceScript::DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
{
instance->DoForAllPlayers([&](Player* player)
{
player->RemoveTimedAchievement(type, entry);
});
}
// Remove Auras due to Spell on all players in instance
void InstanceScript::DoRemoveAurasDueToSpellOnPlayers(uint32 spell)
{
instance->DoForAllPlayers([&](Player* player)
{
player->RemoveAurasDueToSpell(spell);
if (Pet* pet = player->GetPet())
pet->RemoveAurasDueToSpell(spell);
});
}
// Cast spell on all players in instance
void InstanceScript::DoCastSpellOnPlayers(uint32 spell)
{
instance->DoForAllPlayers([&](Player* player)
{
player->CastSpell(player, spell, true);
});
}
void InstanceScript::DoCastSpellOnPlayer(Player* player, uint32 spell, bool includePets /*= false*/, bool includeControlled /*= false*/)
{
if (!player)
return;
player->CastSpell(player, spell, true);
if (!includePets)
return;
for (uint8 itr2 = 0; itr2 < MAX_SUMMON_SLOT; ++itr2)
{
ObjectGuid summonGUID = player->m_SummonSlot[itr2];
if (!summonGUID.IsEmpty())
if (Creature* summon = instance->GetCreature(summonGUID))
summon->CastSpell(player, spell, true);
}
if (!includeControlled)
return;
for (auto itr2 = player->m_Controlled.begin(); itr2 != player->m_Controlled.end(); ++itr2)
{
if (Unit* controlled = *itr2)
if (controlled->IsInWorld() && controlled->IsCreature())
controlled->CastSpell(player, spell, true);
}
}
bool InstanceScript::CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* /*source*/, Unit const* /*target*/ /*= nullptr*/, uint32 /*miscvalue1*/ /*= 0*/)
{
LOG_ERROR("scripts.ai", "Achievement system call InstanceScript::CheckAchievementCriteriaMeet but instance script for map {} not have implementation for achievement criteria {}",
instance->GetId(), criteria_id);
return false;
}
void InstanceScript::SetCompletedEncountersMask(uint32 newMask, bool save)
{
if (completedEncounters == newMask)
return;
completedEncounters = newMask;
// pussywizard:
if (save)
{
InstanceSave* iSave = sInstanceSaveMgr->GetInstanceSave(instance->GetInstanceId());
if (iSave)
iSave->SetCompletedEncounterMask(completedEncounters);
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_SAVE_ENCOUNTERMASK);
stmt->SetData(0, completedEncounters);
stmt->SetData(1, instance->GetInstanceId());
CharacterDatabase.Execute(stmt);
}
}
void InstanceScript::SendEncounterUnit(uint32 type, Unit* unit /*= nullptr*/, uint8 param1 /*= 0*/, uint8 param2 /*= 0*/)
{
// size of this packet is at most 15 (usually less)
WorldPacket data(SMSG_UPDATE_INSTANCE_ENCOUNTER_UNIT, 15);
data << uint32(type);
switch (type)
{
case ENCOUNTER_FRAME_ENGAGE:
case ENCOUNTER_FRAME_DISENGAGE:
case ENCOUNTER_FRAME_UPDATE_PRIORITY:
data << unit->GetPackGUID();
data << uint8(param1);
break;
case ENCOUNTER_FRAME_ADD_TIMER:
case ENCOUNTER_FRAME_ENABLE_OBJECTIVE:
case ENCOUNTER_FRAME_DISABLE_OBJECTIVE:
data << uint8(param1);
break;
case ENCOUNTER_FRAME_UPDATE_OBJECTIVE:
data << uint8(param1);
data << uint8(param2);
break;
case ENCOUNTER_FRAME_REFRESH_FRAMES:
default:
break;
}
instance->SendToPlayers(&data);
}
void InstanceScript::LoadInstanceSavedGameobjectStateData()
{
_objectStateMap.clear();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SELECT_INSTANCE_SAVED_DATA);
stmt->SetData(0, instance->GetInstanceId());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
Field* fields;
do
{
fields = result->Fetch();
StoreGameObjectState(fields[0].Get(), fields[1].Get());
} while (result->NextRow());
}
}
bool InstanceScript::AllBossesDone() const
{
for (auto const& boss : bosses)
if (boss.state != DONE)
return false;
return true;
}
bool InstanceScript::AllBossesDone(std::initializer_list bossIds) const
{
for (auto const& bossId : bossIds)
if (!IsBossDone(bossId))
return false;
return true;
}
std::string InstanceScript::GetBossStateName(uint8 state)
{
// See enum EncounterState in InstanceScript.h
switch (state)
{
case NOT_STARTED:
return "NOT_STARTED";
case IN_PROGRESS:
return "IN_PROGRESS";
case FAIL:
return "FAIL";
case DONE:
return "DONE";
case SPECIAL:
return "SPECIAL";
case TO_BE_DECIDED:
return "TO_BE_DECIDED";
default:
return "INVALID";
}
}
uint8 InstanceScript::GetStoredGameObjectState(ObjectGuid::LowType spawnId) const
{
auto i = _objectStateMap.find(spawnId);
if (i != _objectStateMap.end())
{
return i->second;
}
return 3; // Any state higher than 2 to get the default state for the object we are loading.
}
bool InstanceHasScript(WorldObject const* obj, char const* scriptName)
{
if (InstanceMap* instance = obj->GetMap()->ToInstanceMap())
{
return instance->GetScriptName() == scriptName;
}
return false;
}
bool InstanceScript::IsTwoFactionInstance() const
{
switch (instance->GetId())
{
case 540: // Shattered Halls
case 576: // Nexus
case 631: // Icecrown Citadel
case 632: // Forge of Souls
case 649: // Trial of the Champion
case 650: // Trial of the Crusader
case 658: // Pit of Saron
case 668: // Halls of Reflection
return true;
}
return false;
}