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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Using TC structure allowing easier patches importing
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251
src/server/game/Instances/InstanceScript.h
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251
src/server/game/Instances/InstanceScript.h
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#ifndef TRINITY_INSTANCE_DATA_H
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#define TRINITY_INSTANCE_DATA_H
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#include "ZoneScript.h"
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#include "World.h"
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#include "ObjectMgr.h"
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//#include "GameObject.h"
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//#include "Map.h"
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#define OUT_SAVE_INST_DATA sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
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#define OUT_SAVE_INST_DATA_COMPLETE sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
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#define OUT_LOAD_INST_DATA(a) sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
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#define OUT_LOAD_INST_DATA_COMPLETE sLog->outDebug(LOG_FILTER_TSCR, "TSCR: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
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#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())
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class Map;
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class Unit;
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class Player;
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class GameObject;
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class Creature;
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typedef std::set<GameObject*> DoorSet;
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typedef std::set<Creature*> MinionSet;
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enum EncounterFrameType
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{
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ENCOUNTER_FRAME_ENGAGE = 0,
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ENCOUNTER_FRAME_DISENGAGE = 1,
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ENCOUNTER_FRAME_UPDATE_PRIORITY = 2,
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ENCOUNTER_FRAME_ADD_TIMER = 3,
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ENCOUNTER_FRAME_ENABLE_OBJECTIVE = 4,
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ENCOUNTER_FRAME_UPDATE_OBJECTIVE = 5,
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ENCOUNTER_FRAME_DISABLE_OBJECTIVE = 6,
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ENCOUNTER_FRAME_REFRESH_FRAMES = 7, // Xinef: can be used to refresh frames after unit was destroyed from client and send back (phase changes)
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};
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enum EncounterState
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{
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NOT_STARTED = 0,
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IN_PROGRESS = 1,
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FAIL = 2,
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DONE = 3,
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SPECIAL = 4,
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TO_BE_DECIDED = 5,
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};
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enum DoorType
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{
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DOOR_TYPE_ROOM = 0, // Door can open if encounter is not in progress
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DOOR_TYPE_PASSAGE = 1, // Door can open if encounter is done
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DOOR_TYPE_SPAWN_HOLE = 2, // Door can open if encounter is in progress, typically used for spawning places
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MAX_DOOR_TYPES,
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};
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enum BoundaryType
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{
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BOUNDARY_NONE = 0,
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BOUNDARY_N,
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BOUNDARY_S,
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BOUNDARY_E,
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BOUNDARY_W,
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BOUNDARY_NE,
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BOUNDARY_NW,
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BOUNDARY_SE,
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BOUNDARY_SW,
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BOUNDARY_MAX_X = BOUNDARY_N,
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BOUNDARY_MIN_X = BOUNDARY_S,
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BOUNDARY_MAX_Y = BOUNDARY_W,
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BOUNDARY_MIN_Y = BOUNDARY_E,
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};
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typedef std::map<BoundaryType, float> BossBoundaryMap;
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struct DoorData
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{
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uint32 entry, bossId;
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DoorType type;
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uint32 boundary;
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};
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struct MinionData
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{
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uint32 entry, bossId;
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};
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struct BossInfo
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{
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BossInfo() : state(TO_BE_DECIDED) {}
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EncounterState state;
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DoorSet door[MAX_DOOR_TYPES];
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MinionSet minion;
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BossBoundaryMap boundary;
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};
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struct DoorInfo
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{
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explicit DoorInfo(BossInfo* _bossInfo, DoorType _type, BoundaryType _boundary)
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: bossInfo(_bossInfo), type(_type), boundary(_boundary) {}
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BossInfo* bossInfo;
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DoorType type;
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BoundaryType boundary;
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};
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struct MinionInfo
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{
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explicit MinionInfo(BossInfo* _bossInfo) : bossInfo(_bossInfo) {}
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BossInfo* bossInfo;
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};
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typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
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typedef std::pair<DoorInfoMap::const_iterator, DoorInfoMap::const_iterator> DoorInfoMapBounds;
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typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
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class InstanceScript : public ZoneScript
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{
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public:
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explicit InstanceScript(Map* map) : instance(map), completedEncounters(0) {}
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virtual ~InstanceScript() {}
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Map* instance;
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//On creation, NOT load.
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virtual void Initialize() {}
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//On load
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virtual void Load(char const* data) { LoadBossState(data); }
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//When save is needed, this function generates the data
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virtual std::string GetSaveData() { return GetBossSaveData(); }
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void SaveToDB();
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virtual void Update(uint32 /*diff*/) {}
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//Used by the map's CanEnter function.
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//This is to prevent players from entering during boss encounters.
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virtual bool IsEncounterInProgress() const;
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//Called when a player successfully enters the instance.
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virtual void OnPlayerEnter(Player* /*player*/) {}
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virtual void OnPlayerAreaUpdate(Player* /*player*/, uint32 /*oldArea*/, uint32 /*newArea*/) {}
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//Handle open / close objects
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//use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
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//use HandleGameObject(GUID, boolen, NULL); in any other script
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void HandleGameObject(uint64 guid, bool open, GameObject* go = NULL);
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//change active state of doors or buttons
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void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
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//Respawns a GO having negative spawntimesecs in gameobject-table
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void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE);
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//sends world state update to all players in instance
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void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
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// Send Notify to all players in instance
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void DoSendNotifyToInstance(char const* format, ...);
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// Update Achievement Criteria for all players in instance
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void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = NULL);
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// Start/Stop Timed Achievement Criteria for all players in instance
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void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
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void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
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// Remove Auras due to Spell on all players in instance
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void DoRemoveAurasDueToSpellOnPlayers(uint32 spell);
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// Cast spell on all players in instance
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void DoCastSpellOnPlayers(uint32 spell);
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// Return wether server allow two side groups or not
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bool ServerAllowsTwoSideGroups() { return sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP); }
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virtual bool SetBossState(uint32 id, EncounterState state);
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EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
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static std::string GetBossStateName(uint8 state);
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BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; }
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BossInfo const* GetBossInfo(uint32 id) const { return &bosses[id]; }
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// Achievement criteria additional requirements check
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// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
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virtual bool CheckAchievementCriteriaMeet(uint32 /*criteria_id*/, Player const* /*source*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0);
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// Checks boss requirements (one boss required to kill other)
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virtual bool CheckRequiredBosses(uint32 /*bossId*/, Player const* /*player*/ = NULL) const { return true; }
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void SetCompletedEncountersMask(uint32 newMask, bool save);
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// Returns completed encounters mask for packets
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uint32 GetCompletedEncounterMask() const { return completedEncounters; }
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void SendEncounterUnit(uint32 type, Unit* unit = NULL, uint8 param1 = 0, uint8 param2 = 0);
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virtual void FillInitialWorldStates(WorldPacket& /*data*/) {}
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uint32 GetEncounterCount() const { return bosses.size(); }
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protected:
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void LoadDoorData(DoorData const* data);
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void LoadMinionData(MinionData const* data);
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void AddDoor(GameObject* door, bool add);
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void AddMinion(Creature* minion, bool add);
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void UpdateDoorState(GameObject* door);
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void UpdateMinionState(Creature* minion, EncounterState state);
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std::string LoadBossState(char const* data);
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std::string GetBossSaveData();
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private:
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std::vector<BossInfo> bosses;
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DoorInfoMap doors;
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MinionInfoMap minions;
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uint32 completedEncounters; // completed encounter mask, bit indexes are DungeonEncounter.dbc boss numbers, used for packets
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};
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template<class AI, class T>
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AI* GetInstanceAI(T* obj, char const* scriptName)
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{
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if (InstanceMap* instance = obj->GetMap()->ToInstanceMap())
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if (instance->GetInstanceScript())
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if (instance->GetScriptId() == sObjectMgr->GetScriptId(scriptName))
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return new AI(obj);
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return NULL;
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};
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template<class AI, class T>
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AI* GetInstanceAI(T* obj)
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{
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if (InstanceMap* instance = obj->GetMap()->ToInstanceMap())
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if (instance->GetInstanceScript())
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return new AI(obj);
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return NULL;
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};
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#endif
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