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TCPlayerbotCore/src/server/game/Instances/InstanceScript.h
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/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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/>.
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*/
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#ifndef TRINITY_INSTANCE_DATA_H
#define TRINITY_INSTANCE_DATA_H
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#include "ZoneScript.h"
#include "World.h"
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//#include "GameObject.h"
//#include "Map.h"
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#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())
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class Map;
class Unit;
class Player;
class GameObject;
class Creature;
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typedef std::set<GameObject*> DoorSet;
typedef std::set<Creature*> MinionSet;
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enum EncounterState
{
NOT_STARTED = 0,
IN_PROGRESS = 1,
FAIL = 2,
DONE = 3,
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SPECIAL = 4,
TO_BE_DECIDED = 5,
};
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enum DoorType
{
DOOR_TYPE_ROOM = 0,
DOOR_TYPE_PASSAGE,
MAX_DOOR_TYPES,
};
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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,
};
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typedef std::map<BoundaryType, float> BossBoundaryMap;
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struct DoorData
{
uint32 entry, bossId;
DoorType type;
uint32 boundary;
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};
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struct MinionData
{
uint32 entry, bossId;
};
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struct BossInfo
{
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BossInfo() : state(TO_BE_DECIDED) {}
EncounterState state;
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DoorSet door[MAX_DOOR_TYPES];
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MinionSet minion;
BossBoundaryMap boundary;
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};
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struct DoorInfo
{
explicit DoorInfo(BossInfo *_bossInfo, DoorType _type, BoundaryType _boundary)
: bossInfo(_bossInfo), type(_type), boundary(_boundary) {}
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BossInfo *bossInfo;
DoorType type;
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) {}
BossInfo *bossInfo;
};
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typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
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class InstanceScript : public ZoneScript
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{
public:
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explicit InstanceScript(Map *map) : instance(map) {}
virtual ~InstanceScript() {}
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Map *instance;
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//On creation, NOT load.
virtual void Initialize() {}
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//On load
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virtual void Load(const char * 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.
//This is to prevent players from entering during boss encounters.
virtual bool IsEncounterInProgress() const;
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//Called when a player successfully enters the instance.
virtual void OnPlayerEnter(Player *) {}
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//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);
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//change active state of doors or buttons
void DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime = 0, bool bUseAlternativeState = false);
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//Respawns a GO having negative spawntimesecs in gameobject-table
void DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn = MINUTE);
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//sends world state update to all players in instance
void DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData);
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// Send Notify to all players in instance
void DoSendNotifyToInstance(const char *format,...);
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// Complete Achievement for all players in instance
void DoCompleteAchievement(uint32 achievement);
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// 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);
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// 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; }
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// 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);
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protected:
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void LoadDoorData(const DoorData *data);
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void LoadMinionData(const MinionData *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(const char * data);
std::string GetBossSaveData();
private:
std::vector<BossInfo> bosses;
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DoorInfoMap doors;
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MinionInfoMap minions;
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};
#endif
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