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/*
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* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
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* 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"
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#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 EncounterFrameType
{
ENCOUNTER_FRAME_ADD = 0 ,
ENCOUNTER_FRAME_REMOVE = 1 ,
};
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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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};
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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 ;
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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 ) {}
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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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explicit DoorInfo ( BossInfo * _bossInfo , DoorType _type , BoundaryType _boundary )
: bossInfo ( _bossInfo ), type ( _type ), boundary ( _boundary ) {}
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BossInfo * bossInfo ;
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 ) {}
BossInfo * bossInfo ;
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};
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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.
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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
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//use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
//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
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 );
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// Start/Stop Timed Achievement Criteria for all players in instance
void DoStartTimedAchievement ( AchievementCriteriaTimedTypes type , uint32 entry );
void DoStopTimedAchievement ( AchievementCriteriaTimedTypes type , uint32 entry );
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// Remove Auras due to Spell on all players in instance
void DoRemoveAurasDueToSpellOnPlayers ( uint32 spell );
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// Cast spell on all players in instance
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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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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// Checks boss requirements (one boss required to kill other)
virtual bool CheckRequiredBosses ( uint32 /*bossId*/ , Player const * /*player*/ = NULL ) const { return true ; }
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void SendEncounterUnit ( uint32 type , Unit * unit = NULL , uint8 param1 = 0 , uint8 param2 = 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 ();
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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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