Files
TrinityCore2/src/game/InstanceData.h
Kudlaty e62c77fb1d Merge [SD2]
r1021 Remove ScriptedAI boolean InCombat and use real combat state instead where check is needed.
r1022 Added new ScriptedInstance function, DoUseDoorOrButton() for future use in instance scripts.
r1023 Updated instance function DoUseDoorOrButton with additional variables. Remove some older code and replace to use new function.
r1024 Fix typo in previous commit. - Skip
r1025 Added instance script for blood furnace and make bosses set instance data. Some code cleanup - only some code cleanup

--HG--
branch : trunk
2009-06-17 07:16:40 +02:00

174 lines
4.7 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TRINITY_INSTANCE_DATA_H
#define TRINITY_INSTANCE_DATA_H
#include "ZoneScript.h"
//#include "GameObject.h"
//#include "Map.h"
class Map;
class Unit;
class Player;
class GameObject;
class Creature;
typedef std::set<GameObject*> DoorSet;
typedef std::set<Creature*> MinionSet;
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_TYPE_PASSAGE,
MAX_DOOR_TYPES,
};
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,
};
typedef std::map<BoundaryType, float> BossBoundaryMap;
struct DoorData
{
uint32 entry, bossId;
DoorType type;
uint32 boundary;
};
struct MinionData
{
uint32 entry, bossId;
};
struct BossInfo
{
BossInfo() : state(TO_BE_DECIDED) {}
EncounterState state;
DoorSet door[MAX_DOOR_TYPES];
MinionSet minion;
BossBoundaryMap boundary;
};
struct DoorInfo
{
explicit DoorInfo(BossInfo *_bossInfo, DoorType _type, BoundaryType _boundary)
: bossInfo(_bossInfo), type(_type), boundary(_boundary) {}
BossInfo *bossInfo;
DoorType type;
BoundaryType boundary;
};
struct MinionInfo
{
explicit MinionInfo(BossInfo *_bossInfo) : bossInfo(_bossInfo) {}
BossInfo *bossInfo;
};
typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;
class TRINITY_DLL_SPEC InstanceData : public ZoneScript
{
public:
explicit InstanceData(Map *map) : instance(map) {}
virtual ~InstanceData() {}
Map *instance;
//On creation, NOT load.
virtual void Initialize() {}
//On load
virtual void Load(const char * data) { LoadBossState(data); }
//When save is needed, this function generates the data
virtual std::string GetSaveData() { return GetBossSaveData(); }
void SaveToDB();
virtual void Update(uint32 diff) {}
//Used by the map's CanEnter function.
//This is to prevent players from entering during boss encounters.
virtual bool IsEncounterInProgress() const;
//Called when a player successfully enters the instance.
virtual void OnPlayerEnter(Player *) {}
//Handle open / close objects
//use HandleGameObject(NULL,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);
//change active state of doors or buttons
void DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime = 0, bool bUseAlternativeState = false);
//Respawns a GO having negative spawntimesecs in gameobject-table
void DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn = MINUTE);
virtual bool SetBossState(uint32 id, EncounterState state);
const BossBoundaryMap * GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; }
protected:
void SetBossNumber(uint32 number) { bosses.resize(number); }
void LoadDoorData(const DoorData *data);
void LoadMinionData(const MinionData *data);
void AddDoor(GameObject *door, bool add);
void AddMinion(Creature *minion, bool add);
void UpdateDoorState(GameObject *door);
void UpdateMinionState(Creature *minion, EncounterState state);
std::string LoadBossState(const char * data);
std::string GetBossSaveData();
private:
std::vector<BossInfo> bosses;
DoorInfoMap doors;
MinionInfoMap minions;
};
#endif