root/trunk/src/game/InstanceData.h @ 102

Revision 102, 2.0 kB (checked in by yumileroy, 17 years ago)

[svn] Fixed copyright notices to comply with GPL.

Original author: w12x
Date: 2008-10-23 03:29:52-05:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#ifndef TRINITY_INSTANCE_DATA_H
22#define TRINITY_INSTANCE_DATA_H
23
24#include "Common.h"
25
26class Map;
27class Unit;
28class Player;
29class GameObject;
30class Creature;
31
32class TRINITY_DLL_SPEC InstanceData
33{
34    public:
35
36        explicit InstanceData(Map *map) : instance(map) {}
37        virtual ~InstanceData() {}
38
39        Map *instance;
40
41        //On creation, NOT load.
42        virtual void Initialize() {}
43
44        //On load
45        virtual void Load(const char* /*data*/) {}
46
47        //When save is needed, this function generates the data
48        virtual const char* Save() { return ""; }
49
50        void SaveToDB();
51
52        //Called every map update
53        virtual void Update(uint32 /*diff*/) {}
54
55        //Used by the map's CanEnter function.
56        //This is to prevent players from entering during boss encounters.
57        virtual bool IsEncounterInProgress() const { return false; };
58
59        //Called when a player successfully enters the instance.
60        virtual void OnPlayerEnter(Player *) {}
61
62        //Called when a gameobject is created
63        virtual void OnObjectCreate(GameObject *) {}
64
65        //called on creature creation
66        virtual void OnCreatureCreate(Creature * /*creature*/, uint32 /*creature_entry*/) {}
67};
68#endif
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