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