root/trunk/src/game/InstanceData.h @ 18

Revision 2, 2.0 kB (checked in by yumileroy, 17 years ago)

[svn] * Proper SVN structure

Original author: Neo2003
Date: 2008-10-02 16:23:55-05:00

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