mirror of
https://github.com/TrinityCore/TrinityCore.git
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126 lines
3.7 KiB
C++
126 lines
3.7 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_INSTANCE_DATA_H
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#define TRINITY_INSTANCE_DATA_H
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#include "Common.h"
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//#include "GameObject.h"
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//#include "Map.h"
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class Map;
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class Unit;
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class Player;
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class GameObject;
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class Creature;
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enum EncounterState
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{
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NOT_STARTED = 0,
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IN_PROGRESS = 1,
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FAIL = 2,
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DONE = 3,
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SPECIAL = 4
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};
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typedef std::set<GameObject*> DoorSet;
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struct BossInfo
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{
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BossInfo() : state(NOT_STARTED) {}
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EncounterState state;
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DoorSet roomDoor, passageDoor;
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};
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class TRINITY_DLL_SPEC InstanceData
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{
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public:
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explicit InstanceData(Map *map) : instance(map) {}
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virtual ~InstanceData() {}
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Map *instance;
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//On creation, NOT load.
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virtual void Initialize() {}
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//On load
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virtual void Load(const char* /*data*/) {}
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//When save is needed, this function generates the data
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virtual const char* Save() { return ""; }
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void SaveToDB();
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//Called every map update
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virtual void Update(uint32 /*diff*/) {}
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//Used by the map's CanEnter function.
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//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.
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virtual void OnPlayerEnter(Player *) {}
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//Called when a gameobject is created
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virtual void OnObjectCreate(GameObject *go, bool add)
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{
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OnObjectCreate(go);
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}
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virtual void OnObjectCreate(GameObject *) {}
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//called on creature creation
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virtual void OnCreatureCreate(Creature *, bool add);
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virtual void OnCreatureCreate(Creature *, uint32 entry) {}
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//All-purpose data storage 64 bit
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virtual uint64 GetData64(uint32 /*Data*/) { return 0; }
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virtual void SetData64(uint32 /*Data*/, uint64 /*Value*/) { }
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//All-purpose data storage 32 bit
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virtual uint32 GetData(uint32) { return 0; }
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virtual void SetData(uint32, uint32 data) {}
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//Handle open / close objects
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//use HandleGameObject(NULL,boolen,GO); in OnObjectCreate in instance scripts
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//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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void SetBossState(uint32 id, EncounterState state);
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protected:
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void SetBossNumber(uint32 number) { bosses.resize(number); }
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void SetBossRoomDoor(uint32 id, GameObject *door, bool add);
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void SetBossPassageDoor(uint32 id, GameObject *door, bool add);
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std::string GetBossSave()
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{
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std::ostringstream saveStream;
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for(std::vector<BossInfo>::iterator i = bosses.begin(); i != bosses.end(); ++i)
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saveStream << (uint32)i->state << " ";
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return saveStream.str();
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}
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private:
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std::vector<BossInfo> bosses;
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};
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#endif
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