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authorNeo2003 <none@none>2008-10-02 16:23:55 -0500
committerNeo2003 <none@none>2008-10-02 16:23:55 -0500
commit9b1c0e006f20091f28f3f468cfcab1feb51286bd (patch)
treeb5d1ba94a656e6679f8737f9ea6bed1239b73b14 /src/game/InstanceData.h
[svn] * Proper SVN structureinit
--HG-- branch : trunk
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+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 MANGOS_INSTANCE_DATA_H
+#define MANGOS_INSTANCE_DATA_H
+
+#include "Common.h"
+
+class Map;
+class Unit;
+class Player;
+class GameObject;
+class Creature;
+
+class MANGOS_DLL_SPEC InstanceData
+{
+ 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*/) {}
+
+ //When save is needed, this function generates the data
+ virtual const char* Save() { return ""; }
+
+ void SaveToDB();
+
+ //Called every map update
+ 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 { return false; };
+
+ //Called when a player successfully enters the instance.
+ virtual void OnPlayerEnter(Player *) {}
+
+ //Called when a gameobject is created
+ virtual void OnObjectCreate(GameObject *) {}
+
+ //called on creature creation
+ virtual void OnCreatureCreate(Creature * /*creature*/, uint32 /*creature_entry*/) {}
+};
+#endif