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Diffstat (limited to 'src/game/InstanceData.h')
-rw-r--r-- | src/game/InstanceData.h | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/src/game/InstanceData.h b/src/game/InstanceData.h new file mode 100644 index 00000000000..518fa8661fd --- /dev/null +++ b/src/game/InstanceData.h @@ -0,0 +1,66 @@ +/* + * 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 |