/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * 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 TRINITY_INSTANCE_DATA_H #define TRINITY_INSTANCE_DATA_H #include "Common.h" #include "GameObject.h" #include "Map.h" class Map; class Unit; class Player; class GameObject; class Creature; enum EncounterState { NOT_STARTED = 0, IN_PROGRESS = 1, FAIL = 2, DONE = 3, SPECIAL = 4 }; typedef std::set DoorSet; struct BossInfo { BossInfo() : state(NOT_STARTED) {} EncounterState state; DoorSet roomDoor, passageDoor; }; class TRINITY_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; //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*/) {} virtual void OnCreatureRemove(Creature*) {} virtual void OnObjectRemove(GameObject*) {} //All-purpose data storage 32 bit virtual uint32 GetData(uint32) { return 0; } virtual void SetData(uint32, uint32 data) {} //Handle open / close objects //use HandleGameObject(NULL,boolen,GO); in OnObjectCreate in instance scripts //use HandleGameObject(GUID,boolen,NULL); in any other script void HandleGameObject(uint64 GUID, bool open, GameObject *go = NULL); protected: void AddBossRoomDoor(uint32 id, GameObject *door); void AddBossPassageDoor(uint32 id, GameObject *door); void RemoveBossRoomDoor(uint32 id, GameObject *door); void RemoveBossPassageDoor(uint32 id, GameObject *door); void SetBossState(uint32 id, EncounterState state); std::string GetBossSave() { std::ostringstream saveStream; for(std::vector::iterator i = bosses.begin(); i != bosses.end(); ++i) saveStream << (uint32)i->state << " "; return saveStream.str(); } private: std::vector bosses; }; #endif