/*
* 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