/* * Copyright (C) 2005-2010 MaNGOS * * 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(const 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 (after really added to map) virtual void OnPlayerEnter(Player *) {} //Called when a player dies inside instance virtual void OnPlayerDeath(Player *) {} //Called when a player leaves the instance (before really removed from map (or possibly world)) virtual void OnPlayerLeave(Player *) {} //Called when a gameobject is created virtual void OnObjectCreate(GameObject *) {} //called on creature creation virtual void OnCreatureCreate(Creature * /*creature*/) {} //called on creature enter combat virtual void OnCreatureEnterCombat(Creature * /*creature*/) {} //called on creature evade virtual void OnCreatureEvade(Creature * /*creature*/) {} //called on creature death virtual void OnCreatureDeath(Creature * /*creature*/) {} //All-purpose data storage 64 bit virtual uint64 GetData64(uint32 /*Data*/) { return 0; } virtual void SetData64(uint32 /*Data*/, uint64 /*Value*/) { } //All-purpose data storage 32 bit virtual uint32 GetData(uint32 /*Type*/) { return 0; } virtual void SetData(uint32 /*Type*/, uint32 /*Data*/) {} // Achievement criteria additional requirements check // NOTE: not use this if same can be checked existing requirement types from AchievementCriteriaRequirementType virtual bool CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* source, Unit const* target = NULL, uint32 miscvalue1 = 0); // Condition criteria additional requirements check // This is used for such things are heroic loot virtual bool CheckConditionCriteriaMeet(Player const* source, uint32 map_id, uint32 instance_condition_id); }; #endif