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97 lines
3.4 KiB
C++
97 lines
3.4 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_INSTANCE_DATA_H
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#define MANGOS_INSTANCE_DATA_H
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#include "Common.h"
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class Map;
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class Unit;
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class Player;
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class GameObject;
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class Creature;
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class MANGOS_DLL_SPEC InstanceData
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{
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public:
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explicit InstanceData(Map *map) : instance(map) {}
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virtual ~InstanceData() {}
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Map *instance;
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//On creation, NOT load.
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virtual void Initialize() {}
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//On load
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virtual void Load(const char* /*data*/) {}
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//When save is needed, this function generates the data
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virtual const char* Save() { return ""; }
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void SaveToDB();
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//Called every map update
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virtual void Update(const uint32 /*diff*/) {}
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//Used by the map's CanEnter function.
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//This is to prevent players from entering during boss encounters.
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virtual bool IsEncounterInProgress() const { return false; };
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//Called when a player successfully enters the instance (after really added to map)
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virtual void OnPlayerEnter(Player *) {}
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//Called when a player dies inside instance
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virtual void OnPlayerDeath(Player *) {}
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//Called when a player leaves the instance (before really removed from map (or possibly world))
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virtual void OnPlayerLeave(Player *) {}
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//Called when a gameobject is created
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virtual void OnObjectCreate(GameObject *) {}
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//called on creature creation
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virtual void OnCreatureCreate(Creature * /*creature*/) {}
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//called on creature enter combat
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virtual void OnCreatureEnterCombat(Creature * /*creature*/) {}
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//called on creature evade
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virtual void OnCreatureEvade(Creature * /*creature*/) {}
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//called on creature death
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virtual void OnCreatureDeath(Creature * /*creature*/) {}
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//All-purpose data storage 64 bit
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virtual uint64 GetData64(uint32 /*Data*/) { return 0; }
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virtual void SetData64(uint32 /*Data*/, uint64 /*Value*/) { }
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//All-purpose data storage 32 bit
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virtual uint32 GetData(uint32 /*Type*/) { return 0; }
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virtual void SetData(uint32 /*Type*/, uint32 /*Data*/) {}
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// Achievement criteria additional requirements check
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// NOTE: not use this if same can be checked existing requirement types from AchievementCriteriaRequirementType
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virtual bool CheckAchievementCriteriaMeet(uint32 criteria_id, Player const* source, Unit const* target = NULL, uint32 miscvalue1 = 0);
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// Condition criteria additional requirements check
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// This is used for such things are heroic loot
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virtual bool CheckConditionCriteriaMeet(Player const* source, uint32 map_id, uint32 instance_condition_id);
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};
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#endif
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