server/src/game/InstanceData.h
Reve 47d971c7f9 [10611] Made some values const
Signed-off-by: DasBlub <dasblub@gmail.com>
2010-10-15 22:14:42 +02:00

97 lines
3.4 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* 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