/
white.sheikh
/
mangoszero-server
Обзор
Документация
Войти
/
white.sheikh
/
mangoszero-server
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
master
src/game/Object/GameObjectAI.h
88 строк
3 KB
Antz
Happy New Year 2023 from everyone at getMangos.eu :tada:
01 янв 2023, 00:29
Не верифицирован
01 янв 2023, 00:29
ce8b12f
Код
Авторство
О чём код?
/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2023 MaNGOS <https://getmangos.eu> * * 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 * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #ifndef DEF_GAMEOBJECT_AI_H #define DEF_GAMEOBJECT_AI_H #include "Platform/Define.h" #include "CreatureAI.h" #include "Dynamic/FactoryHolder.h" #include "ObjectGuid.h" #include "SharedDefines.h" class GameObject; class GameObjectAI { public: explicit GameObjectAI(GameObject* go); virtual ~GameObjectAI(); /** * Called at World update tick, by default every 100ms * This setting is dependend on CONFIG_UINT32_INTERVAL_MAPUPDATE * Note: Use this function to handle Timers * @param uiDiff Passed time since last call */ virtual void UpdateAI(const uint32 /*diff*/) {} /** * Called when a Game Event starts or ends * @param eventId to specify id of event from database * @param activate to specify if it started or stopped * @param resume to specify whether it launched normally or was resumed after a restart */ //TODO : Not implemented virtual void OnEventHappened(uint16 /*eventId*/, bool /*activate*/, bool /*resume*/) {} /** * Called when the GO has its state changed in GameObject::SetLootState (whatever the reason is) * No params as LootState to which the GO is changed to is accessible in the GameObjectAI through GetLootState() */ //TODO : Not implemented virtual void OnLootStateChange() {} /* * Called when a GO appears in the world to normal observers */ //TODO : Not implemented virtual void JustSpawned() {} /* * Called when a GO disappears from the world to normal observers */ //TODO : Not implemented virtual void JustDespawned() {} /* * Enables generic receiving of events */ //TODO : Not implemented virtual void ReceiveAIEvent(AIEventType /*eventType*/, uint32 /*miscValue*/ = 0) {} protected: GameObject* m_go; }; #endif