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C++ GetSpellStore函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetSpellStore函数的典型用法代码示例。如果您正苦于以下问题:C++ GetSpellStore函数的具体用法?C++ GetSpellStore怎么用?C++ GetSpellStore使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了GetSpellStore函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: HandleLearnAllGMCommand

    static bool HandleLearnAllGMCommand(ChatHandler* handler, const char* /*args*/)
    {
        for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i)
        {
            SpellEntry const* spellInfo = sSpellStore.LookupEntry(i);
            if (!spellInfo || !SpellMgr::IsSpellValid(spellInfo, handler->GetSession()->GetPlayer(), false))
                continue;

            if (!sSpellMgr->IsSkillTypeSpell(i, SKILL_INTERNAL))
                continue;

            handler->GetSession()->GetPlayer()->learnSpell(i, false);
        }

        handler->SendSysMessage(LANG_LEARNING_GM_SKILLS);
        return true;
    }
开发者ID:AwkwardDev,项目名称:ZoneLimit,代码行数:17,代码来源:cs_learn.cpp


示例2: boss_netherspiteAI

    boss_netherspiteAI(Creature* c) : ScriptedAI(c)
    {
        pInstance = c->GetInstanceData();

        for (int i=0; i<3; ++i)
        {
            PortalGUID[i] = 0;
            BeamTarget[i] = 0;
            BeamerGUID[i] = 0;
        }
        // need core fix
        for (int i=0; i<3; ++i)
        {
            if (SpellEntry *spell = (SpellEntry*)GetSpellStore()->LookupEntry(PlayerBuff[i]))
                spell->AttributesEx |= SPELL_ATTR_EX_NEGATIVE;
        }
    }
开发者ID:Archives,项目名称:ro_core,代码行数:17,代码来源:boss_netherspite.cpp


示例3: ItemUse_item_petrov_cluster_bombs

bool ItemUse_item_petrov_cluster_bombs(Player* pPlayer, Item* pItem, const SpellCastTargets &pTargets)
{
    if (pPlayer->GetZoneId() != ZONE_ID_HOWLING)
        return false;

    if (!pPlayer->GetTransport() || pPlayer->GetAreaId() != AREA_ID_SHATTERED_STRAITS)
    {
        pPlayer->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);

        if (const SpellEntry* pSpellInfo = GetSpellStore()->LookupEntry(SPELL_PETROV_BOMB))
            Spell::SendCastResult(pPlayer, pSpellInfo, 1, SPELL_FAILED_NOT_HERE);

        return true;
    }

    return false;
}
开发者ID:xXNembiXx,项目名称:ScriptDev2_333,代码行数:17,代码来源:item_scripts.cpp


示例4: _DoCastSpellIfCan

CanCastResult BossSpellWorker::_DoCastSpellIfCan(Unit* pTarget, uint32 uiSpell, uint32 uiCastFlags, uint64 uiOriginalCasterGUID)
{
    Unit* pCaster = boss;
    if (!pTarget) return CAST_FAIL_OTHER;

    if (uiCastFlags & CAST_FORCE_TARGET_SELF)
        pCaster = pTarget;

    // Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered
    if (!pCaster->IsNonMeleeSpellCasted(false) || (uiCastFlags & (CAST_TRIGGERED | CAST_INTERRUPT_PREVIOUS)))
    {
        if (const SpellEntry* pSpell = GetSpellStore()->LookupEntry(uiSpell))
        {
            // If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them
            if (uiCastFlags & CAST_AURA_NOT_PRESENT)
            {
                if (pTarget->HasAura(uiSpell))
                    return CAST_FAIL_TARGET_AURA;
            }

            // Check if cannot cast spell
            if (!(uiCastFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST)))
            {
                CanCastResult castResult = _CanCastSpell(pTarget, pSpell, uiCastFlags & CAST_TRIGGERED);

                if (castResult != CAST_OK)
                    return castResult;
            }

            // Interrupt any previous spell
            if (uiCastFlags & CAST_INTERRUPT_PREVIOUS && pCaster->IsNonMeleeSpellCasted(false))
                pCaster->InterruptNonMeleeSpells(false);

            pCaster->CastSpell(pTarget, pSpell, uiCastFlags & CAST_TRIGGERED, NULL, NULL, uiOriginalCasterGUID);
            return CAST_OK;
        }
        else
        {
            error_log("BSW: DoCastSpellIfCan by creature entry %u attempt to cast spell %u but spell does not exist.", boss->GetEntry(), uiSpell);
            return CAST_FAIL_OTHER;
        }
    }
    else
        return CAST_FAIL_IS_CASTING;
}
开发者ID:PhantomCore,项目名称:PhantomCore,代码行数:45,代码来源:sc_boss_spell_worker.cpp


示例5: boss_nalorakkAI

    boss_nalorakkAI(Creature *c) : ScriptedAI(c)
    {
        MoveEvent = true;
        MovePhase = 0;
        pInstance = (c->GetInstanceData());

        SpellEntry *TempSpell = (SpellEntry*)GetSpellStore()->LookupEntry(SPELL_MANGLE);
        if(TempSpell)
        {
            TempSpell->EffectImplicitTargetA[1] = TARGET_UNIT_TARGET_ENEMY;
        }
        wLoc.coord_x = NalorakkWay[7][0];
        wLoc.coord_y = NalorakkWay[7][1];
        wLoc.coord_z = NalorakkWay[7][2];
        wLoc.orientation = 0;
        wLoc.mapid = m_creature->GetMapId();
        m_creature->setActive(true);
    }
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:18,代码来源:boss_nalorakk.cpp


示例6: ItemUse_item_Capteur_Tellurique

bool ItemUse_item_Capteur_Tellurique(Player* pPlayer, Item* pItem, const SpellCastTargets &pTargets)
{
	if(pPlayer->GetAreaId() == 4157)
	{
		if(pPlayer->GetPositionZ()  < 185.0f)
		{ 
			pPlayer->TeleportTo(pPlayer->GetMapId(),3329.524f,2543.395f,197.317f,4.950f);
			pPlayer->KilledMonsterCredit(27853,0);
		}
		else
			pPlayer->TeleportTo(pPlayer->GetMapId(),3414.0f,2363.01f,37.911f,3.102f);
	}
	else
	{
		Spell::SendCastResult(pPlayer, GetSpellStore()->LookupEntry(47097), 1, SPELL_FAILED_INCORRECT_AREA);
		return false;
	}
	return true;
}
开发者ID:AwkwardDev,项目名称:MangosFX,代码行数:19,代码来源:item_scripts.cpp


示例7: EnfeebleHealthEffect

    void EnfeebleHealthEffect()
    {
        const SpellEntry *info = GetSpellStore()->LookupEntry(SPELL_ENFEEBLE_EFFECT);
        if (!info)
            return;

        ThreatList const& tList = m_creature->getThreatManager().getThreatList();
        std::vector<Unit *> targets;

        if (tList.empty())
            return;

        //begin + 1 , so we don't target the one with the highest threat
        ThreatList::const_iterator itr = tList.begin();
        std::advance(itr, 1);
        for(; itr!= tList.end(); ++itr)                    //store the threat list in a different container
        {
            Unit *target = Unit::GetUnit(*m_creature, (*itr)->getUnitGuid());
                                                            //only on alive players
            if (target && target->isAlive() && target->GetTypeId() == TYPEID_PLAYER)
                targets.push_back(target);
        }

        //cut down to size if we have more than 5 targets
        while(targets.size() > 5)
            targets.erase(targets.begin()+rand()%targets.size());

        int i = 0;
        for(std::vector<Unit *>::iterator iter = targets.begin(); iter!= targets.end(); ++iter, ++i)
        {
            Unit *target = *iter;
            if (target)
            {
                enfeeble_targets[i] = target->GetGUID();
                enfeeble_health[i] = target->GetHealth();

                target->CastSpell(target, SPELL_ENFEEBLE, true, 0, 0, m_creature->GetGUID());
                target->SetHealth(1);
            }
        }

    }
开发者ID:eviljared,项目名称:diamondcore,代码行数:42,代码来源:boss_prince_malchezaar.cpp


示例8: GOGossipSelect_go_ulduar_teleporter

bool GOGossipSelect_go_ulduar_teleporter(Player *pPlayer, GameObject* pGo, uint32 sender, uint32 action)
{
    int32 damage = 0;
    if(sender != GOSSIP_SENDER_MAIN) return false;

    if(!pPlayer->getAttackers().empty()) return false;

    if(action >= 0 && action <= PORTALS_COUNT)
    pPlayer->TeleportTo(PortalLoc[action].map_num, PortalLoc[action].x, PortalLoc[action].y, PortalLoc[action].z, PortalLoc[action].o);
    if (PortalLoc[action].spellID != 0 )
           if (SpellEntry const* spell = (SpellEntry *)GetSpellStore()->LookupEntry(PortalLoc[action].spellID))
           {
               SpellAuraHolder *holder = CreateSpellAuraHolder(spell, pPlayer, pPlayer);
               Aura *aura = CreateAura(spell, EFFECT_INDEX_2, NULL, holder, pPlayer);
               holder->AddAura(aura, EFFECT_INDEX_2);
           }

    pPlayer->CLOSE_GOSSIP_MENU();
    return true;
}
开发者ID:leecher228,项目名称:scriptdev2,代码行数:20,代码来源:ulduar_teleport.cpp


示例9: GetSpellStore

bool PlayerbotClassAI::castDispel (uint32 dispelSpell, Unit *dTarget, bool checkFirst, bool castExistingAura, bool skipFriendlyCheck, bool skipEquipStanceCheck)
{
    if (dispelSpell == 0 || !dTarget ) return false;
    //if (!canCast(dispelSpell, dTarget, true)) return false; //Needless cpu cycles wasted, usually a playerbot can cast a dispell
    const SpellEntry *dSpell = GetSpellStore()->LookupEntry(dispelSpell);
    if (!dSpell) return false;

    for (uint8 i = 0 ; i < MAX_SPELL_EFFECTS ; ++i)
    {
        if (dSpell->Effect[i] != (uint32)SPELL_EFFECT_DISPEL) continue;
        uint32 dispel_type = dSpell->EffectMiscValue[i];
        uint32 dispelMask  = GetDispellMask(DispelType(dispel_type));
        Unit::AuraMap const& auras = dTarget->GetOwnedAuras();
        for (Unit::AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); itr++)
        {
            Aura * aura = itr->second;
            AuraApplication * aurApp = aura->GetApplicationOfTarget(dTarget->GetGUID());
            if (!aurApp)
                continue;

            if ((1<<aura->GetSpellProto()->Dispel) & dispelMask)
            {
                if(aura->GetSpellProto()->Dispel == DISPEL_MAGIC)
                {
                    bool positive = aurApp->IsPositive() ? (!(aura->GetSpellProto()->AttributesEx & SPELL_ATTR0_UNK7)) : false;

                    // do not remove positive auras if friendly target
                    //               negative auras if non-friendly target
                    if(positive == dTarget->IsFriendlyTo(GetPlayerBot()))
                        continue;
                }
                // If there is a successfull match return, else continue searching.
                if (CastSpell(dSpell, dTarget, checkFirst, castExistingAura, skipFriendlyCheck, skipEquipStanceCheck)) {
                    return true;
                }
            }
        }
    }
    return false;
}
开发者ID:Sharki,项目名称:TC,代码行数:40,代码来源:PlayerbotClassAI.cpp


示例10: CastDoom

 void CastDoom()
 {
     SpellEntry *spellInfo = (SpellEntry *)GetSpellStore()->LookupEntry(SPELL_DOOM);
     if (spellInfo)
         //target without tank
         if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM,1))
         {
             if (pTarget->GetTypeId() == TYPEID_PLAYER)
             {
                 for(uint8 i=0; i< MAX_EFFECT_INDEX; ++i)
                 {
                     uint8 eff = spellInfo->Effect[SpellEffectIndex(i)];
                     if (eff >= TOTAL_SPELL_EFFECTS)
                         continue;
                     //uint8 i=1;
                     /*pTarget->AddAura(new AzgalorDoom(spellInfo, SpellEffectIndex(i), NULL, pTarget, pTarget));*/
                 }
             }
             else
                 DoomTimer = 1000;
         }
 }
开发者ID:Bearq,项目名称:mangos,代码行数:22,代码来源:boss_azgalor.cpp


示例11: CastMark

 void CastMark()
 {
     SpellEntry *spellInfo = (SpellEntry *)GetSpellStore()->LookupEntry(SPELL_MARK);
     if (spellInfo)
     {
         std::list<HostileReference *> t_list = m_creature->getThreatManager().getThreatList();
         for(std::list<HostileReference *>::iterator itr = t_list.begin(); itr!= t_list.end(); ++itr)
         {
             Unit *target = m_creature->GetMap()->GetUnit((*itr)->getUnitGuid());
             if (target && target->GetTypeId() == TYPEID_PLAYER && target->getPowerType() == POWER_MANA)
             {
                 for(uint32 i=0; i < MAX_EFFECT_INDEX; ++i)
                 {
                     uint8 eff = spellInfo->Effect[SpellEffectIndex(i)];
                     if (eff >= TOTAL_SPELL_EFFECTS)
                         continue;
                     /*target->AddAura(new KazrogalMark(spellInfo, SpellEffectIndex(i), NULL, target, target));*/
                 }    
             }
         }
     }
 }
开发者ID:Bearq,项目名称:mangos,代码行数:22,代码来源:boss_kazrogal.cpp


示例12: EnfeebleHealthEffect

		void EnfeebleHealthEffect() {
			const SpellEntry *info = GetSpellStore()->LookupEntry(
					SPELL_ENFEEBLE_EFFECT);
			if (!info)
				return;

			std::list<HostileReference *> t_list =
					me->getThreatManager().getThreatList();
			std::vector<Unit *> targets;

			if (!t_list.size())
				return;

			//begin + 1, so we don't target the one with the highest threat
			std::list<HostileReference *>::const_iterator itr = t_list.begin();
			std::advance(itr, 1);
			for (; itr != t_list.end(); ++itr) //store the threat list in a different container
				if (Unit *pTarget = Unit::GetUnit(*me, (*itr)->getUnitGuid()))
					if (pTarget->isAlive()
							&& pTarget->GetTypeId() == TYPEID_PLAYER)
						targets.push_back(pTarget);

			//cut down to size if we have more than 5 targets
			while (targets.size() > 5)
				targets.erase(targets.begin() + rand() % targets.size());

			uint32 i = 0;
			for (std::vector<Unit *>::const_iterator iter = targets.begin();
					iter != targets.end(); ++iter, ++i)
				if (Unit *pTarget = *iter) {
					enfeeble_targets[i] = pTarget->GetGUID();
					enfeeble_health[i] = pTarget->GetHealth();

					pTarget->CastSpell(pTarget, SPELL_ENFEEBLE, true, 0, 0,
							me->GetGUID());
					pTarget->SetHealth(1);
				}
		}
开发者ID:dsstest,项目名称:ArkCORE,代码行数:38,代码来源:boss_prince_malchezaar.cpp


示例13: error_log

bool BSWScriptedAI::_doAura(uint8 m_uiSpellIdx, Unit* pTarget, SpellEffectIndex index)
{
    SpellTable* pSpell = &m_BossSpell[m_uiSpellIdx];

    if (!pTarget || !pTarget->IsInMap(m_creature) || !pTarget->isAlive())
        {
           error_log("BSW: FAILED adding aura of spell number %u - no target or target not in map or target is dead",pSpell->m_uiSpellEntry[currentDifficulty]);
           return false;
        }

    if (_hasAura(m_uiSpellIdx,pTarget))
         debug_log("BSW: adding aura stack from spell %u index %u",pSpell->m_uiSpellEntry[currentDifficulty], index);
    else debug_log("BSW: adding new aura from spell %u index %u",pSpell->m_uiSpellEntry[currentDifficulty], index);

    SpellEntry const *spell = (SpellEntry *)GetSpellStore()->LookupEntry(pSpell->m_uiSpellEntry[currentDifficulty]);
    if (spell && spell->Effect[index] < TOTAL_SPELL_EFFECTS)
    {
        if (IsSpellAppliesAura(spell, (1 << EFFECT_INDEX_0) | (1 << EFFECT_INDEX_1) | (1 << EFFECT_INDEX_2)) || IsSpellHaveEffect(spell, SPELL_EFFECT_PERSISTENT_AREA_AURA))
        {
            SpellAuraHolder *holder = CreateSpellAuraHolder(spell, pTarget, pTarget);

            int32 basepoint = pSpell->varData ?  pSpell->varData - 1 : spell->EffectBasePoints[index] + 1;

            if ( IsAreaAuraEffect(spell->Effect[index]) ||
                spell->Effect[index] == SPELL_EFFECT_APPLY_AURA  ||
                spell->Effect[index] == SPELL_EFFECT_PERSISTENT_AREA_AURA )
                {
                    Aura *aura = CreateAura(spell, SpellEffectIndex(index), &basepoint, holder, pTarget);
                    holder->AddAura(aura, SpellEffectIndex(index));
                    return true;
                }
        }
    }

    error_log("BSW: FAILED adding aura from spell %u index %u",pSpell->m_uiSpellEntry[currentDifficulty], index);

    return false;
};
开发者ID:Subv,项目名称:diamondcore,代码行数:38,代码来源:sc_boss_spell_worker.cpp


示例14: DoWorkaroundForQuestCredit

		// some targeting issues with the spell, so use this workaround as temporary solution
		void DoWorkaroundForQuestCredit() {
			Map* pMap = me->GetMap();

			if (!pMap || pMap->IsHeroic())
				return;

			Map::PlayerList const &lList = pMap->GetPlayers();

			if (lList.isEmpty())
				return;

			SpellEntry const* pSpell = GetSpellStore()->LookupEntry(
					SPELL_ORB_KILL_CREDIT);

			for (Map::PlayerList::const_iterator i = lList.begin();
					i != lList.end(); ++i) {
				if (Player* pPlayer = i->getSource()) {
					if (pSpell && pSpell->EffectMiscValue[0])
						pPlayer->KilledMonsterCredit(pSpell->EffectMiscValue[0],
								0);
				}
			}
		}
开发者ID:dsstest,项目名称:ArkCORE,代码行数:24,代码来源:magisters_terrace.cpp


示例15: UpdateAI

    void UpdateAI(const uint32 diff)
    {
      if(!me->IsNonMeleeSpellCasted(false) && !me->isInCombat())
      {
          if(OOCTimer < diff)
          {
              HandleOffCombatEffects();
              OOCTimer = 10000;
          }
          else
              OOCTimer -= diff;
      }

      if(!UpdateVictim())
          return;

      if(Frostbolt_Timer < diff)
      {
          AddSpellToCast(me->getVictim(), SPELL_FROSTBOLT);
          Frostbolt_Timer = SpellMgr::GetSpellCastTime(GetSpellStore()->LookupEntry(SPELL_FROSTBOLT))-(diff+100);
      }
      else
          Frostbolt_Timer -= diff;

      if(Arcane_Nova_Timer < diff)
      {
          ClearCastQueue();
          AddSpellToCast(SPELL_ARCANE_NOVA, CAST_SELF);
          Arcane_Nova_Timer = urand(16000, 20000);
      }
      else
          Arcane_Nova_Timer -= diff;

      CheckCasterNoMovementInRange(diff, 35.0);
      CastNextSpellIfAnyAndReady();
      DoMeleeAttackIfReady();
    }
开发者ID:ekzobam,项目名称:HGCore,代码行数:37,代码来源:magisters_terrace_trash.cpp


示例16: UpdateAI

 void UpdateAI(const uint32 diff)
 {
     if (!Vorpil)
     {
         me->DealDamage(me, me->GetMaxHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
         return;
     }
     if (move <= diff)
     {
         if (sacrificed)
         {
             SpellEntry* spell = (SpellEntry*)GetSpellStore()->LookupEntry(HeroicMode ? H_SPELL_EMPOWERING_SHADOWS : SPELL_EMPOWERING_SHADOWS);
             if (spell)
                 Vorpil->AddAura(new EmpoweringShadowsAura(spell, 0, NULL, Vorpil, me));
             Vorpil->SetHealth(Vorpil->GetHealth() + Vorpil->GetMaxHealth() / 25);
             DoCast(me, SPELL_SHADOW_NOVA, true);
             me->DealDamage(me, me->GetMaxHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
             return;
         }
         me->GetMotionMaster()->MoveFollow(Vorpil, 0, 0);
         if (me->GetDistance(Vorpil) < 3)
         {
             DoCast(me, SPELL_SACRIFICE, false);
             sacrificed = true;
             move = 500;
             return;
         }
         if (!Vorpil->IsInCombat() || Vorpil->isDead())
         {
             me->DealDamage(me, me->GetMaxHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
             return;
         }
         move = 1000;
     }
     else move -= diff;
 }
开发者ID:Phentora,项目名称:OregonCore,代码行数:36,代码来源:boss_grandmaster_vorpil.cpp


示例17: FillSpellSummary

void FillSpellSummary()
{
    SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];

    SpellEntry const* TempSpell;

    for (int i=0; i < GetSpellStore()->GetNumRows(); i++)
    {
        SpellSummary[i].Effects = 0;
        SpellSummary[i].Targets = 0;

        TempSpell = GetSpellStore()->LookupEntry(i);
        //This spell doesn't exist
        if (!TempSpell)
            continue;

        for (int j=0; j<3; j++)
        {
            //Spell targets self
            if (TempSpell->EffectImplicitTargetA[j] == TARGET_SELF)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);

            //Spell targets a single enemy
            if (TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_ENEMY_COORDINATES)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);

            //Spell targets AoE at enemy
            if (TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_CASTER_COORDINATES ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);

            //Spell targets an enemy
            if (TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_ENEMY_COORDINATES ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_CASTER_COORDINATES ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);

            //Spell targets a single friend(or self)
            if (TempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);

            //Spell targets aoe friends
            if (TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_CASTER_COORDINATES)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);

            //Spell targets any friend(or self)
            if (TempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
                TempSpell->EffectImplicitTargetA[j] == TARGET_CASTER_COORDINATES)
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);

            //Make sure that this spell includes a damage effect
            if (TempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
                TempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
                TempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
                TempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH)
                SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);

            //Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
            if (TempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
                TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
                TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
                (TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA  && TempSpell->EffectApplyAuraName[j]== 8))
                SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);

            //Make sure that this spell applies an aura
            if (TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA)
                SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
        }
    }
}
开发者ID:blaumann,项目名称:uecore,代码行数:84,代码来源:sc_creature.cpp


示例18: GetSpellStore

SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effects)
{
    //No target so we can't cast
    if (!Target)
        return false;

    //Silenced so we can't cast
    if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
        return false;

    //Using the extended script system we first create a list of viable spells
    SpellEntry const* Spell[4];
    Spell[0] = 0;
    Spell[1] = 0;
    Spell[2] = 0;
    Spell[3] = 0;

    uint32 SpellCount = 0;

    SpellEntry const* TempSpell;
    SpellRangeEntry const* TempRange;

    //Check if each spell is viable(set it to null if not)
    for (uint32 i = 0; i < 4; i++)
    {
        TempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]);

        //This spell doesn't exist
        if (!TempSpell)
            continue;

        // Targets and Effects checked first as most used restrictions
        //Check the spell targets if specified
        if (Targets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (Targets-1))))
            continue;

        //Check the type of spell if we are looking for a specific spell type
        if (Effects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (Effects-1))))
            continue;

        //Check for school if specified
        if (School >= 0 && TempSpell->SchoolMask & School)
            continue;

        //Check for spell mechanic if specified
        if (Mechanic >= 0 && TempSpell->Mechanic != Mechanic)
            continue;

        //Make sure that the spell uses the requested amount of power
        if (PowerCostMin &&  TempSpell->manaCost < PowerCostMin)
            continue;

        if (PowerCostMax && TempSpell->manaCost > PowerCostMax)
            continue;

        //Continue if we don't have the mana to actually cast this spell
        if (TempSpell->manaCost > m_creature->GetPower((Powers)TempSpell->powerType))
            continue;

        //Get the Range
        TempRange = GetSpellRangeStore()->LookupEntry(TempSpell->rangeIndex);

        //Spell has invalid range store so we can't use it
        if (!TempRange)
            continue;

        //Check if the spell meets our range requirements
        if (RangeMin && TempRange->maxRange < RangeMin)
            continue;
        if (RangeMax && TempRange->maxRange > RangeMax)
            continue;

        //Check if our target is in range
        if (m_creature->IsWithinDistInMap(Target, TempRange->minRange) || !m_creature->IsWithinDistInMap(Target, TempRange->maxRange))
            continue;

        //All good so lets add it to the spell list
        Spell[SpellCount] = TempSpell;
        SpellCount++;
    }

    //We got our usable spells so now lets randomly pick one
    if (!SpellCount)
        return NULL;

    return Spell[rand()%SpellCount];
}
开发者ID:blaumann,项目名称:uecore,代码行数:87,代码来源:sc_creature.cpp


示例19: EffectDummyCreature_spell_dummy_npc


//.........这里部分代码省略.........
        {
            if (uiEffIndex == EFFECT_INDEX_0)
            {
                if (pCaster->GetTypeId() != TYPEID_PLAYER)
                    return true;

                if (pCreatureTarget->GetEntry() != NPC_IRON_RUNESHAPER && pCreatureTarget->GetEntry() != NPC_RUNE_REAVER)
                    return true;

                pCreatureTarget->CastSpell(pCreatureTarget, SPELL_BOULBER_IMPACT, true);
                pCaster->CastSpell(pCaster, SPELL_BOULDER_TOSS_CREDIT, true);

                return true;
            }
            return true;
        }
        case SPELL_ULTRASONIC_SCREWDRIVER:
        {
            if (uiEffIndex == EFFECT_INDEX_0)
            {
                if (pCreatureTarget->IsCorpse())
                {
                    uint32 newSpellId = 0;

                    switch (pCreatureTarget->GetEntry())
                    {
                        case NPC_COLLECT_A_TRON:    newSpellId = SPELL_SUMMON_COLLECT_A_TRON; break;
                        case NPC_DEFENDO_TANK:      newSpellId = SPELL_SUMMON_DEFENDO_TANK; break;
                        case NPC_SCAVENGE_A8:       newSpellId = SPELL_SUMMON_SCAVENGE_A8; break;
                        case NPC_SCAVENGE_B6:       newSpellId = SPELL_SUMMON_SCAVENGE_B6; break;
                        case NPC_SENTRY_BOT:        newSpellId = SPELL_SUMMON_SENTRY_BOT; break;
                    }

                    if (const SpellEntry* pSpell = GetSpellStore()->LookupEntry(newSpellId))
                    {
                        pCaster->CastSpell(pCreatureTarget, pSpell->Id, true);

                        if (Pet* pPet = pCaster->FindGuardianWithEntry(pSpell->GetEffectMiscValue(SpellEffectIndex(uiEffIndex))))
                            pPet->CastSpell(pCaster, SPELL_REPROGRAM_KILL_CREDIT, true);

                        pCreatureTarget->ForcedDespawn();
                    }
                }
                return true;
            }
            return true;
        }
        case SPELL_ORB_OF_MURLOC_CONTROL:
        {
            pCreatureTarget->CastSpell(pCaster, SPELL_GREENGILL_SLAVE_FREED, true);

            // Freed Greengill Slave
            pCreatureTarget->UpdateEntry(NPC_FREED_GREENGILL_SLAVE);

            pCreatureTarget->CastSpell(pCreatureTarget, SPELL_ENRAGE, true);

            return true;
        }
        case SPELL_FUMPING:
        {
            if (uiEffIndex == EFFECT_INDEX_2)
            {
                switch (urand(0, 2))
                {
                    case 0:
                    {
开发者ID:aduosi1212,项目名称:scripts,代码行数:67,代码来源:spell_scripts.cpp


示例20: memset

SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects)
{
    //No target so we can't cast
    if (!pTarget)
        return false;

    //Silenced so we can't cast
    if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
        return false;

    //Using the extended script system we first create a list of viable spells
    SpellEntry const* apSpell[CREATURE_MAX_SPELLS];
    memset(apSpell, 0, sizeof(SpellEntry*)*CREATURE_MAX_SPELLS);

    uint32 uiSpellCount = 0;

    SpellEntry const* pTempSpell;
    SpellRangeEntry const* pTempRange;

    //Check if each spell is viable(set it to null if not)
    for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
    {
        pTempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]);

        //This spell doesn't exist
        if (!pTempSpell)
            continue;

        // Targets and Effects checked first as most used restrictions
        //Check the spell targets if specified
        if (selectTargets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (selectTargets-1))))
            continue;

        //Check the type of spell if we are looking for a specific spell type
        if (selectEffects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (selectEffects-1))))
            continue;

        //Check for school if specified
        if (uiSchool >= 0 && pTempSpell->SchoolMask & uiSchool)
            continue;

        //Check for spell mechanic if specified
        if (uiMechanic >= 0 && pTempSpell->Mechanic != uiMechanic)
            continue;

        //Make sure that the spell uses the requested amount of power
        if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin)
            continue;

        if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax)
            continue;

        //Continue if we don't have the mana to actually cast this spell
        if (pTempSpell->manaCost > m_creature->GetPower((Powers)pTempSpell->powerType))
            continue;

        //Get the Range
        pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex);

        //Spell has invalid range store so we can't use it
        if (!pTempRange)
            continue;

        //Check if the spell meets our range requirements
        if (fRangeMin && m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)
            continue;
        if (fRangeMax && m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)
            continue;

        //Check if our target is in range
         if (m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
            continue;

        //All good so lets add it to the spell list
        apSpell[uiSpellCount] = pTempSpell;
        ++uiSpellCount;
    }

    //We got our usable spells so now lets randomly pick one
    if (!uiSpellCount)
        return NULL;

    return apSpell[rand()%uiSpellCount];
}
开发者ID:Ickybad,项目名称:diamondcore2,代码行数:84,代码来源:ScriptedCreature.cpp



注:本文中的GetSpellStore函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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