本文整理汇总了C++中ClearCharmInfoFlags函数的典型用法代码示例。如果您正苦于以下问题:C++ ClearCharmInfoFlags函数的具体用法?C++ ClearCharmInfoFlags怎么用?C++ ClearCharmInfoFlags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ClearCharmInfoFlags函数的9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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ClearCharmInfoFlags
void PetAI::DoAttack(Unit* target, bool chase)
{
// Handles attack with or without chase and also resets flags
// for next update / creature kill
if (me->Attack(target, true))
{
if (Unit* owner = me->GetOwner())
owner->SetInCombatWith(target);
// Play sound to let the player know the pet is attacking something it picked on its own
if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack())
me->SendPetAIReaction(me->GetGUID());
if (chase)
{
ClearCharmInfoFlags();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveChase(target);
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
}
}
示例2: switch
void PetAI::MovementInform(uint32 moveType, uint32 data)
{
// Receives notification when pet reaches stay or follow owner
switch (moveType)
{
case POINT_MOTION_TYPE:
{
// Pet is returning to where stay was clicked. data should be
// pet's GUIDLow since we set that as the waypoint ID
if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
break;
}
case FOLLOW_MOTION_TYPE:
{
// If data is owner's GUIDLow then we've reached follow point,
// otherwise we're probably chasing a creature
if (me->GetCharmerOrOwner() && me->GetCharmInfo() && data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsFollowing(true);
}
break;
}
default:
break;
}
}
示例3: ClearCharmInfoFlags
void PetAI::DoAttack(Unit* target, bool chase)
{
// Handles attack with or without chase and also resets flags
// for next update / creature kill
if (me->Attack(target, true))
{
// Play sound to let the player know the pet is attacking something it picked on its own
if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack())
me->SendPetAIReaction(me->GetGUID());
if (chase)
{
bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveChase(target);
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
}
}
示例4: switch
/// Receives notification when pet reaches stay or follow owner
void PetAI::MovementInform(uint32 moveType, uint32 data)
{
if (!me->GetCharmInfo())
return;
switch (moveType)
{
case POINT_MOTION_TYPE:
{
// Pet is returning to where stay was clicked. data should be
// pet's GUIDLow since we set that as the waypoint ID
if (data == me->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
break;
}
case FOLLOW_MOTION_TYPE:
{
// If data is owner's GUIDLow then we've reached follow point
if (me->GetCharmerOrOwner() && data == me->GetCharmerOrOwner()->GetGUIDLow() && me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsFollowing(true);
me->AddUnitState(UNIT_STATE_FOLLOW);
}
break;
}
default:
break;
}
}
示例5: ClearCharmInfoFlags
void PetAI::HandleReturnMovement()
{
// Handles moving the pet back to stay or owner
// Prevent activating movement when under control of spells
// such as "Eyes of the Beast"
if (me->isCharmed())
return;
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
{
if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
{
float x, y, z;
me->GetCharmInfo()->GetStayPosition(x, y, z);
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MovePoint(me->GetGUIDLow(), x, y, z);
}
}
else // COMMAND_FOLLOW
{
if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
}
}
}
示例6: ClearCharmInfoFlags
void PetAI::DoAttack(Unit* target, bool chase)
{
// Handles attack with or without chase and also resets flags
// for next update / creature kill
if (me->Attack(target, true))
{
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); // on player pets, this flag indicates we're actively going after a target - that's what we're doing, so set it
// Play sound to let the player know the pet is attacking something it picked on its own
if (me->HasReactState(REACT_AGGRESSIVE) && !me->GetCharmInfo()->IsCommandAttack())
me->SendPetAIReaction(me->GetGUID());
if (chase)
{
bool oldCmdAttack = me->GetCharmInfo()->IsCommandAttack(); // This needs to be reset after other flags are cleared
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsCommandAttack(oldCmdAttack); // For passive pets commanded to attack so they will use spells
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE);
me->GetMotionMaster()->MoveChase(target, me->GetPetChaseDistance(), float(M_PI));
}
else // (Stay && ((Aggressive || Defensive) && In Melee Range)))
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsAtStay(true);
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->GetMotionMaster()->Remove(FOLLOW_MOTION_TYPE);
me->GetMotionMaster()->MoveIdle();
}
}
}
示例7: ClearCharmInfoFlags
void PetAI::HandleReturnMovement()
{
// Handles moving the pet back to stay or owner
// Prevent activating movement when under control of spells
// such as "Eyes of the Beast"
if (me->isPossessed())
return;
if (me->GetCharmInfo()->HasCommandState(COMMAND_STAY))
{
if (!me->GetCharmInfo()->IsAtStay() && !me->GetCharmInfo()->IsReturning())
{
if (me->GetCharmInfo()->HasStayPosition())
{
// Return to previous position where stay was clicked
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE)
{
float x, y, z;
me->GetCharmInfo()->GetStayPosition(x, y, z);
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MovePoint(me->GetUInt32Value(OBJECT_FIELD_GUID), x, y, z);
}
}
}
}
else // COMMAND_FOLLOW
{
if (!me->GetCharmInfo()->IsFollowing() && !me->GetCharmInfo()->IsReturning())
{
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_CONTROLLED) == NULL_MOTION_TYPE)
{
ClearCharmInfoFlags();
me->GetCharmInfo()->SetIsReturning(true);
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveFollow(me->GetCharmerOrOwner(), PET_FOLLOW_DIST, me->GetFollowAngle());
}
}
}
me->GetCharmInfo()->SetForcedSpell(0);
me->GetCharmInfo()->SetForcedTargetGUID(0);
// xinef: remember that npcs summoned by npcs can also be pets
me->DeleteThreatList();
me->ClearInPetCombat();
}
示例8: ClearCharmInfoFlags
void PetAI::_stopAttack()
{
if (!m_creature->isAlive())
{
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
m_creature->CombatStop();
m_creature->getHostileRefManager().deleteReferences();
return;
}
m_creature->AttackStop();
m_creature->InterruptNonMeleeSpells(false);
//m_creature->SendMeleeAttackStop(); // Should stop pet's attack button from flashing
m_creature->GetCharmInfo()->SetIsCommandAttack(false);
ClearCharmInfoFlags();
HandleReturnMovement();
}
示例9: TC_LOG_DEBUG
void PetAI::_stopAttack()
{
if (!me->IsAlive())
{
TC_LOG_DEBUG("misc", "Creature stoped attacking cuz his dead [%s]", me->GetGUID().ToString().c_str());
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
me->CombatStop();
me->getHostileRefManager().deleteReferences();
return;
}
me->AttackStop();
me->InterruptNonMeleeSpells(false);
me->SendMeleeAttackStop(); // Should stop pet's attack button from flashing
me->GetCharmInfo()->SetIsCommandAttack(false);
ClearCharmInfoFlags();
HandleReturnMovement();
}