本文整理汇总了C++中GetCreatureListWithEntryInGrid函数的典型用法代码示例。如果您正苦于以下问题:C++ GetCreatureListWithEntryInGrid函数的具体用法?C++ GetCreatureListWithEntryInGrid怎么用?C++ GetCreatureListWithEntryInGrid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GetCreatureListWithEntryInGrid函数的15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: DespawnSphere
void DespawnSphere()
{
std::list<Creature*> assistList;
GetCreatureListWithEntryInGrid(assistList,m_creature, NPC_ETHEREAL_SPHERE ,150.0f);
if (assistList.empty())
return;
for(std::list<Creature*>::iterator iter = assistList.begin(); iter != assistList.end(); ++iter)
(*iter)->DealDamage((*iter), (*iter)->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
}
示例2: UpdateOrientation
void UpdateOrientation()
{
std::list<Creature*> beamTarList;
uint64 tarGuid = 0;
GetCreatureListWithEntryInGrid(beamTarList, me, YELLOW_EYE_MOVER, 200.0f);
for (auto Beam : beamTarList)
tarGuid = Beam->GetGUID();
if (Creature* beamTar = ObjectAccessor::GetCreature(*me, tarGuid))
me->SetFacingToObject(beamTar);
}
示例3: DespawnCreatures
void DespawnCreatures(uint32 entry, float distance)
{
std::list<Creature*> creatures;
GetCreatureListWithEntryInGrid(creatures, me, entry, distance);
if (creatures.empty())
return;
for (std::list<Creature*>::iterator iter = creatures.begin(); iter != creatures.end(); ++iter)
(*iter)->DespawnOrUnsummon();
}
示例4: SendWaypoint
void SendWaypoint()
{
std::list<Creature*> lVoidwalkerList;
GetCreatureListWithEntryInGrid(lVoidwalkerList, m_creature, NPC_VOIDWALKER, 50.0f);
for (std::list<Creature*>::iterator itr = lVoidwalkerList.begin(); itr != lVoidwalkerList.end(); ++itr)
{
if ((*itr)->isAlive())
if (mob_arugal_voidwalkerAI* pVoidwalkerAI = dynamic_cast<mob_arugal_voidwalkerAI*>((*itr)->AI()))
pVoidwalkerAI->ReceiveWaypoint(m_uiCurrentPoint, m_bReverse);
}
}
示例5: DespawnAdds
void DespawnAdds()
{
CreatureList pWorshippers;
GetCreatureListWithEntryInGrid(pWorshippers, m_creature, NPC_WORSHIPPER, DEFAULT_VISIBILITY_INSTANCE);
if (!pWorshippers.empty())
for(CreatureList::iterator itr = pWorshippers.begin(); itr != pWorshippers.end(); ++itr)
{
(*itr)->ForcedDespawn();
}
CreatureList pFollower;
GetCreatureListWithEntryInGrid(pFollower, m_creature, NPC_FOLLOWER, DEFAULT_VISIBILITY_INSTANCE);
if (!pFollower.empty())
for(CreatureList::iterator iter = pFollower.begin(); iter != pFollower.end(); ++iter)
{
(*iter)->ForcedDespawn();
}
}
示例6: LavaSpoutErrupt
void LavaSpoutErrupt()
{
std::list<Creature*> creatures;
GetCreatureListWithEntryInGrid(creatures, me, NPC_LAVA_SPOUT_TRIGGER, 1000.0f);
if (creatures.empty())
return;
for (std::list<Creature*>::iterator iter = creatures.begin(); iter != creatures.end(); ++iter)
(*iter)->CastSpell((*iter),SPELL_LAVA_SPOUT, true);
}
示例7: DespawnCreature
void DespawnCreature(uint32 entry)
{
std::list<Creature*> creatureList;
GetCreatureListWithEntryInGrid(creatureList, me, entry, 80.0f);
for (auto NowCreature : creatureList)
{
if (NowCreature->GetEntry() == BLUE_FOG && NowCreature->GetDisplayId() == NowCreature->GetNativeDisplayId()) // if blue fog was been activated not despawn him
continue;
NowCreature->DespawnOrUnsummon();
}
}
示例8: allStartMobsDead
bool allStartMobsDead()
{
std::list<Creature* > lCreatureList;
GetCreatureListWithEntryInGrid(lCreatureList, m_creature, NPC_TWILIGHT_INITIATE, 40.);
if (!lCreatureList.empty())
for(std::list<Creature*>::iterator itr = lCreatureList.begin(); itr != lCreatureList.end(); ++itr)
if ((*itr)->isAlive())
return false;
return true;
}
示例9: RespawnBeams
void RespawnBeams()
{
std::list<Creature*> creatures;
GetCreatureListWithEntryInGrid(creatures, me, NPC_JINARA_BEAM, 100.0f);
if (creatures.empty())
return;
for (std::list<Creature*>::iterator iter = creatures.begin(); iter != creatures.end(); ++iter)
{
if ((*iter)->isDead())
(*iter)->Respawn();
}
}
示例10: DamageTaken
void DamageTaken(Unit* pDoneBy, uint32& uiDamage, DamageEffectType /*damagetype*/) override
{
if (uiDamage > m_creature->GetHealth() || m_creature->GetHealthPercent() < 20.0f)
{
if (Player* pPlayer = pDoneBy->GetBeneficiaryPlayer())
{
if (pPlayer->GetQuestStatus(QUEST_MISSING_DIPLO_PT16) == QUEST_STATUS_INCOMPLETE)
guidPlayer = pPlayer->GetObjectGuid(); // Store the player to give quest credit later
}
uiDamage = 0;
DoScriptText(EMOTE_SURRENDER, m_creature);
EnterEvadeMode();
// Make the two sentries flee and despawn
CreatureList lSentryList;
GetCreatureListWithEntryInGrid(lSentryList, m_creature, NPC_SENTRY, 40.0f);
for (CreatureList::const_iterator itr = lSentryList.begin(); itr != lSentryList.end(); ++itr)
{
if ((*itr)->isAlive())
{
(*itr)->RemoveAllAurasOnEvade();
(*itr)->CombatStop(true);
(*itr)->SetWalk(false);
(*itr)->GetMotionMaster()->MovePoint(0, fSentryFleePoint[0], fSentryFleePoint[1], fSentryFleePoint[2]);
(*itr)->ForcedDespawn(4000);
}
}
// Summon Jaina Proudmoore, Archmage Tervosh and Pained
for (const auto& lOutroSpawn : lOutroSpawns)
{
Creature* pCreature = m_creature->SummonCreature(lOutroSpawn.uiEntry, lOutroSpawn.fX, lOutroSpawn.fY, lOutroSpawn.fZ, lOutroSpawn.fO, TEMPSPAWN_TIMED_DESPAWN, 3 * MINUTE * IN_MILLISECONDS, false, true);
if (pCreature)
{
pCreature->CastSpell(pCreature, SPELL_TELEPORT_VISUAL, TRIGGERED_NONE);
pCreature->GetMotionMaster()->MovePoint(0, lOutroSpawn.fDestX, lOutroSpawn.fDestY, lOutroSpawn.fDestZ);
// Exception case for Archmage Tervosh: the outro event is a simple speech with visual spell cast
// so it will be handled by a DBScript held by NPC Archmage Tervosh
if (pCreature->GetEntry() == NPC_TERVOSH)
{
// Remove Gossip and Quest Giver flag from now, they will be re-added later to Archmage Tervosh in DBScript
pCreature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER | UNIT_NPC_FLAG_GOSSIP);
// The DBScript will be done here
pCreature->GetMotionMaster()->MoveWaypoint(0);
}
}
}
}
}
示例11: UpdateAI
void UpdateAI(const uint32 uiDiff) override
{
if (m_uiStartTimer)
{
if (m_uiStartTimer <= uiDiff)
{
// get all the bats list in range; note: this will compare the 2D distance
std::list<Creature*> lBatsList;
GetCreatureListWithEntryInGrid(lBatsList, m_creature, NPC_DARKCLAW_BAT, 10.0f);
if (lBatsList.empty())
{
m_uiStartTimer = 5000;
return;
}
// sort by distance and get only the closest
lBatsList.sort(ObjectDistanceOrder(m_creature));
std::list<Creature*>::const_iterator batItr = lBatsList.begin();
Creature* pBat = NULL;
do
{
// check for alive and out of combat only
if ((*batItr)->isAlive() && !(*batItr)->getVictim())
pBat = *batItr;
++batItr;
}
while (!pBat && batItr != lBatsList.end());
if (!pBat)
{
m_uiStartTimer = 5000;
return;
}
// Move bat to the point
float fX, fY, fZ;
pBat->SetWalk(false);
pBat->GetMotionMaster()->Clear();
m_creature->GetContactPoint(pBat, fX, fY, fZ);
pBat->GetMotionMaster()->MovePoint(0, fX, fY, fZ);
m_selectedBatGuid = pBat->GetObjectGuid();
m_uiStartTimer = 0;
m_bHasValidBat = true;
}
else
m_uiStartTimer -= uiDiff;
}
}
示例12: ShowMushrooms
void ShowMushrooms(bool show = true)
{
std::list<Creature*> lMushroomsHealthy;
GetCreatureListWithEntryInGrid(lMushroomsHealthy, m_creature, NPC_HEALTHY_MUSHROOM, 150.0f);
for(std::list<Creature*>::iterator itr1 = lMushroomsHealthy.begin(); itr1 != lMushroomsHealthy.end(); ++itr1)
{
if(show)
(*itr1)->SetVisibility(VISIBILITY_ON);
else
(*itr1)->SetVisibility(VISIBILITY_OFF);
}
std::list<Creature*> lMushroomsPoison;
GetCreatureListWithEntryInGrid(lMushroomsPoison, m_creature, NPC_POISONOUS_MUSHROOM, 150.0f);
for(std::list<Creature*>::iterator itr2 = lMushroomsPoison.begin(); itr2 != lMushroomsPoison.end(); ++itr2)
{
if(show)
(*itr2)->SetVisibility(VISIBILITY_ON);
else
(*itr2)->SetVisibility(VISIBILITY_OFF);
}
}
示例13: JustStartedEscort
void JustStartedEscort()
{
m_uiEventTimer = 5000;
m_uiEventCount = 0;
m_lResearchersList.clear();
GetCreatureListWithEntryInGrid(m_lResearchersList, m_creature, NPC_RESEARCHER, 25.0f);
if (!m_lResearchersList.empty())
SetFormation();
}
示例14: DoWorldInFlamesEvent
void DoWorldInFlamesEvent()
{
std::list<Creature*> munitionList;
GetCreatureListWithEntryInGrid(munitionList, me, NPC_STABLE_MUNITION, 100.0f);
for (std::list<Creature*>::const_iterator i = munitionList.begin(); i != munitionList.end(); ++i)
{
(*i)->RemoveAurasDueToSpell(SPELL_MUNITION_STABLE);
(*i)->CastSpell((*i), SPELL_MUNITION_EXPLOSION, true);
(*i)->DespawnOrUnsummon(2000);
}
}
示例15: Reset
void Reset() override
{
m_creature->SetWalk(true);
m_uiDarkOffering = urand(4400, 12500);
m_bWPDone = true;
Creature* pLeader = m_creature->GetMap()->GetCreature(m_leaderGuid);
if (pLeader && pLeader->isAlive())
{
m_creature->GetMotionMaster()->MoveFollow(pLeader, 1.0f, M_PI / 2 * m_uiPosition);
}
else
{
std::list<Creature*> lVoidwalkerList;
Creature* pNewLeader = NULL;
uint8 uiHighestPosition = 0;
GetCreatureListWithEntryInGrid(lVoidwalkerList, m_creature, NPC_VOIDWALKER, 50.0f);
for (std::list<Creature*>::iterator itr = lVoidwalkerList.begin(); itr != lVoidwalkerList.end(); ++itr)
{
if ((*itr)->isAlive())
{
if (mob_arugal_voidwalkerAI* pVoidwalkerAI = dynamic_cast<mob_arugal_voidwalkerAI*>((*itr)->AI()))
{
uint8 uiPosition = pVoidwalkerAI->GetPosition();
if (uiPosition > uiHighestPosition)
{
pNewLeader = (*itr);
uiHighestPosition = uiPosition;
}
}
}
}
if (pNewLeader)
{
m_leaderGuid = pNewLeader->GetObjectGuid();
if (pNewLeader == m_creature)
{
m_bIsLeader = true;
m_bWPDone = true;
}
else
m_creature->GetMotionMaster()->MoveFollow(pNewLeader, 1.0f, M_PI / 2 * m_uiPosition);
}
else
{
pNewLeader = m_creature;
m_bIsLeader = true;
m_bWPDone = true;
}
}
}