本文整理汇总了C++中GetSpellRecoveryTime函数的典型用法代码示例。如果您正苦于以下问题:C++ GetSpellRecoveryTime函数的具体用法?C++ GetSpellRecoveryTime怎么用?C++ GetSpellRecoveryTime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GetSpellRecoveryTime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: HandleScript
void HandleScript(SpellEffIndex /*effIndex*/)
{
Player* caster = GetCaster()->ToPlayer();
if (!caster)
return;
SpellEntry const* spellInfo = GetSpellInfo();
caster->AddSpellCooldown(spellInfo->Id, NULL, time(NULL) + GetSpellRecoveryTime(sSpellStore.LookupEntry(SPELL_WILL_OF_THE_FORSAKEN_COOLDOWN_TRIGGER)) / IN_MILLISECONDS);
WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
data << uint64(caster->GetGUID());
data << uint8(0);
data << uint32(spellInfo->Id);
data << uint32(0);
caster->GetSession()->SendPacket(&data);
}
示例2: GetSpellDuration
uint32 PetAI::GetSpellType(PetAutoSpellType type)
{
if (type >= PET_SPELL_MAX || m_spellType[type].empty())
return 0;
std::vector<uint32> tmpSet;
for (Unit::SpellIdSet::const_iterator itr = m_spellType[type].begin(); itr != m_spellType[type].end(); ++itr)
{
uint32 _spellID = *itr;
if (!_spellID)
continue;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(_spellID);
if (!spellInfo)
continue;
if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
if (m_creature->HasSpellCooldown(spellInfo))
continue;
if (IsInCombat() && IsNonCombatSpell(spellInfo))
continue;
if (!IsInCombat() && IsPositiveSpell(spellInfo) && !IsNonCombatSpell(spellInfo))
{
int32 duration = GetSpellDuration(spellInfo);
// if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
// continue;
// allow only spell without cooldown > duration
int32 cooldown = GetSpellRecoveryTime(spellInfo);
if (cooldown >= 0 && duration >= 0 && cooldown > duration)
continue;
}
tmpSet.push_back(_spellID);
}
if (tmpSet.empty())
return 0;
else
return tmpSet[urand(0, tmpSet.size() - 1)];
}
示例3: HandleDummy
void HandleDummy(SpellEffIndex effIndex)
{
Unit *caster = GetCaster();
if (caster->GetTypeId() != TYPEID_PLAYER)
return;
// immediately finishes the cooldown on Frost spells
const SpellCooldowns& cm = caster->ToPlayer()->GetSpellCooldownMap();
for (SpellCooldowns::const_iterator itr = cm.begin(); itr != cm.end();)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
if (spellInfo->SpellFamilyName == SPELLFAMILY_MAGE &&
(GetSpellSchoolMask(spellInfo) & SPELL_SCHOOL_MASK_FROST) &&
spellInfo->Id != SPELL_MAGE_COLD_SNAP && GetSpellRecoveryTime(spellInfo) > 0)
{
caster->ToPlayer()->RemoveSpellCooldown((itr++)->first, true);
}
else
++itr;
}
}
示例4: UpdateAllies
//.........这里部分代码省略.........
for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID);
if (!spellInfo)
continue;
if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
// ignore some combinations of combat state and combat/noncombat spells
if (!inCombat)
{
// ignore attacking spells, and allow only self/around spells
if (!IsPositiveSpell(spellInfo->Id))
continue;
// non combat spells allowed
// only pet spells have IsNonCombatSpell and not fit this reqs:
// Consume Shadows, Lesser Invisibility, so ignore checks for its
if (!IsNonCombatSpell(spellInfo))
{
// allow only spell without spell cost or with spell cost but not duration limit
int32 duration = GetSpellDuration(spellInfo);
SpellPowerEntry const* spellPower = spellInfo->GetSpellPower();
if (spellPower && (spellPower->manaCost || spellPower->ManaCostPercentage || spellPower->manaPerSecond) && duration > 0)
continue;
// allow only spell without cooldown > duration
int32 cooldown = GetSpellRecoveryTime(spellInfo);
if (cooldown >= 0 && duration >= 0 && cooldown > duration)
continue;
}
}
else
{
// just ignore non-combat spells
if (IsNonCombatSpell(spellInfo))
continue;
}
Spell* spell = new Spell(m_creature, spellInfo, false);
if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim()))
{
targetSpellStore.push_back(TargetSpellList::value_type(m_creature->getVictim(), spell));
continue;
}
else
{
bool spellUsed = false;
for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = m_creature->GetMap()->GetUnit(*tar);
// only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!Target)
continue;
if (spell->CanAutoCast(Target))
{
targetSpellStore.push_back(TargetSpellList::value_type(Target, spell));
示例5: UpdateAllies
//.........这里部分代码省略.........
{
uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID);
if (!spellInfo)
continue;
if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
if (m_creature->HasSpellCooldown(spellInfo))
continue;
// ignore some combinations of combat state and combat/noncombat spells
if (!inCombat)
{
// ignore attacking spells, and allow only self/around spells
if (!IsPositiveSpell(spellInfo->Id))
continue;
// non combat spells allowed
// only pet spells have IsNonCombatSpell and not fit this reqs:
// Consume Shadows, Lesser Invisibility, so ignore checks for its
if (!IsNonCombatSpell(spellInfo))
{
// allow only spell without spell cost or with spell cost but not duration limit
int32 duration = GetSpellDuration(spellInfo);
if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
continue;
// allow only spell without cooldown > duration
int32 cooldown = GetSpellRecoveryTime(spellInfo);
if (cooldown >= 0 && duration >= 0 && cooldown > duration)
continue;
}
}
else
{
// just ignore non-combat spells
if (IsNonCombatSpell(spellInfo))
continue;
}
Unit* autoCastTarget = NULL;
if (inCombat && m_creature->getVictim() && !m_creature->hasUnitState(UNIT_STAT_FOLLOW))
{
SpellCastResult result = CanAutoCast(m_creature->getVictim(), spellInfo);
if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
autoCastTarget = m_creature->getVictim();
}
if (!autoCastTarget)
{
for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* target = m_creature->GetMap()->GetUnit(*tar);
// Only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!target)
continue;
SpellCastResult result = CanAutoCast(target, spellInfo);
if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
示例6: UpdateAllies
//.........这里部分代码省略.........
// Auto cast (casted only in combat or persistent spells in any state)
else if (!m_unit->IsNonMeleeSpellCasted(false))
{
typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
TargetSpellList targetSpellStore;
if (pet)
{
for (uint8 i = 0; i < pet->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = pet->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spellID);
if (!spellInfo)
continue;
if (!m_unit->IsSpellReady(*spellInfo))
continue;
// ignore some combinations of combat state and combat/non combat spells
if (!inCombat)
{
// ignore attacking spells, and allow only self/around spells
if (!IsPositiveSpell(spellInfo->Id))
continue;
// non combat spells allowed
// only pet spells have IsNonCombatSpell and not fit this requirements:
// Consume Shadows, Lesser Invisibility, so ignore checks for its
if (!IsNonCombatSpell(spellInfo))
{
int32 duration = GetSpellDuration(spellInfo);
int32 cooldown = GetSpellRecoveryTime(spellInfo);
// allow only spell not on cooldown
if (cooldown != 0 && duration < cooldown)
continue;
// not allow instant kill auto casts as full health cost
if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL))
continue;
}
}
// just ignore non-combat spells
else if (IsNonCombatSpell(spellInfo))
continue;
Spell* spell = new Spell(m_unit, spellInfo, false);
if (inCombat && !m_unit->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(victim))
{
targetSpellStore.push_back(TargetSpellList::value_type(victim, spell));
continue;
}
else
{
bool spellUsed = false;
for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = m_unit->GetMap()->GetUnit(*tar);
// only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!Target)
continue;
示例7: UpdateAllies
//.........这里部分代码省略.........
}
// Autocast (casted only in combat or persistent spells in any state)
else if (!m_creature->IsNonMeleeSpellCasted(false))
{
typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
TargetSpellList targetSpellStore;
for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID);
if (!spellInfo)
continue;
if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
// ignore some combinations of combat state and combat/noncombat spells
if (!inCombat)
{
// ignore attacking spells, and allow only self/around spells
if (!IsPositiveSpell(spellInfo->Id))
continue;
// non combat spells allowed
// only pet spells have IsNonCombatSpell and not fit this reqs:
// Consume Shadows, Lesser Invisibility, so ignore checks for its
if (!IsNonCombatSpell(spellInfo))
{
int32 duration = GetSpellDuration(spellInfo);
int32 cooldown = GetSpellRecoveryTime(spellInfo);
// allow only spell not on cooldown
if (cooldown != 0 && duration < cooldown)
continue;
// not allow instant kill autocasts as full health cost
if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL))
continue;
}
}
// just ignore non-combat spells
else if (IsNonCombatSpell(spellInfo))
continue;
Spell* spell = new Spell(m_creature, spellInfo, false);
if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim()))
{
targetSpellStore.push_back(TargetSpellList::value_type(m_creature->getVictim(), spell));
continue;
}
else
{
bool spellUsed = false;
for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = m_creature->GetMap()->GetUnit(*tar);
// only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!Target)
continue;
示例8: UpdateAllies
//.........这里部分代码省略.........
{
uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellEntry const *spellInfo = sSpellMgr.GetSpellEntry(spellID);
if (!spellInfo)
continue;
if (m_creature->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
// check spell cooldown
if (m_creature->HasSpellCooldown(spellInfo->Id))
continue;
if (IsPositiveSpell(spellInfo->Id))
{
if (!IsNonCombatSpell(spellInfo)) // Can be used in combat.
{
/*
Spells handled here:
Dash (1850), Dive (23145), Furious Howl (24604), Tainted Blood (19478)
Blood Pact (6307), Fire Shield (11771), Sacrifice ...
Consume Shadows (17767)
*/
// Warlock Sacrifice: do not auto cast if not in combat
bool castOnlyInCombat = IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL);
if (!castOnlyInCombat)
{
int32 duration = GetSpellDuration(spellInfo);
int32 cooldown = GetSpellRecoveryTime(spellInfo);
// Keep this spell for when we will be in combat.
if (cooldown >= 0 && duration >= 0 && cooldown > duration)
castOnlyInCombat = true;
}
// 19478 - Tainted Blood, rank 1 enUS
if (spellInfo->SpellIconID == 153)
castOnlyInCombat = true;
// 2947 - Fire Shield, rank 1 enUS
// When set to auto-cast, the Imp will cast this on any party members within 30 yds if they receive a melee attack.
if (spellInfo->IsFitToFamily<SPELLFAMILY_WARLOCK, CF_WARLOCK_IMP_BUFFS>() && spellInfo->SpellVisual == 289)
castOnlyInCombat = false;
// Furious Howl: in combat only
if (IsSpellHaveAura(spellInfo, SPELL_AURA_MOD_DAMAGE_DONE))
castOnlyInCombat = true;
if (castOnlyInCombat && !m_creature->getVictim())
continue;
}
Spell *spell = new Spell(m_creature, spellInfo, false);
bool spellUsed = false;
// Some spells can target enemy or friendly (DK Ghoul's Leap)
// Check for enemy first (pet then owner)
Unit* target = m_creature->getAttackerForHelper();
if (!target && owner)
target = owner->getAttackerForHelper();
if (target)
{
if (CanAttack(target) && spell->CanAutoCast(target))
{
targetSpellStore.push_back(std::make_pair(target, spell));
示例9: UpdateAllies
//.........这里部分代码省略.........
else if(m_creature->GetCharmInfo()->HasState(CHARM_STATE_COMMAND,COMMAND_FOLLOW))
{
if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW) )
{
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->IsPet() ? ((Pet*)m_creature)->GetPetFollowAngle() : PET_FOLLOW_ANGLE);
}
}
}
// Autocast (casted only in combat or persistent spells in any state)
if (!m_creature->IsNonMeleeSpellCasted(false) && !m_creature->GetObjectGuid().IsVehicle())
{
typedef std::vector<std::pair<ObjectGuid, uint32> > TargetSpellList;
TargetSpellList targetSpellStore;
for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
if (!spellInfo)
continue;
if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
continue;
// ignore some combinations of combat state and combat/noncombat spells
if (!inCombat)
{
// ignore attacking spells, and allow only self/around spells
if (!IsPositiveSpell(spellInfo->Id))
continue;
// non combat spells allowed
// only pet spells have IsNonCombatSpell and not fit this reqs:
// Consume Shadows, Lesser Invisibility, so ignore checks for its
if (!IsNonCombatSpell(spellInfo))
{
// allow only spell without spell cost or with spell cost but not duration limit
int32 duration = GetSpellDuration(spellInfo);
if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
continue;
// allow only spell without cooldown > duration
int32 cooldown = GetSpellRecoveryTime(spellInfo);
if (cooldown >= 0 && duration >= 0 && cooldown > duration)
continue;
}
}
else
{
// just ignore non-combat spells
if (IsNonCombatSpell(spellInfo))
continue;
}
if (inCombat && m_creature->getVictim() && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && CanAutoCast(m_creature->getVictim(), spellInfo))
{
targetSpellStore.push_back(TargetSpellList::value_type(m_creature->getVictim()->GetObjectGuid(), spellInfo->Id));
continue;
}
else
{
for (AllySet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = m_creature->GetMap()->GetUnit(*tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!Target)
continue;
if (CanAutoCast(Target, spellInfo))
{
targetSpellStore.push_back(TargetSpellList::value_type(Target->GetObjectGuid(), spellInfo->Id));
break;
}
}
}
}
//found units to cast on to
if (!targetSpellStore.empty())
{
uint32 index = urand(0, targetSpellStore.size() - 1);
uint32 spellId = targetSpellStore[index].second;
ObjectGuid targetGuid = targetSpellStore[index].first;
if (Unit* target = m_creature->GetMap()->GetUnit(targetGuid))
{
m_creature->DoPetCastSpell(target, spellId);
}
targetSpellStore.erase(targetSpellStore.begin() + index);
}
targetSpellStore.clear();
}
}