本文整理汇总了C++中Creature::EnterVehicle方法的典型用法代码示例。如果您正苦于以下问题:C++ Creature::EnterVehicle方法的具体用法?C++ Creature::EnterVehicle怎么用?C++ Creature::EnterVehicle使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Creature
的用法示例。
在下文中一共展示了Creature::EnterVehicle方法的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: exposeHeart
void exposeHeart()
{
//Make untargetable
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_DISABLE_MOVE);
me->SetReactState(REACT_PASSIVE);
me->SetStandState(UNIT_STAND_STATE_SUBMERGED);
me->AttackStop();
//Summon the heart npc
Creature* Heart = me->SummonCreature(NPC_XT002_HEART, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, TIMER_HEART_PHASE);
if (Heart)
Heart->EnterVehicle(me, 0);
// Start "end of phase 2 timer"
uiHeartPhaseTimer = TIMER_HEART_PHASE;
//Phase 2 has offically started
phase = 2;
heart_exposed++;
//Reset the add spawning timer
uiSpawnAddTimer = TIMER_SPAWN_ADD;
DoScriptText(SAY_HEART_OPENED, me);
me->MonsterTextEmote(EMOTE_HEART, 0, true);
me->HandleEmoteCommand(EMOTE_ONESHOT_SUBMERGE);
}
示例2: InstallAccessory
void Vehicle::InstallAccessory(uint32 entry, int8 seatId)
{
if(Unit *passenger = GetPassenger(seatId))
{
// already installed
if(passenger->GetEntry() == entry)
return;
passenger->ExitVehicle(); // this should not happen
}
const CreatureInfo *cInfo = objmgr.GetCreatureTemplate(entry);
if(!cInfo)
return;
Creature *accessory;
if(cInfo->VehicleId)
accessory = SummonVehicle(entry, GetPositionX(), GetPositionY(), GetPositionZ());
else
accessory = SummonCreature(entry, GetPositionX(), GetPositionY(), GetPositionZ());
if(!accessory)
return;
accessory->EnterVehicle(this, seatId);
// This is not good, we have to send update twice
accessory->SendMovementFlagUpdate();
}
示例3: InstallAllAccessories
void Vehicle::InstallAllAccessories()
{
if(!GetMap())
return;
CreatureDataAddon const *cainfo = GetCreatureAddon();
if(!cainfo || !cainfo->passengers)
return;
for (CreatureDataAddonPassengers const* cPassanger = cainfo->passengers; cPassanger->seat_idx != -1; ++cPassanger)
{
// Continue if seat already taken
if(GetPassenger(cPassanger->seat_idx))
continue;
uint32 guid = 0;
bool isVehicle = false;
// Set guid and check whatever it is
if(cPassanger->guid != 0)
guid = cPassanger->guid;
else
{
CreatureDataAddon const* passAddon;
passAddon = ObjectMgr::GetCreatureTemplateAddon(cPassanger->entry);
if(passAddon && passAddon->vehicle_id != 0)
isVehicle = true;
else
guid = sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT);
}
// Create it
Creature *pPassenger = new Creature;
if(!isVehicle)
{
uint32 entry = cPassanger->entry;
if(entry == 0)
{
CreatureData const* data = sObjectMgr.GetCreatureData(guid);
if(!data)
continue;
entry = data->id;
}
if(!pPassenger->Create(guid, GetMap(), GetPhaseMask(), entry, 0))
continue;
pPassenger->LoadFromDB(guid, GetMap());
pPassenger->Relocate(GetPositionX(), GetPositionY(), GetPositionZ());
GetMap()->Add(pPassenger);
pPassenger->AIM_Initialize();
}
else
pPassenger = (Creature*)SummonVehicle(cPassanger->entry, GetPositionX(), GetPositionY(), GetPositionZ(), 0);
// Enter vehicle...
pPassenger->EnterVehicle(this, cPassanger->seat_idx, true);
// ...and send update. Without this, client wont show this new creature/vehicle...
WorldPacket data;
pPassenger->BuildHeartBeatMsg(&data);
pPassenger->SendMessageToSet(&data, false);
}
}
示例4: EnterCombat
void EnterCombat(Unit* victim)
{
DoCastAOE(SPELL_ABILITATE_BALANCE_BAR);
if (instance)
{
instance->DoCastSpellOnPlayers(SPELL_ABILITATE_BALANCE_BAR);
instance->SetData(DATA_RHYOLITH_EVENT, IN_PROGRESS);
}
direction = 25;
phase1=true;
steertimer = 0;
me->SetReactState(REACT_PASSIVE);
me->SendMovementWalkMode();
moving = true;
me->SetSpeed(MOVE_WALK, 0.5f, true);
me->SetSpeed(MOVE_RUN, 0.5f, true);
me->SetWalk(true);
obsidian = me->AddAura(SPELL_OBSIDIAN_ARMOR, me);
if (obsidian)
obsidian->SetStackAmount(80);
DoZoneInCombat(me);
leftfoot = me->SummonCreature(LEFT_FOOT_RHYOLITH,
me->GetPositionX(),
me->GetPositionY(),
me->GetPositionZ() + 12.0f,
0,TEMPSUMMON_MANUAL_DESPAWN);
if (leftfoot)
{
leftfoot->EnterVehicle(me, 0);
leftfoot->ClearUnitState(UNIT_STATE_ONVEHICLE);
}
rightfoot = me->SummonCreature(RIGHT_FOOT_RHYOLITH,
me->GetPositionX(),
me->GetPositionY(),
me->GetPositionZ() + 12.0f,
0,TEMPSUMMON_MANUAL_DESPAWN);
if (rightfoot)
{
rightfoot->EnterVehicle(me, 1);
rightfoot->ClearUnitState(UNIT_STATE_ONVEHICLE);
}
events.ScheduleEvent(EVENT_UPDATE_PATH, 2000, 0, 0);
events.ScheduleEvent(EVENT_STOMP, 2000, 0, 0);
}
示例5: MovementInform
void MovementInform(uint32 /*type*/, uint32 id)
{
if (id == 1)
{
Creature* pContainer = me->FindNearestCreature(MOB_CONTAINER, 5, true);
if (pContainer)
pContainer->EnterVehicle(me);
}
}
示例6: UpdateAI
void UpdateAI(const uint32 diff)
{
if (!me->getVictim() && instance->GetBossState(TYPE_KOLOGARN) == NOT_STARTED)
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STAT_CASTING))
return;
switch (events.GetEvent())
{
case EVENT_MELEE_CHECK:
if (!me->IsWithinMeleeRange(me->getVictim()))
DoCast(SPELL_PETRIFY_BREATH);
events.RepeatEvent(1000);
break;
case EVENT_SMASH:
if (uiArmCount == 2)
DoCastVictim(SPELL_TWO_ARM_SMASH);
else if (uiArmCount == 1)
DoCastVictim(SPELL_ONE_ARM_SMASH);
events.RepeatEvent(15000);
break;
case EVENT_STONE_SHOUT:
DoCast(SPELL_STONE_SHOUT);
events.RepeatEvent(2000);
break;
case EVENT_ENRAGE:
DoCast(SPELL_BERSERK);
DoScriptText(SAY_BERSERK, me);
break;
case EVENT_RESPAWN_ARM:
{
Creature* curArm = Unit::GetCreature(*me, instance ? instance->GetData64(DATA_RIGHT_ARM) : 0);
if (!(curArm && curArm->isAlive()))
curArm = Unit::GetCreature(*me, instance ? instance->GetData64(DATA_LEFT_ARM) : 0);
if (!(curArm && curArm->isAlive()))
break;
curArm->Respawn();
curArm->SetInCombatWithZone();
curArm->EnterVehicle(me);
break;
}
}
DoMeleeAttackIfReady();
}
示例7: HandleVehicleAddPassengerCommand
bool ChatHandler::HandleVehicleAddPassengerCommand(const char *args, WorldSession *session){
std::stringstream ss( args );
uint32 creature_entry;
ss >> creature_entry;
if( ss.fail() ){
RedSystemMessage( session, "You need to specify a creature id." );
return false;
}
if( session->GetPlayer()->GetTargetGUID() == 0 ){
RedSystemMessage( session, "You need to select a vehicle." );
return false;
}
Unit *u = session->GetPlayer()->GetMapMgr()->GetUnit( session->GetPlayer()->GetTargetGUID() );
if( u == NULL ){
RedSystemMessage( session, "You need to select a vehicle." );
return false;
}
if( u->GetVehicleComponent() == NULL ){
RedSystemMessage( session, "You need to select a vehicle." );
return false;
}
if( !u->GetVehicleComponent()->HasEmptySeat() ){
RedSystemMessage( session, "That vehicle has no more empty seats." );
return false;
}
CreatureInfo *ci = CreatureNameStorage.LookupEntry( creature_entry );
CreatureProto *cp = CreatureProtoStorage.LookupEntry( creature_entry );
if( ( ci == NULL ) || ( cp == NULL ) ){
RedSystemMessage( session, "Creature %u doesn't exist in the database", creature_entry );
return false;
}
Creature *c = u->GetMapMgr()->CreateCreature( creature_entry );
c->Load( cp, u->GetPositionX(), u->GetPositionY(), u->GetPositionZ(), u->GetOrientation() );
c->PushToWorld( u->GetMapMgr() );
c->EnterVehicle( u->GetGUID(), 1 );
return true;
}
示例8: UpdateAI
void UpdateAI(uint32 diff)
{
if (timerSpawnPlate)
{
timerSpawnPlate += diff;
if (timerSpawnPlate >= 1000)
{
if (Vehicle* table = me->GetVehicle())
if (Unit* plateHolder = table->GetPassenger(6))
{
SeatMap::const_iterator itr = table->GetSeatIteratorForPassenger(me);
if (itr == table->Seats.end())
return;
uint8 vehicleSeatId = itr->first;
Creature* plate = me->SummonCreature(NPC_STRUDY_PLATE, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), 0.0f);
if (!plate)
return;
plateGUID = plate->GetGUID();
plate->EnterVehicle(plateHolder, vehicleSeatId);
timerSpawnPlate = 0;
timerRotateChair = 1;
}
}
}
if (timerRotateChair)
{
timerRotateChair += diff;
if (timerRotateChair >= 1000)
{
if (Creature* plate = GetPlate())
me->SetFacingToObject(plate);
timerRotateChair = 0;
}
}
}
示例9: WaypointReached
void WaypointReached(uint32 i)
{
Player* pPlayer = GetPlayerForEscort();
if (!pPlayer)
return;
switch (i)
{
case 9:
Mrfloppy = GetClosestCreatureWithEntry(m_creature, NPC_MRFLOPPY, 100.0f);
break;
case 10:
if (Mrfloppy)
{
DoScriptText(SAY_WORGHAGGRO1, m_creature);
m_creature->SummonCreature(NPC_HUNGRY_WORG,m_creature->GetPositionX()+5,m_creature->GetPositionY()+2,m_creature->GetPositionZ()+1,3.229f,TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,120000);
}
break;
case 11:
Mrfloppy->GetMotionMaster()->MoveFollow(m_creature, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
break;
case 17:
Mrfloppy->GetMotionMaster()->MovePoint(0, m_creature->GetPositionX(), m_creature->GetPositionY(), m_creature->GetPositionZ());
DoScriptText(SAY_WORGRAGGRO3, m_creature);
RWORG = m_creature->SummonCreature(NPC_RAVENOUS_WORG,m_creature->GetPositionX()+10,m_creature->GetPositionY()+8,m_creature->GetPositionZ()+2,3.229f,TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,120000);
RWORG->setFaction(35);
break;
case 18:
if (Mrfloppy)
{
RWORG->GetMotionMaster()->MovePoint(0, Mrfloppy->GetPositionX(), Mrfloppy->GetPositionY(), Mrfloppy->GetPositionZ());
DoCast(Mrfloppy,SPELL_MRFLOPPY);
}
break;
case 19:
if (Mrfloppy->HasAura(SPELL_MRFLOPPY, 0))
Mrfloppy->EnterVehicle(RWORG);
break;
case 20:
if (Mrfloppy)
RWORG->HandleEmoteCommand(34);
break;
case 21:
if (Mrfloppy)
{
RWORG->Kill(Mrfloppy);
Mrfloppy->ExitVehicle();
RWORG->setFaction(14);
RWORG->GetMotionMaster()->MovePoint(0, RWORG->GetPositionX()+10,RWORG->GetPositionY()+80,RWORG->GetPositionZ());
DoScriptText(SAY_VICTORY2, m_creature);
}
break;
case 22:
if (Mrfloppy && Mrfloppy->isDead())
{
RWORG->DisappearAndDie();
m_creature->GetMotionMaster()->MovePoint(0, Mrfloppy->GetPositionX(), Mrfloppy->GetPositionY(), Mrfloppy->GetPositionZ());
Mrfloppy->setDeathState(ALIVE);
Mrfloppy->GetMotionMaster()->MoveFollow(m_creature, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
DoScriptText(SAY_VICTORY3, m_creature);
}
break;
case 24:
if (pPlayer)
{
Completed = true;
pPlayer->GroupEventHappens(QUEST_PERILOUS_ADVENTURE, m_creature);
DoScriptText(SAY_QUEST_COMPLETE, m_creature, pPlayer);
}
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
break;
case 25:
DoScriptText(SAY_VICTORY4, m_creature);
break;
case 27:
m_creature->DisappearAndDie();
if (Mrfloppy)
Mrfloppy->DisappearAndDie();
break;
}
}