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C++ Group::EndRoll方法代码示例

本文整理汇总了C++中Group::EndRoll方法的典型用法代码示例。如果您正苦于以下问题:C++ Group::EndRoll方法的具体用法?C++ Group::EndRoll怎么用?C++ Group::EndRoll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Group的用法示例。


在下文中一共展示了Group::EndRoll方法的2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: Update


//.........这里部分代码省略.........
                                bg->HandleTriggerBuff(GetGUID());
                    }
                }
            }

            if (m_charges && m_usetimes >= m_charges)
                SetLootState(GO_JUST_DEACTIVATED);          // can be despawned or destroyed

            break;
        }
        case GO_ACTIVATED:
        {
            switch(GetGoType())
            {
                case GAMEOBJECT_TYPE_DOOR:
                case GAMEOBJECT_TYPE_BUTTON:
                    if(GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
                    {
                        SwitchDoorOrButton(false);
                        SetLootState(GO_JUST_DEACTIVATED);
                    }
                    break;
                case GAMEOBJECT_TYPE_CHEST:
                    if(m_groupLootTimer && lootingGroupLeaderGUID)
                    {
                        if(diff <= m_groupLootTimer)
                        {
                            m_groupLootTimer -= diff;
                        }
                        else
                        {
                            Group* group = objmgr.GetGroupByLeader(lootingGroupLeaderGUID);
                            if (group)
                                group->EndRoll();
                            m_groupLootTimer = 0;
                            lootingGroupLeaderGUID = 0;
                        }
                    }
                    break;
            }
            break;
        }
        case GO_JUST_DEACTIVATED:
        {
            //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
            if (GetGoType() == GAMEOBJECT_TYPE_GOOBER)
            {
                uint32 spellId = GetGOInfo()->goober.spellId;

                if(spellId)
                {
                    std::set<uint32>::iterator it = m_unique_users.begin();
                    std::set<uint32>::iterator end = m_unique_users.end();
                    for (; it != end; it++)
                    {
                        Unit* owner = Unit::GetUnit(*this, uint64(*it));
                        if (owner) owner->CastSpell(owner, spellId, false);
                    }

                    m_unique_users.clear();
                    m_usetimes = 0;
                }
                //any return here in case battleground traps
            }

            if(GetOwnerGUID())
开发者ID:de-dima,项目名称:243,代码行数:67,代码来源:GameObject.cpp

示例2: Update

void Creature::Update(uint32 diff)
{
    switch( m_deathState )
    {
        case JUST_DIED:
            // Dont must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
            sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1)",GetGUIDLow(),GetEntry());
            break;
        case DEAD:
        {
            if( m_respawnTime <= time(NULL) )
            {
                DEBUG_LOG("Respawning...");
                m_respawnTime = 0;

                CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(this->GetEntry());

                SelectLevel(cinfo);
                SetUInt32Value(UNIT_DYNAMIC_FLAGS, 0);
                RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);

                SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
                SetHealth(GetMaxHealth());
                setDeathState( ALIVE );
                clearUnitState(UNIT_STAT_ALL_STATE);
                i_motionMaster.Clear();
                MapManager::Instance().GetMap(GetMapId(), this)->Add(this);
            }
            break;
        }
        case CORPSE:
        {
            if( m_deathTimer <= diff )
            {
                m_deathTimer = 0;
                DEBUG_LOG("Removing corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY));
                ObjectAccessor::Instance().RemoveCreatureCorpseFromPlayerView(this);
                lootForPickPocketed = false;
                lootForBody         = false;
                loot.clear();
                setDeathState(DEAD);
                m_respawnTime = time(NULL) + m_respawnDelay;

                float x,y,z;
                GetRespawnCoord(x, y, z);
                MapManager::Instance().GetMap(GetMapId(), this)->CreatureRelocation(this,x,y,z,GetOrientation());
            }
            else
            {
                m_deathTimer -= diff;
                if (m_groupLootTimer && lootingGroupLeaderGUID)
                {
                    if(diff <= m_groupLootTimer)
                    {
                        m_groupLootTimer -= diff;
                    }
                    else
                    {
                        Group* group = objmgr.GetGroupByLeader(lootingGroupLeaderGUID);
                        if (group)
                            group->EndRoll();
                        m_groupLootTimer = 0;
                        lootingGroupLeaderGUID = 0;
                    }
                }
            }

            break;
        }
        case ALIVE:
        {
            Unit::Update( diff );
            i_motionMaster.UpdateMotion(diff);
            i_AI->UpdateAI(diff);
            if(m_regenTimer > 0)
            {
                if(diff >= m_regenTimer)
                    m_regenTimer = 0;
                else
                    m_regenTimer -= diff;
            }
            if (m_regenTimer != 0)
                break;
            if (!isInCombat())
            {
                RegenerateHealth();
                RegenerateMana();
            }
            m_regenTimer = 2000;
            break;
        }
        default:
            break;
    }
}
开发者ID:chrayn,项目名称:mangos-06,代码行数:95,代码来源:Creature.cpp


注:本文中的Group::EndRoll方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。