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C++ Pet::HasSpell方法代码示例

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


在下文中一共展示了Pet::HasSpell方法的8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: HandlePetLearnCommand

bool ChatHandler::HandlePetLearnCommand(const char* args)
{
    if (!*args)
        return false;

    Player* player = m_session->GetPlayer();
    Pet* pet = player->GetPet();

    if (!pet)
    {
        PSendSysMessage("You have no pet");
        SetSentErrorMessage(true);
        return false;
    }

    uint32 spellId = extractSpellIdFromLink((char*)args);

    if (!spellId || !sSpellMgr->GetSpellInfo(spellId))
        return false;

    // Check if pet already has it
    if (pet->HasSpell(spellId))
    {
        PSendSysMessage("Pet already has spell: %u", spellId);
        SetSentErrorMessage(true);
        return false;
    }

    // Check if spell is valid
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo || !SpellMgr::IsSpellValid(spellInfo))
    {
        PSendSysMessage(LANG_COMMAND_SPELL_BROKEN, spellId);
        SetSentErrorMessage(true);
        return false;
    }

    pet->learnSpell(spellId);

    PSendSysMessage("Pet has learned spell %u", spellId);
    return true;
}
开发者ID:BlackWolfsDen,项目名称:Justicar-WoW,代码行数:42,代码来源:Level2.cpp

示例2: HandlePetLearnCommand

    static bool HandlePetLearnCommand(ChatHandler* handler, char const* args)
    {
        if (!*args)
            return false;

        Pet* pet = GetSelectedPlayerPetOrOwn(handler);

        if (!pet)
        {
            handler->SendSysMessage(LANG_SELECT_PLAYER_OR_PET);
            handler->SetSentErrorMessage(true);
            return false;
        }

        uint32 spellId = handler->extractSpellIdFromLink((char*)args);

        if (!spellId || !sSpellMgr->GetSpellInfo(spellId))
            return false;

        // Check if pet already has it
        if (pet->HasSpell(spellId))
        {
            handler->PSendSysMessage("Pet already has spell: %u", spellId);
            handler->SetSentErrorMessage(true);
            return false;
        }

        // Check if spell is valid
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
        if (!spellInfo || !SpellMgr::IsSpellValid(spellInfo))
        {
            handler->PSendSysMessage(LANG_COMMAND_SPELL_BROKEN, spellId);
            handler->SetSentErrorMessage(true);
            return false;
        }

        pet->learnSpell(spellId);

        handler->PSendSysMessage("Pet has learned spell %u", spellId);
        return true;
    }
开发者ID:DanielBallaSZTE,项目名称:TrinityCorePreWOTLK,代码行数:41,代码来源:cs_pet.cpp

示例3: HandlePetUnlearnCommand

    static bool HandlePetUnlearnCommand(ChatHandler* handler, char const* args)
    {
        if (!*args)
            return false;

        Pet* pet = GetSelectedPlayerPetOrOwn(handler);
        if (!pet)
        {
            handler->SendSysMessage(LANG_SELECT_PLAYER_OR_PET);
            handler->SetSentErrorMessage(true);
            return false;
        }

        uint32 spellId = handler->extractSpellIdFromLink((char*)args);

        if (pet->HasSpell(spellId))
            pet->removeSpell(spellId, false);
        else
            handler->PSendSysMessage("Pet doesn't have that spell");

        return true;
    }
开发者ID:DanielBallaSZTE,项目名称:TrinityCorePreWOTLK,代码行数:22,代码来源:cs_pet.cpp

示例4: HandlePetUnlearnCommand

    static bool HandlePetUnlearnCommand(ChatHandler* handler, char const* args)
    {
        if (!*args)
            return false;

        Player* player = handler->GetSession()->GetPlayer();
        Pet* pet = player->GetPet();
        if (!pet)
        {
            handler->PSendSysMessage("You have no pet");
            handler->SetSentErrorMessage(true);
            return false;
        }

        uint32 spellId = handler->extractSpellIdFromLink((char*)args);

        if (pet->HasSpell(spellId))
            pet->removeSpell(spellId, false);
        else
            handler->PSendSysMessage("Pet doesn't have that spell");

        return true;
    }
开发者ID:Abrek,项目名称:My-WoDCore-6.x.x,代码行数:23,代码来源:cs_pet.cpp

示例5: HandlePetUnlearnCommand

bool ChatHandler::HandlePetUnlearnCommand(const char *args)
{
    if (!*args)
        return false;

    Player* player = m_session->GetPlayer();
    Pet* pet = player->GetPet();

    if (!pet)
    {
        PSendSysMessage("You have no pet");
        SetSentErrorMessage(true);
        return false;
    }

    uint32 spellId = extractSpellIdFromLink((char*)args);

    if (pet->HasSpell(spellId))
        pet->removeSpell(spellId, false);
    else
        PSendSysMessage("Pet doesn't have that spell");

    return true;
}
开发者ID:BlackWolfsDen,项目名称:Justicar-WoW,代码行数:24,代码来源:Level2.cpp

示例6: HandlePetLearnTalent

void WorldSession::HandlePetLearnTalent( WorldPacket & recv_data )
{
    sLog.outDebug("WORLD: CMSG_PET_LEARN_TALENT");
    recv_data.hexlike();

    CHECK_PACKET_SIZE(recv_data, 8+4+4);

    uint64 guid;
    uint32 talent_id, requested_rank;
    recv_data >> guid >> talent_id >> requested_rank;

    Pet *pet = _player->GetPet();

    if(!pet)
        return;

    if(guid != pet->GetGUID())
        return;

    uint32 CurTalentPoints =  pet->GetFreeTalentPoints();

    if(CurTalentPoints == 0)
        return;

    if (requested_rank > 4)
        return;

    TalentEntry const *talentInfo = sTalentStore.LookupEntry(talent_id);

    if(!talentInfo)
        return;

    TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);

    if(!talentTabInfo)
        return;

    CreatureInfo const *ci = pet->GetCreatureInfo();

    if(!ci)
        return;

    CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);

    if(!pet_family)
        return;

    if(pet_family->petTalentType < 0)                       // not hunter pet
        return;

    // prevent learn talent for different family (cheating)
    if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
        return;

    // prevent skip talent ranks (cheating)
    if(requested_rank > 0 && !pet->HasSpell(talentInfo->RankID[requested_rank-1]))
        return;

    // Check if it requires another talent
    if (talentInfo->DependsOn > 0)
    {
        if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
        {
            bool hasEnoughRank = false;
            for (int i = talentInfo->DependsOnRank; i <= 4; i++)
            {
                if (depTalentInfo->RankID[i] != 0)
                    if (pet->HasSpell(depTalentInfo->RankID[i]))
                        hasEnoughRank = true;
            }
            if (!hasEnoughRank)
                return;
        }
    }

    // Find out how many points we have in this field
    uint32 spentPoints = 0;

    uint32 tTab = talentInfo->TalentTab;
    if (talentInfo->Row > 0)
    {
        unsigned int numRows = sTalentStore.GetNumRows();
        for (unsigned int i = 0; i < numRows; i++)          // Loop through all talents.
        {
            // Someday, someone needs to revamp
            const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
            if (tmpTalent)                                  // the way talents are tracked
            {
                if (tmpTalent->TalentTab == tTab)
                {
                    for (int j = 0; j <= 4; j++)
                    {
                        if (tmpTalent->RankID[j] != 0)
                        {
                            if (pet->HasSpell(tmpTalent->RankID[j]))
                            {
                                spentPoints += j + 1;
                            }
                        }
                    }
//.........这里部分代码省略.........
开发者ID:Anarchy,项目名称:mangos,代码行数:101,代码来源:PetHandler.cpp

示例7: CastSpell

bool PlayerbotAI::CastSpell(uint32 spellId, Unit* target)
{
    if (!spellId)
        return false;

    if (!target)
        target = bot;

    Pet* pet = bot->GetPet();
    if (pet && pet->HasSpell(spellId))
    {
        pet->ToggleAutocast(spellId, true);
        TellMaster("My pet will auto-cast this spell");
        return true;
    }

    aiObjectContext->GetValue<LastSpellCast&>("last spell cast")->Get().Set(spellId, target->GetObjectGuid(), time(0));
    aiObjectContext->GetValue<LastMovement&>("last movement")->Get().Set(NULL);

    const SpellEntry* const pSpellInfo = sSpellStore.LookupEntry(spellId);

    MotionMaster &mm = *bot->GetMotionMaster();
    if (bot->isMoving() && GetSpellCastTime(pSpellInfo, NULL))
    {
        return false;
    }

    if (bot->IsTaxiFlying())
        return false;

    bot->clearUnitState( UNIT_STAT_CHASE );
    bot->clearUnitState( UNIT_STAT_FOLLOW );

    ObjectGuid oldSel = bot->GetSelectionGuid();
    bot->SetSelectionGuid(target->GetObjectGuid());

    Spell *spell = new Spell(bot, pSpellInfo, false);

    SpellCastTargets targets;
    targets.setUnitTarget(target);
    WorldObject* faceTo = target;

    if (pSpellInfo->Targets & TARGET_FLAG_ITEM)
    {
        spell->m_CastItem = aiObjectContext->GetValue<Item*>("item for spell", spellId)->Get();
        targets.setItemTarget(spell->m_CastItem);
    }

    if (pSpellInfo->Effect[0] == SPELL_EFFECT_OPEN_LOCK ||
        pSpellInfo->Effect[0] == SPELL_EFFECT_SKINNING)
    {
        LootObject loot = *aiObjectContext->GetValue<LootObject>("loot target");
        if (!loot.IsLootPossible(bot))
            return false;

        GameObject* go = GetGameObject(loot.guid);
        if (go && go->isSpawned())
        {
            WorldPacket* const packetgouse = new WorldPacket(CMSG_GAMEOBJ_USE, 8);
            *packetgouse << loot.guid;
            bot->GetSession()->QueuePacket(packetgouse);
            targets.setGOTarget(go);
            faceTo = go;
        }
        else
        {
            Unit* creature = GetUnit(loot.guid);
            if (creature)
            {
                targets.setUnitTarget(creature);
                faceTo = creature;
            }
        }
    }


    if (!bot->IsInFront(faceTo, sPlayerbotAIConfig.sightDistance))
    {
        bot->SetFacingTo(bot->GetAngle(faceTo));
        SetNextCheckDelay(sPlayerbotAIConfig.globalCoolDown);
        return false;
    }

    WaitForSpellCast(spellId);

    spell->prepare(&targets);
    bot->SetSelectionGuid(oldSel);

    LastSpellCast& lastSpell = aiObjectContext->GetValue<LastSpellCast&>("last spell cast")->Get();
    return lastSpell.id == spellId;
}
开发者ID:Chuck5ta,项目名称:server,代码行数:91,代码来源:PlayerbotAI.cpp

示例8: HandlePetAction


//.........这里部分代码省略.........
                    break;
                }
            }
            break;
        case ACT_DISABLED:                                  // 0x81    spell (disabled), ignore
        case ACT_PASSIVE:                                   // 0x01
        case ACT_ENABLED:                                   // 0xC1    spell
        {
            pet->SetIsRetreating();
            pet->SetSpellOpener();

            Unit* unit_target = targetGuid ? _player->GetMap()->GetUnit(targetGuid) : nullptr;

            // do not cast unknown spells
            SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid);
            if (!spellInfo)
            {
                sLog.outError("WORLD: unknown PET spell id %i", spellid);
                return;
            }

            if (pet->GetCharmInfo() && pet->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                return;

            for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
            {
                if (spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA
                    || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_INSTANT
                    || spellInfo->EffectImplicitTargetA[i] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED)
                    return;
            }

            // do not cast not learned spells
            if (!pet->HasSpell(spellid) || IsPassiveSpell(spellInfo))
                return;

            _player->SetInCombatState(true, unit_target);

            pet->clearUnitState(UNIT_STAT_MOVING);

            Spell* spell = new Spell(pet, spellInfo, false);

            SpellCastResult result = spell->CheckPetCast(unit_target);

            const SpellRangeEntry* sRange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);

            if (unit_target && !(pet->IsWithinDistInMap(unit_target, sRange->maxRange) && pet->IsWithinLOSInMap(unit_target)) 
                && !(GetPlayer()->IsFriendlyTo(unit_target) || pet->HasAuraType(SPELL_AURA_MOD_POSSESS)))
            {
                pet->SetSpellOpener(spellid, sRange->minRange, sRange->maxRange);
                spell->finish(false);
                delete spell;

                pet->AttackStop();

                if (!pet->hasUnitState(UNIT_STAT_CONTROLLED))
                {
                    pet->GetMotionMaster()->Clear();

                    pet->AI()->AttackStart(unit_target);
                    // 10% chance to play special warlock pet attack talk, else growl
                    if (pet->IsPet() && pet->getPetType() == SUMMON_PET && pet != unit_target && roll_chance_i(10))
                        pet->SendPetTalk((uint32)PET_TALK_ATTACK);

                    pet->SendPetAIReaction();
                }
开发者ID:HerrTrigger,项目名称:mangos-wotlk,代码行数:67,代码来源:PetHandler.cpp


注:本文中的Pet::HasSpell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。