本文整理汇总了C++中Spell::PetCanCast方法的典型用法代码示例。如果您正苦于以下问题:C++ Spell::PetCanCast方法的具体用法?C++ Spell::PetCanCast怎么用?C++ Spell::PetCanCast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Spell
的用法示例。
在下文中一共展示了Spell::PetCanCast方法的3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: HandlePetAction
//.........这里部分代码省略.........
if(guid2)
unit_target = ObjectAccessor::GetUnit(*_player,guid2);
// do not cast unknown spells
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid );
if(!spellInfo)
{
sLog.outError("WORLD: unknown PET spell id %i", spellid);
return;
}
for(uint32 i = 0; i < 3;i++)
{
if(spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_AREA_ENEMY_SRC || spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_AREA_ENEMY_DST || spellInfo->EffectImplicitTargetA[i] == TARGET_DEST_DYNOBJ_ENEMY)
return;
}
// do not cast not learned spells
if(!pet->HasSpell(spellid) || IsPassiveSpell(spellid))
return;
// Clear the flags as if owner clicked 'attack'. AI will reset them
// after AttackStart, even if spell failed
if (pet->GetCharmInfo())
{
pet->GetCharmInfo()->SetIsAtStay(false);
pet->GetCharmInfo()->SetIsCommandAttack(true);
pet->GetCharmInfo()->SetIsReturning(false);
pet->GetCharmInfo()->SetIsFollowing(false);
}
Spell *spell = new Spell(pet, spellInfo, false);
int16 result = spell->PetCanCast(unit_target);
//auto turn to target unless possessed
if(result == SPELL_FAILED_UNIT_NOT_INFRONT && !pet->isPossessed())
{
pet->SetInFront(unit_target);
if( unit_target->GetTypeId() == TYPEID_PLAYER )
pet->SendUpdateToPlayer( (Player*)unit_target );
if(Unit* powner = pet->GetCharmerOrOwner())
if(powner->GetTypeId() == TYPEID_PLAYER)
pet->SendUpdateToPlayer((Player*)powner);
result = -1;
}
if(result == -1)
{
((Creature*)pet)->AddCreatureSpellCooldown(spellid);
if (((Creature*)pet)->isPet())
((Pet*)pet)->CheckLearning(spellid);
unit_target = spell->m_targets.getUnitTarget();
//10% chance to play special pet attack talk, else growl
//actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
if(((Creature*)pet)->isPet() && (((Pet*)pet)->getPetType() == SUMMON_PET) && (pet != unit_target) && (urand(0, 100) < 10))
pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
else
{
pet->SendPetAIReaction(guid1);
}
if( unit_target && !GetPlayer()->IsFriendlyTo(unit_target) && !pet->isPossessed())
{
示例2: HandlePetCastSpellOpcode
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket )
{
sLog.outDetail("WORLD: CMSG_PET_CAST_SPELL");
CHECK_PACKET_SIZE(recvPacket,8+4);
uint64 guid;
uint32 spellid;
recvPacket >> guid >> spellid;
// This opcode is also sent from charmed and possessed units (players and creatures)
if(!_player->GetPet() && !_player->GetCharm())
return;
Unit* caster = ObjectAccessor::GetUnit(*_player, guid);
if(!caster || (caster != _player->GetPet() && caster != _player->GetCharm()))
{
sLog.outError( "HandlePetCastSpellOpcode: Pet %u isn't pet of player %s .\n", uint32(GUID_LOPART(guid)),GetPlayer()->GetName() );
return;
}
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid);
if(!spellInfo)
{
sLog.outError("WORLD: unknown PET spell id %i\n", spellid);
return;
}
// do not cast not learned spells
if(!caster->HasSpell(spellid) || IsPassiveSpell(spellid))
return;
if (spellInfo->StartRecoveryCategory > 0) //Check if spell is affected by GCD
if (caster->GetTypeId() == TYPEID_UNIT && ((Creature*)caster)->GetGlobalCooldown() > 0)
{
caster->SendPetCastFail(spellid, SPELL_FAILED_NOT_READY);
return;
}
SpellCastTargets targets;
if(!targets.read(&recvPacket,caster))
return;
caster->clearUnitState(UNIT_STAT_FOLLOW);
Spell *spell = new Spell(caster, spellInfo, spellid == 33395); // water elemental can cast freeze as triggered
spell->m_targets = targets;
int16 result = spell->PetCanCast(NULL);
if(result == -1)
{
if(caster->GetTypeId() == TYPEID_UNIT)
{
Creature* pet = (Creature*)caster;
pet->AddCreatureSpellCooldown(spellid);
if(pet->isPet())
{
Pet* p = (Pet*)pet;
p->CheckLearning(spellid);
// 10% chance to play special pet attack talk, else growl
// actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
if(p->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
else
pet->SendPetAIReaction(guid);
}
}
spell->prepare(&(spell->m_targets));
}
else
{
caster->SendPetCastFail(spellid, result);
if(caster->GetTypeId() == TYPEID_PLAYER)
{
if(!((Player*)caster)->HasSpellCooldown(spellid))
caster->SendPetClearCooldown(spellid);
}
else
{
if(!((Creature*)caster)->HasSpellCooldown(spellid))
caster->SendPetClearCooldown(spellid);
}
spell->finish(false);
delete spell;
}
}
示例3: HandlePetCastSpellOpcode
void WorldSession::HandlePetCastSpellOpcode( WorldPacket& recvPacket )
{
sLog.outDetail("WORLD: CMSG_PET_CAST_SPELL");
CHECK_PACKET_SIZE(recvPacket,8+1+4+1);
uint64 guid;
uint32 spellid;
uint8 cast_count;
uint8 unk_flags; // flags (if 0x02 - some additional data are received)
recvPacket >> guid >> cast_count >> spellid >> unk_flags;
sLog.outDebug("WORLD: CMSG_PET_CAST_SPELL, cast_count: %u, spellid %u, unk_flags %u", cast_count, spellid, unk_flags);
if(!_player->GetPet() && !_player->GetCharm())
return;
if (GUID_HIPART(guid) == HIGHGUID_PLAYER)
return;
Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player,guid);
if(!pet || (pet != _player->GetPet() && pet!= _player->GetCharm()))
{
sLog.outError( "HandlePetCastSpellOpcode: Pet %u isn't pet of player %s .\n", uint32(GUID_LOPART(guid)),GetPlayer()->GetName() );
return;
}
if (pet->GetGlobalCooldown() > 0)
return;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid);
if(!spellInfo)
{
sLog.outError("WORLD: unknown PET spell id %i\n", spellid);
return;
}
// do not cast not learned spells
if(!pet->HasSpell(spellid) || IsPassiveSpell(spellid))
return;
SpellCastTargets targets;
if(!targets.read(&recvPacket,pet))
return;
pet->clearUnitState(UNIT_STAT_FOLLOW);
Spell *spell = new Spell(pet, spellInfo, false);
spell->m_cast_count = cast_count; // probably pending spell cast
spell->m_targets = targets;
int16 result = spell->PetCanCast(NULL);
if(result == -1)
{
pet->AddCreatureSpellCooldown(spellid);
if(pet->isPet())
{
Pet* p = (Pet*)pet;
p->CheckLearning(spellid);
//10% chance to play special pet attack talk, else growl
//actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
if(p->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
pet->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
else
pet->SendPetAIReaction(guid);
}
spell->prepare(&(spell->m_targets));
}
else
{
pet->SendPetCastFail(spellid, result);
if(!pet->HasSpellCooldown(spellid))
pet->SendPetClearCooldown(spellid);
spell->finish(false);
delete spell;
}
}