本文整理汇总了C++中SpellCastTargets::GetUnitTarget方法的典型用法代码示例。如果您正苦于以下问题:C++ SpellCastTargets::GetUnitTarget方法的具体用法?C++ SpellCastTargets::GetUnitTarget怎么用?C++ SpellCastTargets::GetUnitTarget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SpellCastTargets
的用法示例。
在下文中一共展示了SpellCastTargets::GetUnitTarget方法的4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: OnUse
bool OnUse(Player* player, Item* item, SpellCastTargets const& targets)
{
if (targets.GetUnitTarget() && targets.GetUnitTarget()->GetTypeId() == TYPEID_UNIT &&
targets.GetUnitTarget()->GetEntry() == 20748 && !targets.GetUnitTarget()->HasAura(32578))
return false;
player->SendEquipError(EQUIP_ERR_CLIENT_LOCKED_OUT, item, NULL);
return true;
}
示例2: OnUse
bool OnUse(Player* player, Item* /*item*/, SpellCastTargets const& targets) override
{
InstanceScript* instance = player->GetInstanceScript();
if (!instance)
{
player->GetSession()->SendNotification(TEXT_NOT_INITIALIZED);
return true;
}
Creature* vashj = ObjectAccessor::GetCreature((*player), instance->GetData64(DATA_LADYVASHJ));
if (vashj && (CAST_AI(boss_lady_vashj::boss_lady_vashjAI, vashj->AI())->Phase == 2))
{
if (GameObject* gObj = targets.GetGOTarget())
{
uint32 identifier;
uint8 channelIdentifier;
switch (gObj->GetEntry())
{
case 185052:
identifier = DATA_SHIELDGENERATOR1;
channelIdentifier = 0;
break;
case 185053:
identifier = DATA_SHIELDGENERATOR2;
channelIdentifier = 1;
break;
case 185051:
identifier = DATA_SHIELDGENERATOR3;
channelIdentifier = 2;
break;
case 185054:
identifier = DATA_SHIELDGENERATOR4;
channelIdentifier = 3;
break;
default:
return true;
}
if (instance->GetData(identifier))
{
player->GetSession()->SendNotification(TEXT_ALREADY_DEACTIVATED);
return true;
}
// get and remove channel
if (Unit* channel = ObjectAccessor::GetCreature(*vashj, CAST_AI(boss_lady_vashj::boss_lady_vashjAI, vashj->AI())->ShieldGeneratorChannel[channelIdentifier]))
channel->setDeathState(JUST_DIED); // call Unsummon()
instance->SetData(identifier, 1);
// remove this item
player->DestroyItemCount(31088, 1, true);
return true;
}
else if (targets.GetUnitTarget()->GetTypeId() == TYPEID_UNIT)
return false;
else if (targets.GetUnitTarget()->GetTypeId() == TYPEID_PLAYER)
{
player->DestroyItemCount(31088, 1, true);
player->CastSpell(targets.GetUnitTarget(), 38134, true);
return true;
}
}
return true;
}
示例3: HandlePetCastSpellOpcode
void WorldSession::HandlePetCastSpellOpcode(WorldPacket& recvPacket)
{
;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_PET_CAST_SPELL");
uint64 guid;
uint8 castCount;
uint32 spellId;
uint8 castFlags;
recvPacket >> guid >> castCount >> spellId >> castFlags;
;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_PET_CAST_SPELL, guid: " UI64FMTD ", castCount: %u, spellId %u, castFlags %u", guid, castCount, spellId, castFlags);
// This opcode is also sent from charmed and possessed units (players and creatures)
if (!_player->GetGuardianPet() && !_player->GetCharm())
return;
Unit* caster = ObjectAccessor::GetUnit(*_player, guid);
if (!caster || (caster != _player->GetGuardianPet() && caster != _player->GetCharm()))
{
sLog->outError("HandlePetCastSpellOpcode: Pet %u isn't pet of player %s .", uint32(GUID_LOPART(guid)), GetPlayer()->GetName().c_str());
return;
}
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
sLog->outError("WORLD: unknown PET spell id %i", spellId);
return;
}
// do not cast not learned spells
if (!caster->HasSpell(spellId) || spellInfo->IsPassive())
return;
SpellCastTargets targets;
targets.Read(recvPacket, caster);
HandleClientCastFlags(recvPacket, castFlags, targets);
bool SetFollow = caster->HasUnitState(UNIT_STATE_FOLLOW);
caster->ClearUnitState(UNIT_STATE_FOLLOW);
Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE);
spell->m_cast_count = castCount; // probably pending spell cast
spell->m_targets = targets;
spell->LoadScripts();
// Xinef: Send default target, fixes return on NeedExplicitUnitTarget
Unit* target = targets.GetUnitTarget();
if (!target && spell->m_spellInfo->NeedsExplicitUnitTarget())
target = _player->GetSelectedUnit();
SpellCastResult result = spell->CheckPetCast(target);
if (result == SPELL_CAST_OK)
{
if (Creature* creature = caster->ToCreature())
{
creature->AddSpellCooldown(spellId, 0, 0);
if (Pet* pet = creature->ToPet())
{
// 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 (pet->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
pet->SendPetTalk(PET_TALK_SPECIAL_SPELL);
else
pet->SendPetAIReaction(guid);
}
}
spell->prepare(&(spell->m_targets));
}
else
{
if (!caster->GetCharmInfo() || !caster->GetCharmInfo()->GetForcedSpell())
spell->SendPetCastResult(result);
if (caster->GetTypeId() == TYPEID_PLAYER)
{
if (!caster->ToPlayer()->HasSpellCooldown(spellId))
GetPlayer()->SendClearCooldown(spellId, caster);
}
else
{
if (!caster->ToCreature()->HasSpellCooldown(spellId))
GetPlayer()->SendClearCooldown(spellId, caster);
// reset specific flags in case of spell fail. AI will reset other flags
if (caster->IsPet())
caster->PetSpellFail(spellInfo, targets.GetUnitTarget(), result);
}
spell->finish(false);
delete spell;
}
if (SetFollow && !caster->IsInCombat())
caster->AddUnitState(UNIT_STATE_FOLLOW);
}
示例4: OnUse
bool OnUse(Player* pPlayer, Item* /*_Item*/, SpellCastTargets const& targets)
{
InstanceScript *pInstance = pPlayer->GetInstanceScript();
if (!pInstance)
{
pPlayer->GetSession()->SendNotification(TEXT_NOT_INITIALIZED);
return true;
}
Creature *Vashj = NULL;
Vashj = (Unit::GetCreature((*pPlayer), pInstance->GetData64(DATA_LADYVASHJ)));
if (Vashj && (CAST_AI(boss_lady_vashj::boss_lady_vashjAI, Vashj->AI())->Phase == 2))
{
if (targets.GetGOTarget() && targets.GetGOTarget()->GetTypeId() == TYPEID_GAMEOBJECT)
{
uint32 identifier;
uint8 channel_identifier;
switch(targets.GetGOTarget()->GetEntry())
{
case 185052:
identifier = DATA_SHIELDGENERATOR1;
channel_identifier = 0;
break;
case 185053:
identifier = DATA_SHIELDGENERATOR2;
channel_identifier = 1;
break;
case 185051:
identifier = DATA_SHIELDGENERATOR3;
channel_identifier = 2;
break;
case 185054:
identifier = DATA_SHIELDGENERATOR4;
channel_identifier = 3;
break;
default:
return true;
}
if (pInstance->GetData(identifier))
{
pPlayer->GetSession()->SendNotification(TEXT_ALREADY_DEACTIVATED);
return true;
}
//get and remove channel
Unit *Channel = NULL;
Channel = Unit::GetCreature(*Vashj, CAST_AI(boss_lady_vashj::boss_lady_vashjAI, Vashj->AI())->ShieldGeneratorChannel[channel_identifier]);
if (Channel)
{
//call Unsummon()
Channel->setDeathState(JUST_DIED);
}
pInstance->SetData(identifier, 1);
//remove this item
pPlayer->DestroyItemCount(31088, 1, true);
return true;
}
else if (targets.GetUnitTarget()->GetTypeId() == TYPEID_UNIT)
return false;
else if (targets.GetUnitTarget()->GetTypeId() == TYPEID_PLAYER)
{
pPlayer->DestroyItemCount(31088, 1, true);
pPlayer->CastSpell(targets.GetUnitTarget(), 38134, true);
return true;
}
}
return true;
}