本文整理汇总了C++中SummonList::size方法的典型用法代码示例。如果您正苦于以下问题:C++ SummonList::size方法的具体用法?C++ SummonList::size怎么用?C++ SummonList::size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SummonList
的用法示例。
在下文中一共展示了SummonList::size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: SummonedCreatureDespawn
void SummonedCreatureDespawn(Creature* summon)
{
summons.Despawn(summon);
if (summon->GetEntry() != NPC_SUNWELL_DEFENDER && me->isActiveObject())
{
if (summon->GetEntry() == NPC_MORLEN_COLDGRIP)
{
me->RemoveAurasDueToSpell(67541);
me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
me->GetMotionMaster()->MoveCharge(11779.30f, -7065.43f, 24.92f, me->GetSpeed(MOVE_RUN), EVENT_CHARGE);
events.ScheduleEvent(EVENT_OUTRO_0, 0);
events.ScheduleEvent(EVENT_OUTRO_1, 5000);
events.ScheduleEvent(EVENT_OUTRO_2, 12000);
events.ScheduleEvent(EVENT_OUTRO_3, 19000);
}
else if (summons.size() == 1)
{
me->RemoveAurasDueToSpell(67541);
me->GetMotionMaster()->MoveCharge(11779.30f, -7065.43f, 24.92f, me->GetSpeed(MOVE_RUN), EVENT_CHARGE);
switch(summon->GetEntry())
{
case NPC_SCOURGE_ZOMBIE:
events.ScheduleEvent(EVENT_SPAWN_WAVE_2, 3000);
break;
case NPC_GHOUL_INVADER:
events.ScheduleEvent(EVENT_SPAWN_WAVE_3, 3000);
break;
case NPC_CRYPT_RAIDER:
events.ScheduleEvent(EVENT_SUMMONS_ATTACK, 3000);
break;
}
}
}
}
示例2: JustSummoned
void JustSummoned(Creature* summon)
{
if(summon->GetEntry() != me->GetEntry())
{
summon->GetMotionMaster()->MovePoint(0, *me, false);
summon->GetMotionMaster()->MoveFollow(me, 0.1f, 0.0f + M_PI*0.3f*summons.size());
}
summons.Summon(summon);
}
示例3: JustSummoned
void JustSummoned(Creature* summon)
{
summons.Summon(summon);
if (Creature* thrall = ObjectAccessor::GetCreature(*me, me->GetInstanceScript()->GetData64(DATA_THRALL_GUID)))
thrall->AI()->JustSummoned(summon);
summon->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC|UNIT_FLAG_IMMUNE_TO_NPC);
if (summon->GetEntry() == NPC_SKARLOC_MOUNT)
return;
if (summons.size() == 1)
summon->GetMotionMaster()->MovePoint(0, 2060.788f, 237.301f, 63.999f);
else
summon->GetMotionMaster()->MovePoint(0, 2056.870f, 234.853f, 63.839f);
}
示例4: EnterCombat
void EnterCombat(Unit* who)
{
events.Reset();
if (summons.size() < 4)
ResetSummons();
summons.DoZoneInCombat();
events.ScheduleEvent(EVENT_CHAIN_LIGHTNING, 5000);
events.ScheduleEvent(EVENT_LIGHTNING_NOVA, 40000);
events.ScheduleEvent(EVENT_BERSERK, 360000);
events.ScheduleEvent(EVENT_OVERCHARGE, 47000);
if (pInstance)
pInstance->SetData(EVENT_EMALON, IN_PROGRESS);
}
示例5: OozesMeetCheck
void OozesMeetCheck()
{
if (summons.empty() || summons.size()==1)
return;
for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
{
Creature* ooze = ObjectAccessor::GetCreatureOrPetOrVehicle((*me), (*itr));
if (!ooze || !ooze->isAlive())
continue;
if (ooze->GetEntry() != CREATURE_LITTLE_OOZE && ooze->GetEntry() != CREATURE_OOZE_BIG)
continue;
bool little = (ooze->GetEntry() == CREATURE_LITTLE_OOZE);
for(SummonList::const_iterator itr2 = summons.begin(); itr2 != summons.end(); ++itr2)
{
Creature* ooze2 = ObjectAccessor::GetCreatureOrPetOrVehicle((*me), (*itr2));
if (!ooze2 || !ooze2->isAlive())
continue;
if (ooze2->GetEntry() != CREATURE_LITTLE_OOZE && ooze2->GetEntry() != CREATURE_OOZE_BIG)
continue;
if (ooze2 == ooze)
continue;
if (ooze->GetDistance2d(ooze2) > 5.0f)
continue;
bool little2 = (ooze2->GetEntry() == CREATURE_LITTLE_OOZE);
//if first ooze is big ooze
if (!little)
{
//and if second ooze is little
if (little2)
{
ooze->CastSpell(ooze, SPELL_UNSTABLE_OOZE, false);
if (ooze->GetAura(SPELL_UNSTABLE_OOZE) && ooze->GetAura(SPELL_UNSTABLE_OOZE)->GetStackAmount() >= 5)
ooze->CastSpell(ooze2->getVictim(), SPELL_UNSTABLE_EXPLOSION, true);
continue;
}
else //big ooze meet another big ooze, check wich one have more buff stack and despawn second one
{
uint8 stack1, stack2 = 0;
if (Aura* aura = ooze->GetAura(SPELL_UNSTABLE_OOZE))
stack1 = aura->GetStackAmount();
if (Aura* aura = ooze2->GetAura(SPELL_UNSTABLE_OOZE))
stack2 = aura->GetStackAmount();
if (stack1 < stack2)
{
ooze2->CastSpell(ooze, SPELL_UNSTABLE_OOZE, false);
ooze->ForcedDespawn();
if (ooze2->GetAura(SPELL_UNSTABLE_OOZE) && ooze2->GetAura(SPELL_UNSTABLE_OOZE)->GetStackAmount() >= 5)
{
ooze2->CastSpell(ooze2->getVictim(), SPELL_UNSTABLE_EXPLOSION, true);
ooze2->ForcedDespawn();
}
break;
}
else
{
ooze->CastSpell(ooze, SPELL_UNSTABLE_OOZE, false);
ooze2->ForcedDespawn();
if (ooze->GetAura(SPELL_UNSTABLE_OOZE) && ooze->GetAura(SPELL_UNSTABLE_OOZE)->GetStackAmount() >= 5)
{
ooze->CastSpell(ooze2->getVictim(), SPELL_UNSTABLE_EXPLOSION, true);
ooze->ForcedDespawn();
}
continue;
}
}
}
else //if first ooze is little
{
if (little2) //and second ooze is little, despawn both and summon big ooze
{
DoSummon(CREATURE_OOZE_BIG, (*ooze));
ooze->ForcedDespawn();
ooze2->ForcedDespawn();
break;
}
else
{
ooze2->CastSpell(ooze, SPELL_UNSTABLE_OOZE, false);
ooze->ForcedDespawn();
if (ooze2->GetAura(SPELL_UNSTABLE_OOZE) && ooze2->GetAura(SPELL_UNSTABLE_OOZE)->GetStackAmount() >= 5)
{
ooze2->CastSpell(ooze2->getVictim(), SPELL_UNSTABLE_EXPLOSION, true);
ooze2->ForcedDespawn();
}
break;
}
}
}
}
}
示例6: UpdateAI
void UpdateAI(const uint32 diff)
{
// World Notify Cooldown
if (notifyCooldown >= diff)
notifyCooldown -= diff;
else
notifyCooldown = 0;
if (!UpdateVictim())
return;
// Defender Quest Credit
if (!defenderCredit)
if (me->getThreatManager().getThreatList().size() >= 5 && me->GetHealthPct() < 90.f) // Anti-Farming Conditions
defenderCredit = true;
// Boss rescaling
if (rescaleTimer <= diff)
{
HandleScaling();
rescaleTimer = 10000;
} else rescaleTimer -= diff;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case SPELL_BLIZZARD:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 30.0f, true))
DoCast(target, SPELL_BLIZZARD);
events.ScheduleEvent(SPELL_BLIZZARD, urand(15000, 18000));
break;
case SPELL_FIRE_BLAST:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 20.0f, true))
DoCast(target, SPELL_FIRE_BLAST);
events.ScheduleEvent(SPELL_FIRE_BLAST, urand(5000, 8000));
break;
case SPELL_FIREBALL:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 50.0f, true))
DoCast(target, SPELL_FIREBALL);
events.ScheduleEvent(SPELL_FIREBALL, urand(7000, 10000));
break;
case SPELL_SUMMON_WATER_ELEMENT:
if (Summons.size() < 4)
DoCast(me, SPELL_SUMMON_WATER_ELEMENT);
events.ScheduleEvent(SPELL_SUMMON_WATER_ELEMENT, urand(20000, 30000));
break;
case SPELL_TELEPORT:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 50.0f, true))
{
DoModifyThreatPercent(target, 100); // Delete Target from Threat List
DoCast(target, SPELL_TELEPORT);
}
events.ScheduleEvent(SPELL_TELEPORT, urand(37000, 52000));
break;
}
}
DoMeleeAttackIfReady();
}
示例7: UpdateAI
//.........这里部分代码省略.........
spawnPos.m_positionY += 2.5f*sin(4.5f);
}
}
break;
case EVENT_SPAWN_WAVE_2:
{
Position spawnPos;
c->GetPosition(&spawnPos);
spawnPos.m_orientation = 5.80f;
spawnPos.m_positionX += 7.0f*cos(4.0f);
spawnPos.m_positionY += 7.0f*sin(4.0f);
for (uint8 i=0; i<3; ++i)
if (Creature* s = me->SummonCreature(NPC_GHOUL_INVADER, spawnPos, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 2000))
{
s->CastSpell(s, 66947, false); // emerge effect
spawnPos.m_positionX += 4.0f*cos(4.5f);
spawnPos.m_positionY += 4.0f*sin(4.5f);
}
}
break;
case EVENT_SPAWN_WAVE_3:
{
Position spawnPos;
c->GetPosition(&spawnPos);
spawnPos.m_orientation = 5.80f;
spawnPos.m_positionX += 8.0f*cos(4.0f);
spawnPos.m_positionY += 8.0f*sin(4.0f);
for (uint8 i=0; i<3; ++i)
if (Creature* s = me->SummonCreature(NPC_CRYPT_RAIDER, spawnPos, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 2000))
{
s->CastSpell(s, 66947, false); // emerge effect
spawnPos.m_positionX += 4.0f*cos(4.5f);
spawnPos.m_positionY += 4.0f*sin(4.5f);
}
}
break;
}
}
events.PopEvent();
events.ScheduleEvent(EVENT_SUMMONS_ATTACK, 3000);
break;
case EVENT_SUMMONS_ATTACK:
for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
if (Creature* c = ObjectAccessor::GetCreature(*me, *itr))
{
if (c->GetEntry() == NPC_MORLEN_COLDGRIP && summons.size() != 1)
continue;
else
c->AI()->Talk(SAY_MORLEN_4);
c->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
c->AI()->AttackStart(me);
}
events.PopEvent();
break;
case EVENT_OUTRO_0:
case EVENT_OUTRO_1:
case EVENT_OUTRO_2:
case EVENT_OUTRO_3:
Talk(SAY_OUTRO_0 + (evId-EVENT_OUTRO_0));
events.PopEvent();
if (evId == EVENT_OUTRO_3)
events.ScheduleEvent(EVENT_OUTRO_KNEEL, 6000);
break;
case EVENT_OUTRO_KNEEL:
if (Player* p = ObjectAccessor::GetPlayer(*me, playerGUID))
p->KilledMonsterCredit(NPC_THALORIEN_KILL_CREDIT, 0);
me->SetStandState(UNIT_STAND_STATE_KNEEL);
events.PopEvent();
events.ScheduleEvent(EVENT_DISAPPEAR, 6000);
break;
case EVENT_DISAPPEAR:
events.PopEvent();
me->SetVisible(false);
me->setActive(false);
EnterEvadeMode();
break;
case EVENT_SET_FACING:
me->SetFacingTo(2.45f);
events.PopEvent();
break;
case EVENT_SPELL_BLADESTORM:
if (me->GetVictim() && me->IsWithinMeleeRange(me->GetVictim()))
me->CastSpell(me->GetVictim(), 67541, false);
events.RepeatEvent(urand(25000, 35000));
break;
case EVENT_SPELL_MORTAL_STRIKE:
if (me->GetVictim() && me->IsWithinMeleeRange(me->GetVictim()))
me->CastSpell(me->GetVictim(), 67542, false);
events.RepeatEvent(urand(7000, 12000));
break;
case EVENT_SPELL_HEROIC_STRIKE:
if (me->GetVictim() && me->IsWithinMeleeRange(me->GetVictim()))
me->CastSpell(me->GetVictim(), 57846, false);
events.RepeatEvent(urand(5000, 10000));
break;
}
DoMeleeAttackIfReady();
}
示例8: UpdateAI
void UpdateAI(const uint32 diff)
{
if (LamentEvent)
{
if (LamentEventTimer <= diff)
{
DoSummon(ENTRY_HIGHBORNE_BUNNY, me, 10.0f, 3000, TEMPSUMMON_TIMED_DESPAWN);
LamentEventTimer = 2000;
if (!me->HasAura(SPELL_SYLVANAS_CAST))
{
DoScriptText(SAY_LAMENT_END, me);
DoScriptText(EMOTE_LAMENT_END, me);
LamentEvent = false;
}
} else LamentEventTimer -= diff;
}
// World Notify Cooldown
if (notifyCooldown >= diff)
notifyCooldown -= diff;
else
notifyCooldown = 0;
if (!UpdateVictim())
return;
// Defender Quest Credit
if (!defenderCredit)
if (me->getThreatManager().getThreatList().size() >= 5 && me->GetHealthPct() < 90.f) // Anti-Farming Conditions
defenderCredit = true;
// Boss rescaling
if (rescaleTimer <= diff)
{
HandleScaling();
rescaleTimer = 10000;
} else rescaleTimer -= diff;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
{
switch (eventId)
{
case SPELL_BLACK_ARROW:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 45.0f, true))
DoCast(target, SPELL_BLACK_ARROW);
events.ScheduleEvent(SPELL_BLACK_ARROW, urand(15000, 25000));
break;
case SPELL_FADE:
DoCast(me, SPELL_FADE);
events.ScheduleEvent(SPELL_FADE, urand(25000, 35000));
break;
case SPELL_MULTI_SHOT:
DoCastVictim(SPELL_MULTI_SHOT);
events.ScheduleEvent(SPELL_MULTI_SHOT, urand(11000, 14000));
break;
case SPELL_SHOOT_SYLVANAS:
if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 30.0f, true))
if (me->GetDistance(target) > 5.0f)
DoCast(target, SPELL_SHOOT_SYLVANAS);
events.ScheduleEvent(SPELL_SHOOT_SYLVANAS, urand(6000, 9000));
break;
case SPELL_SUMMON_SKELETON:
if (Summons.size() < 7)
DoCast(me, SPELL_SUMMON_SKELETON);
events.ScheduleEvent(SPELL_SUMMON_SKELETON, urand(17000, 23000));
break;
}
}
DoMeleeAttackIfReady();
}