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本文整理汇总了C++中GetSpellRecoveryTime函数的典型用法代码示例。如果您正苦于以下问题:C++ GetSpellRecoveryTime函数的具体用法?C++ GetSpellRecoveryTime怎么用?C++ GetSpellRecoveryTime使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了GetSpellRecoveryTime函数的9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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: HandleScript void HandleScript(SpellEffIndex /*effIndex*/) { Player* caster = GetCaster()->ToPlayer(); if (!caster) return; SpellEntry const* spellInfo = GetSpellInfo(); caster->AddSpellCooldown(spellInfo->Id, NULL, time(NULL) + GetSpellRecoveryTime(sSpellStore.LookupEntry(SPELL_WILL_OF_THE_FORSAKEN_COOLDOWN_TRIGGER)) / IN_MILLISECONDS); WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4); data << uint64(caster->GetGUID()); data << uint8(0); data << uint32(spellInfo->Id); data << uint32(0); caster->GetSession()->SendPacket(&data); }
开发者ID:Belzac,项目名称:TrinityCore,代码行数:15,
示例2: GetSpellDurationuint32 PetAI::GetSpellType(PetAutoSpellType type){ if (type >= PET_SPELL_MAX || m_spellType[type].empty()) return 0; std::vector<uint32> tmpSet; for (Unit::SpellIdSet::const_iterator itr = m_spellType[type].begin(); itr != m_spellType[type].end(); ++itr) { uint32 _spellID = *itr; if (!_spellID) continue; SpellEntry const* spellInfo = sSpellStore.LookupEntry(_spellID); if (!spellInfo) continue; if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; if (m_creature->HasSpellCooldown(spellInfo)) continue; if (IsInCombat() && IsNonCombatSpell(spellInfo)) continue; if (!IsInCombat() && IsPositiveSpell(spellInfo) && !IsNonCombatSpell(spellInfo)) { int32 duration = GetSpellDuration(spellInfo);// if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)// continue; // allow only spell without cooldown > duration int32 cooldown = GetSpellRecoveryTime(spellInfo); if (cooldown >= 0 && duration >= 0 && cooldown > duration) continue; } tmpSet.push_back(_spellID); } if (tmpSet.empty()) return 0; else return tmpSet[urand(0, tmpSet.size() - 1)];}
开发者ID:Jojo2323,项目名称:mangos3,代码行数:46,
示例3: HandleDummy void HandleDummy(SpellEffIndex effIndex) { Unit *caster = GetCaster(); if (caster->GetTypeId() != TYPEID_PLAYER) return; // immediately finishes the cooldown on Frost spells const SpellCooldowns& cm = caster->ToPlayer()->GetSpellCooldownMap(); for (SpellCooldowns::const_iterator itr = cm.begin(); itr != cm.end();) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first); if (spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && (GetSpellSchoolMask(spellInfo) & SPELL_SCHOOL_MASK_FROST) && spellInfo->Id != SPELL_MAGE_COLD_SNAP && GetSpellRecoveryTime(spellInfo) > 0) { caster->ToPlayer()->RemoveSpellCooldown((itr++)->first, true); } else ++itr; } }
开发者ID:Archives,项目名称:ro_core,代码行数:23,
示例4: UpdateAllies//.........这里部分代码省略......... for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i) { uint32 spellID = m_creature->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID); if (!spellInfo) continue; if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; // ignore some combinations of combat state and combat/noncombat spells if (!inCombat) { // ignore attacking spells, and allow only self/around spells if (!IsPositiveSpell(spellInfo->Id)) continue; // non combat spells allowed // only pet spells have IsNonCombatSpell and not fit this reqs: // Consume Shadows, Lesser Invisibility, so ignore checks for its if (!IsNonCombatSpell(spellInfo)) { // allow only spell without spell cost or with spell cost but not duration limit int32 duration = GetSpellDuration(spellInfo); SpellPowerEntry const* spellPower = spellInfo->GetSpellPower(); if (spellPower && (spellPower->manaCost || spellPower->ManaCostPercentage || spellPower->manaPerSecond) && duration > 0) continue; // allow only spell without cooldown > duration int32 cooldown = GetSpellRecoveryTime(spellInfo); if (cooldown >= 0 && duration >= 0 && cooldown > duration) continue; } } else { // just ignore non-combat spells if (IsNonCombatSpell(spellInfo)) continue; } Spell* spell = new Spell(m_creature, spellInfo, false); if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim())) { targetSpellStore.push_back(TargetSpellList::value_type(m_creature->getVictim(), spell)); continue; } else { bool spellUsed = false; for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* Target = m_creature->GetMap()->GetUnit(*tar); // only buff targets that are in combat, unless the spell can only be cast while out of combat if (!Target) continue; if (spell->CanAutoCast(Target)) { targetSpellStore.push_back(TargetSpellList::value_type(Target, spell));
开发者ID:ErYayo,项目名称:mangos-cata,代码行数:67,
示例5: UpdateAllies//.........这里部分代码省略......... { uint32 spellID = m_creature->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID); if (!spellInfo) continue; if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; if (m_creature->HasSpellCooldown(spellInfo)) continue; // ignore some combinations of combat state and combat/noncombat spells if (!inCombat) { // ignore attacking spells, and allow only self/around spells if (!IsPositiveSpell(spellInfo->Id)) continue; // non combat spells allowed // only pet spells have IsNonCombatSpell and not fit this reqs: // Consume Shadows, Lesser Invisibility, so ignore checks for its if (!IsNonCombatSpell(spellInfo)) { // allow only spell without spell cost or with spell cost but not duration limit int32 duration = GetSpellDuration(spellInfo); if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0) continue; // allow only spell without cooldown > duration int32 cooldown = GetSpellRecoveryTime(spellInfo); if (cooldown >= 0 && duration >= 0 && cooldown > duration) continue; } } else { // just ignore non-combat spells if (IsNonCombatSpell(spellInfo)) continue; } Unit* autoCastTarget = NULL; if (inCombat && m_creature->getVictim() && !m_creature->hasUnitState(UNIT_STAT_FOLLOW)) { SpellCastResult result = CanAutoCast(m_creature->getVictim(), spellInfo); if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT) autoCastTarget = m_creature->getVictim(); } if (!autoCastTarget) { for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* target = m_creature->GetMap()->GetUnit(*tar); // Only buff targets that are in combat, unless the spell can only be cast while out of combat if (!target) continue; SpellCastResult result = CanAutoCast(target, spellInfo); if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
开发者ID:Kuvaldin,项目名称:mangos,代码行数:67,
示例6: UpdateAllies//.........这里部分代码省略......... // Auto cast (casted only in combat or persistent spells in any state) else if (!m_unit->IsNonMeleeSpellCasted(false)) { typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList; TargetSpellList targetSpellStore; if (pet) { for (uint8 i = 0; i < pet->GetPetAutoSpellSize(); ++i) { uint32 spellID = pet->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spellID); if (!spellInfo) continue; if (!m_unit->IsSpellReady(*spellInfo)) continue; // ignore some combinations of combat state and combat/non combat spells if (!inCombat) { // ignore attacking spells, and allow only self/around spells if (!IsPositiveSpell(spellInfo->Id)) continue; // non combat spells allowed // only pet spells have IsNonCombatSpell and not fit this requirements: // Consume Shadows, Lesser Invisibility, so ignore checks for its if (!IsNonCombatSpell(spellInfo)) { int32 duration = GetSpellDuration(spellInfo); int32 cooldown = GetSpellRecoveryTime(spellInfo); // allow only spell not on cooldown if (cooldown != 0 && duration < cooldown) continue; // not allow instant kill auto casts as full health cost if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL)) continue; } } // just ignore non-combat spells else if (IsNonCombatSpell(spellInfo)) continue; Spell* spell = new Spell(m_unit, spellInfo, false); if (inCombat && !m_unit->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(victim)) { targetSpellStore.push_back(TargetSpellList::value_type(victim, spell)); continue; } else { bool spellUsed = false; for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* Target = m_unit->GetMap()->GetUnit(*tar); // only buff targets that are in combat, unless the spell can only be cast while out of combat if (!Target) continue;
开发者ID:conan513,项目名称:mangos-wotlk,代码行数:66,
示例7: UpdateAllies//.........这里部分代码省略......... } // Autocast (casted only in combat or persistent spells in any state) else if (!m_creature->IsNonMeleeSpellCasted(false)) { typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList; TargetSpellList targetSpellStore; for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i) { uint32 spellID = m_creature->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID); if (!spellInfo) continue; if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; // ignore some combinations of combat state and combat/noncombat spells if (!inCombat) { // ignore attacking spells, and allow only self/around spells if (!IsPositiveSpell(spellInfo->Id)) continue; // non combat spells allowed // only pet spells have IsNonCombatSpell and not fit this reqs: // Consume Shadows, Lesser Invisibility, so ignore checks for its if (!IsNonCombatSpell(spellInfo)) { int32 duration = GetSpellDuration(spellInfo); int32 cooldown = GetSpellRecoveryTime(spellInfo); // allow only spell not on cooldown if (cooldown != 0 && duration < cooldown) continue; // not allow instant kill autocasts as full health cost if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL)) continue; } } // just ignore non-combat spells else if (IsNonCombatSpell(spellInfo)) continue; Spell* spell = new Spell(m_creature, spellInfo, false); if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim())) { targetSpellStore.push_back(TargetSpellList::value_type(m_creature->getVictim(), spell)); continue; } else { bool spellUsed = false; for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* Target = m_creature->GetMap()->GetUnit(*tar); // only buff targets that are in combat, unless the spell can only be cast while out of combat if (!Target) continue;
开发者ID:Ccaz,项目名称:mangos-tbc,代码行数:66,
示例8: UpdateAllies//.........这里部分代码省略......... { uint32 spellID = m_creature->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const *spellInfo = sSpellMgr.GetSpellEntry(spellID); if (!spellInfo) continue; if (m_creature->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; // check spell cooldown if (m_creature->HasSpellCooldown(spellInfo->Id)) continue; if (IsPositiveSpell(spellInfo->Id)) { if (!IsNonCombatSpell(spellInfo)) // Can be used in combat. { /* Spells handled here: Dash (1850), Dive (23145), Furious Howl (24604), Tainted Blood (19478) Blood Pact (6307), Fire Shield (11771), Sacrifice ... Consume Shadows (17767) */ // Warlock Sacrifice: do not auto cast if not in combat bool castOnlyInCombat = IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL); if (!castOnlyInCombat) { int32 duration = GetSpellDuration(spellInfo); int32 cooldown = GetSpellRecoveryTime(spellInfo); // Keep this spell for when we will be in combat. if (cooldown >= 0 && duration >= 0 && cooldown > duration) castOnlyInCombat = true; } // 19478 - Tainted Blood, rank 1 enUS if (spellInfo->SpellIconID == 153) castOnlyInCombat = true; // 2947 - Fire Shield, rank 1 enUS // When set to auto-cast, the Imp will cast this on any party members within 30 yds if they receive a melee attack. if (spellInfo->IsFitToFamily<SPELLFAMILY_WARLOCK, CF_WARLOCK_IMP_BUFFS>() && spellInfo->SpellVisual == 289) castOnlyInCombat = false; // Furious Howl: in combat only if (IsSpellHaveAura(spellInfo, SPELL_AURA_MOD_DAMAGE_DONE)) castOnlyInCombat = true; if (castOnlyInCombat && !m_creature->getVictim()) continue; } Spell *spell = new Spell(m_creature, spellInfo, false); bool spellUsed = false; // Some spells can target enemy or friendly (DK Ghoul's Leap) // Check for enemy first (pet then owner) Unit* target = m_creature->getAttackerForHelper(); if (!target && owner) target = owner->getAttackerForHelper(); if (target) { if (CanAttack(target) && spell->CanAutoCast(target)) { targetSpellStore.push_back(std::make_pair(target, spell));
开发者ID:Maduse,项目名称:server,代码行数:67,
示例9: UpdateAllies//.........这里部分代码省略......... else if(m_creature->GetCharmInfo()->HasState(CHARM_STATE_COMMAND,COMMAND_FOLLOW)) { if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW) ) { m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->IsPet() ? ((Pet*)m_creature)->GetPetFollowAngle() : PET_FOLLOW_ANGLE); } } } // Autocast (casted only in combat or persistent spells in any state) if (!m_creature->IsNonMeleeSpellCasted(false) && !m_creature->GetObjectGuid().IsVehicle()) { typedef std::vector<std::pair<ObjectGuid, uint32> > TargetSpellList; TargetSpellList targetSpellStore; for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i) { uint32 spellID = m_creature->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID); if (!spellInfo) continue; if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo)) continue; // ignore some combinations of combat state and combat/noncombat spells if (!inCombat) { // ignore attacking spells, and allow only self/around spells if (!IsPositiveSpell(spellInfo->Id)) continue; // non combat spells allowed // only pet spells have IsNonCombatSpell and not fit this reqs: // Consume Shadows, Lesser Invisibility, so ignore checks for its if (!IsNonCombatSpell(spellInfo)) { // allow only spell without spell cost or with spell cost but not duration limit int32 duration = GetSpellDuration(spellInfo); if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0) continue; // allow only spell without cooldown > duration int32 cooldown = GetSpellRecoveryTime(spellInfo); if (cooldown >= 0 && duration >= 0 && cooldown > duration) continue; } } else { // just ignore non-combat spells if (IsNonCombatSpell(spellInfo)) continue; } if (inCombat && m_creature->getVictim() && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && CanAutoCast(m_creature->getVictim(), spellInfo)) { targetSpellStore.push_back(TargetSpellList::value_type(m_creature->getVictim()->GetObjectGuid(), spellInfo->Id)); continue; } else { for (AllySet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar) { Unit* Target = m_creature->GetMap()->GetUnit(*tar); //only buff targets that are in combat, unless the spell can only be cast while out of combat if (!Target) continue; if (CanAutoCast(Target, spellInfo)) { targetSpellStore.push_back(TargetSpellList::value_type(Target->GetObjectGuid(), spellInfo->Id)); break; } } } } //found units to cast on to if (!targetSpellStore.empty()) { uint32 index = urand(0, targetSpellStore.size() - 1); uint32 spellId = targetSpellStore[index].second; ObjectGuid targetGuid = targetSpellStore[index].first; if (Unit* target = m_creature->GetMap()->GetUnit(targetGuid)) { m_creature->DoPetCastSpell(target, spellId); } targetSpellStore.erase(targetSpellStore.begin() + index); } targetSpellStore.clear(); }}
开发者ID:Bootz,项目名称:mangos,代码行数:101,
注:本文中的GetSpellRecoveryTime函数示例整理自Github/MSDocs等源码及文档管理平台,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。 C++ GetSpellStore函数代码示例 C++ GetSpellRangeStore函数代码示例 |