这篇教程C++ IsNonCombatSpell函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中IsNonCombatSpell函数的典型用法代码示例。如果您正苦于以下问题:C++ IsNonCombatSpell函数的具体用法?C++ IsNonCombatSpell怎么用?C++ IsNonCombatSpell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IsNonCombatSpell函数的16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: GetSpellTypeuint32 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2: DEBUG_LOGvoid WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket){ uint32 spellId; uint8 cast_count; recvPacket >> spellId; recvPacket >> cast_count; DEBUG_LOG("WORLD: got cast spell packet, spellId - %u, cast_count: %u data length = %i", spellId, cast_count, recvPacket.size()); SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId); if (!spellInfo) { sLog.outError("WORLD: unknown spell id %u", spellId); return; } // not have spell or spell passive and not casted by client if (!_player->HasSpell (spellId) || IsPassiveSpell(spellId)) { //cheater? kick? ban? return; } // can't use our own spells when we're in possession of another unit, if (_player->isPossessing()) return; // client provided targets SpellCastTargets targets; recvPacket >> targets.ReadForCaster(_player); Unit* target = targets.getUnitTarget(); if (target) // auto-selection buff level base at target level (in spellInfo) { // if rank not found then function return NULL but in explicit cast case original spell can be casted and later failed with appropriate error message if (SpellEntry const* actualSpellInfo = sSpellMgr.SelectAuraRankForPlayerLevel(spellInfo, target->getLevel())) spellInfo = actualSpellInfo; } if (spellInfo->AttributesEx2 & SPELL_ATTR2_AUTOREPEAT_FLAG) { if (_player->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL) && _player->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->m_spellInfo->Id == spellInfo->Id) return; } // When casting a combat spell the unit has to be flagged as initiating combat // No need to check if spell is self-cast because combat spells can only be cast on self with commands if (target && !IsNonCombatSpell(spellInfo)) _player->setInitiatingCombat(true); Spell* spell = new Spell(_player, spellInfo, false); spell->m_cast_count = cast_count; // set count of casts spell->prepare(&targets);}
开发者ID:Aminxhm,项目名称:OregonCore,代码行数:57,
示例3: CHECK_PACKET_SIZEvoid WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket){ // TODO: add targets.read() check CHECK_PACKET_SIZE(recvPacket,1+1+1+1+8); Player* pUser = _player; uint8 bagIndex, slot; uint8 spell_count; // number of spells at item, not used uint8 cast_count; // next cast if exists (single or not) uint64 item_guid; recvPacket >> bagIndex >> slot >> spell_count >> cast_count >> item_guid; Item *pItem = pUser->GetItemByPos(bagIndex, slot); if(!pItem) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } if(pItem->GetGUID() != item_guid) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } sLog.outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, spell_count: %u , cast_count: %u, Item: %u, data length = %i", bagIndex, slot, spell_count, cast_count, pItem->GetEntry(), recvPacket.size()); ItemPrototype const *proto = pItem->GetProto(); if(!proto) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // some item classes can be used only in equipped state if(proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } uint8 msg = pUser->CanUseItem(pItem); if( msg != EQUIP_ERR_OK ) { pUser->SendEquipError( msg, pItem, NULL ); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if( proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) && pUser->InArena()) { pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL); return; } if (pUser->isInCombat()) { for(int i = 0; i < 5; ++i) { if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId)) { if (IsNonCombatSpell(spellInfo)) { pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL); return; } } } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding( true ); } } SpellCastTargets targets; if(!targets.read(&recvPacket, pUser)) return; //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if(!Script->ItemUse(pUser,pItem,targets)) { // no script or script not process request by self // special learning case if(pItem->GetProto()->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN) { uint32 learning_spell_id = pItem->GetProto()->Spells[1].SpellId; SpellEntry const *spellInfo = sSpellStore.LookupEntry(SPELL_ID_GENERIC_LEARN); if(!spellInfo) {//.........这里部分代码省略.........
开发者ID:Anderss,项目名称:mangos,代码行数:101,
示例4: DETAIL_LOGvoid WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket){ uint8 bagIndex, slot; uint8 spell_count; // number of spells at item, not used recvPacket >> bagIndex >> slot >> spell_count; // TODO: add targets.read() check Player* pUser = _player; // ignore for remote control state if (!pUser->IsSelfMover()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail return; } Item* pItem = pUser->GetItemByPos(bagIndex, slot); if (!pItem) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } DETAIL_LOG("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, spell_count: %u , Item: %u, data length = %u", bagIndex, slot, spell_count, pItem->GetEntry(), (uint32)recvPacket.size()); ItemPrototype const* proto = pItem->GetProto(); if (!proto) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr); return; } // some item classes can be used only in equipped state if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr); return; } InventoryResult msg = pUser->CanUseItem(pItem); if (msg != EQUIP_ERR_OK) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(msg, pItem, nullptr); return; } // not allow use item from trade (cheat way only) if (pItem->IsInTrade()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr); return; } if (pUser->isInCombat()) { for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId)) { if (IsNonCombatSpell(spellInfo)) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT, pItem, nullptr); return; } } } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if (pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding(true); } } SpellCastTargets targets; recvPacket >> targets.ReadForCaster(pUser); targets.Update(pUser); if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget())) { // free gray item after use fail pUser->SendEquipError(EQUIP_ERR_NONE, pItem, nullptr); // search spell for spell error uint32 spellid = 0; for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) {//.........这里部分代码省略.........
开发者ID:51kfa,项目名称:mangos-classic,代码行数:101,
示例5: HandleUseItemOpcodevoid WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket){ // TODO: add targets.read() check Player* pUser = _player; uint8 bagIndex, slot; uint8 spell_count; // number of spells at item, not used recvPacket >> bagIndex >> slot >> spell_count; Item *pItem = pUser->GetItemByPos(bagIndex, slot); if(!pItem) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } sLog.outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, spell_count: %u , Item: %u, data length = %i", bagIndex, slot, spell_count, pItem->GetEntry(), (uint32)recvPacket.size()); ItemPrototype const *proto = pItem->GetProto(); if(!proto) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // some item classes can be used only in equipped state if(proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } uint8 msg = pUser->CanUseItem(pItem); if( msg != EQUIP_ERR_OK ) { pUser->SendEquipError( msg, pItem, NULL ); return; } if (pUser->isInCombat()) { for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId)) { if (IsNonCombatSpell(spellInfo)) { pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL); return; } } } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding( true ); } } SpellCastTargets targets; recvPacket >> targets.ReadForCaster(pUser); targets.Update(pUser); if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget())) { // free gray item after use fail pUser->SendEquipError(EQUIP_ERR_NONE, pItem, NULL); // search spell for spell error uint32 spellid = 0; for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if( proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE || proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE) { spellid = proto->Spells[i].SpellId; break; } } // send spell error if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid)) Spell::SendCastResult(_player,spellInfo,SPELL_FAILED_BAD_TARGETS); return; } //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if(!Script->ItemUse(pUser,pItem,targets)) { // no script or script not process request by self // special learning case if(pItem->GetProto()->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN) {//.........这里部分代码省略.........
开发者ID:dythzer,项目名称:mangoszero,代码行数:101,
示例6: UpdateAlliesvoid PetAI::Reset(){ m_primaryTargetGuid.Clear(); m_savedTargetGuid.Clear(); m_attackDistanceRecheckTimer.SetInterval(TIME_INTERVAL_LOOK); m_attackDistanceRecheckTimer.Reset(); m_updateAlliesTimer.SetInterval(ALLIES_UPDATE_TIME); m_updateAlliesTimer.Reset(); UpdateAllies(); for (uint8 i = PET_SPELL_PASSIVE; i < PET_SPELL_MAX; ++i) m_spellType[i].clear(); m_AIType = PET_AI_PASSIVE; m_attackDistance = 0.0f; float f_range = 0.0f; if (!m_creature->GetCharmInfo()) return; uint32 spellsSize = m_creature->IsPet() ? ((Pet*)m_creature)->GetPetAutoSpellSize() : m_creature->GetPetAutoSpellSize(); uint8 rangedDamageSpells = 0; uint8 meleeDamageSpells = 0; // classification for pet spells for (uint32 i = 0; i < spellsSize; ++i) { uint32 spellID = m_creature->IsPet() ? ((Pet*)m_creature)->GetPetAutoSpellOnPos(i) : m_creature->GetPetAutoSpellOnPos(i); if (!spellID) continue; SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID); if (!spellInfo) continue; if (IsPassiveSpell(spellInfo)) { m_spellType[PET_SPELL_PASSIVE].insert(spellID); continue; } if (IsNonCombatSpell(spellInfo)) { // Voidwalker Consume Shadows if (IsChanneledSpell(spellInfo)) m_spellType[PET_SPELL_HEAL].insert(spellID); else m_spellType[PET_SPELL_NONCOMBAT].insert(spellID); continue; } // need more correct define this type if (IsSpellReduceThreat(spellInfo) || IsChanneledSpell(spellInfo)) { m_spellType[PET_SPELL_DEFENCE].insert(spellID); continue; } // Voracious Appetite && Cannibalize && Carrion Feeder if (spellInfo->HasAttribute(SPELL_ATTR_ABILITY) && spellInfo->HasAttribute(SPELL_ATTR_EX2_ALLOW_DEAD_TARGET)) { m_spellType[PET_SPELL_HEAL].insert(spellID); continue; } if (IsPositiveSpell(spellInfo) && IsSpellAppliesAura(spellInfo)) { m_spellType[PET_SPELL_BUFF].insert(spellID); continue; } if (spellInfo->HasAttribute(SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)) { m_spellType[PET_SPELL_FREEACTION].insert(spellID); continue; } // don't have SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY ! if (spellInfo->HasAttribute(SPELL_ATTR_EX_CANT_REFLECTED) || spellInfo->HasAttribute(SPELL_ATTR_EX7_HAS_CHARGE_EFFECT)) { m_spellType[PET_SPELL_ATTACKSTART].insert(spellID); continue; } if (IsSpellIncreaseThreat(spellInfo)) { m_spellType[PET_SPELL_THREAT].insert(spellID); continue; } // all non-combat spells classified. switch (spellInfo->rangeIndex) { case SPELL_RANGE_IDX_COMBAT: { if (IsSpellCauseDamage(spellInfo)) { m_spellType[PET_SPELL_MELEE].insert(spellID); ++meleeDamageSpells;//.........这里部分代码省略.........
开发者ID:Kuvaldin,项目名称:mangos,代码行数:101,
示例7: UpdateAlliesvoid PetAI::UpdateAI(const uint32 diff){ if (!m_creature->isAlive()) return; Unit* owner = m_creature->GetCharmerOrOwner(); if(m_updateAlliesTimer <= diff) // UpdateAllies self set update timer UpdateAllies(); else m_updateAlliesTimer -= diff; if (inCombat && !m_creature->getVictim()) _stopAttack(); // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc. if (m_creature->getVictim()) { if (_needToStop()) { DEBUG_LOG("Pet AI stoped attacking [guid=%u]", m_creature->GetGUIDLow()); _stopAttack(); return; } else if (m_creature->IsStopped() || m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) { // required to be stopped cases if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false)) { if (m_creature->hasUnitState(UNIT_STAT_FOLLOW)) m_creature->InterruptNonMeleeSpells(false); else return; } // not required to be stopped case else if (m_creature->isAttackReady() && m_creature->canReachWithAttack(m_creature->getVictim())) { m_creature->AttackerStateUpdate(m_creature->getVictim()); m_creature->resetAttackTimer(); if (!m_creature->getVictim()) return; //if pet misses its target, it will also be the first in threat list m_creature->getVictim()->AddThreat(m_creature,0.0f); if( _needToStop() ) _stopAttack(); } } } else if (owner && m_creature->GetCharmInfo()) { if (owner->isInCombat() && !(m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY))) { AttackStart(owner->getAttackerForHelper()); } else if(m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW)) { if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW) ) { m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE); } } } if (m_creature->GetGlobalCooldown() == 0 && !m_creature->IsNonMeleeSpellCasted(false)) { //Autocast 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; // ignore some combinations of combat state and combat/noncombat spells if (!inCombat) { if (!IsPositiveSpell(spellInfo->Id)) continue; } else { if (IsNonCombatSpell(spellInfo)) continue; } Spell *spell = new Spell(m_creature, spellInfo, false, 0); if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim())) { m_targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell)); continue; }//.........这里部分代码省略.........
开发者ID:Shadowfury38,项目名称:mangos,代码行数:101,
示例8: CHECK_PACKET_SIZEvoid WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket){ // TODO: add targets.read() check CHECK_PACKET_SIZE(recvPacket,1+1+1+4+8+4+1); Player* pUser = _player; uint8 bagIndex, slot; uint8 unk_flags; // flags (if 0x02 - some additional data are received) uint8 cast_count; // next cast if exists (single or not) uint64 item_guid; uint32 glyphIndex; // something to do with glyphs? uint32 spellid; // casted spell id recvPacket >> bagIndex >> slot >> cast_count >> spellid >> item_guid >> glyphIndex >> unk_flags; Item *pItem = pUser->GetItemByPos(bagIndex, slot); if(!pItem) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } if(pItem->GetGUID() != item_guid) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } sLog.outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, cast_count: %u, spellid: %u, Item: %u, glyphIndex: %u, unk_flags: %u, data length = %i", bagIndex, slot, cast_count, spellid, pItem->GetEntry(), glyphIndex, unk_flags, recvPacket.size()); ItemPrototype const *proto = pItem->GetProto(); if(!proto) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // some item classes can be used only in equipped state if(proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } uint8 msg = pUser->CanUseItem(pItem); if( msg != EQUIP_ERR_OK ) { pUser->SendEquipError( msg, pItem, NULL ); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if( proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) && pUser->InArena()) { pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL); return; } if (pUser->isInCombat()) { for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId)) { if (IsNonCombatSpell(spellInfo)) { pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL); return; } } } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding( true ); } } SpellCastTargets targets; if(!targets.read(&recvPacket, pUser)) return; //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if(!Script->ItemUse(pUser,pItem,targets)) { // no script or script not process request by self pUser->CastItemUseSpell(pItem,targets,cast_count,glyphIndex); }}
开发者ID:Anarchy,项目名称:mangos,代码行数:96,
示例9: flagsvoid WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket){ uint8 bagIndex, slot; uint8 cast_flags; // flags (if 0x02 - some additional data are received) uint8 cast_count; // next cast if exists (single or not) ObjectGuid itemGuid; uint32 glyphIndex; // something to do with glyphs? uint32 spellid; // casted spell id recvPacket >> bagIndex >> slot >> cast_count >> spellid >> itemGuid >> glyphIndex >> cast_flags; // TODO: add targets.read() check Player* pUser = _player; // ignore for remote control state if (!pUser->IsSelfMover()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail return; } // reject fake data if (glyphIndex >= MAX_GLYPH_SLOT_INDEX) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } Item* pItem = pUser->GetItemByPos(bagIndex, slot); if (!pItem) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } if (pItem->GetObjectGuid() != itemGuid) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } DETAIL_LOG("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, cast_count: %u, spellid: %u, Item: %u, glyphIndex: %u, unk_flags: %u, data length = %u", bagIndex, slot, cast_count, spellid, pItem->GetEntry(), glyphIndex, cast_flags, (uint32)recvPacket.size()); ItemPrototype const* proto = pItem->GetProto(); if (!proto) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr); return; } // some item classes can be used only in equipped state if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr); return; } InventoryResult msg = pUser->CanUseItem(pItem); if (msg != EQUIP_ERR_OK) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(msg, pItem, nullptr); return; } // not allow use item from trade (cheat way only) if (pItem->IsInTrade()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if (proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAG_IGNORE_DEFAULT_ARENA_RESTRICTIONS) && pUser->InArena()) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, nullptr); return; } if (pUser->isInCombat()) { for (const auto& Spell : proto->Spells) { if (SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(Spell.SpellId)) { if (IsNonCombatSpell(spellInfo)) { recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT, pItem, nullptr); return; }//.........这里部分代码省略.........
开发者ID:michalpolko,项目名称:cmangos,代码行数:101,
示例10: UpdateAllies//.........这里部分代码省略......... else return; } // 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
开发者ID:Ccaz,项目名称:mangos-tbc,代码行数:67,
示例11: UpdateAllies//.........这里部分代码省略......... AttackStart(nextTarget); else HandleReturnMovement(); } else HandleReturnMovement(); } // Autocast (casted only in combat or persistent spells in any state) 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 = 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; }
开发者ID:Maduse,项目名称:server,代码行数:67,
示例12: CHECK_PACKET_SIZEvoid WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket){ // TODO: add targets.read() check CHECK_PACKET_SIZE(recvPacket,1+1+1); sLog.outDetail("WORLD: CMSG_USE_ITEM packet, data length = %i",recvPacket.size()); Player* pUser = _player; uint8 bagIndex, slot, tmp3; recvPacket >> bagIndex >> slot >> tmp3; Item *pItem = pUser->GetItemByPos(bagIndex, slot); if(!pItem) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } ItemPrototype const *proto = pItem->GetProto(); if(!proto) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } uint8 msg = pUser->CanUseItem(pItem); if( msg != EQUIP_ERR_OK ) { pUser->SendEquipError( msg, pItem, NULL ); return; } if (pUser->isInCombat()) { for(int i = 0; i <5; ++i) { if (IsNonCombatSpell(proto->Spells[i].SpellId)) { pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL); return; } } } // check also BIND_WHEN_PICKED_UP for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding( true ); } } SpellCastTargets targets; if(!targets.read(&recvPacket, pUser)) return; //Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if(!Script->ItemUse(pUser,pItem,targets)) { // no script or script not process request by self // use triggered flag only for items with many spell casts and for not first cast int count = 0; for(int i = 0; i <5; ++i) { _Spell const& spellData = pItem->GetProto()->Spells[i]; // no spell if(!spellData.SpellId) continue; // wrong triggering type if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); if(!spellInfo) { sLog.outError("Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, spellData.SpellId); continue; } Spell *spell = new Spell(pUser, spellInfo, (count > 0) , 0); spell->m_CastItem = pItem; spell->prepare(&targets); ++count; } }}
开发者ID:Artea,项目名称:mangos-svn,代码行数:94,
示例13: UpdateAlliesvoid PetAI::UpdateAI(const uint32 diff){ if (!m_creature->isAlive()) return; Unit* owner = m_creature->GetCharmerOrOwner(); if (m_updateAlliesTimer <= diff) // UpdateAllies self set update timer UpdateAllies(); else m_updateAlliesTimer -= diff; if (inCombat && (!m_creature->getVictim() || (m_creature->IsPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS))) _stopAttack(); // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc. if (m_creature->getVictim()) { if (_needToStop()) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow()); _stopAttack(); return; } bool meleeReach = m_creature->CanReachWithMeleeAttack(m_creature->getVictim()); if (m_creature->IsStopped() || meleeReach) { // required to be stopped cases if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false)) { if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE)) m_creature->InterruptNonMeleeSpells(false); else return; } // not required to be stopped case else if (DoMeleeAttackIfReady()) { if (!m_creature->getVictim()) return; // if pet misses its target, it will also be the first in threat list m_creature->getVictim()->AddThreat(m_creature); if (_needToStop()) _stopAttack(); } } } else if (owner && m_creature->GetCharmInfo()) { if (owner->isInCombat() && !(m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY))) { AttackStart(owner->getAttackerForHelper()); } else if (m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW)) { if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW)) { m_creature->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); } } } // Autocast (casted only in combat or persistent spells in any state) 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)) { // allow only spell without spell cost or with spell cost but not duration limit int32 duration = GetSpellDuration(spellInfo);//.........这里部分代码省略.........
开发者ID:ErYayo,项目名称:mangos-cata,代码行数:101,
示例14: UpdateAllies//.........这里部分代码省略......... else return; } // 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
开发者ID:conan513,项目名称:mangos-wotlk,代码行数:67,
示例15: flagsvoid WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket){ // TODO: add targets.read() check Player* pUser = _player; // ignore for remote control state if(pUser->m_mover != pUser) return; uint8 bagIndex, slot; uint8 unk_flags; // flags (if 0x02 - some additional data are received) uint8 cast_count; // next cast if exists (single or not) uint64 item_guid; uint32 glyphIndex; // something to do with glyphs? uint32 spellid; // casted spell id recvPacket >> bagIndex >> slot >> cast_count >> spellid >> item_guid >> glyphIndex >> unk_flags; // reject fake data if (glyphIndex >= MAX_GLYPH_SLOT_INDEX) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } Item *pItem = pUser->GetItemByPos(bagIndex, slot); if (!pItem) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } if (pItem->GetGUID() != item_guid) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return; } sLog.outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, cast_count: %u, spellid: %u, Item: %u, glyphIndex: %u, unk_flags: %u, data length = %i", bagIndex, slot, cast_count, spellid, pItem->GetEntry(), glyphIndex, unk_flags, (uint32)recvPacket.size()); ItemPrototype const *proto = pItem->GetProto(); if (!proto) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } // some item classes can be used only in equipped state if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped()) { pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL ); return; } uint8 msg = pUser->CanUseItem(pItem); if (msg != EQUIP_ERR_OK) { pUser->SendEquipError( msg, pItem, NULL ); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if (proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) && pUser->InArena()) { pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH,pItem,NULL); return; } if (pUser->isInCombat()) { for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId)) { if (IsNonCombatSpell(spellInfo)) { pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT,pItem,NULL); return; } } } } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_USE || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) { if (!pItem->IsSoulBound()) { pItem->SetState(ITEM_CHANGED, pUser); pItem->SetBinding( true ); } } SpellCastTargets targets; recvPacket >> targets.ReadForCaster(pUser); targets.Update(pUser);//.........这里部分代码省略.........
开发者ID:Bootz,项目名称:diamondcore,代码行数:101,
示例16: 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IsNonCombatSpell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++ IsNullOrEmptyString函数代码示例 C++ IsNode函数代码示例 |