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C++ GetInt32Value函数代码示例

本文整理汇总了C++中GetInt32Value函数的典型用法代码示例。如果您正苦于以下问题:C++ GetInt32Value函数的具体用法?C++ GetInt32Value怎么用?C++ GetInt32Value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GetInt32Value函数的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: SetInt32Value

// Added by AHBot
// Like SetItemRandomProperties() but no call of SetState() because there is no owner of the item
void Item::SetItemRandomPropertiesNoUpdate(int32 randomPropId)
{
    if(!randomPropId)
        return;

    if(randomPropId > 0)
    {
        ItemRandomPropertiesEntry const *item_rand = sItemRandomPropertiesStore.LookupEntry(randomPropId);
        if(item_rand)
        {
            if(GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != int32(item_rand->ID))
            {
                SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID,item_rand->ID);
            }
            for(uint32 i = PROP_ENCHANTMENT_SLOT_2; i < PROP_ENCHANTMENT_SLOT_2 + 3; ++i)
                SetEnchantmentNoUpdate(EnchantmentSlot(i),item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_2],0,0);
        }
    }
    else
    {
        ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(-randomPropId);
        if(item_rand)
        {
            if( GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != -int32(item_rand->ID) ||
                !GetItemSuffixFactor())
            {
                SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID,-int32(item_rand->ID));
                UpdateItemSuffixFactor();
            }

            for(uint32 i = PROP_ENCHANTMENT_SLOT_0; i < PROP_ENCHANTMENT_SLOT_0 + 3; ++i)
                SetEnchantmentNoUpdate(EnchantmentSlot(i),item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_0],0,0);
        }
    }
}
开发者ID:klaas-netherstorm,项目名称:Mangos,代码行数:37,代码来源:Item.cpp

示例2: SetItemRandomProperties

void Item::SetItemRandomProperties(int32 randomPropId)
{
    if (!randomPropId)
        return;

    if (randomPropId > 0)
    {
        ItemRandomPropertiesEntry const* item_rand = sItemRandomPropertiesStore.LookupEntry(randomPropId);
        if (item_rand)
        {
            if (GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != int32(item_rand->ID))
            {
                SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID, item_rand->ID);
                SetState(ITEM_CHANGED);
            }
            for (uint32 i = PROP_ENCHANTMENT_SLOT_0; i < PROP_ENCHANTMENT_SLOT_0 + 3; ++i)
                SetEnchantment(EnchantmentSlot(i), item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_0], 0, 0);
        }
    }
}
开发者ID:Ghaster,项目名称:mangos-classic,代码行数:20,代码来源:Item.cpp

示例3: float

void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    ChrClassesEntry const* entry = sChrClassesStore.AssertEntry(getClass());
    UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MOD_POS;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
    }

    if (!HasAuraType(SPELL_AURA_OVERRIDE_ATTACK_POWER_BY_SP_PCT))
    {
        if (!ranged)
        {
            float strengthValue = std::max(GetStat(STAT_STRENGTH) * entry->AttackPowerPerStrength, 0.0f);
            float agilityValue = std::max(GetStat(STAT_AGILITY) * entry->AttackPowerPerAgility, 0.0f);

            SpellShapeshiftFormEntry const* form = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
            // Directly taken from client, SHAPESHIFT_FLAG_AP_FROM_STRENGTH ?
            if (form && form->Flags & 0x20)
                agilityValue += std::max(GetStat(STAT_AGILITY) * entry->AttackPowerPerStrength, 0.0f);

            val2 = strengthValue + agilityValue;
        }
        else
            val2 = (level + std::max(GetStat(STAT_AGILITY), 0.0f)) * entry->RangedAttackPowerPerAgility;
    }
    else
    {
        int32 minSpellPower = GetInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS);
        for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
            minSpellPower = std::min(minSpellPower, GetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i));

        val2 = CalculatePct(float(minSpellPower), GetFloatValue(PLAYER_FIELD_OVERRIDE_AP_BY_SPELL_POWER_PERCENT));
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    //add dynamic flat mods
    if (!ranged)
    {
        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
    }

    SetInt32Value(index, (uint32)base_attPower);            //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod, (uint32)attPowerMod);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_POS field
    SetFloatValue(index_mult, attPowerMultiplier);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field

    Pet* pet = GetPet();                                //update pet's AP
    Guardian* guardian = GetGuardianPet();
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->IsHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    else
    {
        UpdateDamagePhysical(BASE_ATTACK);
        if (Item* offhand = GetWeaponForAttack(OFF_ATTACK, true))
            if (CanDualWield() || offhand->GetTemplate()->GetFlags3() & ITEM_FLAG3_ALWAYS_ALLOW_DUAL_WIELD)
                UpdateDamagePhysical(OFF_ATTACK);

        if (HasAuraType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_ATTACK_POWER) ||
            HasAuraType(SPELL_AURA_MOD_SPELL_HEALING_OF_ATTACK_POWER) ||
            HasAuraType(SPELL_AURA_OVERRIDE_SPELL_POWER_BY_AP_PCT))
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At melee attack power change for DK pet
            pet->UpdateAttackPowerAndDamage();

        if (guardian && guardian->IsSpiritWolf()) // At melee attack power change for Shaman feral spirit
            guardian->UpdateAttackPowerAndDamage();
    }
}
开发者ID:brecky,项目名称:TrinityCore,代码行数:92,代码来源:StatSystem.cpp

示例4: SetStatInt32Value

void Player::UpdateSpellDamageAndHealingBonus()
{
    // Magic damage modifiers implemented in Unit::SpellDamageBonusDone
    // This information for client side use only
    // Get healing bonus for all schools
    SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonusDone(SPELL_SCHOOL_MASK_ALL));
    // Get damage bonus for all schools
    Unit::AuraEffectList const& modDamageAuras = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
    for (uint16 i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
    {
        SetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i, std::accumulate(modDamageAuras.begin(), modDamageAuras.end(), 0, [i](int32 negativeMod, AuraEffect const* aurEff)
        {
            if (aurEff->GetAmount() < 0 && aurEff->GetMiscValue() & (1 << i))
                negativeMod += aurEff->GetAmount();
            return negativeMod;
        }));
        SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i)) - GetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i));
    }

    if (HasAuraType(SPELL_AURA_OVERRIDE_ATTACK_POWER_BY_SP_PCT))
    {
        UpdateAttackPowerAndDamage();
        UpdateAttackPowerAndDamage(true);
    }
}
开发者ID:brecky,项目名称:TrinityCore,代码行数:25,代码来源:StatSystem.cpp


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