本文整理汇总了C++中GetTotalStatValue函数的典型用法代码示例。如果您正苦于以下问题:C++ GetTotalStatValue函数的具体用法?C++ GetTotalStatValue怎么用?C++ GetTotalStatValue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GetTotalStatValue函数的15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: GetTotalStatValue
bool Pet::UpdateStats(Stats stat)
{
if(stat > STAT_SPIRIT || stat < STAT_STRENGTH )
return false;
// value = ((create_value + base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
SetStat(stat, int32(value));
switch(stat)
{
case STAT_STRENGTH:
UpdateAttackPowerAndDamage();
break;
case STAT_AGILITY:
UpdateAttackPowerAndDamage(true);
UpdateArmor();
break;
case STAT_STAMINA:
UpdateMaxHealth();
break;
case STAT_INTELLECT:
UpdateMaxPower(POWER_MANA);
break;
case STAT_SPIRIT:
default:
break;
}
return true;
}
示例2: GetTotalStatValue
bool Player::UpdateStats(Stats stat)
{
if (stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
SetStat(stat, int32(value));
if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
{
Pet* pet = GetPet();
if (pet)
pet->UpdateStats(stat);
}
switch (stat)
{
case STAT_STRENGTH:
break;
case STAT_AGILITY:
UpdateArmor();
UpdateAllCritPercentages();
UpdateDodgePercentage();
break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT:
UpdateMaxPower(POWER_MANA);
UpdateAllSpellCritChances();
UpdateArmor(); // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
break;
case STAT_SPIRIT:
break;
default:
break;
}
// Need update (exist AP from stat auras)
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
// Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat
uint32 mask = 0;
AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
for (AuraList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
if (Stats((*i)->GetMiscBValue()) == stat)
mask |= (*i)->GetMiscValue();
if (mask)
{
for (uint32 rating = 0; rating < MAX_COMBAT_RATING; ++rating)
if (mask & (1 << rating))
ApplyRatingMod(CombatRating(rating), 0, true);
}
return true;
}
示例3: GetTotalStatValue
bool Player::UpdateAllStats()
{
for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
float value = GetTotalStatValue(Stats(i));
SetStat(Stats(i), int32(value));
}
UpdateArmor();
// calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
UpdateAttackPowerAndDamage(true);
UpdateMaxHealth();
for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
UpdateAllRatings();
UpdateAllCritPercentages();
UpdateAllSpellCritChances();
UpdateBlockPercentage();
UpdateParryPercentage();
UpdateDodgePercentage();
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
RecalculateRating(CR_ARMOR_PENETRATION);
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
return true;
}
示例4: GetTotalStatValue
bool Player::UpdateAllStats()
{
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
float value = GetTotalStatValue(Stats(i));
SetStat(Stats(i), (int32)value);
}
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
UpdateArmor();
UpdateMaxHealth();
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
{ UpdateMaxPower(Powers(i)); }
UpdateAllCritPercentages();
UpdateAllSpellCritChances();
UpdateDefenseBonusesMod();
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{ UpdateResistances(i); }
return true;
}
示例5: GetTotalStatValue
bool Guardian::UpdateStats(Stats stat)
{
if (stat >= MAX_STATS)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
SetStat(stat, int32(value));
switch (stat)
{
case STAT_STRENGTH:
UpdateAttackPowerAndDamage();
break;
case STAT_AGILITY:
UpdateArmor();
UpdateMeleeCritChance();
break;
case STAT_STAMINA:
UpdateMaxHealth();
break;
case STAT_INTELLECT:
UpdateMaxPower(POWER_MANA);
UpdateSpellCritChance();
break;
case STAT_SPIRIT:
default:
break;
}
return true;
}
示例6: GetTotalStatValue
bool Guardian::UpdateStats(Stats stat)
{
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
float ownersBonus = 0.0f;
Unit* owner = GetOwner();
// Handle Death Knight Glyphs and Talents
float mod = 0.75f;
if (IsPetGhoul() && (stat == STAT_STAMINA || stat == STAT_STRENGTH))
{
if (stat == STAT_STAMINA)
mod = 0.3f; // Default Owner's Stamina scale
else
mod = 0.7f; // Default Owner's Strength scale
ownersBonus = float(owner->GetStat(stat)) * mod;
value += ownersBonus;
}
else if (stat == STAT_STAMINA)
{
ownersBonus = CalculatePct(owner->GetStat(STAT_STAMINA), 30);
value += ownersBonus;
}
//warlock's and mage's pets gain 30% of owner's intellect
else if (stat == STAT_INTELLECT)
{
if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
{
ownersBonus = CalculatePct(owner->GetStat(stat), 30);
value += ownersBonus;
}
}
/*
else if (stat == STAT_STRENGTH)
{
if (IsPetGhoul())
value += float(owner->GetStat(stat)) * 0.3f;
}
*/
SetStat(stat, int32(value));
m_statFromOwner[stat] = ownersBonus;
ApplyStatBuffMod(stat, m_statFromOwner[stat], true);
switch (stat)
{
case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
case STAT_AGILITY: UpdateArmor(); break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); break;
default:
break;
}
return true;
}
示例7: GetTotalStatValue
bool Pet::UpdateStats(Stats stat)
{
if (stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
Unit* owner = GetOwner();
// chained, use original owner instead
if (owner && owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->GetEntry() == GetEntry())
{
if (Unit* creator = GetCreator())
owner = creator;
}
if (stat == STAT_STAMINA)
{
if(owner && owner->GetTypeId() == TYPEID_PLAYER && owner->getClass() == CLASS_WARLOCK)
value += float(owner->GetStat(stat)) * 0.75f;
else if (owner)
value += float(owner->GetStat(stat)) * 0.3f;
}
// warlock's and mage's pets gain 30% of owner's intellect
else if (stat == STAT_INTELLECT && getPetType() == SUMMON_PET)
{
if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
value += float(owner->GetStat(stat)) * 0.3f;
}
// deathknight's ghoul gain 100% of owner's strength
else if (stat == STAT_STRENGTH && getPetType() == SUMMON_PET)
{
if (owner && (owner->getClass() == CLASS_DEATH_KNIGHT))
{
value += float(owner->GetStat(stat)) * 1.0f;
}
}
SetStat(stat, int32(value));
switch (stat)
{
case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
case STAT_AGILITY: UpdateArmor(); break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); break;
case STAT_SPIRIT:
default:
break;
}
return true;
}
示例8: GetTotalStatValue
bool Guardian::UpdateStats(Stats stat)
{
if (stat >= MAX_STATS)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
float ownersBonus = 0.0f;
Unit *owner = GetOwner();
if (stat == STAT_STAMINA)
{
if (owner->getClass() == CLASS_WARLOCK && isPet() || isHunterPet())
{
// TOTAL_PCT should be applied after ownersBonus
UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
value *= (1.0f / m_auraModifiersGroup[unitMod][TOTAL_PCT]) ;
ownersBonus = CalculatePct(owner->GetStat(stat), 30);
value += ownersBonus;
value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
}
}
else if (stat == STAT_INTELLECT)
{
// Warlock and Mage pets gain 30% of owners intellect
if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
{
// TOTAL_PCT should be applied after ownersBonus
UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
value *= (1.0f / m_auraModifiersGroup[unitMod][TOTAL_PCT]) ;
ownersBonus = CalculatePct(owner->GetStat(stat), 30);
value += ownersBonus;
value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
}
}
SetStat(stat, int32(value));
m_statFromOwner[stat] = ownersBonus;
ApplyStatBuffMod(stat, m_statFromOwner[stat], true);
switch (stat)
{
case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
case STAT_AGILITY: UpdateArmor(); break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); break;
case STAT_SPIRIT:
default:
break;
}
return true;
}
示例9: GetTotalStatValue
bool Player::UpdateStats(Stats stat)
{
if (stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
SetStat(stat, int32(value));
if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
{
Pet* pet = GetPet();
if (pet)
pet->UpdateStats(stat);
}
switch (stat)
{
case STAT_STRENGTH:
UpdateAttackPowerAndDamage();
UpdateShieldBlockValue();
break;
case STAT_AGILITY:
UpdateArmor();
UpdateAttackPowerAndDamage(true);
if (getClass() == CLASS_ROGUE || getClass() == CLASS_HUNTER || (getClass() == CLASS_DRUID && m_form == FORM_CAT))
UpdateAttackPowerAndDamage();
UpdateAllCritPercentages();
UpdateDodgePercentage();
break;
case STAT_STAMINA:
UpdateMaxHealth();
break;
case STAT_INTELLECT:
UpdateMaxPower(POWER_MANA);
UpdateAllSpellCritChances();
UpdateAttackPowerAndDamage(true); //SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, only intellect currently
UpdateArmor(); //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
break;
case STAT_SPIRIT:
break;
default:
break;
}
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
return true;
}
示例10: GetTotalStatValue
bool Player::UpdateStats(Stats stat)
{
if (stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
SetStat(stat, int32(value));
if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
{
Pet* pet = GetPet();
if (pet)
pet->UpdateStats(stat);
}
switch (stat)
{
case STAT_STRENGTH:
UpdateShieldBlockValue();
break;
case STAT_AGILITY:
UpdateArmor();
UpdateAllCritPercentages();
UpdateDodgePercentage();
break;
case STAT_STAMINA:
UpdateMaxHealth();
break;
case STAT_INTELLECT:
UpdateMaxPower(POWER_MANA);
UpdateAllSpellCritChances();
UpdateArmor(); // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
break;
case STAT_SPIRIT:
break;
default:
break;
}
// Need update (exist AP from stat auras)
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
return true;
}
示例11: GetTotalStatValue
bool Pet::UpdateStats(Stats stat)
{
if(stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
Unit *owner = GetOwner();
if ( stat == STAT_STAMINA )
{
if(owner)
{
float scale_coeff = 0.3f;
switch (owner->getClass())
{
case CLASS_HUNTER:
scale_coeff = 0.45f;
break;
case CLASS_WARLOCK:
scale_coeff = 0.75f;
break;
}
value += float(owner->GetStat(stat)) * scale_coeff;
}
}
//warlock's and mage's pets gain 30% of owner's intellect
else if ( stat == STAT_INTELLECT && getPetType() == SUMMON_PET )
{
if(owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE) )
value += float(owner->GetStat(stat)) * 0.3f;
}
SetStat(stat, int32(value));
switch(stat)
{
case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
case STAT_AGILITY: UpdateArmor(); break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); break;
case STAT_SPIRIT:
default:
break;
}
return true;
}
示例12: GetTotalStatValue
bool Pet::UpdateStats(Stats stat)
{
if(stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
Unit *owner = GetOwner();
if (owner)
{
switch(stat)
{
case STAT_STAMINA:
// warlock's pets gain 75% of owner's stamina
if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
value += owner->GetStat(stat) * 0.75f;
else
{
if (getPetType() == SUMMON_PET || getPetType() == HUNTER_PET || owner->getClass() == CLASS_DEATH_KNIGHT)
value += owner->GetStat(stat) * 0.3f;
}
break;
case STAT_INTELLECT:
// warlock's and mage's pets gain 30% of owner's intellect
if (getPetType() == SUMMON_PET && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
value += owner->GetStat(stat) * 0.3f;
break;
};
}
SetStat(stat, int32(value));
switch(stat)
{
case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
case STAT_AGILITY: UpdateArmor(); break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); break;
case STAT_SPIRIT:
default:
break;
}
return true;
}
示例13: GetTotalStatValue
bool Player::UpdateAllStats()
{
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
float value = GetTotalStatValue(Stats(i));
SetStat(Stats(i), (int32)value);
}
UpdateArmor();
// calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
UpdateAttackPowerAndDamage(true);
UpdateMaxHealth();
for (uint32 i = 0; i <= sChrPowerTypesStore.GetNumRows(); i++)
{
ChrPowerTypesEntry const* cEntry = sChrPowerTypesStore.LookupEntry(i);
if (!cEntry)
continue;
if (getClass() != cEntry->classId)
continue;
if (cEntry->power == 10)
continue;
SetMaxPower(Powers(cEntry->power), uint32(GetCreatePowers(Powers(cEntry->power))));
}
UpdateAllRatings();
UpdateAllCritPercentages();
UpdateAllSpellCritChances();
UpdateDefenseBonusesMod();
UpdateShieldBlockValue();
UpdateArmorPenetration();
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
return true;
}
示例14: GetTotalStatValue
bool Guardian::UpdateStats(Stats stat)
{
if (stat >= MAX_STATS)
return false;
float value = GetTotalStatValue(stat);
SetStat(stat, int32(value));
switch (stat)
{
case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
case STAT_AGILITY: UpdateArmor(); break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); break;
//case STAT_SPIRIT:
}
return true;
}
示例15: GetTotalStatValue
bool Pet::UpdateStats(Stats stat)
{
if (stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
CreatureInfo const *cinfo = GetCreatureInfo();
Unit *owner = GetOwner();
// chained, use original owner instead
if (owner && owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->GetEntry() == GetEntry())
if (Unit *creator = GetCreator())
owner = creator;
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
{
float scale_coeff = 0.0f;
switch(stat)
{
case STAT_STRENGTH:
{
if (owner->getClass() == CLASS_DEATH_KNIGHT)
{
if (getPetType() == SUMMON_PET)
{
scale_coeff = 0.7f;
// Ravenous Dead
if (SpellEntry const* spell = ((Player*)owner)->GetKnownTalentRankById(1934))
scale_coeff *= 1.0f + spell->CalculateSimpleValue(EFFECT_INDEX_1) / 100.0f;
// Glyph of Ghoul
if (Aura *glyph = owner->GetDummyAura(58686))
scale_coeff += glyph->GetModifier()->m_amount / 100.0f;
}
}
break;
}
case STAT_STAMINA:
{
scale_coeff = 0.3f;
switch (owner->getClass())
{
case CLASS_HUNTER:
{
scale_coeff = 0.45f;
//Wild Hunt
uint32 bonus_id = 0;
if (HasSpell(62762))
bonus_id = 62762;
else if (HasSpell(62758))
bonus_id = 62758;
if (const SpellEntry *bonusProto = sSpellStore.LookupEntry(bonus_id))
scale_coeff *= 1 + bonusProto->CalculateSimpleValue(EFFECT_INDEX_0) / 100.0f;
break;
}
case CLASS_WARLOCK:
{
scale_coeff = 0.75f;
break;
}
case CLASS_DEATH_KNIGHT:
{
if (getPetType() == SUMMON_PET)
{
// Ravenous Dead
if (owner->GetTypeId() == TYPEID_PLAYER)
if (SpellEntry const* spell = ((Player*)owner)->GetKnownTalentRankById(1934))
scale_coeff *= 1.0f + spell->CalculateSimpleValue(EFFECT_INDEX_1) / 100.0f;
// Glyph of Ghoul
if (Aura *glyph = owner->GetDummyAura(58686))
scale_coeff += glyph->GetModifier()->m_amount / 100.0f;
}
break;
}
case CLASS_DRUID:
{
//For treants, use 70% of stamina / 3 treants, guessed
scale_coeff = 0.7f / 3.0f;
break;
}
}
break;
}
case STAT_INTELLECT:
{
//warlock's and mage's pets gain 30% of owner's intellect
if (getPetType() == SUMMON_PET)
{
if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE) )
scale_coeff = 0.3f;
}
break;
}
}
value += float(owner->GetStat(stat)) * scale_coeff;
}
SetStat(stat, int32(value));
//.........这里部分代码省略.........