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C++ GetWeaponForAttack函数代码示例

本文整理汇总了C++中GetWeaponForAttack函数的典型用法代码示例。如果您正苦于以下问题:C++ GetWeaponForAttack函数的具体用法?C++ GetWeaponForAttack怎么用?C++ GetWeaponForAttack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GetWeaponForAttack函数的6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: int32

void Player::UpdateExpertise(WeaponAttackType attack)
{
    if (attack == RANGED_ATTACK)
        return;

    int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE));

    Item* weapon = GetWeaponForAttack(attack, true);

    AuraEffectList const& expAuras = GetAuraEffectsByType(SPELL_AURA_MOD_EXPERTISE);
    for (AuraEffectList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
    {
        // item neutral spell
        if ((*itr)->GetSpellInfo()->EquippedItemClass == -1)
            expertise += (*itr)->GetAmount();
        // item dependent spell
        else if (weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellInfo()))
            expertise += (*itr)->GetAmount();
    }

    if (expertise < 0)
        expertise = 0;

    switch (attack)
    {
        case BASE_ATTACK: SetUInt32Value(PLAYER_FIELD_MAINHAND_EXPERTISE, expertise);         break;
        case OFF_ATTACK:  SetUInt32Value(PLAYER_FIELD_OFFHAND_EXPERTISE, expertise); break;
        default: break;
    }
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:30,代码来源:StatSystem.cpp

示例2: int32

void Player::UpdateExpertise(WeaponAttackType attack)
{
    if (attack == RANGED_ATTACK)
        return;

    int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE));

    Item* weapon = GetWeaponForAttack(attack);

    AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE);
    for (auto expAura : expAuras)
    {
        // item neutral spell
        if (expAura->GetSpellProto()->EquippedItemClass == -1)
            expertise += expAura->GetModifier()->m_amount;
        // item dependent spell
        else if (weapon && weapon->IsFitToSpellRequirements(expAura->GetSpellProto()))
            expertise += expAura->GetModifier()->m_amount;
    }

    if (expertise < 0)
        expertise = 0;

    switch (attack)
    {
        case BASE_ATTACK: SetUInt32Value(PLAYER_EXPERTISE, expertise);         break;
        case OFF_ATTACK:  SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise); break;
        default: break;
    }
}
开发者ID:MantisLord,项目名称:mangos-tbc,代码行数:30,代码来源:StatSystem.cpp

示例3: int32

void Player::UpdateExpertise(WeaponAttackType attack)
{
    if(attack==RANGED_ATTACK)
        return;

    int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE));

    Item *weapon = GetWeaponForAttack(attack);

    AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE);
    for(AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
    {
        // item neutral spell
        if((*itr)->GetSpellProto()->EquippedItemClass == -1)
            expertise += (*itr)->GetModifier()->m_amount;
        // item dependent spell
        else if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
            expertise += (*itr)->GetModifier()->m_amount;
    }

    if(expertise < 0)
        expertise = 0;

    switch(attack)
    {
        case BASE_ATTACK: SetUInt32Value(PLAYER_EXPERTISE, expertise);         break;
        case OFF_ATTACK:  SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise); break;
        default: break;
    }

    if (IsInWorld())
        CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_EXPERTIZE, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS);
}
开发者ID:MichaelFurth,项目名称:RCore,代码行数:33,代码来源:StatSystem.cpp

示例4: GetAurasByType

void Player::UpdateArmorPenetration(int32 amount)
{
    AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_ARMOR_PENETRATION_PCT);
    for(AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
    {
        // item neutral spell
        if((*itr)->GetSpellProto()->EquippedItemClass == -1)
        {
            amount *= ((*itr)->GetAmount() + 100.0f) / 100.0f;
            continue;
        }

        // item dependent spell - check curent weapons
        for(int i = 0; i < MAX_ATTACK; ++i)
        {
            Item *weapon = GetWeaponForAttack(WeaponAttackType(i));

            if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
            {
                amount *= ((*itr)->GetAmount() + 100.0f) / 100.0f;
                break;
            }
        }
    }

    // Store Rating Value
    SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_ARMOR_PENETRATION, amount);
}
开发者ID:Trizzor,项目名称:uecore,代码行数:28,代码来源:StatSystem.cpp

示例5: switch

void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage)
{
    UnitMods unitMod;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    float att_speed = GetAPMultiplier(attType, normalized);

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        float weaponSpeed = BASE_ATTACK_TIME / 1000.f;
        if (Item* weapon = GetWeaponForAttack(BASE_ATTACK, true))
            weaponSpeed =  weapon->GetTemplate()->Delay / 1000;

        if (GetShapeshiftForm() == FORM_CAT)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed;
            weapon_maxdamage = weapon_maxdamage / weaponSpeed;
        }
        else if (GetShapeshiftForm() == FORM_BEAR)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5;
            weapon_maxdamage = weapon_mindamage / weaponSpeed + weapon_maxdamage / 2.5;
        }
    }
    else if (!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
    {
        //cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            min_damage = 0;
            max_damage = 0;
            return;
        }
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    /*
    TODO: Is this still needed after ammo has been removed?
    else if (attType == RANGED_ATTACK)                       //add ammo DPS to ranged damage
    {
        weapon_mindamage += ammo * att_speed;
        weapon_maxdamage += ammo * att_speed;
    }*/

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:68,代码来源:StatSystem.cpp

示例6: 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


注:本文中的GetWeaponForAttack函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。