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C++ SetInt32Value函数代码示例

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

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, GetOwner());
            }
            for (uint32 i = PROP_ENCHANTMENT_SLOT_2; i < PROP_ENCHANTMENT_SLOT_2 + 3; ++i)
                SetEnchantment(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();
                SetState(ITEM_CHANGED, GetOwner());
            }

            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:Bootz,项目名称:TrilliumEMU,代码行数:37,代码来源:Item.cpp

示例2: GetAura

void Player::UpdateMastery()
{
    if (HasAuraType(SPELL_AURA_MASTERY))
    {
        if(HasAura(76671))
            GetAura(76671)->RecalculateAmountOfEffects();//Paladin Protection Mastery
        if(HasAura(77514))
            GetAura(77514)->RecalculateAmountOfEffects();//DK Frost Mastery
        if(HasAura(48517))
            GetAura(48517)->RecalculateAmountOfEffects();// Druid Balance Mastery
        if(HasAura(48518))
            GetAura(48518)->RecalculateAmountOfEffects();// Druid Balance Mastery
        if(HasAura(76857))
            GetAura(76857)->RecalculateAmountOfEffects();// Warrior Protection Mastery
        SetInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_MASTERY, m_baseRatingValue[CR_MASTERY]);
        SetFloatValue(PLAYER_MASTERY, GetMasteryPoints());
    }
}
开发者ID:Jildor,项目名称:4.3.4-Core,代码行数:18,代码来源:StatSystem.cpp

示例3: GetModifierValue

void Creature::UpdateAttackPowerAndDamage(bool ranged)
{
 UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
uint16 index = UNIT_FIELD_ATTACK_POWER;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if (ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
}
float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
SetInt32Value(index, (uint32)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field
SetFloatValue(index_mult, attPowerMultiplier); //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
//automatically update weapon damage after attack power modification
if (ranged)
UpdateDamagePhysical(RANGED_ATTACK);
else
{
UpdateDamagePhysical(BASE_ATTACK);
UpdateDamagePhysical(OFF_ATTACK);
}
}
开发者ID:xIchigox,项目名称:SoDCore.434,代码行数:23,代码来源:StatSystem.cpp

示例4: GetStat

void Pet::UpdateAttackPowerAndDamage(bool ranged)
{
    if(ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if(GetEntry() == 416)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if( owner && owner->GetTypeId()==TYPEID_PLAYER)
    {
        if(getPetType() == HUNTER_PET)                      //hunter pets benefit from owner's attack power
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
            SetBonusDamage( int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
        }
		//ghouls benefit from deathknight's attack power
        else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_DEATH_KNIGHT)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.22f;
            SetBonusDamage( int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.1287f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if(maximum < 0)
                maximum = 0;
            SetBonusDamage( int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_MAGE)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if(frost < 0)
                frost = 0;
            SetBonusDamage( int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    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;

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
开发者ID:marx123,项目名称:core,代码行数:66,代码来源:StatSystem.cpp

示例5: float


//.........这里部分代码省略.........
                {
                    case FORM_CAT:
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                    case FORM_MOONKIN:
                    {
                        Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
                        for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
                        {
                            if((*itr)->GetSpellProto()->SpellIconID != 1563)
                                continue;

                            // Predatory Strikes (effect 0)
                            if ((*itr)->GetEffIndex() == EFFECT_INDEX_0 && IsInFeralForm())
                                mLevelBonus = getLevel() * (*itr)->GetModifier()->m_amount / 100.0f;
                            // Predatory Strikes (effect 1)
                            else if ((*itr)->GetEffIndex() == EFFECT_INDEX_1)
                                mBonusWeaponAtt = (*itr)->GetModifier()->m_amount * m_baseFeralAP / 100.0f;

                            if (mLevelBonus != 0.0f && mBonusWeaponAtt != 0.0f)
                                break;
                        }
                        break;
                    }
                    default: break;
                }

                switch(form)
                {
                    case FORM_CAT:
                        val2 = GetStat(STAT_STRENGTH)*2.0f + GetStat(STAT_AGILITY) - 20.0f + mLevelBonus + m_baseFeralAP + mBonusWeaponAtt; break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f + mLevelBonus + m_baseFeralAP + mBonusWeaponAtt; break;
                    case FORM_MOONKIN:
                        val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f + m_baseFeralAP + mBonusWeaponAtt; break;
                    default:
                        val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
                }
                break;
            }
            case CLASS_MAGE:    val2 =              GetStat(STAT_STRENGTH)                         - 10.0f; break;
            case CLASS_PRIEST:  val2 =              GetStat(STAT_STRENGTH)                         - 10.0f; break;
            case CLASS_WARLOCK: val2 =              GetStat(STAT_STRENGTH)                         - 10.0f; break;
        }
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

    //add dynamic flat mods
    if( ranged )
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS)==0)
        {
            AuraList const& mRAPbyStat = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for(AuraList::const_iterator i = mRAPbyStat.begin();i != mRAPbyStat.end(); ++i)
                attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
        }
    }
    else
    {
        AuraList const& mAPbyStat = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for(AuraList::const_iterator i = mAPbyStat.begin();i != mAPbyStat.end(); ++i)
            attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);

        AuraList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for(AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetModifier()->m_amount);
    }

    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

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

    //automatically update weapon damage after attack power modification
    if(ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
    }
    else
    {
        UpdateDamagePhysical(BASE_ATTACK);
        if(CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
    }


    if (IsInWorld())
    {
        CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_ATTACKPOWER, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS);
        CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_SPELLDAMAGE, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS);
        CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_DAMAGE, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS);
    }
}
开发者ID:MichaelFurth,项目名称:RCore,代码行数:101,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.LookupEntry(getClass());
    UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;

    uint16 index = UNIT_FIELD_ATTACK_POWER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
    }
    else
    {
        float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrenth, 0.0f);
        float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);

        SpellShapeshiftFormEntry const* form = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
        // Directly taken from client, SHAPESHIFT_FLAG_AP_FROM_STRENGTH ?
        if (form && form->flags1 & 0x20)
            agilityValue += std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerStrenth, 0.0f);

        val2 = strengthValue + agilityValue;
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

    //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

    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 (CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            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:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:68,代码来源:StatSystem.cpp

示例7: float


//.........这里部分代码省略.........
                                    if (Item* mainHand = m_items[EQUIPMENT_SLOT_MAINHAND])
                                    {
                                        // also gains % attack power from equipped weapon
                                        ItemTemplate const* proto = mainHand->GetTemplate();
                                        if (!proto)
                                            continue;

                                        weapon_bonus = CalculatePct(float(proto->getFeralBonus()), aurEff->GetAmount());
                                    }
                                    break;
                                default:
                                    break;
                            }
                        }
                    }
                }

                switch (GetShapeshiftForm())
                {
                    case FORM_CAT:
                        val2 = getLevel() * (mLevelMult + 2.0f) + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f + weapon_bonus + m_baseFeralAP;
                        break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = getLevel() * (mLevelMult + 3.0f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + weapon_bonus + m_baseFeralAP;
                        break;
                    case FORM_MOONKIN:
                        val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + m_baseFeralAP;
                        break;
                    default:
                        val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f;
                        break;
                }
                break;
            }
            case CLASS_MAGE:
                val2 = GetStat(STAT_STRENGTH) - 10.0f;
                break;
            case CLASS_PRIEST:
                val2 = GetStat(STAT_STRENGTH) - 10.0f;
                break;
            case CLASS_WARLOCK:
                val2 = GetStat(STAT_STRENGTH) - 10.0f;
                break;
        }
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

    //add dynamic flat mods
    if (ranged)
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS) == 0)
        {
            AuraEffectList const& mRAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for (AuraEffectList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i)
                attPowerMod += CalculatePct(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());
        }
    }
    else
    {
        AuraEffectList const& mAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for (AuraEffectList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i)
            attPowerMod += CalculatePct(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());

        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());
    }

    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

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

    Pet* pet = GetPet();                                //update pet's AP
    //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 (CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
开发者ID:FirstCore,项目名称:FuckerCrazyEmu,代码行数:101,代码来源:StatSystem.cpp

示例8: float


//.........这里部分代码省略.........
                            }
                        }
                        break;
                    }
                    default: break;
                }

                switch (form)
                {
                    case FORM_CAT:
                        val2 = getLevel() * (mLevelMult + 2.0f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + GetStat(STAT_AGILITY) * 2.0f - 20.0f + m_baseFeralAP; break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = getLevel() * (mLevelMult + 2.0f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + GetStat(STAT_AGILITY) * 2.0f - 20.0f + m_baseFeralAP; break;
                    case FORM_MOONKIN:
                        val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + m_baseFeralAP; break;
                    default:
                        val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
                }
                break;
            }
            case CLASS_MAGE:    val2 =              GetStat(STAT_STRENGTH)                         - 10.0f; break;
            case CLASS_PRIEST:  val2 =              GetStat(STAT_STRENGTH)                         - 10.0f; break;
            case CLASS_WARLOCK: val2 =              GetStat(STAT_STRENGTH)                         - 10.0f; break;
        }
    }

    SetModifierValue(unitMod_pos, BASE_VALUE, val2);

    float base_attPower  = (GetModifierValue(unitMod_pos, BASE_VALUE) - GetModifierValue(unitMod_neg, BASE_VALUE)) * (GetModifierValue(unitMod_pos, BASE_PCT) - GetModifierValue(unitMod_neg, BASE_PCT));
    float attPowerMod_pos = GetModifierValue(unitMod_pos, TOTAL_VALUE);
    float attPowerMod_neg = GetModifierValue(unitMod_neg, TOTAL_VALUE);

    //add dynamic flat mods
    if (ranged)
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS) == 0)
        {
            AuraEffectList const& mRAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for (AuraEffectList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i)
            {
                int32 temp = CalculatePctN(int32(GetStat(Stats((*i)->GetMiscValue()))), ((*i)->GetAmount() / 100));
                if(temp > 0)
                    attPowerMod_pos += temp;
                else
                    attPowerMod_neg -= temp;
            }
        }
    }
    else
    {
        AuraEffectList const& mAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for (AuraEffectList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i)
        {
            int32 temp = CalculatePctN(int32(GetStat(Stats((*i)->GetMiscValue()))), ((*i)->GetAmount() / 100));
            if(temp > 0)
                attPowerMod_pos += temp;
            else
                attPowerMod_neg -= temp;
        }

        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)
            int32 temp = int32(GetArmor() / (*iter)->GetAmount());
            if(temp > 0)
                attPowerMod_pos += temp;
            else
                attPowerMod_neg -= temp;
        }
    }

    float attPowerMultiplier = (GetModifierValue(unitMod_pos, TOTAL_PCT) + (1 - GetModifierValue(unitMod_neg, TOTAL_PCT)))- 1.0f;

    SetInt32Value(index, (uint32)base_attPower);            //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod_pos, (uint32)attPowerMod_pos);  //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_POS field
    SetInt32Value(index_mod_neg, (uint32)attPowerMod_neg);  //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_NEG field
    SetFloatValue(index_mult, attPowerMultiplier);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field

    Pet *pet = GetPet();                                //update pet's AP
    //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 (CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
开发者ID:sacel,项目名称:StrawberryEMU,代码行数:101,代码来源:StatSystem.cpp

示例9: float

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

    ChrClassesEntry const* entry = sChrClassesStore.LookupEntry(getClass());
    UnitMods unitMod_pos = ranged ? UNIT_MOD_ATTACK_POWER_RANGED_POS : UNIT_MOD_ATTACK_POWER_POS;
    UnitMods unitMod_neg = ranged ? UNIT_MOD_ATTACK_POWER_RANGED_NEG : UNIT_MOD_ATTACK_POWER_NEG;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod_pos = UNIT_FIELD_ATTACK_POWER_MOD_POS;
    uint16 index_mod_neg = UNIT_FIELD_ATTACK_POWER_MOD_NEG;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
        index_mod_pos = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
        index_mod_neg = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
    }
    else
    {
        // This is general.
        float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrenth, 0.0f);
        float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);

        // This is specific.
        switch (getClass())
        {
        case CLASS_HUNTER: // in the case of Rogues, Hunters, and Shamans, each point of Agility will add 2 AP
        case CLASS_ROGUE:
        case CLASS_SHAMAN:
            agilityValue = std::max(GetStat(STAT_AGILITY) * 2, 0.0f);
            break;
        case CLASS_WARRIOR: // Warriors, Paladins, and Death Knights will gain 2 AP from each point of Strength.
        case CLASS_PALADIN:
        case CLASS_DEATH_KNIGHT:
            strengthValue = std::max(GetStat(STAT_STRENGTH) * 2, 0.0f);
            break;
        case CLASS_DRUID: //  Druids will gain 2 AP from Agility in Bear/Cat form. You have NO strenght in Bear form.
            if (IsInFeralForm())
                if (GetShapeshiftForm() == FORM_CAT || GetShapeshiftForm() == FORM_BEAR)
                    agilityValue = std::max(GetStat(STAT_AGILITY) * 2, 0.0f);
            break;
        }

        val2 = strengthValue + agilityValue;
    }

    SetModifierValue(unitMod_pos, BASE_VALUE, val2);

    float base_attPower = (GetModifierValue(unitMod_pos, BASE_VALUE) - GetModifierValue(unitMod_neg, BASE_VALUE)) * (GetModifierValue(unitMod_pos, BASE_PCT) + (1 - GetModifierValue(unitMod_neg, BASE_PCT)));
    float attPowerMod_pos = GetModifierValue(unitMod_pos, TOTAL_VALUE);
    float attPowerMod_neg = GetModifierValue(unitMod_neg, TOTAL_VALUE);

    //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)
            int32 attPowerMod = int32(GetArmor() / (*iter)->GetAmount());
            if (attPowerMod > 0)
                attPowerMod_pos += attPowerMod;
            else
                attPowerMod_neg -= attPowerMod;
        }
    }

    float attPowerMultiplier = (GetModifierValue(unitMod_pos, TOTAL_PCT) + (1 - GetModifierValue(unitMod_neg, TOTAL_PCT))) - 1.0f;
    
    SetInt32Value(index, (uint32)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod_pos, (uint32) attPowerMod_pos);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_POS field
    SetInt32Value(index_mod_neg, (uint32) attPowerMod_neg);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_NEG 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 (CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

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

//.........这里部分代码省略.........
开发者ID:redlaine,项目名称:InfinityCore-Ark,代码行数:101,代码来源:StatSystem.cpp

示例10: float

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

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

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod_pos = UNIT_FIELD_ATTACK_POWER_MOD_POS;
    uint16 index_mod_neg = UNIT_FIELD_ATTACK_POWER_MOD_NEG;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mod_pos = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
        index_mod_neg = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
        val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
    }
    else
    {
        float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrenth, 0.0f);
        float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);

        if (GetShapeshiftForm() == FORM_CAT || GetShapeshiftForm() == FORM_BEAR)
            agilityValue += std::max((GetStat(STAT_AGILITY) - 10.0f) * 2, 0.0f);

        val2 = strengthValue + agilityValue;
    }

    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 && HasAuraType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR))
    {
        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)
            int32 temp = int32(GetArmor() / (*iter)->GetAmount());
            if (temp > 0)
                attPowerMod += temp;
            else
                attPowerMod -= temp;
        }
    }

    if (HasAuraType(SPELL_AURA_OVERRIDE_AP_BY_SPELL_POWER_PCT))
    {
        int32 ApBySpellPct = 0;
        int32 spellPower = ToPlayer()->GetBaseSpellPowerBonus();                    // SpellPower from Weapon
        spellPower += std::max(0, int32(ToPlayer()->GetStat(STAT_INTELLECT)) - 10); // SpellPower from intellect

        AuraEffectList const& mAPFromSpellPowerPct = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_AP_BY_SPELL_POWER_PCT);
        for (AuraEffectList::const_iterator i = mAPFromSpellPowerPct.begin(); i != mAPFromSpellPowerPct.end(); ++i)
            ApBySpellPct += CalculatePct(spellPower, (*i)->GetAmount());

        if (ApBySpellPct > 0)
        {
            SetInt32Value(index, uint32(ApBySpellPct));     //UNIT_FIELD_(RANGED)_ATTACK_POWER field
            SetFloatValue(index_mult, attPowerMultiplier);  //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
        }
        else
        {
            SetInt32Value(index, uint32(base_attPower + attPowerMod));  //UNIT_FIELD_(RANGED)_ATTACK_POWER field
            SetFloatValue(index_mult, attPowerMultiplier);              //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
        }
    }
    else
    {
        SetInt32Value(index, uint32(base_attPower + attPowerMod));  //UNIT_FIELD_(RANGED)_ATTACK_POWER field
        SetFloatValue(index_mult, attPowerMultiplier);              //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    }

    Pet* pet = GetPet();                                //update pet's AP
    //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 (CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
开发者ID:AlucardVoss,项目名称:Patchs,代码行数:100,代码来源:StatSystem.cpp

示例11: 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12: float

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

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

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
        val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
    }
    else
    {
        float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrenth, 0.0f);
        float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);

        if (GetShapeshiftForm() == FORM_CAT || GetShapeshiftForm() == FORM_BEAR)
            agilityValue += std::max((GetStat(STAT_AGILITY) - 10.0f) * 2, 0.0f);

        val2 = strengthValue + agilityValue;
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

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

    //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)
            attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
    }

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

    Pet* pet = GetPet();                                //update pet's AP
    //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 (CanDualWield() && haveOffhandWeapon())           //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
开发者ID:Lbniese,项目名称:WoWCircle434,代码行数:65,代码来源:StatSystem.cpp

示例13: MANGOS_ASSERT

void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    ChrClassesEntry const * chrEntry = sChrClassesStore.LookupEntry(getClass());
    MANGOS_ASSERT(chrEntry);

    float val2 = 0.0f;
    float level = float(getLevel());

    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;

        float rapPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->rapPerAgi;

        switch (getClass())
        {
            case CLASS_HUNTER: val2 =  level * 2.0f + rapPerAgi;    break;
            case CLASS_ROGUE:  val2 =  level        + rapPerAgi;    break;
            case CLASS_WARRIOR: val2 = level        + rapPerAgi;    break;
            default: break;
        }
    }
    else
    {
        float apPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerAgi;
        float apPerStr = std::max(GetStat(STAT_STRENGTH) - 10.0f, 0.0f) * chrEntry->apPerStr;
        float levelmod;
        switch (getClass())
        {
            case CLASS_WARRIOR:
            case CLASS_PALADIN:
            case CLASS_DEATH_KNIGHT:
            case CLASS_DRUID:
                levelmod = 3.0f;
                break;
            default:
                levelmod = 2.0f;
                break;
        }

        val2 = level * levelmod + apPerAgi + apPerStr;

        // extracted from client
        if (getClass() == CLASS_DRUID && GetShapeshiftForm())
        {
            if (SpellShapeshiftFormEntry const * entry = sSpellShapeshiftFormStore.LookupEntry(uint32(GetShapeshiftForm())))
                if (entry->flags1 & 0x20)
                    val2 += std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerStr;
        }
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

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

    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

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

    // automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);

        Pet* pet = GetPet();                                // update pet's AP
        if (pet)
            pet->UpdateAttackPowerAndDamage();
    }
    else
    {
        UpdateDamagePhysical(BASE_ATTACK);
        if (CanDualWield() && haveOffhandWeapon())          // allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
            UpdateDamagePhysical(OFF_ATTACK);
    }
}
开发者ID:Calixa,项目名称:mangos-cata,代码行数:95,代码来源:StatSystem.cpp

示例14: SetEntry

bool Item::LoadFromDB(uint32 guid, uint64 owner_guid, Field* fields, uint32 entry)
{
    //                                                    0                1      2         3        4      5             6                 7           8           9    10
    //result = CharacterDatabase.PQuery("SELECT creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyId, durability, playedTime, text FROM item_instance WHERE guid = '%u'", guid);

    // create item before any checks for store correct guid
    // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB
    Object::_Create(guid, 0, HIGHGUID_ITEM);

    // Set entry, MUST be before proto check
    SetEntry(entry);
    SetFloatValue(OBJECT_FIELD_SCALE_X, 1.0f);

    ItemPrototype const* proto = GetProto();
    if (!proto)
        return false;

    // set owner (not if item is only loaded for gbank/auction/mail
    if (owner_guid != 0)
        SetOwnerGUID(owner_guid);

    bool need_save = false;                                 // need explicit save data at load fixes
    SetUInt64Value(ITEM_FIELD_CREATOR, MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER));
    SetUInt64Value(ITEM_FIELD_GIFTCREATOR, MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_PLAYER));
    SetCount(fields[2].GetUInt32());

    uint32 duration = fields[3].GetUInt32();
    SetUInt32Value(ITEM_FIELD_DURATION, duration);
    // update duration if need, and remove if not need
    if ((proto->Duration == 0) != (duration == 0))
    {
        SetUInt32Value(ITEM_FIELD_DURATION, abs(proto->Duration));
        need_save = true;
    }

    Tokens tokens(fields[4].GetString(), ' ', MAX_ITEM_PROTO_SPELLS);
    if (tokens.size() == MAX_ITEM_PROTO_SPELLS)
        for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
            SetSpellCharges(i, atoi(tokens[i]));

    SetUInt32Value(ITEM_FIELD_FLAGS, fields[5].GetUInt32());
    // Remove bind flag for items vs NO_BIND set
    if (IsSoulBound() && proto->Bonding == NO_BIND)
    {
        ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_SOULBOUND, false);
        need_save = true;
    }

    std::string enchants = fields[6].GetString();
    //_LoadIntoDataField(enchants.c_str(), ITEM_FIELD_ENCHANTMENT_1_1, MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET);
    {
        // NOTE:
        // in the recent update of reforge system, definition of EnchantmentSlot has been changed,
        // and MAX_ENCHANTMENT_SLOT has been changed from 13 to 14,
        // which makes enchantments column of item_instance table incompatible with previous version.
        // in this case we will load only first 9 enchantment slots (0-8, for permanent, temporary, sockets, bonus, prismatic and reforge)
        // and ignore the remaining ones (9-13, for random properties).
        // which means item random properties will be lost after this update.
        // after player logging in and saving the inventory, enchantments column will be properly updated.

        uint32 count = MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET;
        Tokens tokens(enchants, ' ', count);

        if (tokens.size() < MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET)
            count = REFORGE_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET;

        for (uint32 index = 0; index < count; ++index)
            m_uint32Values[ITEM_FIELD_ENCHANTMENT_1_1 + index] = index < tokens.size() ? atol(tokens[index]) : 0;
    }
    SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID, fields[7].GetInt16());
    // recalculate suffix factor
    if (GetItemRandomPropertyId() < 0)
        UpdateItemSuffixFactor();

    uint32 durability = fields[8].GetUInt16();
    SetUInt32Value(ITEM_FIELD_DURABILITY, durability);
    // update max durability (and durability) if need
    SetUInt32Value(ITEM_FIELD_MAXDURABILITY, proto->MaxDurability);
    if (durability > proto->MaxDurability)
    {
        SetUInt32Value(ITEM_FIELD_DURABILITY, proto->MaxDurability);
        need_save = true;
    }

    SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, fields[9].GetUInt32());
    SetText(fields[10].GetString());

    if (need_save)                                           // normal item changed state set not work at loading
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_ITEM_INSTANCE_ON_LOAD);
        stmt->setUInt32(0, GetUInt32Value(ITEM_FIELD_DURATION));
        stmt->setUInt32(1, GetUInt32Value(ITEM_FIELD_FLAGS));
        stmt->setUInt32(2, GetUInt32Value(ITEM_FIELD_DURABILITY));
        stmt->setUInt32(3, guid);
        CharacterDatabase.Execute(stmt);
    }

    return true;
}
开发者ID:H4D3S,项目名称:DarkmoonCore-Cataclysm,代码行数:99,代码来源:Item.cpp

示例15: GetStat

void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if (GetEntry() == ENTRY_IMP)                                   // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (isHunterPet())                      //hunter pets benefit from owner's attack power
        {
            float mod = 1.0f;                                                 //Hunter contribution modifier
            if (isPet())
            {
                PetSpellMap::const_iterator itr = ToPet()->m_spells.find(62758);    //Wild Hunt rank 1
                if (itr == ToPet()->m_spells.end())
                    itr = ToPet()->m_spells.find(62762);                            //Wild Hunt rank 2

                if (itr != ToPet()->m_spells.end())                                 // If pet has Wild Hunt
                {
                    SpellInfo const* sProto = sSpellMgr->GetSpellInfo(itr->first); // Then get the SpellProto and add the dummy effect value
                    mod += CalculatePct(1.0f, sProto->Effects[1].CalcValue());
                }
            }

            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f * mod;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f * mod));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet() && !IsPetGhoul())
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
            if (frost < 0)
                frost = 0;
            SetBonusDamage(int32(frost * 0.4f));
        }
    }

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    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;

    // Animal Handler rank 1, 2
    if (owner->HasAura(34453) || owner->HasAura(34454))
    {
        SpellInfo const* sProto = sSpellMgr->GetSpellInfo((owner->HasAura(34453)) ? 34453 : 34454);
        attPowerMultiplier += ((float)sProto->Effects[EFFECT_1].CalcValue() / 100);
    }

    //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
    //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
开发者ID:FirstCore,项目名称:FuckerCrazyEmu,代码行数:81,代码来源:StatSystem.cpp


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