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C++ CItemArmor类代码示例

本文整理汇总了C++中CItemArmor的典型用法代码示例。如果您正苦于以下问题:C++ CItemArmor类的具体用法?C++ CItemArmor怎么用?C++ CItemArmor使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了CItemArmor类的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: DSP_DEBUG_BREAK_IF

inline int32 CLuaItem::getMod(lua_State* L)
{
    DSP_DEBUG_BREAK_IF(m_PLuaItem == nullptr);
    DSP_DEBUG_BREAK_IF(lua_isnil(L, 1) || !lua_isnumber(L, 1));

    CItemArmor* PItem = (CItemArmor*)m_PLuaItem;

    uint16 mod = lua_tointeger(L, 1);

    lua_pushinteger(L, PItem->getModifier(mod));
    return 1;
}
开发者ID:Anthiam,项目名称:darkstar,代码行数:12,代码来源:lua_item.cpp

示例2: getShieldSize

int8 CCharEntity::getShieldSize()
{
	CItemArmor* PItem = (CItemArmor*)(getStorage(LOC_INVENTORY)->GetItem(equip[SLOT_SUB]));

    if(PItem == NULL){
        return 0;
    }

    if(!PItem->IsShield()){
        return 0;
    }

    return PItem->getShieldSize();
}
开发者ID:fedaykinofdune,项目名称:ffxinfinity,代码行数:14,代码来源:charentity.cpp

示例3: SetCurrentMobSkill

void CAIPetDummy::ActionAbilityStart()
{
    if (m_PPet->StatusEffectContainer->HasPreventActionEffect())
    {
        return;
    }

    if (m_PPet->objtype == TYPE_MOB && m_PPet->PMaster->objtype == TYPE_PC)
    {
        if (m_MasterCommand == MASTERCOMMAND_SIC && m_PPet->health.tp >= 1000 && m_PBattleTarget != nullptr)
        {
            m_MasterCommand = MASTERCOMMAND_NONE;
            CMobEntity* PMob = (CMobEntity*)m_PPet->PMaster->PPet;
            std::vector<CMobSkill*> MobSkills = battleutils::GetMobSkillsByFamily(PMob->m_Family);

            if (MobSkills.size() > 0)
            {
                int maxSearch = 10;
                // keep looking for an ability until one is valid
                do {
                    SetCurrentMobSkill(MobSkills.at(dsprand::GetRandomNumber(MobSkills.size())));
                } while (luautils::OnMobSkillCheck(m_PBattleTarget, m_PPet, GetCurrentMobSkill()) != 0 && maxSearch--);

                // could not find skill
                if (maxSearch == 0)
                {
                    TransitionBack(true);
                    return;
                }

                preparePetAbility(m_PBattleTarget);
                return;
            }
            return;
        }
    }


    if (m_PPet->getPetType() == PETTYPE_JUG_PET){
        if (m_MasterCommand == MASTERCOMMAND_SIC && m_PPet->health.tp >= 1000 && m_PBattleTarget != nullptr){ //choose random tp move
            m_MasterCommand = MASTERCOMMAND_NONE;
            if (m_PPet->PetSkills.size() > 0){
                SetCurrentMobSkill(m_PPet->PetSkills.at(dsprand::GetRandomNumber(m_PPet->PetSkills.size())));
                preparePetAbility(m_PBattleTarget);
                return;
            }
        }
    }
    else if (m_PPet->getPetType() == PETTYPE_AVATAR){
        for (int i = 0; i < m_PPet->PetSkills.size(); i++){
            if (m_PPet->PetSkills[i]->getAnimationTime() == m_MasterCommand){
                SetCurrentMobSkill(m_PPet->PetSkills[i]);
                m_MasterCommand = MASTERCOMMAND_NONE;
                preparePetAbility(m_PPet);
                return;
            }
        }
        m_MasterCommand = MASTERCOMMAND_NONE;
    }
    else if (m_PPet->getPetType() == PETTYPE_WYVERN){

        WYVERNTYPE wyverntype = m_PPet->getWyvernType();

        if (m_MasterCommand == MASTERCOMMAND_ELEMENTAL_BREATH && (wyverntype == WYVERNTYPE_MULTIPURPOSE || wyverntype == WYVERNTYPE_OFFENSIVE)){
            m_MasterCommand = MASTERCOMMAND_NONE;

            //offensive or multipurpose wyvern
            if (m_PBattleTarget != nullptr){ //prepare elemental breaths
                int skip = dsprand::GetRandomNumber(6);
                int hasSkipped = 0;

                for (int i = 0; i < m_PPet->PetSkills.size(); i++){
                    if (m_PPet->PetSkills[i]->getValidTargets() == TARGET_ENEMY){
                        if (hasSkipped == skip){
                            SetCurrentMobSkill(m_PPet->PetSkills[i]);
                            break;
                        }
                        else{
                            hasSkipped++;
                        }
                    }
                }

                preparePetAbility(m_PBattleTarget);
                return;
            }

        }
        else if (m_MasterCommand == MASTERCOMMAND_HEALING_BREATH && (wyverntype == WYVERNTYPE_DEFENSIVE || wyverntype == WYVERNTYPE_MULTIPURPOSE))
        {

            m_MasterCommand = MASTERCOMMAND_NONE;
            m_PBattleSubTarget = nullptr;
            //TODO: CHECK FOR STATUS EFFECTS FOR REMOVE- BREATH (higher priority than healing breaths)

            //	if(m_PPet->PMaster->PParty==nullptr){//solo with master-kun
            CItemArmor* masterHeadItem = ((CCharEntity*)(m_PPet->PMaster))->getEquip(SLOT_HEAD);

            uint16 masterHead = masterHeadItem ? masterHeadItem->getID() : 0;

//.........这里部分代码省略.........
开发者ID:Elkazan,项目名称:darkstar,代码行数:101,代码来源:ai_pet_dummy.cpp

示例4: AddAttackSwing

/************************************************************************
*                                                                       *
*  Creates up to many attacks for a particular hand.			        *
*                                                                       *
************************************************************************/
void CAttackRound::CreateAttacks(CItemWeapon* PWeapon, PHYSICAL_ATTACK_DIRECTION direction)
{
    uint8 num = 1;
    
    bool isPC = m_attacker->objtype == TYPE_PC;

    // Checking the players weapon hit count
    if (PWeapon->getReqLvl() <= m_attacker->GetMLevel())
    {
        num = PWeapon->getHitCount();
    }
    
    // If the attacker is a mobentity or derived from mobentity, check to see if it has any special mutli-hit capabilties
    if (dynamic_cast<CMobEntity*>(m_attacker))
    {
        auto multiHitMax = static_cast<CMobEntity*>(m_attacker)->getMobMod(MOBMOD_MULTI_HIT);
        
        if (multiHitMax > 0)
            num = 1 + battleutils::getHitCount(multiHitMax);
    }

    AddAttackSwing(PHYSICAL_ATTACK_TYPE::NORMAL, direction, num);

    // Checking the players triple, double and quadruple attack
    int16 tripleAttack = m_attacker->getMod(Mod::TRIPLE_ATTACK);
    int16 doubleAttack = m_attacker->getMod(Mod::DOUBLE_ATTACK);
    int16 quadAttack = m_attacker->getMod(Mod::QUAD_ATTACK);

    //check for merit upgrades
    if (isPC)
    {
        CCharEntity* PChar = (CCharEntity*)m_attacker;

        //merit chance only applies if player has the job trait
        if (charutils::hasTrait(PChar, TRAIT_TRIPLE_ATTACK)) tripleAttack += PChar->PMeritPoints->GetMeritValue(MERIT_TRIPLE_ATTACK_RATE, PChar);
        if (charutils::hasTrait(PChar, TRAIT_DOUBLE_ATTACK)) doubleAttack += PChar->PMeritPoints->GetMeritValue(MERIT_DOUBLE_ATTACK_RATE, PChar);
        // TODO: Quadruple attack merits when SE release them.
    }

    quadAttack = dsp_cap(quadAttack, 0, 100);
    doubleAttack = dsp_cap(doubleAttack, 0, 100);
    tripleAttack = dsp_cap(tripleAttack, 0, 100);

    // Checking Mikage Effect - Hits Vary With Num of Utsusemi Shadows for Main Weapon
    if (m_attacker->StatusEffectContainer->HasStatusEffect(EFFECT_MIKAGE) && m_attacker->m_Weapons[SLOT_MAIN]->getID() == PWeapon->getID())
    {
        int16 shadows = m_attacker->getMod(Mod::UTSUSEMI);
        //ShowDebug(CL_CYAN"Create Attacks: Mikage Active, Rolling Attack Chance for %d Shadowss...\n" CL_RESET, shadows);
        AddAttackSwing(PHYSICAL_ATTACK_TYPE::NORMAL, direction, shadows);
    }
    else if (num == 1 && dsprand::GetRandomNumber(100) < quadAttack)
        AddAttackSwing(PHYSICAL_ATTACK_TYPE::QUAD, direction, 3);

    else if (num == 1 && dsprand::GetRandomNumber(100) < tripleAttack)
        AddAttackSwing(PHYSICAL_ATTACK_TYPE::TRIPLE, direction, 2);

    else if (num == 1 && dsprand::GetRandomNumber(100) < doubleAttack)
        AddAttackSwing(PHYSICAL_ATTACK_TYPE::DOUBLE, direction, 1);

    // Ammo extra swing - players only
    if (isPC && m_attacker->getMod(Mod::AMMO_SWING) > 0)
    {
        // Check for ammo
        CCharEntity* PChar = (CCharEntity*)m_attacker;
        CItemArmor* PAmmo = PChar->getEquip(SLOT_AMMO);
        CItemArmor* PMain = PChar->getEquip(SLOT_MAIN);
        CItemArmor* PSub = PChar->getEquip(SLOT_SUB);
        uint8 slot = PChar->equip[SLOT_AMMO];
        uint8 loc = PChar->equipLoc[SLOT_AMMO];
        uint8 ammoCount = 0;

        // Handedness check, checking mod of the weapon for the purposes of level scaling
        if (battleutils::GetScaledItemModifier(PChar, PMain, Mod::AMMO_SWING_TYPE) == 2 &&
            dsprand::GetRandomNumber(100) < m_attacker->getMod(Mod::AMMO_SWING) && PAmmo != nullptr && ammoCount < PAmmo->getQuantity())
        {
            AddAttackSwing(PHYSICAL_ATTACK_TYPE::NORMAL, direction, 1);
            ammoCount += 1;
        }
        else
        {
            if (direction == RIGHTATTACK && battleutils::GetScaledItemModifier(PChar, PMain, Mod::AMMO_SWING_TYPE) == 1 &&
                dsprand::GetRandomNumber(100) < m_attacker->getMod(Mod::AMMO_SWING) && PAmmo != nullptr && ammoCount < PAmmo->getQuantity())
            {
                AddAttackSwing(PHYSICAL_ATTACK_TYPE::NORMAL, RIGHTATTACK, 1);
                ammoCount += 1;
            }
            if (direction == LEFTATTACK && PSub != nullptr && battleutils::GetScaledItemModifier(PChar, PSub, Mod::AMMO_SWING_TYPE) == 1 &&
                dsprand::GetRandomNumber(100) < m_attacker->getMod(Mod::AMMO_SWING) && PAmmo != nullptr && ammoCount < PAmmo->getQuantity())
            {
                AddAttackSwing(PHYSICAL_ATTACK_TYPE::NORMAL, LEFTATTACK, 1);
                ammoCount += 1;
            }
        }

        if (PAmmo != nullptr)
//.........这里部分代码省略.........
开发者ID:Darkstorm87,项目名称:darkstar,代码行数:101,代码来源:attackround.cpp

示例5: AddAttackSwing

/************************************************************************
*                                                                       *
*  Creates up to many attacks for a particular hand.			        *
*                                                                       *
************************************************************************/
void CAttackRound::CreateAttacks(CItemWeapon* PWeapon, PHYSICAL_ATTACK_DIRECTION direction)
{
    uint8 num = 1;

    // Checking the players weapon hit count
    if (PWeapon->getReqLvl() <= m_attacker->GetMLevel())
    {
        num = PWeapon->getHitCount();
    }

    AddAttackSwing(ATTACK_NORMAL, direction, num);

    // Checking the players triple, double and quadruple attack
    int16 tripleAttack = m_attacker->getMod(MOD_TRIPLE_ATTACK);
    int16 doubleAttack = m_attacker->getMod(MOD_DOUBLE_ATTACK);
    int16 quadAttack = m_attacker->getMod(MOD_QUAD_ATTACK);

    //check for merit upgrades
    if (m_attacker->objtype == TYPE_PC)
    {
        CCharEntity* PChar = (CCharEntity*)m_attacker;

        //merit chance only applies if player has the job trait
        if (charutils::hasTrait(PChar, TRAIT_TRIPLE_ATTACK)) tripleAttack += PChar->PMeritPoints->GetMeritValue(MERIT_TRIPLE_ATTACK_RATE, PChar);
        if (charutils::hasTrait(PChar, TRAIT_DOUBLE_ATTACK)) doubleAttack += PChar->PMeritPoints->GetMeritValue(MERIT_DOUBLE_ATTACK_RATE, PChar);
        // TODO: Quadruple attack merits when SE release them.
    }

    quadAttack = dsp_cap(quadAttack,0,100);
    doubleAttack = dsp_cap(doubleAttack,0,100);
    tripleAttack = dsp_cap(tripleAttack,0,100);

    // Checking Mikage Effect - Hits Vary With Num of Utsusemi Shadows for Main Weapon
    if (m_attacker->StatusEffectContainer->HasStatusEffect(EFFECT_MIKAGE) && m_attacker->m_Weapons[SLOT_MAIN]->getID() == PWeapon->getID())
    {
        int16 shadows = m_attacker->getMod(MOD_UTSUSEMI);
        //ShowDebug(CL_CYAN"Create Attacks: Mikage Active, Rolling Attack Chance for %d Shadowss...\n" CL_RESET, shadows);
        AddAttackSwing(ATTACK_NORMAL, direction, shadows);
    }
    else if (num == 1 && dsprand::GetRandomNumber(100) < quadAttack)
        AddAttackSwing(QUAD_ATTACK, direction, 3);

    else if (num == 1 && dsprand::GetRandomNumber(100) < tripleAttack)
        AddAttackSwing(TRIPLE_ATTACK, direction, 2);

    else if (num == 1 && dsprand::GetRandomNumber(100) < doubleAttack)
        AddAttackSwing(DOUBLE_ATTACK, direction, 1);

    // Ammo extra swing - players only
    if (m_attacker->objtype == TYPE_PC && m_attacker->getMod(MOD_AMMO_SWING) > 0)
    {
        // Check for ammo
        CCharEntity* PChar = (CCharEntity*)m_attacker;
        CItemArmor* PAmmo = PChar->getEquip(SLOT_AMMO);
        uint8 slot = PChar->equip[SLOT_AMMO];
        uint8 loc = PChar->equipLoc[SLOT_AMMO];
        if (dsprand::GetRandomNumber(100) < m_attacker->getMod(MOD_AMMO_SWING))
        {
            // Add swing, then subtract an ammo item, unequip if there's one left.
            AddAttackSwing(ATTACK_NORMAL, direction, 1);
            if (PAmmo->getQuantity() == 1)
            {
                charutils::UnequipItem(PChar, SLOT_AMMO);
                charutils::SaveCharEquip(PChar);
            }
            charutils::UpdateItem(PChar, loc, slot, -1);
            PChar->pushPacket(new CInventoryFinishPacket());
        }
    }

    // TODO: Possible Lua function for the nitty gritty stuff below.

    // Iga mod: Extra attack chance whilst dual wield is on.
    if (direction == LEFTATTACK && dsprand::GetRandomNumber(100) < m_attacker->getMod(MOD_EXTRA_DUAL_WIELD_ATTACK))
        AddAttackSwing(ATTACK_NORMAL, RIGHTATTACK, 1);

}
开发者ID:froofles,项目名称:Exodus,代码行数:82,代码来源:attackround.cpp

示例6: SetCurrentMobSkill

void CAIPetDummy::ActionAbilityStart()
{
    if (m_PPet->StatusEffectContainer->HasPreventActionEffect())
    {
        return;
    }

    if (m_PPet->objtype == TYPE_MOB && m_PPet->PMaster->objtype == TYPE_PC)
    {
        if (m_MasterCommand == MASTERCOMMAND_SIC && m_PPet->health.tp >= 1000 && m_PBattleTarget != nullptr)
        {
            m_MasterCommand = MASTERCOMMAND_NONE;
            CMobEntity* PMob = (CMobEntity*)m_PPet->PMaster->PPet;
            std::vector<CMobSkill*> MobSkills = battleutils::GetMobSkillsByFamily(PMob->m_Family);

            if (MobSkills.size() > 0)
            {
                int maxSearch = 10;
                // keep looking for an ability until one is valid
                do {
                    SetCurrentMobSkill(MobSkills.at(WELL512::irand() % MobSkills.size()));
                } while (luautils::OnMobSkillCheck(m_PBattleTarget, m_PPet, GetCurrentMobSkill()) != 0 && maxSearch--);

                // could not find skill
                if (maxSearch == 0)
                {
                    TransitionBack(true);
                    return;
                }

                preparePetAbility(m_PBattleTarget);
                return;
            }
            return;
        }
    }


    if (m_PPet->getPetType() == PETTYPE_JUG_PET){
        if (m_MasterCommand == MASTERCOMMAND_SIC && m_PPet->health.tp >= 1000 && m_PBattleTarget != nullptr){ //choose random tp move
            m_MasterCommand = MASTERCOMMAND_NONE;
            if (m_PPet->PetSkills.size() > 0){
                SetCurrentMobSkill(m_PPet->PetSkills.at(WELL512::irand() % m_PPet->PetSkills.size()));
                preparePetAbility(m_PBattleTarget);
                return;
            }
        }
    }
    else if (m_PPet->getPetType() == PETTYPE_AVATAR){
        for (int i = 0; i < m_PPet->PetSkills.size(); i++){
            if (m_PPet->PetSkills[i]->getAnimationTime() == m_MasterCommand){
                SetCurrentMobSkill(m_PPet->PetSkills[i]);
                m_MasterCommand = MASTERCOMMAND_NONE;
                preparePetAbility(m_PPet);
                return;
            }
        }
        m_MasterCommand = MASTERCOMMAND_NONE;
    }
    else if (m_PPet->getPetType() == PETTYPE_WYVERN){

        WYVERNTYPE wyverntype = m_PPet->getWyvernType();

        if (m_MasterCommand == MASTERCOMMAND_ELEMENTAL_BREATH && (wyverntype == WYVERNTYPE_MULTIPURPOSE || wyverntype == WYVERNTYPE_OFFENSIVE)){
            m_MasterCommand = MASTERCOMMAND_NONE;

            //offensive or multipurpose wyvern
            if (m_PBattleTarget != nullptr){ //prepare elemental breaths
                int skip = WELL512::irand() % 6;
                int hasSkipped = 0;

                for (int i = 0; i < m_PPet->PetSkills.size(); i++){
                    if (m_PPet->PetSkills[i]->getValidTargets() == TARGET_ENEMY){
                        if (hasSkipped == skip){
                            SetCurrentMobSkill(m_PPet->PetSkills[i]);
                            break;
                        }
                        else{
                            hasSkipped++;
                        }
                    }
                }

                preparePetAbility(m_PBattleTarget);
                return;
            }

        }
        else if (m_MasterCommand == MASTERCOMMAND_HEALING_BREATH && (wyverntype == WYVERNTYPE_DEFENSIVE || wyverntype == WYVERNTYPE_MULTIPURPOSE))
        {

            m_MasterCommand = MASTERCOMMAND_NONE;
            m_PBattleSubTarget = nullptr;
            //TODO: CHECK FOR STATUS EFFECTS FOR REMOVE- BREATH (higher priority than healing breaths)

            //	if(m_PPet->PMaster->PParty==nullptr){//solo with master-kun
            CItemArmor* masterHeadItem = ((CCharEntity*)(m_PPet->PMaster))->getEquip(SLOT_HEAD);

            uint16 masterHead = masterHeadItem ? masterHeadItem->getID() : 0;

//.........这里部分代码省略.........
开发者ID:Ex0r,项目名称:darkstar,代码行数:101,代码来源:ai_pet_dummy.cpp


注:本文中的CItemArmor类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。