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C++ Item::GetArtifactPowers方法代码示例

本文整理汇总了C++中Item::GetArtifactPowers方法的典型用法代码示例。如果您正苦于以下问题:C++ Item::GetArtifactPowers方法的具体用法?C++ Item::GetArtifactPowers怎么用?C++ Item::GetArtifactPowers使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Item的用法示例。


在下文中一共展示了Item::GetArtifactPowers方法的2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: HandleConfirmArtifactRespec

void WorldSession::HandleConfirmArtifactRespec(WorldPackets::Artifact::ConfirmArtifactRespec& confirmArtifactRespec)
{
    if (!_player->GetNPCIfCanInteractWith(confirmArtifactRespec.NpcGUID, UNIT_NPC_FLAG_ARTIFACT_POWER_RESPEC))
        return;

    Item* artifact = _player->GetItemByGuid(confirmArtifactRespec.ArtifactGUID);
    if (!artifact)
        return;

    uint64 xpCost = 0;
    if (GtArtifactLevelXPEntry const* cost = sArtifactLevelXPGameTable.GetRow(artifact->GetTotalPurchasedArtifactPowers() + 1))
        xpCost = uint64(artifact->GetModifier(ITEM_MODIFIER_ARTIFACT_TIER) == 1 ? cost->XP2 : cost->XP);

    if (xpCost > artifact->GetUInt64Value(ITEM_FIELD_ARTIFACT_XP))
        return;

    uint64 newAmount = artifact->GetUInt64Value(ITEM_FIELD_ARTIFACT_XP) - xpCost;
    for (uint32 i = 0; i <= artifact->GetTotalPurchasedArtifactPowers(); ++i)
        if (GtArtifactLevelXPEntry const* cost = sArtifactLevelXPGameTable.GetRow(i))
            newAmount += uint64(artifact->GetModifier(ITEM_MODIFIER_ARTIFACT_TIER) == 1 ? cost->XP2 : cost->XP);

    for (ItemDynamicFieldArtifactPowers const& artifactPower : artifact->GetArtifactPowers())
    {
        uint8 oldPurchasedRank = artifactPower.PurchasedRank;
        if (!oldPurchasedRank)
            continue;

        ItemDynamicFieldArtifactPowers newPower = artifactPower;
        newPower.PurchasedRank -= oldPurchasedRank;
        newPower.CurrentRankWithBonus -= oldPurchasedRank;
        artifact->SetArtifactPower(&newPower);

        if (artifact->IsEquipped())
            if (ArtifactPowerRankEntry const* artifactPowerRank = sDB2Manager.GetArtifactPowerRank(artifactPower.ArtifactPowerId, 0))
                _player->ApplyArtifactPowerRank(artifact, artifactPowerRank, false);
    }

    for (ItemDynamicFieldArtifactPowers const& power : artifact->GetArtifactPowers())
    {
        ArtifactPowerEntry const* scaledArtifactPowerEntry = sArtifactPowerStore.AssertEntry(power.ArtifactPowerId);
        if (!(scaledArtifactPowerEntry->Flags & ARTIFACT_POWER_FLAG_SCALES_WITH_NUM_POWERS))
            continue;

        ArtifactPowerRankEntry const* scaledArtifactPowerRank = sDB2Manager.GetArtifactPowerRank(scaledArtifactPowerEntry->ID, 0);
        if (!scaledArtifactPowerRank)
            continue;

        ItemDynamicFieldArtifactPowers newScaledPower = power;
        newScaledPower.CurrentRankWithBonus = 0;
        artifact->SetArtifactPower(&newScaledPower);

        _player->ApplyArtifactPowerRank(artifact, scaledArtifactPowerRank, false);
    }

    artifact->SetUInt64Value(ITEM_FIELD_ARTIFACT_XP, newAmount);
    artifact->SetState(ITEM_CHANGED, _player);
}
开发者ID:Chaplain,项目名称:TrinityCore,代码行数:57,代码来源:ArtifactHandler.cpp

示例2: HandleArtifactAddPower

void WorldSession::HandleArtifactAddPower(WorldPackets::Artifact::ArtifactAddPower& artifactAddPower)
{
    if (!_player->GetGameObjectIfCanInteractWith(artifactAddPower.ForgeGUID, GAMEOBJECT_TYPE_ARTIFACT_FORGE))
        return;

    Item* artifact = _player->GetItemByGuid(artifactAddPower.ArtifactGUID);
    if (!artifact)
        return;

    uint64 xpCost = 0;
    if (GtArtifactLevelXPEntry const* cost = sArtifactLevelXPGameTable.GetRow(artifact->GetTotalPurchasedArtifactPowers() + 1))
        xpCost = uint64(artifact->GetModifier(ITEM_MODIFIER_ARTIFACT_TIER) == 1 ? cost->XP2 : cost->XP);

    if (xpCost > artifact->GetUInt64Value(ITEM_FIELD_ARTIFACT_XP))
        return;

    if (artifactAddPower.PowerChoices.empty())
        return;

    ItemDynamicFieldArtifactPowers const* artifactPower = artifact->GetArtifactPower(artifactAddPower.PowerChoices[0].ArtifactPowerID);
    if (!artifactPower)
        return;

    ArtifactPowerEntry const* artifactPowerEntry = sArtifactPowerStore.LookupEntry(artifactPower->ArtifactPowerId);
    if (!artifactPowerEntry)
        return;

    if (artifactAddPower.PowerChoices[0].Rank != artifactPower->PurchasedRank + 1 ||
        artifactAddPower.PowerChoices[0].Rank > artifactPowerEntry->MaxPurchasableRank)
        return;

    if (std::unordered_set<uint32> const* artifactPowerLinks = sDB2Manager.GetArtifactPowerLinks(artifactPower->ArtifactPowerId))
    {
        bool hasAnyLink = false;
        for (uint32 artifactPowerLinkId : *artifactPowerLinks)
        {
            ArtifactPowerEntry const* artifactPowerLink = sArtifactPowerStore.LookupEntry(artifactPowerLinkId);
            if (!artifactPowerLink)
                continue;

            ItemDynamicFieldArtifactPowers const* artifactPowerLinkLearned = artifact->GetArtifactPower(artifactPowerLinkId);
            if (!artifactPowerLinkLearned)
                continue;

            if (artifactPowerLinkLearned->PurchasedRank >= artifactPowerLink->MaxPurchasableRank)
            {
                hasAnyLink = true;
                break;
            }
        }

        if (!hasAnyLink)
            return;
    }

    ArtifactPowerRankEntry const* artifactPowerRank = sDB2Manager.GetArtifactPowerRank(artifactPower->ArtifactPowerId, artifactPower->CurrentRankWithBonus + 1 - 1); // need data for next rank, but -1 because of how db2 data is structured
    if (!artifactPowerRank)
        return;

    ItemDynamicFieldArtifactPowers newPower = *artifactPower;
    ++newPower.PurchasedRank;
    ++newPower.CurrentRankWithBonus;
    artifact->SetArtifactPower(&newPower);

    if (artifact->IsEquipped())
    {
        _player->ApplyArtifactPowerRank(artifact, artifactPowerRank, true);

        for (ItemDynamicFieldArtifactPowers const& power : artifact->GetArtifactPowers())
        {
            ArtifactPowerEntry const* scaledArtifactPowerEntry = sArtifactPowerStore.AssertEntry(power.ArtifactPowerId);
            if (!(scaledArtifactPowerEntry->Flags & ARTIFACT_POWER_FLAG_SCALES_WITH_NUM_POWERS))
                continue;

            ArtifactPowerRankEntry const* scaledArtifactPowerRank = sDB2Manager.GetArtifactPowerRank(scaledArtifactPowerEntry->ID, 0);
            if (!scaledArtifactPowerRank)
                continue;

            ItemDynamicFieldArtifactPowers newScaledPower = power;
            ++newScaledPower.CurrentRankWithBonus;
            artifact->SetArtifactPower(&newScaledPower);

            _player->ApplyArtifactPowerRank(artifact, scaledArtifactPowerRank, false);
            _player->ApplyArtifactPowerRank(artifact, scaledArtifactPowerRank, true);
        }
    }

    artifact->SetUInt64Value(ITEM_FIELD_ARTIFACT_XP, artifact->GetUInt64Value(ITEM_FIELD_ARTIFACT_XP) - xpCost);
    artifact->SetState(ITEM_CHANGED, _player);
}
开发者ID:Chaplain,项目名称:TrinityCore,代码行数:90,代码来源:ArtifactHandler.cpp


注:本文中的Item::GetArtifactPowers方法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。