本文整理汇总了C++中LPCHARACTER::GetLevel方法的典型用法代码示例。如果您正苦于以下问题:C++ LPCHARACTER::GetLevel方法的具体用法?C++ LPCHARACTER::GetLevel怎么用?C++ LPCHARACTER::GetLevel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类LPCHARACTER
的用法示例。
在下文中一共展示了LPCHARACTER::GetLevel方法的9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: CalcAttackRating
float CalcAttackRating(LPCHARACTER pkAttacker, LPCHARACTER pkVictim, bool bIgnoreTargetRating)
{
int iARSrc;
int iERSrc;
if (LC_IsYMIR()) // 천마
{
iARSrc = MIN(90, pkAttacker->GetPolymorphPoint(POINT_DX));
iERSrc = MIN(90, pkVictim->GetPolymorphPoint(POINT_DX));
}
else
{
int attacker_dx = pkAttacker->GetPolymorphPoint(POINT_DX);
int attacker_lv = pkAttacker->GetLevel();
int victim_dx = pkVictim->GetPolymorphPoint(POINT_DX);
int victim_lv = pkAttacker->GetLevel();
iARSrc = MIN(90, (attacker_dx * 4 + attacker_lv * 2) / 6);
iERSrc = MIN(90, (victim_dx * 4 + victim_lv * 2) / 6);
}
float fAR = ((float) iARSrc + 210.0f) / 300.0f; // fAR = 0.7 ~ 1.0
if (bIgnoreTargetRating)
return fAR;
// ((Edx * 2 + 20) / (Edx + 110)) * 0.3
float fER = ((float) (iERSrc * 2 + 5) / (iERSrc + 95)) * 3.0f / 10.0f;
return fAR - fER;
}
示例2: Link
void CParty::Link(LPCHARACTER pkChr)
{
TMemberMap::iterator it;
if (pkChr->IsPC())
it = m_memberMap.find(pkChr->GetPlayerID());
else
it = m_memberMap.find(pkChr->GetVID());
if (it == m_memberMap.end())
{
sys_err("%s is not member of this party", pkChr->GetName());
return;
}
// 플레이어 파티일 경우 업데이트 이벤트 생성
if (m_bPCParty && !m_eventUpdate)
{
party_update_event_info* info = AllocEventInfo<party_update_event_info>();
info->pid = m_dwLeaderPID;
m_eventUpdate = event_create(party_update_event, info, PASSES_PER_SEC(3));
}
if (it->second.bRole == PARTY_ROLE_LEADER)
m_pkChrLeader = pkChr;
sys_log(2, "PARTY[%d] %s linked to party", GetLeaderPID(), pkChr->GetName());
it->second.pCharacter = pkChr;
pkChr->SetParty(this);
if (pkChr->IsPC())
{
if (it->second.strName.empty())
{
it->second.strName = pkChr->GetName();
}
SendPartyJoinOneToAll(pkChr->GetPlayerID());
SendPartyJoinAllToOne(pkChr);
SendPartyLinkOneToAll(pkChr);
SendPartyLinkAllToOne(pkChr);
SendPartyInfoAllToOne(pkChr);
SendPartyInfoOneToAll(pkChr);
SendParameter(pkChr);
//sys_log(0, "PARTY-DUNGEON connect %p %p", this, GetDungeon());
if (GetDungeon() && GetDungeon()->GetMapIndex() == pkChr->GetMapIndex())
{
pkChr->SetDungeon(GetDungeon());
}
RequestSetMemberLevel(pkChr->GetPlayerID(), pkChr->GetLevel());
}
}
示例3: OnKill
void CWarMap::OnKill(LPCHARACTER killer, LPCHARACTER ch)
{
if (m_bEnded)
return;
DWORD dwKillerGuild = 0;
DWORD dwDeadGuild = 0;
if (killer->GetGuild())
dwKillerGuild = killer->GetGuild()->GetID();
if (ch->GetGuild())
dwDeadGuild = ch->GetGuild()->GetID();
BYTE idx;
sys_log(0, "WarMap::OnKill %u %u", dwKillerGuild, dwDeadGuild);
if (!GetTeamIndex(dwKillerGuild, idx))
return;
if (!GetTeamIndex(dwDeadGuild, idx))
return;
switch (m_kMapInfo.bType)
{
case WAR_MAP_TYPE_NORMAL:
SendGuildWarScore(dwKillerGuild, dwDeadGuild, 1, ch->GetLevel());
break;
case WAR_MAP_TYPE_FLAG:
{
CAffect * pkAff = ch->FindAffect(AFFECT_WAR_FLAG);
if (pkAff)
{
if (GetTeamIndex(pkAff->lApplyValue, idx))
AddFlag(idx, ch->GetX(), ch->GetY());
ch->RemoveAffect(AFFECT_WAR_FLAG);
}
}
break;
default:
sys_err("unknown war map type %u index %d", m_kMapInfo.bType, m_kMapInfo.lMapIndex);
break;
}
}
示例4: operator
bool operator () (LPENTITY ent)
{
if (!ent->IsType(ENTITY_CHARACTER))
return false;
LPCHARACTER pkChr = (LPCHARACTER) ent;
if (pkChr->IsBuilding() &&
(pkChr->IsAffectFlag(AFF_BUILDING_CONSTRUCTION_SMALL) ||
pkChr->IsAffectFlag(AFF_BUILDING_CONSTRUCTION_LARGE) ||
pkChr->IsAffectFlag(AFF_BUILDING_UPGRADE)))
{
m_pkChrBuilding = pkChr;
}
if (pkChr->IsNPC())
{
if ( !pkChr->IsMonster() || !m_pkChr->IsAttackMob() || m_pkChr->IsAggressive() )
return false;
}
if (pkChr->IsDead())
return false;
if (pkChr->IsAffectFlag(AFF_EUNHYUNG) ||
pkChr->IsAffectFlag(AFF_INVISIBILITY) ||
pkChr->IsAffectFlag(AFF_REVIVE_INVISIBLE))
return false;
if (pkChr->IsAffectFlag(AFF_TERROR) && m_pkChr->IsImmune(IMMUNE_TERROR) == false ) // 공포 처리
{
if ( pkChr->GetLevel() >= m_pkChr->GetLevel() )
return false;
}
if ( m_pkChr->IsNoAttackShinsu() )
{
if ( pkChr->GetEmpire() == 1 )
return false;
}
if ( m_pkChr->IsNoAttackChunjo() )
{
if ( pkChr->GetEmpire() == 2 )
return false;
}
if ( m_pkChr->IsNoAttackJinno() )
{
if ( pkChr->GetEmpire() == 3 )
return false;
}
int iDistance = DISTANCE_APPROX(m_lx - pkChr->GetX(), m_ly - pkChr->GetY());
if (iDistance < m_iMinDistance && iDistance <= m_iMaxDistance)
{
m_pkChrVictim = pkChr;
m_iMinDistance = iDistance;
}
return true;
}
示例5: PolymorphCharacter
bool CPolymorphUtils::PolymorphCharacter(LPCHARACTER pChar, LPITEM pItem, const CMob* pMob)
{
BYTE bySkillLevel = pChar->GetSkillLevel(POLYMORPH_SKILL_ID);
DWORD dwDuration = 0;
DWORD dwBonusPercent = 0;
int iPolyPercent = 0;
switch (pChar->GetSkillMasterType(POLYMORPH_SKILL_ID))
{
case SKILL_NORMAL:
dwDuration = 10;
break;
case SKILL_MASTER:
dwDuration = 15;
break;
case SKILL_GRAND_MASTER:
dwDuration = 20;
break;
case SKILL_PERFECT_MASTER:
dwDuration = 25;
break;
default:
return false;
}
// dwDuration *= 60;
// 변신 확률 = 캐릭터 레벨 - 몹 레벨 + 둔갑서 레벨 + 29 + 둔갑 스킬 레벨
iPolyPercent = pChar->GetLevel() - pMob->m_table.bLevel + pItem->GetSocket(2) + (29 + bySkillLevel);
if (iPolyPercent <= 0)
{
pChar->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("둔갑에 실패 하였습니다"));
return false;
}
else
{
if (number(1, 100) > iPolyPercent)
{
pChar->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("둔갑에 실패 하였습니다"));
return false;
}
}
pChar->AddAffect(AFFECT_POLYMORPH, POINT_POLYMORPH, pMob->m_table.dwVnum, AFF_POLYMORPH, dwDuration, 0, true);
// 변신 보너스 = 둔갑 스킬 레벨 + 둔갑서 레벨
dwBonusPercent = bySkillLevel + pItem->GetSocket(2);
switch (GetBonusType(pMob->m_table.dwVnum))
{
case POLYMORPH_ATK_BONUS:
pChar->AddAffect(AFFECT_POLYMORPH, POINT_ATT_BONUS, dwBonusPercent, AFF_POLYMORPH, dwDuration - 1, 0, false);
break;
case POLYMORPH_DEF_BONUS:
pChar->AddAffect(AFFECT_POLYMORPH, POINT_DEF_BONUS, dwBonusPercent, AFF_POLYMORPH, dwDuration - 1, 0, false);
break;
case POLYMORPH_SPD_BONUS:
pChar->AddAffect(AFFECT_POLYMORPH, POINT_MOV_SPEED, dwBonusPercent, AFF_POLYMORPH, dwDuration - 1, 0, false);
break;
default:
case POLYMORPH_NO_BONUS:
break;
}
return true;
}
示例6: onDead
void CThreeWayWar::onDead(LPCHARACTER pChar, LPCHARACTER pkKiller)
{
if (false == pChar->IsPC())
return;
if (GM_PLAYER != pChar->GetGMLevel() && false == test_server)
return;
if (-1 == GetRegenFlag())
return;
DecreaseReviveTokenForPlayer( pChar->GetPlayerID() );
if (false == IsSungZiMapIndex(pChar->GetMapIndex()))
return;
if (NULL == pkKiller || true != pkKiller->IsPC())
return;
// °°Ає Б¦±№Ає °и»кЗПБц ѕКАЅ
if (pChar->GetEmpire() == pkKiller->GetEmpire())
return;
int nKillScore = GetKillScore(pkKiller->GetEmpire());
// Б¦±№ Еі ЅєДЪѕо°Ў -1АП°жїмґВ Е»¶ф±№°ЎА̱⶧№®їЎ БЎјц ГјЕ©ё¦ ЗПёй ѕИµИґЩ.
if (nKillScore >= 0)
{
nKillScore += GetKillValue(pChar->GetLevel());
SetKillScore(pkKiller->GetEmpire(), nKillScore);
}
if (nKillScore != 0 && (test_server || (nKillScore % 5) == 0))
{
char szBuf[64 + 1];
snprintf(szBuf, sizeof(szBuf), LC_TEXT("ЗцАз ЅєДЪѕо ЅЕјц±№:%d ГµБ¶±№:%d Бшіл±№:%d"),
GetKillScore(1), GetKillScore(2), GetKillScore(3));
SendNoticeMap(szBuf, GetSungziMapIndex(), false);
}
const int nVictoryScore = quest::CQuestManager::instance().GetEventFlag("threeway_war_kill_count");
if (0 == GetRegenFlag())
{
int nEliminatedEmpireCount = 0;
BYTE bLoseEmpire = 0;
for (int n = 1; n < 4; ++n)
{
if (nVictoryScore > GetKillScore(n))
{
++nEliminatedEmpireCount;
bLoseEmpire = n;
}
}
if (1 != nEliminatedEmpireCount)
return;
//----------------------
//Д«їоЖ® ГК±вИ
//----------------------
SetKillScore(1, 0);
SetKillScore(2, 0);
SetKillScore(3, 0);
SetKillScore(bLoseEmpire, -1);
quest::warp_all_to_map_my_empire_event_info * info;
//----------------------
//Е»¶ф±№°Ў ЕрАе ЅГЕ°±в : јєБцїЎј
//----------------------
info = AllocEventInfo<quest::warp_all_to_map_my_empire_event_info>();
info->m_lMapIndexFrom = GetSungziMapIndex();
info->m_lMapIndexTo = EMPIRE_START_MAP(bLoseEmpire);
info->m_x = EMPIRE_START_X(bLoseEmpire);
info->m_y = EMPIRE_START_Y(bLoseEmpire);
info->m_bEmpire = bLoseEmpire;
event_create(quest::warp_all_to_map_my_empire_event, info, PASSES_PER_SEC(10));
//----------------------
//Е»¶ф±№°Ў ЕрАе ЅГЕ°±в : Ел·ОїЎј
//----------------------
info = AllocEventInfo<quest::warp_all_to_map_my_empire_event_info>();
info->m_lMapIndexFrom = GetPassMapIndex(bLoseEmpire);
info->m_lMapIndexTo = EMPIRE_START_MAP(bLoseEmpire);
info->m_x = EMPIRE_START_X(bLoseEmpire);
info->m_y = EMPIRE_START_Y(bLoseEmpire);
info->m_bEmpire = bLoseEmpire;
event_create(quest::warp_all_to_map_my_empire_event, info, PASSES_PER_SEC(10));
//----------------------
//јєБцїЎ ЖГ±вґВ ±№°ЎїЎ ґлЗС АМѕЯ±вё¦ ё¶їХАМ ЗФ!
//----------------------
//.........这里部分代码省略.........
示例7: CalcArrowDamage
int CalcArrowDamage(LPCHARACTER pkAttacker, LPCHARACTER pkVictim, LPITEM pkBow, LPITEM pkArrow, bool bIgnoreDefense)
{
if (!pkBow || pkBow->GetType() != ITEM_WEAPON || pkBow->GetSubType() != WEAPON_BOW)
return 0;
if (!pkArrow)
return 0;
// 타격치 계산부
int iDist = (int) (DISTANCE_SQRT(pkAttacker->GetX() - pkVictim->GetX(), pkAttacker->GetY() - pkVictim->GetY()));
//int iGap = (iDist / 100) - 5 - pkBow->GetValue(5) - pkAttacker->GetPoint(POINT_BOW_DISTANCE);
int iGap = (iDist / 100) - 5 - pkAttacker->GetPoint(POINT_BOW_DISTANCE);
int iPercent = 100 - (iGap * 5);
if (iPercent <= 0)
return 0;
else if (iPercent > 100)
iPercent = 100;
int iDam = 0;
float fAR = CalcAttackRating(pkAttacker, pkVictim, false);
iDam = number(pkBow->GetValue(3), pkBow->GetValue(4)) * 2 + pkArrow->GetValue(3);
int iAtk;
// level must be ignored when multiply by fAR, so subtract it before calculation.
iAtk = pkAttacker->GetPoint(POINT_ATT_GRADE) + iDam - (pkAttacker->GetLevel() * 2);
iAtk = (int) (iAtk * fAR);
iAtk += pkAttacker->GetLevel() * 2; // and add again
// Refine Grade
iAtk += pkBow->GetValue(5) * 2;
iAtk += pkAttacker->GetPoint(POINT_PARTY_ATTACKER_BONUS);
iAtk = (int) (iAtk * (100 + (pkAttacker->GetPoint(POINT_ATT_BONUS) + pkAttacker->GetPoint(POINT_MELEE_MAGIC_ATT_BONUS_PER))) / 100);
iAtk = CalcAttBonus(pkAttacker, pkVictim, iAtk);
int iDef = 0;
if (!bIgnoreDefense)
iDef = (pkVictim->GetPoint(POINT_DEF_GRADE) * (100 + pkAttacker->GetPoint(POINT_DEF_BONUS)) / 100);
if (pkAttacker->IsNPC())
iAtk = (int) (iAtk * pkAttacker->GetMobDamageMultiply());
iDam = MAX(0, iAtk - iDef);
int iPureDam = iDam;
iPureDam = (iPureDam * iPercent) / 100;
if (test_server)
{
pkAttacker->ChatPacket(CHAT_TYPE_INFO, "ARROW %s -> %s, DAM %d DIST %d GAP %d %% %d",
pkAttacker->GetName(),
pkVictim->GetName(),
iPureDam,
iDist, iGap, iPercent);
}
return iPureDam;
//return iDam;
}
示例8: CalcMeleeDamage
int CalcMeleeDamage(LPCHARACTER pkAttacker, LPCHARACTER pkVictim, bool bIgnoreDefense, bool bIgnoreTargetRating)
{
LPITEM pWeapon = pkAttacker->GetWear(WEAR_WEAPON);
bool bPolymorphed = pkAttacker->IsPolymorphed();
if (pWeapon && !(bPolymorphed && !pkAttacker->IsPolyMaintainStat()))
{
if (pWeapon->GetType() != ITEM_WEAPON)
return 0;
switch (pWeapon->GetSubType())
{
case WEAPON_SWORD:
case WEAPON_DAGGER:
case WEAPON_TWO_HANDED:
case WEAPON_BELL:
case WEAPON_FAN:
case WEAPON_MOUNT_SPEAR:
break;
case WEAPON_BOW:
sys_err("CalcMeleeDamage should not handle bows (name: %s)", pkAttacker->GetName());
return 0;
default:
return 0;
}
}
int iDam = 0;
float fAR = CalcAttackRating(pkAttacker, pkVictim, bIgnoreTargetRating);
int iDamMin = 0, iDamMax = 0;
// TESTSERVER_SHOW_ATTACKINFO
int DEBUG_iDamCur = 0;
int DEBUG_iDamBonus = 0;
// END_OF_TESTSERVER_SHOW_ATTACKINFO
if (bPolymorphed && !pkAttacker->IsPolyMaintainStat())
{
// MONKEY_ROD_ATTACK_BUG_FIX
Item_GetDamage(pWeapon, &iDamMin, &iDamMax);
// END_OF_MONKEY_ROD_ATTACK_BUG_FIX
DWORD dwMobVnum = pkAttacker->GetPolymorphVnum();
const CMob * pMob = CMobManager::instance().Get(dwMobVnum);
if (pMob)
{
int iPower = pkAttacker->GetPolymorphPower();
iDamMin += pMob->m_table.dwDamageRange[0] * iPower / 100;
iDamMax += pMob->m_table.dwDamageRange[1] * iPower / 100;
}
}
else if (pWeapon)
{
// MONKEY_ROD_ATTACK_BUG_FIX
Item_GetDamage(pWeapon, &iDamMin, &iDamMax);
// END_OF_MONKEY_ROD_ATTACK_BUG_FIX
}
else if (pkAttacker->IsNPC())
{
iDamMin = pkAttacker->GetMobDamageMin();
iDamMax = pkAttacker->GetMobDamageMax();
}
iDam = number(iDamMin, iDamMax) * 2;
// TESTSERVER_SHOW_ATTACKINFO
DEBUG_iDamCur = iDam;
// END_OF_TESTSERVER_SHOW_ATTACKINFO
//
int iAtk = 0;
// level must be ignored when multiply by fAR, so subtract it before calculation.
iAtk = pkAttacker->GetPoint(POINT_ATT_GRADE) + iDam - (pkAttacker->GetLevel() * 2);
iAtk = (int) (iAtk * fAR);
iAtk += pkAttacker->GetLevel() * 2; // and add again
if (pWeapon)
{
iAtk += pWeapon->GetValue(5) * 2;
// 2004.11.12.myevan.TESTSERVER_SHOW_ATTACKINFO
DEBUG_iDamBonus = pWeapon->GetValue(5) * 2;
///////////////////////////////////////////////
}
iAtk += pkAttacker->GetPoint(POINT_PARTY_ATTACKER_BONUS); // party attacker role bonus
iAtk = (int) (iAtk * (100 + (pkAttacker->GetPoint(POINT_ATT_BONUS) + pkAttacker->GetPoint(POINT_MELEE_MAGIC_ATT_BONUS_PER))) / 100);
iAtk = CalcAttBonus(pkAttacker, pkVictim, iAtk);
int iDef = 0;
if (!bIgnoreDefense)
{
iDef = (pkVictim->GetPoint(POINT_DEF_GRADE) * (100 + pkVictim->GetPoint(POINT_DEF_BONUS)) / 100);
if (!pkAttacker->IsPC())
//.........这里部分代码省略.........
示例9: CalcMagicDamageWithValue
int CalcMagicDamageWithValue(int iDam, LPCHARACTER pkAttacker, LPCHARACTER pkVictim)
{
return CalcBattleDamage(iDam, pkAttacker->GetLevel(), pkVictim->GetLevel());
}