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C++ GetWeaponDamageRange函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了GetWeaponDamageRange函数的17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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: if

void Pet::UpdateDamagePhysical(WeaponAttackType attType)
{
    UnitMods unitMod;

    if (attType == BASE_ATTACK)
        unitMod  = UNIT_MOD_DAMAGE_MAINHAND;
    else if (attType == RANGED_ATTACK)
       unitMod  = UNIT_MOD_DAMAGE_RANGED;
    else
        return;

    float att_speed = float(GetAttackTime(attType))/1000.0f;

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

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

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    if (attType == BASE_ATTACK)
    {
        SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
        SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
    }
    else if (attType == RANGED_ATTACK)
    {
        SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage);
        SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage);
    }
}
开发者ID:MichaelFurth,项目名称:RCore,代码行数:35,代码来源:StatSystem.cpp


示例2: switch

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

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

    float att_speed = GetAPMultiplier(attType,normalized);

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

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

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        uint32 lvl = getLevel();
        if (lvl > 60) lvl = 60;

        weapon_mindamage = lvl*0.85f*att_speed;
        weapon_maxdamage = lvl*1.25f*att_speed;
    }
    else if (!IsUseEquippedWeapon(attType == BASE_ATTACK))   //check if player not in form but still can't use weapon (broken/etc)
    {
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    else if (attType == RANGED_ATTACK)                       //add ammo DPS to ranged damage
    {
        weapon_mindamage += GetAmmoDPS() * att_speed;
        weapon_maxdamage += GetAmmoDPS() * att_speed;
    }

    if (attType == BASE_ATTACK)
    {
        int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED);
        base_pct *= 100.0f/(100.0f+float(speed_mod/2));
    }

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
开发者ID:morno,项目名称:blizzlikecore,代码行数:60,代码来源:StatSystem.cpp


示例3: switch

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

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

    float att_speed = GetAPMultiplier(attType, normalized);

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

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

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        uint8 lvl = getLevel();
        if (lvl > 60)
            lvl = 60;

        weapon_mindamage = lvl*0.85f*att_speed;
        weapon_maxdamage = lvl*1.25f*att_speed;
    }
    else if (!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
    {
        //cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            min_damage = 0;
            max_damage = 0;
            return;
        }
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    /*
    TODO: Is this still needed after ammo has been removed?
    else if (attType == RANGED_ATTACK)                       //add ammo DPS to ranged damage
    {
        weapon_mindamage += ammo * att_speed;
        weapon_maxdamage += ammo * att_speed;
    }*/

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
开发者ID:SkyFireArchives,项目名称:SkyFireEMU_434,代码行数:60,代码来源:StatSystem.cpp


示例4: switch

void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
    UnitMods unitMod;
    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    //float att_speed = float(GetAttackTime(attType))/1000.0f;

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

    /* difference in AP between current attack power and base value from DB */
    // creature's damage in battleground is calculated in Creature::SelectLevel
    // so don't change it with ap and dmg multipliers
    float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureTemplate()->attackpower;
    float base_value  = ((GetMap()->IsBattleground()) ? GetModifierValue(unitMod, BASE_VALUE) : (GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f)));
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);
    float dmg_multiplier = ((GetMap()->IsBattleground()) ? 1.0f : GetCreatureTemplate()->dmg_multiplier);

    if (!CanUseAttackType(attType))
    {
        weapon_mindamage = 0;
        weapon_maxdamage = 0;
    }

    float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
            break;
        case OFF_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage);
            break;
        case RANGED_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage);
            break;
    }
}
开发者ID:AlucardVoss,项目名称:Patchs,代码行数:58,代码来源:StatSystem.cpp


示例5: int32

void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if (m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        //force of nature
        if (GetEntry() == ENTRY_TREANT)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) + m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.09f;
        }
        //greater fire elemental
        else if (GetEntry() == ENTRY_FIRE_ELEMENTAL)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) + m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.4f;
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;

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

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

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    /// @todo: remove this
    Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED);
    for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
    {
        switch ((*itr)->GetSpellInfo()->Id)
        {
        case 61682:
        case 61683:
            AddPct(mindamage, -(*itr)->GetAmount());
            AddPct(maxdamage, -(*itr)->GetAmount());
            break;
        default:
            break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
开发者ID:TrueWoW,项目名称:TrinityCore,代码行数:58,代码来源:StatSystem.cpp


示例6: switch

void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
    UnitMods unitMod;
    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    //float att_speed = float(GetAttackTime(attType))/1000.0f;

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

    /* difference in AP between current attack power and base value from DB */
    float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureTemplate()->attackpower;
    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f);
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);
    float dmg_multiplier = GetCreatureTemplate()->dmg_multiplier;

    if (!CanUseAttackType(attType))
    {
        weapon_mindamage = 0;
        weapon_maxdamage = 0;
    }

    float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct;

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            SetStatFloatValue(UNIT_FIELD_MIN_DAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAX_DAMAGE, maxdamage);
            break;
        case OFF_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MIN_OFF_HAND_DAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAX_OFF_HAND_DAMAGE, maxdamage);
            break;
        case RANGED_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MIN_RANGED_DAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAX_RANGED_DAMAGE, maxdamage);
            break;
    }
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:56,代码来源:StatSystem.cpp


示例7: switch

void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{ 
    UnitMods unitMod;
    switch (attType)
    {
        case BASE_ATTACK:
        default:
            unitMod = UNIT_MOD_DAMAGE_MAINHAND;
            break;
        case OFF_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_OFFHAND;
            break;
        case RANGED_ATTACK:
            unitMod = UNIT_MOD_DAMAGE_RANGED;
            break;
    }

    if (attType == OFF_ATTACK && !haveOffhandWeapon())
    {
        minDamage = 0.0f;
        maxDamage = 0.0f;
        return;
    }

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (!CanUseAttackType(attType)) // disarm case
    {
        weaponMinDamage = 0.0f;
        weaponMaxDamage = 0.0f;
    }

	// pussywizard: subtract value from database till its fixed (the way it worked before creature_levelstats damage implementation)
	float attackPower      = GetTotalAttackPowerValue(attType) - (attType == RANGED_ATTACK ? GetCreatureTemplate()->rangedattackpower : GetCreatureTemplate()->attackpower);
    float baseValue        = GetModifierValue(unitMod, BASE_VALUE) + (attackPower * GetAPMultiplier(attType, normalized) / 14.0f);
    float basePct          = GetModifierValue(unitMod, BASE_PCT);
    float totalValue       = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct         = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
    float dmgMultiplier    = GetCreatureTemplate()->dmg_multiplier; // = dmg_multiplier * _GetDamageMod(rank);

    minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;

	// pussywizard: crashfix (casting negative to uint => min > max => assertion in urand)
	if (minDamage < 0.0f || minDamage > 1000000000.0f)
		minDamage = 0.0f;
	if (maxDamage < 0.0f || maxDamage > 1000000000.0f)
		maxDamage = 0.0f;
	if (minDamage > maxDamage)
		minDamage = maxDamage;
}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:52,代码来源:StatSystem.cpp


示例8: float

void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{ 
    if (attType > BASE_ATTACK)
        return;

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;

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

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

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

	if (mindamage < 0.0f || mindamage > 10000000.0f)
		mindamage = BASE_MINDAMAGE;
	if (maxdamage < 0.0f || maxdamage > 10000000.0f)
		maxdamage = BASE_MAXDAMAGE;
	if (mindamage > maxdamage)
		mindamage = maxdamage;

    //  Pet's base damage changes depending on happiness
    if (IsHunterPet() && attType == BASE_ATTACK)
    {
        switch (ToPet()->GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                mindamage = mindamage * 1.25f;
                maxdamage = maxdamage * 1.25f;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                mindamage = mindamage * 0.75f;
                maxdamage = maxdamage * 0.75f;
                break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:51,代码来源:StatSystem.cpp


示例9: switch

void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if (m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        switch (GetEntry())
        {
            //force of nature
            case ENTRY_TREANT:
            {
                int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE))
                    - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
                if (spellDmg > 0)
                    bonusDamage = spellDmg * 0.09f;
                break;
            }
            //greater fire elemental
            case ENTRY_FIRE_ELEMENTAL:
            {
                int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE))
                    - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
                if (spellDmg > 0)
                    bonusDamage = spellDmg * 0.4f;
                break;
            }
            default :
                break;
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed  + bonusDamage;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);
    float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
    float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
开发者ID:xIchigox,项目名称:SoDCore.434,代码行数:50,代码来源:StatSystem.cpp


示例10: switch

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

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

    float attackPowerMod = std::max(GetAPMultiplier(attType, normalized), 0.25f);

    float baseValue  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 3.5f * attackPowerMod;
    float basePct    = GetModifierValue(unitMod, BASE_PCT);
    float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct   = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    SpellShapeshiftFormEntry const* shapeshift = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
    if (shapeshift && shapeshift->CombatRoundTime)
    {
        weaponMinDamage = weaponMinDamage * shapeshift->CombatRoundTime / 1000.0f / attackPowerMod;
        weaponMaxDamage = weaponMaxDamage * shapeshift->CombatRoundTime / 1000.0f / attackPowerMod;
    }
    else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case)
    {
        // cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            minDamage = 0;
            maxDamage = 0;
            return;
        }
        weaponMinDamage = BASE_MINDAMAGE;
        weaponMaxDamage = BASE_MAXDAMAGE;
    }

    minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct;
}
开发者ID:brecky,项目名称:TrinityCore,代码行数:50,代码来源:StatSystem.cpp


示例11: float

void Pet::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;

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

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

    //  Pet's base damage changes depending on happiness
    if (getPetType() == HUNTER_PET && attType == BASE_ATTACK)
    {
        switch(GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                total_pct *= 1.25f;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                total_pct *= 0.75f;
                break;
        }
    }
    else if (getPetType() == SUMMON_PET)
    {    
        Unit* owner = GetOwner();
        if (owner && owner->getClass() == CLASS_PRIEST)
            total_value += 0.3f * owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW);
    }

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
开发者ID:Archives,项目名称:try,代码行数:48,代码来源:StatSystem.cpp


示例12: switch

void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{
    float variance = 1.0f;
    UnitMods unitMod;
    switch (attType)
    {
    case BASE_ATTACK:
    default:
        variance = GetCreatureTemplate()->BaseVariance;
        unitMod = UNIT_MOD_DAMAGE_MAINHAND;
        break;
    case OFF_ATTACK:
        variance = GetCreatureTemplate()->BaseVariance;
        unitMod = UNIT_MOD_DAMAGE_OFFHAND;
        break;
    case RANGED_ATTACK:
        variance = GetCreatureTemplate()->RangeVariance;
        unitMod = UNIT_MOD_DAMAGE_RANGED;
        break;
    }

    if (attType == OFF_ATTACK && !haveOffhandWeapon())
    {
        minDamage = 0.0f;
        maxDamage = 0.0f;
        return;
    }

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (!CanUseAttackType(attType)) // disarm case
    {
        weaponMinDamage = 0.0f;
        weaponMaxDamage = 0.0f;
    }

    float attackPower      = GetTotalAttackPowerValue(attType);
    float attackSpeedMulti = GetAPMultiplier(attType, normalized);
    float baseValue        = GetModifierValue(unitMod, BASE_VALUE) + (attackPower / 14.0f) * variance;
    float basePct          = GetModifierValue(unitMod, BASE_PCT) * attackSpeedMulti;
    float totalValue       = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct         = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
    float dmgMultiplier    = GetCreatureTemplate()->ModDamage; // = ModDamage * _GetDamageMod(rank);

    minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
}
开发者ID:TrueWoW,项目名称:TrinityCore,代码行数:48,代码来源:StatSystem.cpp


示例13: GetModifierValue

void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
    if(attType > BASE_ATTACK)
        return;

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType);
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);
    float dmg_multiplier = GetCreatureInfo()->dmg_multiplier;

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

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct * dmg_multiplier;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct * dmg_multiplier;

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
开发者ID:Nerador,项目名称:mangos,代码行数:22,代码来源:StatSystem.cpp


示例14: int32

void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if (Unit* owner = GetOwner())
    {
        //force of nature
        if (GetEntry() == 1964)
        {
            int32 spellDmg = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.09f;
        }
        //greater fire elemental
        else if (GetEntry() == 15438)
        {
            if (Unit* shaman = owner->GetOwner())
            {
                int32 spellDmg = int32(shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - shaman->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
                if (spellDmg > 0)
                    bonusDamage = spellDmg * 0.4f;
            }
        }
        // shadowfiend 65.7% per 10 hits so 6.57 per hit
        else if (GetEntry() == 19668)
        {
            if (Unit* owner = GetOwner())
            {
                int32 spellDmg = int32(owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_SHADOW));
                if (spellDmg > 0)
                    bonusDamage = spellDmg * 0.0657f;
            }
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;

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

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

    int32 speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKSPEED);
    base_pct *= 100.0f/(100.0f+float(speed_mod/2));

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    //  Pet's base damage changes depending on happiness
    if (isHunterPet() && attType == BASE_ATTACK)
    {
        switch (ToPet()->GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                mindamage = mindamage * 1.25f;
                maxdamage = maxdamage * 1.25f;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                mindamage = mindamage * 0.75f;
                maxdamage = maxdamage * 0.75f;
                break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
开发者ID:morno,项目名称:blizzlikecore,代码行数:79,代码来源:StatSystem.cpp


示例15: switch

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

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

    float att_speed = GetAPMultiplier(attType, normalized);

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

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

    if (IsInFeralForm())                                    // check if player is druid and in cat or bear forms, non main hand attacks not allowed for this mode so not check attack type
    {
        float weaponSpeed = GetAttackTime(attType) / 1000.0f;

        switch (GetShapeshiftForm())
        {
            case FORM_CAT:
                weapon_mindamage = weapon_mindamage / weaponSpeed;
                weapon_maxdamage = weapon_maxdamage / weaponSpeed;
                break;
            case FORM_BEAR:
                weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5f;
                weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5f;
                break;
        }
    }
    else if (!CanUseEquippedWeapon(attType))                // check if player not in form but still can't use weapon (broken/etc)
    {
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }
    else if (attType == RANGED_ATTACK)                      // add ammo DPS to ranged damage
    {
        weapon_mindamage += GetAmmoDPS() * att_speed;
        weapon_maxdamage += GetAmmoDPS() * att_speed;
    }

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
开发者ID:Calixa,项目名称:mangos-cata,代码行数:62,代码来源:StatSystem.cpp


示例16: int32

void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
    if (attType > BASE_ATTACK)
        return;

    float bonusDamage = 0.0f;
    if (m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        //force of nature
        if (GetEntry() == ENTRY_TREANT)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.09f;
        }
        //greater fire elemental
        else if (GetEntry() == ENTRY_FIRE_ELEMENTAL)
        {
            int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            if (spellDmg > 0)
                bonusDamage = spellDmg * 0.4f;
        }
    }

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

    float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;

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

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

    float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;

    //  Pet's base damage changes depending on happiness
    if (isHunterPet() && attType == BASE_ATTACK)
    {
        switch(ToPet()->GetHappinessState())
        {
            case HAPPY:
                // 125% of normal damage
                mindamage = mindamage * 1.25f;
                maxdamage = maxdamage * 1.25f;
                break;
            case CONTENT:
                // 100% of normal damage, nothing to modify
                break;
            case UNHAPPY:
                // 75% of normal damage
                mindamage = mindamage * 0.75f;
                maxdamage = maxdamage * 0.75f;
                break;
        }
    }

    Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED);
    for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
    {
        switch ((*itr)->GetSpellProto()->Id)
        {
            case 61682:
            case 61683:
                AddPctN(mindamage, -(*itr)->GetAmount());
                AddPctN(maxdamage, -(*itr)->GetAmount());
                break;
            default:
                break;
        }
    }

    SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
    SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
开发者ID:sacel,项目名称:StrawberryEMU,代码行数:78,代码来源:StatSystem.cpp


示例17: switch

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

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

    float att_speed = GetAPMultiplier(attType, normalized);

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

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

    if (IsInFeralForm())                                    //check if player is druid and in cat or bear forms
    {
        float weaponSpeed = BASE_ATTACK_TIME / 1000.f;
        // Maybe fix that in GetWeaponForAttack ?
        if (Item* weapon = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
            if (weapon->GetTemplate()->Class == ITEM_CLASS_WEAPON)
                weaponSpeed = float(0.001f * weapon->GetTemplate()->Delay); 

        if (GetShapeshiftForm() == FORM_CAT)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed;
            weapon_maxdamage = weapon_maxdamage / weaponSpeed;
        }
        else if (GetShapeshiftForm() == FORM_BEAR)
        {
            weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5;
            weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5;
        }
    }
    else if (!CanUseAttackType(attType))      //check if player not in form but still can't use (disarm case)
    {
        //cannot use ranged/off attack, set values to 0
        if (attType != BASE_ATTACK)
        {
            min_damage = 0;
            max_damage = 0;
            return;
        }
        weapon_mindamage = BASE_MINDAMAGE;
        weapon_maxdamage = BASE_MAXDAMAGE;
    }

    min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
    max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
开发者ID:Lbniese,项目名称:WoWCircle434,代码行数:63,代码来源:StatSystem.cpp



注:本文中的GetWeaponDamageRange函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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C++ GetWeaponForAttack函数代码示例发布时间:2022-05-30
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