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C++ IsPet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IsPet函数的典型用法代码示例。如果您正苦于以下问题:C++ IsPet函数的具体用法?C++ IsPet怎么用?C++ IsPet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IsPet函数的20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: ForcedUnsummonDelayEvent

void TempSummon::UnSummon(uint32 msTime)
{
    if (msTime)
    {
        ForcedUnsummonDelayEvent* pEvent = new ForcedUnsummonDelayEvent(*this);

        m_Events.AddEvent(pEvent, m_Events.CalculateTime(msTime));
        return;
    }

    //ASSERT(!IsPet());
    if (IsPet())
    {
        ((Pet*)this)->Remove(PET_SAVE_NOT_IN_SLOT);
        ASSERT(!IsInWorld());
        return;
    }

    Unit* owner = GetSummoner();
    if (owner && owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->IsAIEnabled)
        owner->ToCreature()->AI()->SummonedCreatureDespawn(this);

    //npcbot
    if (GetIAmABot() || GetIAmABotsPet())
    {
        //TC_LOG_ERROR("entities.player", "TempSummon::UnSummon(): Trying to unsummon Bot %s (guidLow: %u owner: %s)", GetName().c_str(), GetGUIDLow(), GetBotOwner()->GetName().c_str());
        if (IsTempBot())
            AI()->JustDied(NULL);
        return;
    }
    //end npcbots

    AddObjectToRemoveList();
}
开发者ID:GlassFace,项目名称:XC_CORE,代码行数:34,代码来源:TemporarySummon.cpp


示例2: heal

//healing and buffing aggro
int32 Mob::CheckHealAggroAmount(uint16 spell_id, Mob *target, uint32 heal_possible)
{
	int32 AggroAmount = 0;
	auto target_level = target ? target->GetLevel() : 1;
	bool ignore_default_buff = false; // rune/hot don't use the default 9, HP buffs that heal (virtue) do use the default

	for (int o = 0; o < EFFECT_COUNT; o++) {
		switch (spells[spell_id].effectid[o]) {
		case SE_CurrentHP: {
			if (heal_possible == 0) {
				AggroAmount += 1;
				break;
			}
			// hate based on base healing power of the spell
			int val = CalcSpellEffectValue_formula(spells[spell_id].formula[o],
							 spells[spell_id].base[o], spells[spell_id].max[o], GetLevel(), spell_id);
			if (val > 0) {
				if (heal_possible < val)
					val = heal_possible; // capped to amount healed
				val = 2 * val / 3; // 3:2 ratio

				if (target_level > 50 && val > 1500)
					val = 1500; // target 51+ seems ~1500
				else if (target_level <= 50 && val > 800)
					val = 800; // per live patch notes, capped to 800
			}
			AggroAmount += std::max(val, 1);
			break;
		}
		case SE_Rune:
			AggroAmount += CalcSpellEffectValue_formula(spells[spell_id].formula[o],
							 spells[spell_id].base[o], spells[spell_id].max[o], GetLevel(), spell_id) * 2;
			ignore_default_buff = true;
			break;
		case SE_HealOverTime:
			AggroAmount += 10;
			ignore_default_buff = true;
			break;
		default:
			break;
		}
	}
	if (GetOwner() && IsPet())
		AggroAmount = AggroAmount * RuleI(Aggro, PetSpellAggroMod) / 100;

	if (!ignore_default_buff && IsBuffSpell(spell_id) && IsBeneficialSpell(spell_id))
		AggroAmount = IsBardSong(spell_id) ? 2 : 9;

	if (AggroAmount > 0) {
		int HateMod = RuleI(Aggro, SpellAggroMod);
		HateMod += GetFocusEffect(focusSpellHateMod, spell_id);

		//Live AA - Spell casting subtlety
		HateMod += aabonuses.hatemod + spellbonuses.hatemod + itembonuses.hatemod;

		AggroAmount = (AggroAmount * HateMod) / 100;
	}

	return std::max(0, AggroAmount);
}
开发者ID:kimura7150,项目名称:Server,代码行数:61,代码来源:aggro.cpp


示例3: ForcedUnsummonDelayEvent

void TempSummon::UnSummon(uint32 msTime)
{ 
    if (msTime)
    {
        ForcedUnsummonDelayEvent* pEvent = new ForcedUnsummonDelayEvent(*this);

        m_Events.AddEvent(pEvent, m_Events.CalculateTime(msTime));
        return;
    }

	// Dont allow to call this function twice (possible)
	if (m_type == TEMPSUMMON_DESPAWNED)
		return;
	SetTempSummonType(TEMPSUMMON_DESPAWNED);

    //ASSERT(!IsPet());
    if (IsPet())
    {
        ((Pet*)this)->Remove(PET_SAVE_NOT_IN_SLOT);
        ASSERT(!IsInWorld());
        return;
    }

    Unit* owner = GetSummoner();
    if (owner && owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->IsAIEnabled)
        owner->ToCreature()->AI()->SummonedCreatureDespawn(this);

    AddObjectToRemoveList();
}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:29,代码来源:TemporarySummon.cpp


示例4: 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() == 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 (IsHunterPet())                      //hunter pets benefit from owner's attack power
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.125f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (IsPet() && 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 (GetEntry() == 510 && 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:gitter-badger,项目名称:OregonCore,代码行数:60,代码来源:StatSystem.cpp


示例5: MakeNewPositionAndSendUpdate

bool Mob::CalculateNewPosition2(float x, float y, float z, float speed, bool checkZ) {
	if(IsNPC() || IsClient() || IsPet()) {
		pRunAnimSpeed = (int8)(speed*NPC_RUNANIM_RATIO);
		speed *= NPC_SPEED_MULTIPLIER;
	}

	return MakeNewPositionAndSendUpdate(x, y, z, speed, checkZ);
}
开发者ID:Leere,项目名称:Server,代码行数:8,代码来源:waypoints.cpp


示例6: switch

//healing and buffing aggro
int32 Mob::CheckHealAggroAmount(uint16 spellid, uint32 heal_possible) {
	uint16 spell_id = spellid;
	int32 AggroAmount = 0;

	for (int o = 0; o < EFFECT_COUNT; o++) {
		switch(spells[spell_id].effectid[o]) {
			case SE_CurrentHP: {
				AggroAmount += spells[spell_id].mana;
				break;
			}
			case SE_Rune: {
				AggroAmount += CalcSpellEffectValue_formula(spells[spell_id].formula[0], spells[spell_id].base[0], spells[spell_id].max[o], this->GetLevel(), spellid) * 2;
				break;
			}
			case SE_HealOverTime:{
				AggroAmount += CalcSpellEffectValue_formula(spells[spell_id].formula[o], spells[spell_id].base[o], spells[spell_id].max[o], this->GetLevel(), spell_id);
				break;
			}
			default:{
				break;
			}
		}
	}
	if (IsBardSong(spell_id))
		AggroAmount = AggroAmount * RuleI(Aggro, SongAggroMod) / 100;
	if (GetOwner() && IsPet())
		AggroAmount = AggroAmount * RuleI(Aggro, PetSpellAggroMod) / 100;

	if(AggroAmount > 0)
	{
		int HateMod = RuleI(Aggro, SpellAggroMod);

		if(IsClient())
		{
			HateMod += CastToClient()->GetFocusEffect(focusSpellHateMod, spell_id);
		}

		//Live AA - Spell casting subtlety
		HateMod += aabonuses.hatemod + spellbonuses.hatemod + itembonuses.hatemod;

		AggroAmount = (AggroAmount * HateMod) / 100;

		//made up number probably scales a bit differently on live but it seems like it will be close enough
		//every time you cast on live you get a certain amount of "this is a spell" aggro
		//confirmed by EQ devs to be 100 exactly at level 85. From their wording it doesn't seem like it's affected
		//by hate modifiers either.
		//AggroAmount += (slevel*slevel/72); // Moved Below


	}


	if(AggroAmount < 0)
		return 0;
	else
		return AggroAmount;
}
开发者ID:badcaptain,项目名称:Server,代码行数:58,代码来源:aggro.cpp


示例7: GetTypeName

std::string ObjectGuid::ToString() const
{
    std::ostringstream str;
    str << "GUID Full: 0x" << std::hex << std::setw(16) << std::setfill('0') << _guid << std::dec;
    str << " Type: " << GetTypeName();
    if (HasEntry())
        str << (IsPet() ? " Pet number: " : " Entry: ") << GetEntry() << " ";

    str << " Low: " << GetCounter();
    return str.str();
}
开发者ID:Aravu,项目名称:Talador-Project,代码行数:11,代码来源:ObjectGuid.cpp


示例8: GetTotalAuraModValue

void Guardian::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));

        // hunter and warlock pets gain 40% of owner's resistance
        if (IsPet())
            value += float(CalculatePct(m_owner->GetResistance(SpellSchools(school)), 40));

        SetResistance(SpellSchools(school), int32(value));
    }
    else
        UpdateArmor();
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:15,代码来源:StatSystem.cpp


示例9: GetTotalAuraModValue

void Guardian::UpdateResistances(uint32 school)
{
    if (school > SPELL_SCHOOL_NORMAL)
    {
        float value  = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));

        Unit* owner = GetOwner();
        // hunter and warlock pets gain 40% of owner's resistance
        if (owner && (IsHunterPet() || (IsPet() && owner->getClass() == CLASS_WARLOCK)))
            value += float(owner->GetResistance(SpellSchools(school))) * 0.4f;

        SetResistance(SpellSchools(school), int32(value));
    }
    else
        UpdateArmor();
}
开发者ID:gitter-badger,项目名称:OregonCore,代码行数:16,代码来源:StatSystem.cpp


示例10: ASSERT

void TempSummon::InitStats(uint32 duration)
{ 
    ASSERT(!IsPet());

    m_timer = duration;
    m_lifetime = duration;

    if (m_type == TEMPSUMMON_MANUAL_DESPAWN)
        m_type = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;

    Unit* owner = GetSummoner();
    if (owner)
	{
		if (IsTrigger() && m_spells[0])
		{
			setFaction(owner->getFaction());
			SetLevel(owner->getLevel());
			if (owner->GetTypeId() == TYPEID_PLAYER)
				m_ControlledByPlayer = true;
		}

		if (owner->GetTypeId() == TYPEID_PLAYER)
			m_CreatedByPlayer = true;
    }

    if (!m_Properties)
        return;

    if (owner)
    {
        if (uint32 slot = m_Properties->Slot)
        {
            if (owner->m_SummonSlot[slot] && owner->m_SummonSlot[slot] != GetGUID())
            {
                Creature* oldSummon = GetMap()->GetCreature(owner->m_SummonSlot[slot]);
                if (oldSummon && oldSummon->IsSummon())
                    oldSummon->ToTempSummon()->UnSummon();
            }
            owner->m_SummonSlot[slot] = GetGUID();
        }
    }

    if (m_Properties->Faction)
        setFaction(m_Properties->Faction);
    else if (IsVehicle() && owner) // properties should be vehicle
        setFaction(owner->getFaction());
}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:47,代码来源:TemporarySummon.cpp


示例11: UseDiscipline

bool Client::UseDiscipline(uint8 disc_id)
{
    // Dont let client waste a reuse timer if they can't use the disc
    if (IsStunned() || IsFeared() || IsMezzed() || IsAmnesiad() || IsPet())
    {
        return(false);
    }

    //Check the disc timer
    uint32 remain = p_timers.GetRemainingTime(pTimerDisciplineReuseStart);
    if(remain > 0 && !GetGM())
    {
        char val1[20]= {0};
        char val2[20]= {0};
        Message_StringID(CC_User_Disciplines, DISCIPLINE_CANUSEIN, ConvertArray((remain)/60,val1), ConvertArray(remain%60,val2));
        return(false);
    }

    bool active = disc_ability_timer.Enabled();
    if(active)
    {
        Message(CC_User_Disciplines, "You must wait before using this discipline."); //find correct message
        return(false);
    }

    //can we use the disc? the client checks this for us, but we should also confirm server side.
    uint8 level_to_use = DisciplineUseLevel(disc_id);
    if(level_to_use > GetLevel() || level_to_use == 0) {
        Message_StringID(CC_User_Disciplines, DISC_LEVEL_USE_ERROR);
        return(false);
    }

    // Disciplines with no ability timer (ashenhand, silentfist, thunderkick, and unholyaura) will remain on the player until they either
    // use the skill the disc affects successfully, camp/zone, or attempt to use another disc. If we're here, clear that disc so they can
    // cast a new one.
    if(GetActiveDisc() != 0)
    {
        Log.Out(Logs::General, Logs::Discs, "Clearing disc %d so that disc %d can be cast.", GetActiveDisc(), disc_id);
        FadeDisc();
    }

    //cast the disc
    if(CastDiscipline(disc_id, level_to_use))
        return(true);
    else
        return(false);
}
开发者ID:jcon321,项目名称:Server,代码行数:47,代码来源:effects.cpp


示例12: GetTotalStatValue

bool Guardian::UpdateStats(Stats stat)
{
    if (stat > STAT_SPIRIT)
        return false;

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);

    Unit* owner = GetOwner();
    if (stat == STAT_STAMINA)
    {
        if (owner && (IsHunterPet() || owner->getClass() == CLASS_WARLOCK))
            value += float(owner->GetStat(stat)) * 0.3f;
    }
    //warlock's and mage's pets gain 30% of owner's intellect
    else if (stat == STAT_INTELLECT && IsPet())
    {
        if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
            value += float(owner->GetStat(stat)) * 0.3f;
    }

    SetStat(stat, int32(value));

    switch (stat)
    {
    case STAT_STRENGTH:
        UpdateAttackPowerAndDamage();
        break;
    case STAT_AGILITY:
        UpdateArmor();
        break;
    case STAT_STAMINA:
        UpdateMaxHealth();
        break;
    case STAT_INTELLECT:
        UpdateMaxPower(POWER_MANA);
        break;
    case STAT_SPIRIT:
    default:
        break;
    }

    return true;
}
开发者ID:gitter-badger,项目名称:OregonCore,代码行数:44,代码来源:StatSystem.cpp


示例13: GetOwner

void Guardian::UpdateArmor()
{
    float value = 0.0f;
    float bonus_armor = 0.0f;
    UnitMods unitMod = UNIT_MOD_ARMOR;

    Unit* owner = GetOwner();
    // hunter and warlock pets gain 35% of owner's armor value
    if (owner && (IsHunterPet() || (IsPet() && owner->getClass() == CLASS_WARLOCK)))
        bonus_armor = 0.35f * float(owner->GetArmor());

    value  = GetModifierValue(unitMod, BASE_VALUE);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetStat(STAT_AGILITY) * 2.0f;
    value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetArmor(int32(value));
}
开发者ID:gitter-badger,项目名称:OregonCore,代码行数:19,代码来源:StatSystem.cpp


示例14: float

void Guardian::UpdateArmor()
{
    float value = 0.0f;
    float bonus_armor = 0.0f;
    UnitMods unitMod = UNIT_MOD_ARMOR;

    // hunter pets gain 35% of owner's armor value, warlock pets gain 100% of owner's armor
    if (IsHunterPet())
        bonus_armor = float(CalculatePct(m_owner->GetArmor(), 70));
    else if (IsPet())
        bonus_armor = m_owner->GetArmor();

    value  = GetModifierValue(unitMod, BASE_VALUE);
    value *= GetModifierValue(unitMod, BASE_PCT);
    value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
    value *= GetModifierValue(unitMod, TOTAL_PCT);

    SetArmor(int32(value));
}
开发者ID:AnthoDevMoP,项目名称:SkyFire_5xx,代码行数:19,代码来源:StatSystem.cpp


示例15: RemoveAllAuras

void Creature::RemoveFromWorld(bool addrespawnevent, bool free_guid)
{
	RemoveAllAuras();
	
	if(IsPet()) /* Is a pet: IsPet() actually returns false on a pet? o_X */
	{
		if(IsInWorld())
			Unit::RemoveFromWorld(true);

		SafeDelete();
		return;
	}

	if(IsInWorld())
	{
		uint32 delay = 0;
		if(addrespawnevent && proto && proto->RespawnTime > 0)
			delay = proto->RespawnTime;
		Despawn(0, delay);
	}
}
开发者ID:AwkwardDev,项目名称:ascent_classic,代码行数:21,代码来源:Creature.cpp


示例16: ForcedUnsummonDelayEvent

void TempSummon::UnSummon(uint32 msTime)
{
    if (msTime)
    {
        ForcedUnsummonDelayEvent* pEvent = new ForcedUnsummonDelayEvent(*this);

        m_Events.AddEvent(pEvent, m_Events.CalculateTime(msTime));
        return;
    }

    //ASSERT(!IsPet());
    if (IsPet())
    {
        ((Pet*)this)->Remove(PET_SAVE_NOT_IN_SLOT);
        ASSERT(!IsInWorld());
        return;
    }

    Unit* owner = GetSummoner();
    if (owner && owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->IsAIEnabled)
        owner->ToCreature()->AI()->SummonedCreatureDespawn(this);

    AddObjectToRemoveList();
}
开发者ID:oMadMano,项目名称:MistyWorld_6xx,代码行数:24,代码来源:TemporarySummon.cpp


示例17: GetLevel


//.........这里部分代码省略.........
			case SE_INT:
			case SE_WIS:
			case SE_CHA: {
				int val = CalcSpellEffectValue_formula(spells[spell_id].formula[o], spells[spell_id].base[o], spells[spell_id].max[o], slevel, spell_id);
				if (val < 0)
					AggroAmount += 10;
				break;
			}
			case SE_ResistAll: {
				int val = CalcSpellEffectValue_formula(spells[spell_id].formula[o], spells[spell_id].base[o], spells[spell_id].max[o], slevel, spell_id);
				if (val < 0)
					AggroAmount += 50;
				break;
			}
			case SE_AllStats: {
				int val = CalcSpellEffectValue_formula(spells[spell_id].formula[o], spells[spell_id].base[o], spells[spell_id].max[o], slevel, spell_id);
				if (val < 0)
					AggroAmount += 70;
				break;
			}
			case SE_BardAEDot:
				AggroAmount += 10;
				break;
			case SE_SpinTarget:
			case SE_Amnesia:
			case SE_Silence:
			case SE_Destroy:
				AggroAmount += default_aggro;
				break;
			// unsure -- leave them this for now
			case SE_Harmony:
			case SE_CastingLevel:
			case SE_MeleeMitigation:
			case SE_CriticalHitChance:
			case SE_AvoidMeleeChance:
			case SE_RiposteChance:
			case SE_DodgeChance:
			case SE_ParryChance:
			case SE_DualWieldChance:
			case SE_DoubleAttackChance:
			case SE_MeleeSkillCheck:
			case SE_HitChance:
			case SE_DamageModifier:
			case SE_MinDamageModifier:
			case SE_IncreaseBlockChance:
			case SE_Accuracy:
			case SE_DamageShield:
			case SE_SpellDamageShield:
			case SE_ReverseDS: {
				AggroAmount += slevel * 2;
				break;
			}
			// unsure -- leave them this for now
			case SE_CurrentMana:
			case SE_ManaRegen_v2:
			case SE_ManaPool:
			case SE_CurrentEndurance: {
				int val = CalcSpellEffectValue_formula(spells[spell_id].formula[o], spells[spell_id].base[o], spells[spell_id].max[o], slevel, spell_id);
				if (val < 0)
					AggroAmount -= val * 2;
				break;
			}
			case SE_CancelMagic:
			case SE_DispelDetrimental:
				dispel = true;
				break;
			case SE_ReduceHate:
			case SE_InstantHate:
				nonModifiedAggro = CalcSpellEffectValue_formula(spells[spell_id].formula[o], spells[spell_id].base[o], spells[spell_id].max[o], slevel, spell_id);
				break;
		}
	}

	if (IsBardSong(spell_id) && AggroAmount > 40)
		AggroAmount = 40; // bard songs seem to cap to 40 for most of their spells?

	if (dispel && target && target->GetHateAmount(this) < 100)
		AggroAmount += 50;

	if (spells[spell_id].HateAdded > 0) // overrides the hate (ex. tash)
		AggroAmount = spells[spell_id].HateAdded;

	if (GetOwner() && IsPet())
		AggroAmount = AggroAmount * RuleI(Aggro, PetSpellAggroMod) / 100;

	// hate focus ignored on first action for some reason
	if (!on_hatelist && AggroAmount > 0) {
		int HateMod = RuleI(Aggro, SpellAggroMod);
		HateMod += GetFocusEffect(focusSpellHateMod, spell_id);

		AggroAmount = (AggroAmount * HateMod) / 100;
	}

	// initial aggro gets a bonus 100 besides for dispel or hate override
	// We add this 100 in AddToHateList so we need to account for the oddities here
	if (dispel && spells[spell_id].HateAdded > 0 && !on_hatelist)
		AggroAmount -= 100;

	return AggroAmount + spells[spell_id].bonushate + nonModifiedAggro;
}
开发者ID:AthrogatePEQ,项目名称:Server,代码行数:101,代码来源:aggro.cpp


示例18: IsPet

bool Minion::IsGuardianPet() const
{
    return IsPet() || (m_Properties && m_Properties->Category == SUMMON_CATEGORY_PET);
}
开发者ID:oMadMano,项目名称:MistyWorld_6xx,代码行数:4,代码来源:TemporarySummon.cpp


示例19: UseDiscipline

bool Client::UseDiscipline(uint32 spell_id, uint32 target) {
    // Dont let client waste a reuse timer if they can't use the disc
    if (IsStunned() || IsFeared() || IsMezzed() || IsAmnesiad() || IsPet())
    {
        return(false);
    }

    //make sure we have the spell...
    int r;
    for(r = 0; r < MAX_PP_DISCIPLINES; r++) {
        if(m_pp.disciplines.values[r] == spell_id)
            break;
    }
    if(r == MAX_PP_DISCIPLINES)
        return(false);	//not found.

    //Check the disc timer
    pTimerType DiscTimer = pTimerDisciplineReuseStart + spells[spell_id].EndurTimerIndex;
    if(!p_timers.Expired(&database, DiscTimer)) {
        /*char val1[20]={0};*/	//unused
        /*char val2[20]={0};*/	//unused
        uint32 remain = p_timers.GetRemainingTime(DiscTimer);
        //Message_StringID(0, DISCIPLINE_CANUSEIN, ConvertArray((remain)/60,val1), ConvertArray(remain%60,val2));
        Message(0, "You can use this discipline in %d minutes %d seconds.", ((remain)/60), (remain%60));
        return(false);
    }

    //make sure we can use it..
    if(!IsValidSpell(spell_id)) {
        Message(13, "This tome contains invalid knowledge.");
        return(false);
    }

    //can we use the spell?
    const SPDat_Spell_Struct &spell = spells[spell_id];
    uint8 level_to_use = spell.classes[GetClass() - 1];
    if(level_to_use == 255) {
        Message(13, "Your class cannot learn from this tome.");
        //should summon them a new one...
        return(false);
    }

    if(level_to_use > GetLevel()) {
        Message_StringID(13, DISC_LEVEL_USE_ERROR);
        //should summon them a new one...
        return(false);
    }

    if(GetEndurance() > spell.EndurCost) {
        SetEndurance(GetEndurance() - spell.EndurCost);
    } else {
        Message(11, "You are too fatigued to use this skill right now.");
        return(false);
    }

    if(spell.recast_time > 0)
    {
        uint32 reduced_recast = spell.recast_time / 1000;
        reduced_recast -= CastToClient()->GetFocusEffect(focusReduceRecastTime, spell_id);
        if(reduced_recast < 0)
            reduced_recast = 0;

        CastSpell(spell_id, target, DISCIPLINE_SPELL_SLOT, -1, -1, 0, -1, (uint32)DiscTimer, reduced_recast);
        if(spells[spell_id].EndurTimerIndex < MAX_DISCIPLINE_TIMERS)
        {
            EQApplicationPacket *outapp = new EQApplicationPacket(OP_DisciplineTimer, sizeof(DisciplineTimer_Struct));
            DisciplineTimer_Struct *dts = (DisciplineTimer_Struct *)outapp->pBuffer;
            dts->TimerID = spells[spell_id].EndurTimerIndex;
            dts->Duration = reduced_recast;
            QueuePacket(outapp);
            safe_delete(outapp);
        }
    }
    else
    {
        CastSpell(spell_id, target, DISCIPLINE_SPELL_SLOT);
    }
    return(true);
}
开发者ID:regneq,项目名称:projecteqemu,代码行数:79,代码来源:effects.cpp


示例20: IsBuffSpell

void Aura::ProcessOnGroupMembersPets(Mob *owner)
{
	auto &mob_list = entity_list.GetMobList(); // read only reference so we can do it all inline
	std::set<int> delayed_remove;
	bool is_buff = IsBuffSpell(spell_id); // non-buff spells don't cast on enter
	// This type can either live on the pet (level 55/70 MAG aura) or on the pet owner (level 85 MAG aura)
	auto group_member = owner->GetOwnerOrSelf();

	if (group_member->IsRaidGrouped() && group_member->IsClient()) { // currently raids are just client, but safety check
		auto raid = group_member->GetRaid();
		if (raid == nullptr) { // well shit
			owner->RemoveAura(GetID(), false, true);
			return;
		}
		auto group_id = raid->GetGroup(group_member->CastToClient());

		// some lambdas so the for loop is less horrible ...
		auto verify_raid_client_pet = [&raid, &group_id, &group_member, this](Mob *m) {
			auto idx = raid->GetPlayerIndex(m->GetOwner()->CastToClient());
			if (m->GetOwner()->GetID() == group_member->GetID()) {
				return DistanceSquared(GetPosition(), m->GetPosition()) <= distance;
			} else if (idx == 0xFFFFFFFF || raid->members[idx].GroupNumber != group_id || raid->members[idx].GroupNumber == 0xFFFFFFFF) {
				return false;
			} else if (DistanceSquared(GetPosition(), m->GetPosition()) > distance) {
				return false;
			}
			return true;
		};

		auto verify_raid_client_swarm = [&raid, &group_id, &group_member, this](NPC *n) {
			auto owner = entity_list.GetMob(n->GetSwarmOwner());
			if (owner == nullptr)
				return false;
			auto idx = raid->GetPlayerIndex(owner->CastToClient());
			if (owner->GetID() == group_member->GetID()) {
				return DistanceSquared(GetPosition(), n->GetPosition()) <= distance;
			} else if (idx == 0xFFFFFFFF || raid->members[idx].GroupNumber != group_id || raid->members[idx].GroupNumber == 0xFFFFFFFF) {
				return false;
			} else if (DistanceSquared(GetPosition(), n->GetPosition()) > distance) {
				return false;
			}
			return true;
		};

		for (auto &e : mob_list) {
			auto mob = e.second;
			// step 1: check if we're already managing this NPC's buff
			auto it = casted_on.find(mob->GetID());
			if (it != casted_on.end()) {
				// verify still good!
				if (mob->IsPet() && mob->IsPetOwnerClient() && mob->GetOwner()) {
					if (!verify_raid_client_pet(mob))
						delayed_remove.insert(mob->GetID());
				} else if (mob->IsNPC() && mob->IsPetOwnerClient()) {
					auto npc = mob->CastToNPC();
					if (!verify_raid_client_swarm(npc))
						delayed_remove.insert(mob->GetID());
				}
			} else { // we're not on it!
				if (mob->IsClient()) {
					continue; // never hit client
				} else if (mob->IsPet() && mob->IsPetOwnerClient() && mob->GetOwner() && verify_raid_client_pet(mob)) {
					casted_on.insert(mob->GetID());
					if (is_buff)
						SpellFinished(spell_id, mob);
				} else if (mob->IsNPC() && mob->IsPetOwnerClient()) {
					auto npc = mob->CastToNPC();
					if (verify_raid_client_swarm(npc)) {
						casted_on.insert(mob->GetID());
						if (is_buff)
							SpellFinished(spell_id, mob);
					}
				}
			}
		}
	} else if (group_member->IsGrouped()) {
		auto group = group_member->GetGroup();
		if (group == nullptr) { // uh oh
			owner->RemoveAura(GetID(), false, true);
			return;
		}

		// lambdas to make for loop less ugly
		auto verify_group_pet = [&group, this](Mob *m) {
			auto owner = m->GetOwner();
			if (owner != nullptr && group->IsGroupMember(owner) && DistanceSquared(GetPosition(), m->GetPosition()) <= distance)
				return true;
			return false;
		};

		auto verify_group_swarm = [&group, this](NPC *n) {
			auto owner = entity_list.GetMob(n->GetSwarmOwner());
			if (owner != nullptr && group->IsGroupMember(owner) && DistanceSquared(GetPosition(), n->GetPosition()) <= distance)
				return true;
			return false;
		};

		for (auto &e : mob_list) {
			auto mob = e.second;
			auto it = casted_on.find(mob->GetID());
//.........这里部分代码省略.........
开发者ID:SecretsOTheP,项目名称:Server,代码行数:101,代码来源:aura.cpp



注:本文中的IsPet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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