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

Item::~Item()
{
    // WARNING : THAT CHECK MAY CAUSE LAGS !
    if (Player * plr = GetOwner())
        if (plr->RemoveItemByDelete(this))
            sLog->OutPandashan("Item %u on player guid %u is in destructor, and pointer is still referenced in player's data ...", GetEntry(), plr->GetGUIDLow());
}
开发者ID:3DViking,项目名称:TrinityCore-MOP-5.0.5,代码行数:7,代码来源:Item.cpp


示例2: GetGiftCreatorGUID

void Item::SaveToDB(int8 containerslot, int8 slot, bool firstsave, QueryBuffer* buf)
{
    if(GetOwner() && GetOwner()->IsSaveBlocked())
        return;
    if(!m_isDirty && !firstsave)
        return;

    uint64 GiftCreatorGUID = GetGiftCreatorGUID();
    uint64 CreatorGUID = GetCreatorGUID();

    std::stringstream ss;

    ss << "DELETE FROM playeritems WHERE guid = " << GetLowGUID() << ";";

    if(firstsave)
        CharacterDatabase.WaitExecute(ss.str().c_str());
    else
    {
        if(buf == NULL)
            CharacterDatabase.Execute(ss.str().c_str());
        else
            buf->AddQueryNA(ss.str().c_str());
    }


    ss.rdbuf()->str("");

    uint64 ownerGUID = GetOwnerGUID();

    ss << "INSERT INTO playeritems VALUES(";

    ss << (Arcemu::Util::GUID_LOPART(ownerGUID)) << ",";
    ss << GetLowGUID() << ",";
    ss << GetEntry() << ",";
    ss << wrapped_item_id << ",";
    ss << (Arcemu::Util::GUID_LOPART(GiftCreatorGUID)) << ",";
    ss << (Arcemu::Util::GUID_LOPART(CreatorGUID)) << ",";

    ss << GetStackCount() << ",";
    ss << int32(GetChargesLeft()) << ",";
    ss << uint32(m_uint32Values[ ITEM_FIELD_FLAGS ]) << ",";
    ss << random_prop << ", " << random_suffix << ", ";
    ss << 0 << ",";
    ss << GetDurability() << ",";
    ss << static_cast<int>(containerslot) << ",";
    ss << static_cast<int>(slot) << ",'";

    // Pack together enchantment fields
    if(Enchantments.size() > 0)
    {
        EnchantmentMap::iterator itr = Enchantments.begin();
        for(; itr != Enchantments.end(); ++itr)
        {
            if(itr->second.RemoveAtLogout)
                continue;

            uint32 elapsed_duration = uint32(UNIXTIME - itr->second.ApplyTime);
            int32 remaining_duration = itr->second.Duration - elapsed_duration;
            if(remaining_duration < 0)
                remaining_duration = 0;

            try
            {
                if(itr->second.Enchantment && (remaining_duration > 5 || itr->second.Duration == 0))
                {
                    ss << itr->second.Enchantment->Id << ",";
                    ss << remaining_duration << ",";
                    ss << itr->second.Slot << ";";
                }
            }
            catch (...)
            {
                printf("Caught fatal exception: Item.cpp < void Item::SaveToDB(...)\n");
            }
        }
    }
    ss << "','";
    ss << ItemExpiresOn << "','";

////////////////////////////////////////////////// Refund stuff /////////////////////////////////

    // Check if the owner is instantiated. When sending mail he/she obviously will not be :P
    if(this->GetOwner() != NULL)
    {
        std::pair< time_t, uint32 > refundentry;

        refundentry.first = 0;
        refundentry.second = 0;

        refundentry = this->GetOwner()->GetItemInterface()->LookupRefundable(this->GetGUID());

        ss << uint32(refundentry.first) << "','";
        ss << uint32(refundentry.second);

    }
    else
    {
        ss << uint32(0) << "','";
        ss << uint32(0);
    }
//.........这里部分代码省略.........
开发者ID:treetrees,项目名称:Edge-of-Chaos,代码行数:101,代码来源:Item.cpp


示例3: GetEntry

void Creature::_LoadQuests()
{
    mQuests.clear();
    mInvolvedQuests.clear();

    Field *fields;

    QueryResult *result = sDatabase.PQuery("SELECT `quest` FROM `creature_questrelation` WHERE `id` = '%u'", GetEntry());

    if(result)
    {
        do
        {
            fields = result->Fetch();
            Quest* qInfo = objmgr.QuestTemplates[fields[0].GetUInt32()];
            if (!qInfo) continue;

            addQuest(qInfo->GetQuestId());
        }
        while( result->NextRow() );

        delete result;
    }

    QueryResult *result1 = sDatabase.PQuery("SELECT `quest` FROM `creature_involvedrelation` WHERE `id` = '%u'", GetEntry());

    if(!result1) return;

    do
    {
        fields = result1->Fetch();
        Quest* qInfo = objmgr.QuestTemplates[fields[0].GetUInt32()];
        if (!qInfo) continue;

        addInvolvedQuest(qInfo->GetQuestId());
    }
    while( result1->NextRow() );

    delete result1;
}
开发者ID:chrayn,项目名称:mangos-06,代码行数:40,代码来源:Creature.cpp


示例4: GetTemplate

ItemTemplate const* Item::GetTemplate() const
{
    return sObjectMgr->GetItemTemplate(GetEntry());
}
开发者ID:jacobmain1,项目名称:ApocalypseCore,代码行数:4,代码来源:Item.cpp


示例5: data0

void Vehicle::AddPassenger(Unit *unit, int8 seatId, bool force)
{
    SeatMap::iterator seat;
    seat = m_Seats.find(seatId);

    // this should never happen
    if(seat == m_Seats.end())
        return;

    unit->SetVehicleGUID(GetGUID());
    unit->m_movementInfo.AddMovementFlag(MOVEFLAG_ONTRANSPORT);
    unit->m_movementInfo.AddMovementFlag(MOVEFLAG_ROOT);

    seat->second.passenger = unit;
    if(unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->isVehicle())
    {
        if(((Vehicle*)unit)->GetEmptySeatsCount(true) == 0)
            seat->second.flags = SEAT_VEHICLE_FULL;
        else
            seat->second.flags = SEAT_VEHICLE_FREE;
    }
    else
    {
        seat->second.flags = SEAT_FULL;
    }

    if(unit->GetTypeId() == TYPEID_PLAYER)
    {
        WorldPacket data0(SMSG_FORCE_MOVE_ROOT, 10);
        data0 << unit->GetPackGUID();
        data0 << (uint32)((seat->second.vs_flags & SF_CAN_CAST) ? 2 : 0);
        unit->SendMessageToSet(&data0,true);
    }

    if(seat->second.vs_flags & SF_MAIN_RIDER)
    {
        if(!(GetVehicleFlags() & VF_MOVEMENT))
        {
            GetMotionMaster()->Clear(false);
            GetMotionMaster()->MoveIdle();
            SetCharmerGUID(unit->GetGUID());
            unit->SetUInt64Value(UNIT_FIELD_CHARM, GetGUID());
            if(unit->GetTypeId() == TYPEID_PLAYER)
            {
                ((Player*)unit)->SetMover(this);
                ((Player*)unit)->SetClientControl(this, 1);
                ((Player*)unit)->GetCamera().SetView(this);
            }
            if(canFly() || HasAuraType(SPELL_AURA_FLY) || HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED))
            {
                WorldPacket data3(SMSG_MOVE_SET_CAN_FLY, 12);
                data3<< GetPackGUID();
                data3 << (uint32)(0);
                SendMessageToSet(&data3,false);
            }
        }

        SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(GetEntry());
        for(SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
        {
            if (unit->GetTypeId() == TYPEID_UNIT || itr->second.IsFitToRequirements((Player*)unit))
            {
                Unit *caster = (itr->second.castFlags & 0x1) ? unit : this;
                Unit *target = (itr->second.castFlags & 0x2) ? unit : this;

                caster->CastSpell(target, itr->second.spellId, true);
            }
        }
        if(unit->GetTypeId() == TYPEID_PLAYER)
        {
            // it should be added only on rider enter?
            if(((Player*)unit)->GetGroup())
                ((Player*)unit)->SetGroupUpdateFlag(GROUP_UPDATE_VEHICLE);

            BuildVehicleActionBar((Player*)unit);
        }

        if(!(GetVehicleFlags() & VF_FACTION))
            setFaction(unit->getFaction());

        if(GetVehicleFlags() & VF_CANT_MOVE)
        {
            WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
            data2<< GetPackGUID();
            data2 << (uint32)(2);
            SendMessageToSet(&data2,false);
        }

        if(GetVehicleFlags() & VF_NON_SELECTABLE)
            SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
    }
    if(seat->second.vs_flags & SF_UNATTACKABLE)
        unit->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

    EmptySeatsCountChanged();
}
开发者ID:marx123,项目名称:core,代码行数:96,代码来源:Vehicle.cpp


示例6: switch


//.........这里部分代码省略.........

            break;
        }

        case GAMEOBJECT_TYPE_FLAGSTAND:                     // 24
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->CanUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag click
                // AB:
                // 15001
                // 15002
                // 15003
                // 15004
                // 15005
                bg->EventPlayerClickedOnFlag(player, this);
                return;                                     //we don;t need to delete flag ... it is despawned!
            }
            break;
        }
        case GAMEOBJECT_TYPE_FLAGDROP:                      // 26
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->CanUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag dropped
                // WS:
                // 179785 - Silverwing Flag
                // 179786 - Warsong Flag
                // EotS:
                // 184142 - Netherstorm Flag
                GameObjectInfo const* info = GetGOInfo();
                if(info)
                {
                    switch(info->id)
                    {
                        case 179785:                        // Silverwing Flag
                            // check if it's correct bg
                            if(bg->GetTypeID() == BATTLEGROUND_WS)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                        case 179786:                        // Warsong Flag
                            if(bg->GetTypeID() == BATTLEGROUND_WS)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                        case 184142:                        // Netherstorm Flag
                            if(bg->GetTypeID() == BATTLEGROUND_EY)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                    }
                }
                //this cause to call return, all flags must be deleted here!!
                spellId = 0;
                Delete();
            }
            break;
        }
        default:
            sLog.outDebug("Unknown Object Type %u", GetGoType());
            break;
    }

    if(!spellId)
        return;

    SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId );
    if(!spellInfo)
    {
        if(user->GetTypeId()!=TYPEID_PLAYER || !sOutdoorPvPMgr.HandleCustomSpell((Player*)user,spellId,this))
            sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType());
        else
            sLog.outDebug("WORLD: %u non-dbc spell was handled by OutdoorPvP", spellId);
        return;
    }

    Spell *spell = new Spell(spellCaster, spellInfo, false, GetGUID());

    // spell target is user of GO
    SpellCastTargets targets;
    targets.setUnitTarget( user );

    spell->prepare(&targets);
}
开发者ID:wk23,项目名称:tst,代码行数:101,代码来源:GameObject.cpp


示例7: TC_LOG_DEBUG

void Item::UpdateDuration(Player* owner, uint32 diff)
{
    if (!GetUInt32Value(ITEM_FIELD_DURATION))
        return;

    TC_LOG_DEBUG(LOG_FILTER_PLAYER_ITEMS, "Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)", GetEntry(), GetUInt32Value(ITEM_FIELD_DURATION), diff);

    if (GetUInt32Value(ITEM_FIELD_DURATION) <= diff)
    {
        sScriptMgr->OnItemExpire(owner, GetTemplate());
        owner->DestroyItem(GetBagSlot(), GetSlot(), true);
        return;
    }

    SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION) - diff);
    SetState(ITEM_CHANGED, owner);                          // save new time in database
}
开发者ID:jacobmain1,项目名称:ApocalypseCore,代码行数:17,代码来源:Item.cpp


示例8: UpdateAttackPowerAndDamage

void Pet::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(getPetType() == HUNTER_PET)                      //hunter pets benefit from owner's attack power
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
            SetBonusDamage( int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
        }
        //ghouls benefit from deathknight's attack power
        else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_DEATH_KNIGHT)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.82f;
            SetBonusDamage( int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.8287f));
        }
        //demons benefit from warlocks shadow or fire damage
        else if(getPetType() == SUMMON_PET && 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(getPetType() == SUMMON_PET && 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:Kishii,项目名称:Dev,代码行数:66,代码来源:StatSystem.cpp


示例9: sourceModel

	bool SortFilterProxyModel::filterAcceptsRow (int row, const QModelIndex& parent) const
	{
		if (MUCMode_)
		{
			if (!MUCEntry_)
				return false;

			const QModelIndex& idx = sourceModel ()->index (row, 0, parent);
			switch (GetType (idx))
			{
			case Core::CLETAccount:
			{
				QObject *acc = qobject_cast<ICLEntry*> (MUCEntry_)->GetParentAccount ();
				return acc == idx.data (Core::CLRAccountObject).value<QObject*> ();
			}
			case Core::CLETCategory:
			{
				const QString& gName = idx.data ().toString ();
				return gName == qobject_cast<IMUCEntry*> (MUCEntry_)->GetGroupName () ||
						qobject_cast<ICLEntry*> (MUCEntry_)->Groups ().contains (gName);
			}
			default:
				break;
			}
		}
		else
		{
			const QModelIndex& idx = sourceModel ()->index (row, 0, parent);
			if (!filterRegExp ().isEmpty ())
				return GetType (idx) == Core::CLETContact ?
						idx.data ().toString ().contains (filterRegExp ()) :
						true;

			if (idx.data (Core::CLRUnreadMsgCount).toInt ())
				return true;

			const auto type = GetType (idx);

			if (type == Core::CLETContact)
			{
				ICLEntry *entry = GetEntry (idx);
				const State state = entry->GetStatus ().State_;

				if (!ShowOffline_ &&
						state == SOffline &&
						!idx.data (Core::CLRUnreadMsgCount).toInt ())
					return false;

				if (HideMUCParts_ &&
						entry->GetEntryType () == ICLEntry::ETPrivateChat)
					return false;

				if (!ShowSelfContacts_ &&
						entry->GetEntryFeatures () & ICLEntry::FSelfContact)
					return false;
			}
			else if (type == Core::CLETCategory)
			{
				if (!ShowOffline_ &&
						!idx.data (Core::CLRNumOnline).toInt ())
					return false;

				for (int subRow = 0; subRow < sourceModel ()->rowCount (idx); ++subRow)
					if (filterAcceptsRow (subRow, idx))
						return true;

				return false;
			}
			else if (type == Core::CLETAccount)
			{
				const auto& accObj = idx.data (Core::CLRAccountObject).value<QObject*> ();
				auto acc = qobject_cast<IAccount*> (accObj);
				return acc->IsShownInRoster ();
			}
		}

		return QSortFilterProxyModel::filterAcceptsRow (row, parent);
	}
开发者ID:SboichakovDmitriy,项目名称:leechcraft,代码行数:78,代码来源:sortfilterproxymodel.cpp


示例10: Pending

void Transporter::TransportPassengers(uint32 mapid, uint32 oldmap, float x, float y, float z)
{
	sEventMgr.RemoveEvents(this, EVENT_TRANSPORTER_NEXT_WAYPOINT);

	if(mPassengers.size() > 0)
	{
		PassengerIterator itr = mPassengers.begin();
		PassengerIterator it2;

		WorldPacket Pending(SMSG_TRANSFER_PENDING, 12);
		Pending << mapid << GetEntry() << oldmap;

		WorldPacket NewWorld;
		LocationVector v;

		for(; itr != mPassengers.end();)
		{
			it2 = itr;
			++itr;

			Player *plr = objmgr.GetPlayer(it2->first);
			if(!plr)
			{
				// remove from map
				mPassengers.erase(it2);
				continue;
			}
			if(!plr->GetSession() || !plr->IsInWorld()) 
				continue;

			plr->m_lockTransportVariables = true;

			v.x = x + plr->m_TransporterX;
			v.y = y + plr->m_TransporterY;
			v.z = z + plr->m_TransporterZ;
			v.o = plr->GetOrientation();

			if(mapid == 530 && !plr->GetSession()->HasFlag(ACCOUNT_FLAG_XPACK_01))
			{
				// player is not flagged to access bc content, repop at graveyard
				plr->RepopAtGraveyard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), plr->GetMapId());
				continue;
			}

			plr->GetSession()->SendPacket(&Pending);
			plr->_Relocate(mapid, v, false, true, 0);

			// Lucky bitch. Do it like on official.
			if(plr->isDead())
			{
				plr->ResurrectPlayer();
				plr->SetUInt32Value(UNIT_FIELD_HEALTH, plr->GetUInt32Value(UNIT_FIELD_MAXHEALTH));
				plr->SetUInt32Value(UNIT_FIELD_POWER1, plr->GetUInt32Value(UNIT_FIELD_MAXPOWER1));
			}
		}
	}

	// Set our position
	RemoveFromWorld(false);
	SetMapId(mapid);
	SetPosition(x,y,z,m_position.o,false);
	AddToWorld();
}
开发者ID:Goatform,项目名称:ascent,代码行数:63,代码来源:TransporterHandler.cpp


示例11: generateLoot

void Creature::generateLoot()
{
	if (!loot.items.empty()) return;
	lootmgr.FillCreatureLoot(&loot,GetEntry(), m_mapMgr ? (m_mapMgr->iInstanceMode > 0 ? true : false) : false);

	loot.gold = proto ? proto->money : 0;

	// Master Looting Ninja Checker
	if(sWorld.antiMasterLootNinja && this->m_lootMethod == PARTY_LOOT_MASTER)
	{
		Player *looter = objmgr.GetPlayer((uint32)this->TaggerGuid);
		if(looter && looter->GetGroup())
		{
			uint16 lootThreshold = looter->GetGroup()->GetThreshold();

			for(vector<__LootItem>::iterator itr = loot.items.begin(); itr != loot.items.end(); itr++)
			{
				if(itr->item.itemproto->Quality < lootThreshold)
					continue;

				// Master Loot Stuff - Let the rest of the raid know what dropped..
				//TODO: Shouldn't we move this array to a global position? Or maybe it allready exists^^ (VirtualAngel) --- I can see (dead) talking pigs...^^
				char* itemColours[7] = { "9d9d9d", "ffffff", "1eff00", "0070dd", "a335ee", "ff8000", "e6cc80" };
				char buffer[256];
				sprintf(buffer, "\174cff%s\174Hitem:%u:0:0:0:0:0:0:0\174h[%s]\174h\174r", itemColours[itr->item.itemproto->Quality], itr->item.itemproto->ItemId, itr->item.itemproto->Name1);
				this->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, buffer);
			}
		}
	}

	/*
	 * If there's an amount given, take it as an expected value and
	 * generated a corresponding random value. The random value is
	 * something similar to a normal distribution.
	 *
	 * You'd get a ``better'' distribution if you called `rand()' for each
	 * copper individually. However, if the loot was 1G we'd call `rand()'
	 * 15000 times, which is not ideal. So we use one call to `rand()' to
	 * (hopefully) get 24 random bits, which is then used to create a
	 * normal distribution over 1/24th of the difference.
	 */
	if ((loot.gold > 0) && (loot.gold < 12))
	{
		/* Don't use the below formula for very small cash - rouding
		 * errors will be too bad.. */
	}
	else if (loot.gold >= 12)
	{
		uint32 random_bits;
		double chunk_size;
		double gold_fp;

		/* Split up the difference into 12 chunks.. */
		chunk_size = ((double) loot.gold) / 12.0;

		/* Get 24 random bits. We use the low order bits, because we're
		 * too lazy to check how many random bits the system actually
		 * returned. */
		random_bits = rand () & 0x00ffffff;

		gold_fp = 0.0;
		while (random_bits != 0)
		{
			/* If last bit is one .. */
			if ((random_bits & 0x01) == 1)
				/* .. increase loot by 1/12th of expected value */
				gold_fp += chunk_size;

			/* Shift away the LSB */
			random_bits >>= 1;
		}

		/* To hide your discrete values a bit, add another random
		 * amount between -(chunk_size/2) and +(chunk_size/2). */
		gold_fp += chunk_size
			* ((((double) rand ()) / (((double) RAND_MAX) + 1.0)) - .5);

		/*
		 * In theory we can end up with a negative amount. Give at
		 * least one chunk_size here to prevent this from happening. In
		 * case you're interested, the probability is around 2.98e-8.
		 */
		if (gold_fp < chunk_size)
			gold_fp = chunk_size;

		/* Convert the floating point gold value to an integer again
		 * and we're done. */
		loot.gold = (uint32) (.5 + gold_fp);
	}
开发者ID:pfchrono,项目名称:rs-ascent,代码行数:89,代码来源:Creature.cpp


示例12: 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:ahuraa,项目名称:blizzlikecore,代码行数:79,代码来源:StatSystem.cpp


示例13: GetTotalStatValue

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

    // value = ((base_value * base_pct) + total_value) * total_pct
    float value  = GetTotalStatValue(stat);
    ApplyStatBuffMod(stat, m_statFromOwner[stat], false);
    float ownersBonus = 0.0f;

    Unit* owner = GetOwner();
    
    float mod = 0.75f;

    switch (stat)
    {
        case STAT_STRENGTH:
        {
            if (IsPetGhoul())
            {
                mod = 0.7f;
                
                // Glyph of the Ghoul
                if (AuraEffect const* aurEff = owner->GetAuraEffect(58686, 0))
                    mod += CalculatePct(1.0f, aurEff->GetAmount());

                ownersBonus = owner->GetStat(stat) * mod;
                value += ownersBonus;
            }
            break;
        }
        case STAT_STAMINA:
        {
            mod = 0.0f;
            if (IsPetGhoul() || IsPetGargoyle())
            {
                // Glyph of the Ghoul
                if (AuraEffect const* aurEff = owner->GetAuraEffect(58686, 0))
                    mod += CalculatePct(1.0f, aurEff->GetAmount()); 
            }

            ownersBonus = owner->GetStat(stat) * mod;
            ownersBonus *= GetModifierValue(UNIT_MOD_STAT_STAMINA, TOTAL_PCT);
            value += ownersBonus;
            break;
        }
        case STAT_INTELLECT:
        {
            if (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
            {
                mod = 0.3f;
                ownersBonus = owner->GetStat(stat) * mod;
            }
            else if (owner->getClass() == CLASS_DEATH_KNIGHT && GetEntry() == 31216)
            {
                mod = 0.3f;
                if (owner->getSimulacrumTarget())
                    ownersBonus = owner->getSimulacrumTarget()->GetStat(stat) * mod;
                else
                    ownersBonus = owner->GetStat(stat) * mod;
            }
            value += ownersBonus;
            break;
        }
    }

    SetStat(stat, int32(value));
    m_statFromOwner[stat] = ownersBonus;
    ApplyStatBuffMod(stat, m_statFromOwner[stat], true);

    switch (stat)
    {
        case STAT_STRENGTH:         UpdateAttackPowerAndDamage();        break;
        case STAT_AGILITY:          UpdateArmor();                       break;
        case STAT_STAMINA:          UpdateMaxHealth();                   break;
        case STAT_INTELLECT:
            UpdateMaxPower(POWER_MANA);
            if (isPet() && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
                UpdateAttackPowerAndDamage(); 
            break;
        case STAT_SPIRIT:
        default:
            break;
    }

    return true;
}
开发者ID:Lbniese,项目名称:WoWCircle434,代码行数:87,代码来源:StatSystem.cpp


示例14: GetProto

ItemPrototype const* Item::GetProto() const
{
    return ObjectMgr::GetItemPrototype(GetEntry());
}
开发者ID:cipherCOM,项目名称:mangos,代码行数:4,代码来源:Item.cpp


示例15: UnSummon


//.........这里部分代码省略.........
                if (m_timer <= diff)
                {
                    UnSummon();
                    return;
                }

                m_timer -= diff;
            }
            else if (m_timer != m_lifetime)
                m_timer = m_lifetime;

            break;
        }

        case TEMPSUMMON_CORPSE_TIMED_DESPAWN:
        {
            if (m_deathState == CORPSE)
            {
                if (m_timer <= diff)
                {
                    UnSummon();
                    return;
                }

                m_timer -= diff;
            }
            break;
        }
        case TEMPSUMMON_CORPSE_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (m_deathState == CORPSE || m_deathState == DEAD)
            {
                UnSummon();
                return;
            }

            break;
        }
        case TEMPSUMMON_DEAD_DESPAWN:
        {
            if (m_deathState == DEAD)
            {
                UnSummon();
                return;
            }
            break;
        }
        case TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (m_deathState == CORPSE || m_deathState == DEAD)
            {
                UnSummon();
                return;
            }

            if (!isInCombat())
            {
                if (m_timer <= diff)
                {
                    UnSummon();
                    return;
                }
                else
                    m_timer -= diff;
            }
            else if (m_timer != m_lifetime)
                m_timer = m_lifetime;
            break;
        }
        case TEMPSUMMON_TIMED_OR_DEAD_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (m_deathState == DEAD)
            {
                UnSummon();
                return;
            }

            if (!isInCombat() && isAlive())
            {
                if (m_timer <= diff)
                {
                    UnSummon();
                    return;
                }
                else
                    m_timer -= diff;
            }
            else if (m_timer != m_lifetime)
                m_timer = m_lifetime;
            break;
        }
        default:
            UnSummon();
            sLog->outError("Temporary summoned creature (entry: %u) have unknown type %u of ", GetEntry(), m_type);
            break;
    }
}
开发者ID:Krill156,项目名称:FreyaCore,代码行数:101,代码来源:TemporarySummon.cpp


示例16: switch


//.........这里部分代码省略.........
                return;
            }

            break;
        }
        case TEMPSUMMON_DEAD_DESPAWN:
        {
            if (IsDespawned())
            {
                UnSummon();
                return;
            }
            break;
        }
        case TEMPSUMMON_TIMED_OOC_OR_CORPSE_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (IsDead())
            {
                UnSummon();
                return;
            }

            if (!IsInCombat())
            {
                if (m_timer <= update_diff)
                {
                    UnSummon();
                    return;
                }
                else
                    { m_timer -= update_diff; }
            }
            else if (m_timer != m_lifetime)
                { m_timer = m_lifetime; }
            break;
        }
        case TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (IsDespawned())
            {
                UnSummon();
                return;
            }

            if (!IsInCombat() && IsAlive())
            {
                if (m_timer <= update_diff)
                {
                    UnSummon();
                    return;
                }
                else
                    { m_timer -= update_diff; }
            }
            else if (m_timer != m_lifetime)
                { m_timer = m_lifetime; }
            break;
        }
        case TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (IsDead())
            {
                UnSummon();
                return;
            }
            if (m_timer <= update_diff)
            {
                UnSummon();
                return;
            }
            m_timer -= update_diff;
            break;
        }
        case TEMPSUMMON_TIMED_OR_DEAD_DESPAWN:
        {
            // if m_deathState is DEAD, CORPSE was skipped
            if (IsDespawned())
            {
                UnSummon();
                return;
            }
            if (m_timer <= update_diff)
            {
                UnSummon();
                return;
            }
            m_timer -= update_diff;
            break;
        }
        default:
            UnSummon();
            sLog.outError("Temporary summoned creature (entry: %u) have unknown type %u of ", GetEntry(), m_type);
            break;
    }

    Creature::Update(update_diff, diff);
}
开发者ID:Numielle,项目名称:server,代码行数:101,代码来源:TemporarySummon.cpp


示例17: GetGUIDLow

bool Item::ItemContainerLoadLootFromDB()
{
    // Loads the money and item loot associated with an openable item from the DB
    // Default. If there are no records for this item then it will be rolled for in Player::SendLoot()
    m_lootGenerated = false;

    uint32 container_id = GetGUIDLow();

    // Save this for later use
    loot.containerID = container_id;

    // First, see if there was any money loot. This gets added directly to the container.
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_MONEY);
    stmt->setUInt32(0, container_id);
    PreparedQueryResult money_result = CharacterDatabase.Query(stmt);

    if (money_result)
    {
        Field* fields = money_result->Fetch();
        loot.gold = fields[0].GetUInt32();
    }

    // Next, load any items that were saved
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_ITEMS);
    stmt->setUInt32(0, container_id);
    PreparedQueryResult item_result = CharacterDatabase.Query(stmt);

    if (item_result)
    {
        // Get a LootTemplate for the container item. This is where
        //  the saved loot was originally rolled from, we will copy conditions from it
        LootTemplate const* lt = LootTemplates_Item.GetLootFor(GetEntry());
        if (lt)
        {
            do
            {
                // Create an empty LootItem
                LootItem loot_item = LootItem();

                // Fill in the rest of the LootItem from the DB
                Field* fields = item_result->Fetch();

                // item_id, itm_count, follow_rules, ffa, blocked, counted, under_threshold, needs_quest, rnd_prop, rnd_suffix
                loot_item.itemid = fields[0].GetUInt32();
                loot_item.count = fields[1].GetUInt32();
                loot_item.follow_loot_rules = fields[2].GetBool();
                loot_item.freeforall = fields[3].GetBool();
                loot_item.is_blocked = fields[4].GetBool();
                loot_item.is_counted = fields[5].GetBool();
                loot_item.canSave = true;
                loot_item.is_underthreshold = fields[6].GetBool();
                loot_item.needs_quest = fields[7].GetBool();
                loot_item.randomPropertyId = fields[8].GetInt32();
                loot_item.randomSuffix = fields[9].GetUInt32();

                // Copy the extra loot conditions from the item in the loot template
                lt->CopyConditions(&loot_item);

                // If container item is in a bag, add that player as an allowed looter
                if (GetBagSlot())
                    loot_item.allowedGUIDs.insert(GetOwner()->GetGUIDLow());

                // Finally add the LootItem to the container
                loot.items.push_back(loot_item);

                // Increment unlooted count
                loot.unlootedCount++;

            }
            while (item_result->NextRow());
        }
    }

    // Mark the item if it has loot so it won't be generated again on open
    m_lootGenerated = !loot.isLooted();

    return m_lootGenerated;
}
开发者ID:jacobmain1,项目名称:ApocalypseCore,代码行数:78,代码来源:Item.cpp


示例18: 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() == ENTRY_IMP)                                   // 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
        {
            float mod = 1.0f;                                                 //Hunter contribution modifier
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f * mod;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f * mod));
        }
        else if (IsPetGhoul()) //ghouls benefit from deathknight's attack power (may be summon pet or not)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.22f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.1287f));
        }
        else if (IsSpiritWolf()) //wolf benefit from shaman's attack power
        {
            float dmg_multiplier = 0.31f;
            if (m_owner->GetAuraEffect(63271, 0)) // Glyph of Feral Spirit
                dmg_multiplier = 0.61f;
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (IsPet 

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