📄 stats.cpp
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// Stats.cpp: implementation of the CStats class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "Stats.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CStats::CStats()
{
Clear();
}
CStats::~CStats()
{
}
void CStats::Clear()
{
memset(&m_Stats,0,sizeof(player_calc_stats));
}
void CStats::AddOtherStats(CStats* pOtherStats)
{
/*
m_Stats.MeleeAttackMin += pOtherStats->m_Stats.MeleeAttackMax;
m_Stats.MeleeAttackMax += pOtherStats->m_Stats.MeleeAttackMax;
m_Stats.RangeAttackMin += pOtherStats->m_Stats.RangeAttackMin;
m_Stats.RangeAttackMax += pOtherStats->m_Stats.RangeAttackMax;
m_Stats.AttributeAttack.FireElement += pOtherStats->m_Stats.AttributeAttack.FireElement;
m_Stats.AttributeAttack.WaterElement += pOtherStats->m_Stats.AttributeAttack.WaterElement;
m_Stats.AttributeAttack.TreeElement += pOtherStats->m_Stats.AttributeAttack.TreeElement;
m_Stats.AttributeAttack.IronElement += pOtherStats->m_Stats.AttributeAttack.IronElement;
m_Stats.AttributeAttack.EarthElement += pOtherStats->m_Stats.AttributeAttack.EarthElement;
m_Stats.AttributeAttack.PoisonElement += pOtherStats->m_Stats.AttributeAttack.PoisonElement;
m_Stats.PhysicalDefense += pOtherStats->m_Stats.PhysicalDefense;
m_Stats.AttributeResist.FireElement += pOtherStats->m_Stats.AttributeResist.FireElement;
m_Stats.AttributeResist.WaterElement += pOtherStats->m_Stats.AttributeResist.WaterElement;
m_Stats.AttributeResist.TreeElement += pOtherStats->m_Stats.AttributeResist.TreeElement;
m_Stats.AttributeResist.IronElement += pOtherStats->m_Stats.AttributeResist.IronElement;
m_Stats.AttributeResist.EarthElement += pOtherStats->m_Stats.AttributeResist.EarthElement;
m_Stats.AttributeResist.PoisonElement += pOtherStats->m_Stats.AttributeResist.PoisonElement;
m_Stats.GenGol += pOtherStats->m_Stats.GenGol;
m_Stats.MinChub += pOtherStats->m_Stats.MinChub;
m_Stats.CheRyuk += pOtherStats->m_Stats.CheRyuk;
m_Stats.ResolveLifePercent += pOtherStats->m_Stats.ResolveLifePercent;
m_Stats.ResolveEnergyPercent += pOtherStats->m_Stats.ResolveEnergyPercent;
*/
}
void CStats::AddItemInfoStats(const ITEM_INFO* pItemInfo)
{
/*
switch(pItemInfo->EquipType)
{
case 0:
case 1:
case 2:
case 3:
m_Stats.RangeKind = 0;
break;
case 4:
case 5:
m_Stats.RangeKind = 1;
break;
default:
ASSERT(0);
}
m_Stats.MeleeAttackMin += pItemInfo->MeleeAttackMax;
m_Stats.MeleeAttackMax += pItemInfo->MeleeAttackMax;
m_Stats.RangeAttackMin += pItemInfo->RangeAttackMin;
m_Stats.RangeAttackMax += pItemInfo->RangeAttackMax;
m_Stats.AttributeAttack.FireElement += pItemInfo->IncFireElementAttack;
m_Stats.AttributeAttack.WaterElement += pItemInfo->IncWaterElementAttack;
m_Stats.AttributeAttack.TreeElement += pItemInfo->IncTreeElementAttack;
m_Stats.AttributeAttack.IronElement += pItemInfo->IncIronElementAttack;
m_Stats.AttributeAttack.EarthElement += pItemInfo->IncEarthElementAttack;
m_Stats.AttributeAttack.PoisonElement += pItemInfo->IncPoisonElementAttack;
m_Stats.PhysicalDefense += pItemInfo->IncPhisicalDefence;
m_Stats.AttributeResist.FireElement += pItemInfo->IncFireElementRegist;
m_Stats.AttributeResist.WaterElement += pItemInfo->IncWaterElementRegist;
m_Stats.AttributeResist.TreeElement += pItemInfo->IncTreeElementRegist;
m_Stats.AttributeResist.IronElement += pItemInfo->IncIronElementRegist;
m_Stats.AttributeResist.EarthElement += pItemInfo->IncEarthElementRegist;
m_Stats.AttributeResist.PoisonElement += pItemInfo->IncPoisonElementRegist;
m_Stats.GenGol += pItemInfo->IncGeunGol;
m_Stats.MinChub += pItemInfo->IncMinChub;
m_Stats.CheRyuk += pItemInfo->IncCheRyuk;
m_Stats.ResolveLifePercent += pItemInfo->ResolveLifePercent;
m_Stats.ResolveEnergyPercent += pItemInfo->ResolveEnergyPercent;
*/
}
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