mangos/src/game/Object/StatSystem.cpp
2017-01-01 14:19:24 +00:00

843 lines
28 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2017 MaNGOS project <https://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "Unit.h"
#include "Player.h"
#include "Pet.h"
#include "Creature.h"
#include "SharedDefines.h"
#include "SpellAuras.h"
/*#######################################
######## ########
######## PLAYERS STAT SYSTEM ########
######## ########
#######################################*/
bool Player::UpdateStats(Stats stat)
{
if (stat > STAT_SPIRIT)
{ return false; }
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
SetStat(stat, int32(value));
switch (stat)
{
case STAT_STRENGTH:
break;
case STAT_AGILITY:
UpdateArmor();
UpdateAllCritPercentages();
UpdateDodgePercentage();
break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT:
UpdateMaxPower(POWER_MANA);
UpdateAllSpellCritChances();
UpdateArmor(); // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
break;
case STAT_SPIRIT:
break;
default:
break;
}
// Need update (exist AP from stat auras)
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
return true;
}
void Player::UpdateSpellDamageAndHealingBonus()
{
// Magic damage modifiers implemented in Unit::SpellDamageBonusDone
// This information for client side use only
// Get healing bonus for all schools
// Get damage bonus for all schools
for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
{ SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonusDone(GetSchoolMask(i))); }
}
bool Player::UpdateAllStats()
{
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
float value = GetTotalStatValue(Stats(i));
SetStat(Stats(i), (int32)value);
}
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
UpdateArmor();
UpdateMaxHealth();
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
{ UpdateMaxPower(Powers(i)); }
UpdateAllCritPercentages();
UpdateAllSpellCritChances();
UpdateDefenseBonusesMod();
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{ UpdateResistances(i); }
return true;
}
void Player::UpdateResistances(uint32 school)
{
if (school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
SetResistance(SpellSchools(school), int32(value));
}
else
{ UpdateArmor(); }
}
void Player::UpdateArmor()
{
float value;
UnitMods unitMod = UNIT_MOD_ARMOR;
value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
value += GetStat(STAT_AGILITY) * 2.0f; // armor bonus from stats
value += GetModifierValue(unitMod, TOTAL_VALUE);
// add dynamic flat mods
AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
for (AuraList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
{ value += int32(GetStat(STAT_INTELLECT) * mod->m_amount / 100.0f); }
}
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetArmor(int32(value));
}
float Player::GetHealthBonusFromStamina()
{
float stamina = GetStat(STAT_STAMINA);
float baseStam = stamina < 20 ? stamina : 20;
float moreStam = stamina - baseStam;
return baseStam + (moreStam * 10.0f);
}
float Player::GetManaBonusFromIntellect()
{
float intellect = GetStat(STAT_INTELLECT);
float baseInt = intellect < 20 ? intellect : 20;
float moreInt = intellect - baseInt;
return baseInt + (moreInt * 15.0f);
}
void Player::UpdateMaxHealth()
{
UnitMods unitMod = UNIT_MOD_HEALTH;
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + GetHealthBonusFromStamina();
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxHealth((uint32)value);
}
void Player::UpdateMaxPower(Powers power)
{
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
uint32 create_power = GetCreatePowers(power);
// ignore classes without mana
float bonusPower = (power == POWER_MANA && create_power > 0) ? GetManaBonusFromIntellect() : 0;
float value = GetModifierValue(unitMod, BASE_VALUE) + create_power;
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxPower(power, uint32(value));
}
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
float val2 = 0.0f;
float level = float(getLevel());
UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
uint16 index = UNIT_FIELD_ATTACK_POWER;
uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if (ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
switch (getClass())
{
case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_AGILITY) * 2.0f - 10.0f; break;
case CLASS_ROGUE: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_WARRIOR: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_DRUID:
switch (GetShapeshiftForm())
{
case FORM_CAT:
case FORM_BEAR:
case FORM_DIREBEAR:
val2 = 0.0f; break;
default:
val2 = GetStat(STAT_AGILITY) - 10.0f; break;
}
break;
default: val2 = GetStat(STAT_AGILITY) - 10.0f; break;
}
}
else
{
switch (getClass())
{
case CLASS_WARRIOR: val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
case CLASS_PALADIN: val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
case CLASS_ROGUE: val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_SHAMAN: val2 = level * 2.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
case CLASS_DRUID:
{
ShapeshiftForm form = GetShapeshiftForm();
// Check if Predatory Strikes is skilled
float mLevelMult = 0.0;
switch (form)
{
case FORM_CAT:
case FORM_BEAR:
case FORM_DIREBEAR:
case FORM_MOONKIN:
{
Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
for (Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
{
// Predatory Strikes
if ((*itr)->GetSpellProto()->SpellIconID == 1563)
{
mLevelMult = (*itr)->GetModifier()->m_amount / 100.0f;
break;
}
}
break;
}
default: break;
}
switch (form)
{
case FORM_CAT:
val2 = getLevel() * mLevelMult + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f; break;
case FORM_BEAR:
case FORM_DIREBEAR:
val2 = getLevel() * mLevelMult + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
case FORM_MOONKIN:
val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
default:
val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
}
break;
}
case CLASS_MAGE: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
case CLASS_PRIEST: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
case CLASS_WARLOCK: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
}
}
SetModifierValue(unitMod, BASE_VALUE, val2);
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;
SetInt32Value(index, (uint32)base_attPower); // UNIT_FIELD_(RANGED)_ATTACK_POWER field
SetInt32Value(index_mod, (uint32)attPowerMod); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
SetFloatValue(index_mult, attPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
// automatically update weapon damage after attack power modification
if (ranged)
{
UpdateDamagePhysical(RANGED_ATTACK);
}
else
{
UpdateDamagePhysical(BASE_ATTACK);
if (CanDualWield() && haveOffhandWeapon()) // allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
{ UpdateDamagePhysical(OFF_ATTACK); }
}
}
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
{
uint32 lvl = getLevel();
if (lvl > 60)
{ lvl = 60; }
weapon_mindamage = lvl * 0.85f * att_speed;
weapon_maxdamage = lvl * 1.25f * att_speed;
}
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;
}
void Player::UpdateDamagePhysical(WeaponAttackType attType)
{
float mindamage;
float maxdamage;
CalculateMinMaxDamage(attType, false, mindamage, maxdamage);
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;
}
}
void Player::UpdateDefenseBonusesMod()
{
UpdateBlockPercentage();
UpdateParryPercentage();
UpdateDodgePercentage();
}
void Player::UpdateBlockPercentage()
{
// No block
float value = 0.0f;
if (CanBlock())
{
// Base value
value = 5.0f;
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
value = value < 0.0f ? 0.0f : value;
}
SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value);
}
void Player::UpdateCritPercentage(WeaponAttackType attType)
{
BaseModGroup modGroup;
uint16 index;
switch (attType)
{
case RANGED_ATTACK:
modGroup = RANGED_CRIT_PERCENTAGE;
index = PLAYER_RANGED_CRIT_PERCENTAGE;
break;
case BASE_ATTACK:
modGroup = CRIT_PERCENTAGE;
index = PLAYER_CRIT_PERCENTAGE;
break;
case OFF_ATTACK: // client have only main hand crit
default:
return;
}
float value = GetTotalPercentageModValue(modGroup);
// Modify crit from weapon skill and maximized defense skill of same level victim difference
value += (int32(GetWeaponSkillValue(attType)) - int32(GetMaxSkillValueForLevel())) * 0.04f;
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(index, value);
}
void Player::UpdateAllCritPercentages()
{
float value = GetMeleeCritFromAgility();
SetBaseModValue(CRIT_PERCENTAGE, PCT_MOD, value);
SetBaseModValue(OFFHAND_CRIT_PERCENTAGE, PCT_MOD, value);
SetBaseModValue(RANGED_CRIT_PERCENTAGE, PCT_MOD, value);
UpdateCritPercentage(BASE_ATTACK);
UpdateCritPercentage(OFF_ATTACK);
UpdateCritPercentage(RANGED_ATTACK);
}
void Player::UpdateParryPercentage()
{
// No parry
float value = 0.0f;
if (CanParry())
{
// Base parry
value = 5.0f;
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
value = value < 0.0f ? 0.0f : value;
}
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}
void Player::UpdateDodgePercentage()
{
// Dodge from agility
float value = GetDodgeFromAgility();
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}
void Player::UpdateSpellCritChance(uint32 school)
{
// For normal school set zero crit chance
if (school == SPELL_SCHOOL_NORMAL)
{
m_SpellCritPercentage[1] = 0.0f;
return;
}
// For others recalculate it from:
float crit = 0.0f;
// Crit from Intellect
crit += GetSpellCritFromIntellect();
// Increase crit from SPELL_AURA_MOD_SPELL_CRIT_CHANCE
crit += GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_CRIT_CHANCE);
// Increase crit by school from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL
crit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, 1 << school);
// Store crit value
m_SpellCritPercentage[school] = crit;
}
void Player::UpdateAllSpellCritChances()
{
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{ UpdateSpellCritChance(i); }
}
void Player::UpdateManaRegen()
{
// Mana regen from spirit
float power_regen = OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
float power_regen_mp5 = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f;
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
if (modManaRegenInterrupt > 100)
{ modManaRegenInterrupt = 100; }
m_modManaRegenInterrupt = power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f;
m_modManaRegen = power_regen_mp5 + power_regen;
}
void Player::_ApplyAllStatBonuses()
{
SetCanModifyStats(false);
_ApplyAllAuraMods();
_ApplyAllItemMods();
SetCanModifyStats(true);
UpdateAllStats();
}
void Player::_RemoveAllStatBonuses()
{
SetCanModifyStats(false);
_RemoveAllItemMods();
_RemoveAllAuraMods();
SetCanModifyStats(true);
UpdateAllStats();
}
/*#######################################
######## ########
######## MOBS STAT SYSTEM ########
######## ########
#######################################*/
bool Creature::UpdateStats(Stats /*stat*/)
{
return true;
}
bool Creature::UpdateAllStats()
{
UpdateMaxHealth();
UpdateAttackPowerAndDamage();
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
{ UpdateMaxPower(Powers(i)); }
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{ UpdateResistances(i); }
return true;
}
void Creature::UpdateResistances(uint32 school)
{
if (school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
SetResistance(SpellSchools(school), int32(value));
}
else
{ UpdateArmor(); }
}
void Creature::UpdateArmor()
{
float value = GetTotalAuraModValue(UNIT_MOD_ARMOR);
SetArmor(int32(value));
}
void Creature::UpdateMaxHealth()
{
float value = GetTotalAuraModValue(UNIT_MOD_HEALTH);
SetMaxHealth((uint32)value);
}
void Creature::UpdateMaxPower(Powers power)
{
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
float value = GetTotalAuraModValue(unitMod);
SetMaxPower(power, uint32(value));
}
void Creature::UpdateAttackPowerAndDamage(bool ranged)
{
UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
uint16 index = UNIT_FIELD_ATTACK_POWER;
uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if (ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
}
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;
SetInt32Value(index, (uint32)base_attPower); // UNIT_FIELD_(RANGED)_ATTACK_POWER field
SetInt32Value(index_mod, (uint32)attPowerMod); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
SetFloatValue(index_mult, attPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
if (ranged)
{ return; }
// automatically update weapon damage after attack power modification
UpdateDamagePhysical(BASE_ATTACK);
UpdateDamagePhysical(OFF_ATTACK);
}
void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
if (attType > OFF_ATTACK)
{ return; }
UnitMods unitMod = (attType == BASE_ATTACK ? UNIT_MOD_DAMAGE_MAINHAND : UNIT_MOD_DAMAGE_OFFHAND);
/* difference in AP between current attack power and base value from DB */
float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureInfo()->MeleeAttackPower;
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 = GetCreatureInfo()->DamageMultiplier;
float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
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;
SetStatFloatValue(attType == BASE_ATTACK ? UNIT_FIELD_MINDAMAGE : UNIT_FIELD_MINOFFHANDDAMAGE, mindamage);
SetStatFloatValue(attType == BASE_ATTACK ? UNIT_FIELD_MAXDAMAGE : UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage);
}
/*#######################################
######## ########
######## PETS STAT SYSTEM ########
######## ########
#######################################*/
bool Pet::UpdateStats(Stats stat)
{
if (stat > STAT_SPIRIT)
{ return false; }
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
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;
}
bool Pet::UpdateAllStats()
{
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
{ UpdateStats(Stats(i)); }
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
{ UpdateMaxPower(Powers(i)); }
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{ UpdateResistances(i); }
return true;
}
void Pet::UpdateResistances(uint32 school)
{
if (school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
SetResistance(SpellSchools(school), int32(value));
}
else
{ UpdateArmor(); }
}
void Pet::UpdateArmor()
{
float value = 0.0f;
UnitMods unitMod = UNIT_MOD_ARMOR;
value = GetModifierValue(unitMod, BASE_VALUE);
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetStat(STAT_AGILITY) * 2.0f;
value += GetModifierValue(unitMod, TOTAL_VALUE);
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetArmor(int32(value));
}
void Pet::UpdateMaxHealth()
{
UnitMods unitMod = UNIT_MOD_HEALTH;
float stamina = GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA);
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * 10.0f;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxHealth((uint32)value);
}
void Pet::UpdateMaxPower(Powers power)
{
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
float addValue = (power == POWER_MANA) ? GetStat(STAT_INTELLECT) - GetCreateStat(STAT_INTELLECT) : 0.0f;
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + addValue * 15.0f;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxPower(power, uint32(value));
}
void Pet::UpdateAttackPowerAndDamage(bool ranged)
{
if (ranged)
{ return; }
float val = 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; }
SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val);
// 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);
}
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);
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 (getPetType() == HUNTER_PET && attType == BASE_ATTACK)
{
switch (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);
}