843 lines
28 KiB
C++
843 lines
28 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2017 MaNGOS project <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "Unit.h"
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#include "Player.h"
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#include "Pet.h"
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#include "Creature.h"
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#include "SharedDefines.h"
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#include "SpellAuras.h"
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/*#######################################
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######## ########
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######## PLAYERS STAT SYSTEM ########
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######## ########
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#######################################*/
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bool Player::UpdateStats(Stats stat)
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{
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if (stat > STAT_SPIRIT)
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{ return false; }
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// value = ((base_value * base_pct) + total_value) * total_pct
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float value = GetTotalStatValue(stat);
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SetStat(stat, int32(value));
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switch (stat)
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{
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case STAT_STRENGTH:
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break;
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case STAT_AGILITY:
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UpdateArmor();
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UpdateAllCritPercentages();
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UpdateDodgePercentage();
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break;
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case STAT_STAMINA: UpdateMaxHealth(); break;
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case STAT_INTELLECT:
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UpdateMaxPower(POWER_MANA);
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UpdateAllSpellCritChances();
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UpdateArmor(); // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
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break;
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case STAT_SPIRIT:
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break;
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default:
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break;
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}
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// Need update (exist AP from stat auras)
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UpdateAttackPowerAndDamage();
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UpdateAttackPowerAndDamage(true);
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UpdateSpellDamageAndHealingBonus();
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UpdateManaRegen();
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return true;
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}
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void Player::UpdateSpellDamageAndHealingBonus()
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{
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// Magic damage modifiers implemented in Unit::SpellDamageBonusDone
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// This information for client side use only
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// Get healing bonus for all schools
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// Get damage bonus for all schools
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for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
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{ SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonusDone(GetSchoolMask(i))); }
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}
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bool Player::UpdateAllStats()
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{
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for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
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{
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float value = GetTotalStatValue(Stats(i));
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SetStat(Stats(i), (int32)value);
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}
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UpdateAttackPowerAndDamage();
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UpdateAttackPowerAndDamage(true);
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UpdateArmor();
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UpdateMaxHealth();
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for (int i = POWER_MANA; i < MAX_POWERS; ++i)
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{ UpdateMaxPower(Powers(i)); }
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UpdateAllCritPercentages();
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UpdateAllSpellCritChances();
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UpdateDefenseBonusesMod();
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UpdateSpellDamageAndHealingBonus();
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UpdateManaRegen();
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for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
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{ UpdateResistances(i); }
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return true;
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}
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void Player::UpdateResistances(uint32 school)
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{
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if (school > SPELL_SCHOOL_NORMAL)
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{
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float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
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SetResistance(SpellSchools(school), int32(value));
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}
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else
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{ UpdateArmor(); }
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}
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void Player::UpdateArmor()
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{
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float value;
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UnitMods unitMod = UNIT_MOD_ARMOR;
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value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
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value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
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value += GetStat(STAT_AGILITY) * 2.0f; // armor bonus from stats
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value += GetModifierValue(unitMod, TOTAL_VALUE);
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// add dynamic flat mods
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AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
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for (AuraList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i)
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{
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Modifier* mod = (*i)->GetModifier();
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if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
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{ value += int32(GetStat(STAT_INTELLECT) * mod->m_amount / 100.0f); }
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}
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetArmor(int32(value));
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}
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float Player::GetHealthBonusFromStamina()
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{
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float stamina = GetStat(STAT_STAMINA);
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float baseStam = stamina < 20 ? stamina : 20;
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float moreStam = stamina - baseStam;
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return baseStam + (moreStam * 10.0f);
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}
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float Player::GetManaBonusFromIntellect()
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{
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float intellect = GetStat(STAT_INTELLECT);
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float baseInt = intellect < 20 ? intellect : 20;
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float moreInt = intellect - baseInt;
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return baseInt + (moreInt * 15.0f);
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}
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void Player::UpdateMaxHealth()
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{
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UnitMods unitMod = UNIT_MOD_HEALTH;
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float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetModifierValue(unitMod, TOTAL_VALUE) + GetHealthBonusFromStamina();
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetMaxHealth((uint32)value);
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}
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void Player::UpdateMaxPower(Powers power)
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{
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UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
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uint32 create_power = GetCreatePowers(power);
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// ignore classes without mana
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float bonusPower = (power == POWER_MANA && create_power > 0) ? GetManaBonusFromIntellect() : 0;
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float value = GetModifierValue(unitMod, BASE_VALUE) + create_power;
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower;
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetMaxPower(power, uint32(value));
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}
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void Player::UpdateAttackPowerAndDamage(bool ranged)
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{
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float val2 = 0.0f;
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float level = float(getLevel());
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UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
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uint16 index = UNIT_FIELD_ATTACK_POWER;
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uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
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uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
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if (ranged)
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{
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index = UNIT_FIELD_RANGED_ATTACK_POWER;
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index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
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index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
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switch (getClass())
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{
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case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_AGILITY) * 2.0f - 10.0f; break;
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case CLASS_ROGUE: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
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case CLASS_WARRIOR: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
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case CLASS_DRUID:
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switch (GetShapeshiftForm())
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{
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case FORM_CAT:
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case FORM_BEAR:
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case FORM_DIREBEAR:
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val2 = 0.0f; break;
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default:
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val2 = GetStat(STAT_AGILITY) - 10.0f; break;
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}
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break;
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default: val2 = GetStat(STAT_AGILITY) - 10.0f; break;
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}
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}
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else
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{
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switch (getClass())
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{
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case CLASS_WARRIOR: val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
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case CLASS_PALADIN: val2 = level * 3.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
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case CLASS_ROGUE: val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
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case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
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case CLASS_SHAMAN: val2 = level * 2.0f + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
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case CLASS_DRUID:
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{
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ShapeshiftForm form = GetShapeshiftForm();
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// Check if Predatory Strikes is skilled
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float mLevelMult = 0.0;
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switch (form)
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{
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case FORM_CAT:
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case FORM_BEAR:
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case FORM_DIREBEAR:
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case FORM_MOONKIN:
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{
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Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
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for (Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
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{
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// Predatory Strikes
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if ((*itr)->GetSpellProto()->SpellIconID == 1563)
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{
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mLevelMult = (*itr)->GetModifier()->m_amount / 100.0f;
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break;
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}
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}
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break;
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}
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default: break;
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}
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switch (form)
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{
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case FORM_CAT:
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val2 = getLevel() * mLevelMult + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f; break;
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case FORM_BEAR:
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case FORM_DIREBEAR:
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val2 = getLevel() * mLevelMult + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
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case FORM_MOONKIN:
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val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
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default:
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val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f; break;
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}
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break;
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}
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case CLASS_MAGE: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
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case CLASS_PRIEST: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
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case CLASS_WARLOCK: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
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}
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}
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SetModifierValue(unitMod, BASE_VALUE, val2);
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float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
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float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
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float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
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SetInt32Value(index, (uint32)base_attPower); // UNIT_FIELD_(RANGED)_ATTACK_POWER field
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SetInt32Value(index_mod, (uint32)attPowerMod); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
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SetFloatValue(index_mult, attPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
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// automatically update weapon damage after attack power modification
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if (ranged)
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{
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UpdateDamagePhysical(RANGED_ATTACK);
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}
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else
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{
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UpdateDamagePhysical(BASE_ATTACK);
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if (CanDualWield() && haveOffhandWeapon()) // allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
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{ UpdateDamagePhysical(OFF_ATTACK); }
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}
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}
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void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage)
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{
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UnitMods unitMod;
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//UnitMods attPower;
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switch (attType)
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{
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case BASE_ATTACK:
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default:
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unitMod = UNIT_MOD_DAMAGE_MAINHAND;
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//attPower = UNIT_MOD_ATTACK_POWER;
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break;
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case OFF_ATTACK:
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unitMod = UNIT_MOD_DAMAGE_OFFHAND;
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//attPower = UNIT_MOD_ATTACK_POWER;
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break;
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case RANGED_ATTACK:
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unitMod = UNIT_MOD_DAMAGE_RANGED;
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//attPower = UNIT_MOD_ATTACK_POWER_RANGED;
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break;
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}
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float att_speed = GetAPMultiplier(attType, normalized);
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float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
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float base_pct = GetModifierValue(unitMod, BASE_PCT);
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float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
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float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
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float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
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float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
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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
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{
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uint32 lvl = getLevel();
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if (lvl > 60)
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{ lvl = 60; }
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weapon_mindamage = lvl * 0.85f * att_speed;
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weapon_maxdamage = lvl * 1.25f * att_speed;
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}
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else if (!CanUseEquippedWeapon(attType)) // check if player not in form but still can't use weapon (broken/etc)
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{
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weapon_mindamage = BASE_MINDAMAGE;
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weapon_maxdamage = BASE_MAXDAMAGE;
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}
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else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage
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{
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weapon_mindamage += GetAmmoDPS() * att_speed;
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weapon_maxdamage += GetAmmoDPS() * att_speed;
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}
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min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
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max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
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}
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void Player::UpdateDamagePhysical(WeaponAttackType attType)
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{
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float mindamage;
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float maxdamage;
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CalculateMinMaxDamage(attType, false, mindamage, maxdamage);
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switch (attType)
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{
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case BASE_ATTACK:
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default:
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SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
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SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
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break;
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case OFF_ATTACK:
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SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, mindamage);
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SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage);
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break;
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case RANGED_ATTACK:
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SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage);
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SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage);
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break;
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}
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}
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void Player::UpdateDefenseBonusesMod()
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{
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UpdateBlockPercentage();
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UpdateParryPercentage();
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UpdateDodgePercentage();
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}
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void Player::UpdateBlockPercentage()
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{
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// No block
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float value = 0.0f;
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if (CanBlock())
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{
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// Base value
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value = 5.0f;
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// Modify value from defense skill
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value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
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// Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
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value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
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value = value < 0.0f ? 0.0f : value;
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}
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SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value);
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}
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void Player::UpdateCritPercentage(WeaponAttackType attType)
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{
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BaseModGroup modGroup;
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uint16 index;
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switch (attType)
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{
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case RANGED_ATTACK:
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modGroup = RANGED_CRIT_PERCENTAGE;
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index = PLAYER_RANGED_CRIT_PERCENTAGE;
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break;
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case BASE_ATTACK:
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modGroup = CRIT_PERCENTAGE;
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index = PLAYER_CRIT_PERCENTAGE;
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break;
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case OFF_ATTACK: // client have only main hand crit
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default:
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return;
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}
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float value = GetTotalPercentageModValue(modGroup);
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// Modify crit from weapon skill and maximized defense skill of same level victim difference
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value += (int32(GetWeaponSkillValue(attType)) - int32(GetMaxSkillValueForLevel())) * 0.04f;
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value = value < 0.0f ? 0.0f : value;
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SetStatFloatValue(index, value);
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}
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void Player::UpdateAllCritPercentages()
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{
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float value = GetMeleeCritFromAgility();
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SetBaseModValue(CRIT_PERCENTAGE, PCT_MOD, value);
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SetBaseModValue(OFFHAND_CRIT_PERCENTAGE, PCT_MOD, value);
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SetBaseModValue(RANGED_CRIT_PERCENTAGE, PCT_MOD, value);
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UpdateCritPercentage(BASE_ATTACK);
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UpdateCritPercentage(OFF_ATTACK);
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UpdateCritPercentage(RANGED_ATTACK);
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}
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void Player::UpdateParryPercentage()
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{
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// No parry
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float value = 0.0f;
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if (CanParry())
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{
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// Base parry
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value = 5.0f;
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// Modify value from defense skill
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value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
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// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
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value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
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value = value < 0.0f ? 0.0f : value;
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}
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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);
|
|
}
|