Example #1
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{ 
    if (ranged)
        return;

    float val = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    if (GetEntry() == NPC_IMP)                                     // imp's attack power
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else if (IsPetGhoul())                                         // DK's ghoul attack power
		val = 589 /*xinef: base ap!*/ + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY);
	else
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    SetModifierValue(unitMod, 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);
}
Example #2
0
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));
        }
        //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);
}
Example #3
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = GetStat(STAT_STRENGTH) - 20.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    uint32 entry = isHunterPet() ? 1 : GetEntry();
    if (PetLevelInfo const* pInfo = sObjectMgr->GetPetLevelInfo(entry, getLevel()))
        val += pInfo->attackpower;

    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val);

    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(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_POS, (int32)attPowerMod);
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    UpdateDamagePhysical(BASE_ATTACK);    //automatically update weapon damage after attack power modification
}
Example #4
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    // imp's attack power
    if (GetEntry() == ENTRY_IMP)
        val = GetStat(STAT_STRENGTH) - 10.0f;
    else if (!isHunterPet())
        val = 2 * GetStat(STAT_STRENGTH) - 20.0f;

    Unit* owner = GetOwner();
    if (owner && owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (isHunterPet())
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK); // Hunter pets gain 100% of owner's AP
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.5f)); // Bonus damage is equal to 50% of owner's AP
        }
        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 (isPet() && GetEntry() != ENTRY_WATER_ELEMENTAL) // demons benefit from warlocks shadow or fire damage
        {
            int32 spd = owner->SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_SPELL);
            SetBonusDamage(int32(spd * 0.15f));
            bonusAP = spd;
        }
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL) // water elementals benefit from mage's frost damage
        {
            SetBonusDamage(int32(m_owner->SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_FROST)));
        }
        // Summon Gargoyle AP
        else if (GetEntry() == 27829)
        {
            bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.4f;
            SetBonusDamage(int32(m_owner->GetTotalAttackPowerValue(BASE_ATTACK)));
        }
    }

    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 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_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
Example #5
0
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);
}
Example #6
0
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
        {
            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.425f;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
        }
        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));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet())
        {
            int32 spd = owner->SpellBaseDamageBonusDone(SPELL_SCHOOL_MASK_SPELL);
            SetBonusDamage(int32(spd * 0.15f));
            bonusAP = spd;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            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);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;

    SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
Example #7
0
void Pet::UpdateAttackPowerAndDamage(bool ranged)
{
    UnitMods unitMod;
    float baseAP       = 0.0f;

    if (!ranged)
    {
        unitMod  = UNIT_MOD_ATTACK_POWER;
        baseAP = (CalculateScalingData()->APBaseScale / 100.0f) * (GetStat(STAT_STRENGTH) - CalculateScalingData()->APBasepoint);
    }
    else
    {
        unitMod  = UNIT_MOD_ATTACK_POWER_RANGED;
        baseAP = (CalculateScalingData()->APBaseScale / 100.0f) * (GetStat(STAT_AGILITY) - CalculateScalingData()->APBasepoint);
    }


    if ((baseAP) < 0.0f)
        baseAP = 0.0f;

    SetModifierValue(unitMod, BASE_VALUE, baseAP);

    //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;

    if (!ranged)
    {
        SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
        SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
        SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);
        UpdateDamagePhysical(BASE_ATTACK);
    }
    else
    {
        SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, (int32)base_attPower);
        SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS, (int32)attPowerMod);
        SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);
        UpdateDamagePhysical(RANGED_ATTACK);
    }
}
Example #8
0
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) - 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_DEATH_KNIGHT: 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) + GetStat(STAT_AGILITY) - 20.0f; break;
            case CLASS_DRUID:
            {
                ShapeshiftForm form = GetShapeshiftForm();
                //Check if Predatory Strikes is skilled
                float mLevelBonus = 0.0f;
                float mBonusWeaponAtt = 0.0f;
                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)
                        {
                            if((*itr)->GetSpellProto()->SpellIconID != 1563)
                                continue;

                            // Predatory Strikes (effect 0)
                            if ((*itr)->GetEffIndex() == EFFECT_INDEX_0 && IsInFeralForm())
                                mLevelBonus = getLevel() * (*itr)->GetModifier()->m_amount / 100.0f;
                            // Predatory Strikes (effect 1)
                            else if ((*itr)->GetEffIndex() == EFFECT_INDEX_1)
                                mBonusWeaponAtt = (*itr)->GetModifier()->m_amount * m_baseFeralAP / 100.0f;

                            if (mLevelBonus != 0.0f && mBonusWeaponAtt != 0.0f)
                                break;
                        }
                        break;
                    }
                    default: break;
                }

                switch(form)
                {
                    case FORM_CAT:
                        val2 = GetStat(STAT_STRENGTH)*2.0f + GetStat(STAT_AGILITY) - 20.0f + mLevelBonus + m_baseFeralAP + mBonusWeaponAtt; break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f + mLevelBonus + m_baseFeralAP + mBonusWeaponAtt; break;
                    case FORM_MOONKIN:
                        val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f + m_baseFeralAP + mBonusWeaponAtt; 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);

    //add dynamic flat mods
    if( ranged )
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS)==0)
        {
            AuraList const& mRAPbyStat = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for(AuraList::const_iterator i = mRAPbyStat.begin();i != mRAPbyStat.end(); ++i)
                attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
        }
    }
    else
    {
        AuraList const& mAPbyStat = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for(AuraList::const_iterator i = mAPbyStat.begin();i != mAPbyStat.end(); ++i)
            attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);

        AuraList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for(AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetModifier()->m_amount);
    }

    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);
    }


    if (IsInWorld())
    {
        CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_ATTACKPOWER, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS);
        CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_SPELLDAMAGE, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS);
        CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_DAMAGE, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS);
    }
}
Example #9
0
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())
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) + owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) + owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            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 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_MULTIPLIER field
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);

    //automatically update weapon damage after attack power modification
    UpdateDamagePhysical(BASE_ATTACK);
}
Example #10
0
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
            if (isPet())
            {
                PetSpellMap::const_iterator itr = ToPet()->m_spells.find(62758);    //Wild Hunt rank 1
                if (itr == ToPet()->m_spells.end())
                    itr = ToPet()->m_spells.find(62762);                            //Wild Hunt rank 2

                if (itr != ToPet()->m_spells.end())                                 // If pet has Wild Hunt
                {
                    SpellInfo const* sProto = sSpellMgr->GetSpellInfo(itr->first); // Then get the SpellProto and add the dummy effect value
                    mod += CalculatePct(1.0f, sProto->Effects[1].CalcValue());
                }
            }

            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f * mod;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f * mod));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet() && !IsPetGhoul())
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            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;

    // Animal Handler rank 1, 2
    if (owner->HasAura(34453) || owner->HasAura(34454))
    {
        SpellInfo const* sProto = sSpellMgr->GetSpellInfo((owner->HasAura(34453)) ? 34453 : 34454);
        attPowerMultiplier += ((float)sProto->Effects[EFFECT_1].CalcValue() / 100);
    }

    //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);
}
Example #11
0
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    UnitMods unitMod_pos = ranged ? UNIT_MOD_ATTACK_POWER_RANGED_POS : UNIT_MOD_ATTACK_POWER_POS;
    UnitMods unitMod_neg = ranged ? UNIT_MOD_ATTACK_POWER_RANGED_NEG : UNIT_MOD_ATTACK_POWER_NEG;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod_pos = UNIT_FIELD_ATTACK_POWER_MOD_POS;
    uint16 index_mod_neg = UNIT_FIELD_ATTACK_POWER_MOD_NEG;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mod_pos = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
        index_mod_neg = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;

        switch (getClass())
        {
            case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_AGILITY) * 2.0f - 20.0f;    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_DEATH_KNIGHT: 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) * 2.0f - 20.0f; break;
            case CLASS_HUNTER:       val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) * 2.0f - 20.0f; break;
            case CLASS_SHAMAN:       val2 = level * 2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) * 2.0f - 20.0f; break;
            case CLASS_DRUID:
            {
                ShapeshiftForm form = GetShapeshiftForm();
                // Check if Predatory Strikes is skilled
                float mLevelMult = 0.0f;
                switch (form)
                {
                    case FORM_CAT:
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                    case FORM_MOONKIN:
                    {
                        Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_DUMMY);
                        for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
                        {
                            // Predatory Strikes (effect 0)
                            if ((*itr)->GetEffIndex() == 0 && (*itr)->GetSpellProto()->SpellIconID == 1563)
                            {
                                mLevelMult = CalculatePctN(1.0f, (*itr)->GetAmount());
                                break;
                            }
                        }
                        break;
                    }
                    default: break;
                }

                switch (form)
                {
                    case FORM_CAT:
                        val2 = getLevel() * (mLevelMult + 2.0f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + GetStat(STAT_AGILITY) * 2.0f - 20.0f + m_baseFeralAP; break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = getLevel() * (mLevelMult + 2.0f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + GetStat(STAT_AGILITY) * 2.0f - 20.0f + m_baseFeralAP; break;
                    case FORM_MOONKIN:
                        val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + m_baseFeralAP; 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_pos, BASE_VALUE, val2);

    float base_attPower  = (GetModifierValue(unitMod_pos, BASE_VALUE) - GetModifierValue(unitMod_neg, BASE_VALUE)) * (GetModifierValue(unitMod_pos, BASE_PCT) - GetModifierValue(unitMod_neg, BASE_PCT));
    float attPowerMod_pos = GetModifierValue(unitMod_pos, TOTAL_VALUE);
    float attPowerMod_neg = GetModifierValue(unitMod_neg, TOTAL_VALUE);

    //add dynamic flat mods
    if (ranged)
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS) == 0)
        {
            AuraEffectList const& mRAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for (AuraEffectList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i)
            {
                int32 temp = CalculatePctN(int32(GetStat(Stats((*i)->GetMiscValue()))), ((*i)->GetAmount() / 100));
                if(temp > 0)
                    attPowerMod_pos += temp;
                else
                    attPowerMod_neg -= temp;
            }
        }
    }
    else
    {
        AuraEffectList const& mAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for (AuraEffectList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i)
        {
            int32 temp = CalculatePctN(int32(GetStat(Stats((*i)->GetMiscValue()))), ((*i)->GetAmount() / 100));
            if(temp > 0)
                attPowerMod_pos += temp;
            else
                attPowerMod_neg -= temp;
        }

        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
        {
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            int32 temp = int32(GetArmor() / (*iter)->GetAmount());
            if(temp > 0)
                attPowerMod_pos += temp;
            else
                attPowerMod_neg -= temp;
        }
    }

    float attPowerMultiplier = (GetModifierValue(unitMod_pos, TOTAL_PCT) + (1 - GetModifierValue(unitMod_neg, TOTAL_PCT)))- 1.0f;

    SetInt32Value(index, (uint32)base_attPower);            //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod_pos, (uint32)attPowerMod_pos);  //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_POS field
    SetInt32Value(index_mod_neg, (uint32)attPowerMod_neg);  //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_NEG field
    SetFloatValue(index_mult, attPowerMultiplier);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field

    Pet *pet = GetPet();                                //update pet's AP
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->isHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    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);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
Example #12
0
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    ChrClassesEntry const* entry = sChrClassesStore.LookupEntry(getClass());
    UnitMods unitMod_pos = ranged ? UNIT_MOD_ATTACK_POWER_RANGED_POS : UNIT_MOD_ATTACK_POWER_POS;
    UnitMods unitMod_neg = ranged ? UNIT_MOD_ATTACK_POWER_RANGED_NEG : UNIT_MOD_ATTACK_POWER_NEG;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod_pos = UNIT_FIELD_ATTACK_POWER_MOD_POS;
    uint16 index_mod_neg = UNIT_FIELD_ATTACK_POWER_MOD_NEG;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
        index_mod_pos = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
        index_mod_neg = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
    }
    else
    {
        // This is general.
        float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrenth, 0.0f);
        float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);

        // This is specific.
        switch (getClass())
        {
        case CLASS_HUNTER: // in the case of Rogues, Hunters, and Shamans, each point of Agility will add 2 AP
        case CLASS_ROGUE:
        case CLASS_SHAMAN:
            agilityValue = std::max(GetStat(STAT_AGILITY) * 2, 0.0f);
            break;
        case CLASS_WARRIOR: // Warriors, Paladins, and Death Knights will gain 2 AP from each point of Strength.
        case CLASS_PALADIN:
        case CLASS_DEATH_KNIGHT:
            strengthValue = std::max(GetStat(STAT_STRENGTH) * 2, 0.0f);
            break;
        case CLASS_DRUID: //  Druids will gain 2 AP from Agility in Bear/Cat form. You have NO strenght in Bear form.
            if (IsInFeralForm())
                if (GetShapeshiftForm() == FORM_CAT || GetShapeshiftForm() == FORM_BEAR)
                    agilityValue = std::max(GetStat(STAT_AGILITY) * 2, 0.0f);
            break;
        }

        val2 = strengthValue + agilityValue;
    }

    SetModifierValue(unitMod_pos, BASE_VALUE, val2);

    float base_attPower = (GetModifierValue(unitMod_pos, BASE_VALUE) - GetModifierValue(unitMod_neg, BASE_VALUE)) * (GetModifierValue(unitMod_pos, BASE_PCT) + (1 - GetModifierValue(unitMod_neg, BASE_PCT)));
    float attPowerMod_pos = GetModifierValue(unitMod_pos, TOTAL_VALUE);
    float attPowerMod_neg = GetModifierValue(unitMod_neg, TOTAL_VALUE);

    //add dynamic flat mods
    if (!ranged)
    {
        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
        {
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            int32 attPowerMod = int32(GetArmor() / (*iter)->GetAmount());
            if (attPowerMod > 0)
                attPowerMod_pos += attPowerMod;
            else
                attPowerMod_neg -= attPowerMod;
        }
    }

    float attPowerMultiplier = (GetModifierValue(unitMod_pos, TOTAL_PCT) + (1 - GetModifierValue(unitMod_neg, TOTAL_PCT))) - 1.0f;
    
    SetInt32Value(index, (uint32)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod_pos, (uint32) attPowerMod_pos);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_POS field
    SetInt32Value(index_mod_neg, (uint32) attPowerMod_neg);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_NEG field
    SetFloatValue(index_mult, attPowerMultiplier);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field


    Pet* pet = GetPet();                                //update pet's AP
    Guardian* guardian = GetGuardianPet();
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->IsHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    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);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At melee attack power change for DK pet
            pet->UpdateAttackPowerAndDamage();

        if (guardian && guardian->IsSpiritWolf()) // At melee attack power change for Shaman feral spirit
            guardian->UpdateAttackPowerAndDamage();
    }
}
Example #13
0
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    ChrClassesEntry const* entry = sChrClassesStore.LookupEntry(getClass());
    UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mod_pos = UNIT_FIELD_ATTACK_POWER_MOD_POS;
    uint16 index_mod_neg = UNIT_FIELD_ATTACK_POWER_MOD_NEG;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mod_pos = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
        index_mod_neg = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
        val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
    }
    else
    {
        float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrenth, 0.0f);
        float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);

        if (GetShapeshiftForm() == FORM_CAT || GetShapeshiftForm() == FORM_BEAR)
            agilityValue += std::max((GetStat(STAT_AGILITY) - 10.0f) * 2, 0.0f);

        val2 = strengthValue + agilityValue;
    }

    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;

    //add dynamic flat mods
    if (!ranged && HasAuraType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR))
    {
        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
        {
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            int32 temp = int32(GetArmor() / (*iter)->GetAmount());
            if (temp > 0)
                attPowerMod += temp;
            else
                attPowerMod -= temp;
        }
    }

    if (HasAuraType(SPELL_AURA_OVERRIDE_AP_BY_SPELL_POWER_PCT))
    {
        int32 ApBySpellPct = 0;
        int32 spellPower = ToPlayer()->GetBaseSpellPowerBonus();                    // SpellPower from Weapon
        spellPower += std::max(0, int32(ToPlayer()->GetStat(STAT_INTELLECT)) - 10); // SpellPower from intellect

        AuraEffectList const& mAPFromSpellPowerPct = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_AP_BY_SPELL_POWER_PCT);
        for (AuraEffectList::const_iterator i = mAPFromSpellPowerPct.begin(); i != mAPFromSpellPowerPct.end(); ++i)
            ApBySpellPct += CalculatePct(spellPower, (*i)->GetAmount());

        if (ApBySpellPct > 0)
        {
            SetInt32Value(index, uint32(ApBySpellPct));     //UNIT_FIELD_(RANGED)_ATTACK_POWER field
            SetFloatValue(index_mult, attPowerMultiplier);  //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
        }
        else
        {
            SetInt32Value(index, uint32(base_attPower + attPowerMod));  //UNIT_FIELD_(RANGED)_ATTACK_POWER field
            SetFloatValue(index_mult, attPowerMultiplier);              //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
        }
    }
    else
    {
        SetInt32Value(index, uint32(base_attPower + attPowerMod));  //UNIT_FIELD_(RANGED)_ATTACK_POWER field
        SetFloatValue(index_mult, attPowerMultiplier);              //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
    }

    Pet* pet = GetPet();                                //update pet's AP
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->isHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    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);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
Example #14
0
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    ChrClassesEntry const* entry = sChrClassesStore.AssertEntry(getClass());
    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_MOD_POS;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
    }

    if (!HasAuraType(SPELL_AURA_OVERRIDE_ATTACK_POWER_BY_SP_PCT))
    {
        if (!ranged)
        {
            float strengthValue = std::max(GetStat(STAT_STRENGTH) * entry->AttackPowerPerStrength, 0.0f);
            float agilityValue = std::max(GetStat(STAT_AGILITY) * entry->AttackPowerPerAgility, 0.0f);

            SpellShapeshiftFormEntry const* form = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
            // Directly taken from client, SHAPESHIFT_FLAG_AP_FROM_STRENGTH ?
            if (form && form->Flags & 0x20)
                agilityValue += std::max(GetStat(STAT_AGILITY) * entry->AttackPowerPerStrength, 0.0f);

            val2 = strengthValue + agilityValue;
        }
        else
            val2 = (level + std::max(GetStat(STAT_AGILITY), 0.0f)) * entry->RangedAttackPowerPerAgility;
    }
    else
    {
        int32 minSpellPower = GetInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS);
        for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
            minSpellPower = std::min(minSpellPower, GetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i));

        val2 = CalculatePct(float(minSpellPower), GetFloatValue(PLAYER_FIELD_OVERRIDE_AP_BY_SPELL_POWER_PERCENT));
    }

    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;

    //add dynamic flat mods
    if (!ranged)
    {
        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
    }

    SetInt32Value(index, (uint32)base_attPower);            //UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetInt32Value(index_mod, (uint32)attPowerMod);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MOD_POS field
    SetFloatValue(index_mult, attPowerMultiplier);          //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field

    Pet* pet = GetPet();                                //update pet's AP
    Guardian* guardian = GetGuardianPet();
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->IsHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    else
    {
        UpdateDamagePhysical(BASE_ATTACK);
        if (Item* offhand = GetWeaponForAttack(OFF_ATTACK, true))
            if (CanDualWield() || offhand->GetTemplate()->GetFlags3() & ITEM_FLAG3_ALWAYS_ALLOW_DUAL_WIELD)
                UpdateDamagePhysical(OFF_ATTACK);

        if (HasAuraType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_ATTACK_POWER) ||
            HasAuraType(SPELL_AURA_MOD_SPELL_HEALING_OF_ATTACK_POWER) ||
            HasAuraType(SPELL_AURA_OVERRIDE_SPELL_POWER_BY_AP_PCT))
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At melee attack power change for DK pet
            pet->UpdateAttackPowerAndDamage();

        if (guardian && guardian->IsSpiritWolf()) // At melee attack power change for Shaman feral spirit
            guardian->UpdateAttackPowerAndDamage();
    }
}
Example #15
0
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    ChrClassesEntry const* entry = sChrClassesStore.LookupEntry(getClass());
    UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;

    uint16 index = UNIT_FIELD_ATTACK_POWER;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
        val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
    }
    else
    {
        float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrenth, 0.0f);
        float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);

        if (GetShapeshiftForm() == FORM_CAT || GetShapeshiftForm() == FORM_BEAR)
            agilityValue += std::max((GetStat(STAT_AGILITY) - 10.0f) * 2, 0.0f);

        val2 = strengthValue + agilityValue;
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

    //add dynamic flat mods
    if (!ranged)
    {
        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
    }

    SetInt32Value(index, uint32(base_attPower + attPowerMod));            // UNIT_FIELD_(RANGED)_ATTACK_POWER field
    SetFloatValue(index_mult, attPowerMultiplier);          // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field

    Pet* pet = GetPet();                                //update pet's AP
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->isHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    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);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
Example #16
0
// TODO: Move stat mods code to pet passive auras
bool Guardian::InitStatsForLevel(uint8 petlevel)
{
    CreatureTemplate const* cinfo = GetCreatureInfo();
    ASSERT(cinfo);

    SetLevel(petlevel);

    //Determine pet type
    PetType petType = MAX_PET_TYPE;
    if (isPet() && m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        if ((m_owner->getClass() == CLASS_WARLOCK)
            || (m_owner->getClass() == CLASS_SHAMAN)        // Fire Elemental
            || (m_owner->getClass() == CLASS_DEATH_KNIGHT)) // Risen Ghoul
            petType = SUMMON_PET;
        else if (m_owner->getClass() == CLASS_HUNTER)
        {
            petType = HUNTER_PET;
            m_unitTypeMask |= UNIT_MASK_HUNTER_PET;
        }
        else
            sLog->outError("Unknown type pet %u is summoned by player class %u", GetEntry(), m_owner->getClass());
    }

    uint32 creature_ID = (petType == HUNTER_PET) ? 1 : cinfo->Entry;

    SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool));

    SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(petlevel*50));

    SetAttackTime(BASE_ATTACK, BASE_ATTACK_TIME);
    SetAttackTime(OFF_ATTACK, BASE_ATTACK_TIME);
    SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);

    SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);

    //scale
    CreatureFamilyEntry const* cFamily = sCreatureFamilyStore.LookupEntry(cinfo->family);
    if (cFamily && cFamily->minScale > 0.0f && petType == HUNTER_PET)
    {
        float scale;
        if (getLevel() >= cFamily->maxScaleLevel)
            scale = cFamily->maxScale;
        else if (getLevel() <= cFamily->minScaleLevel)
            scale = cFamily->minScale;
        else
            scale = cFamily->minScale + float(getLevel() - cFamily->minScaleLevel) / cFamily->maxScaleLevel * (cFamily->maxScale - cFamily->minScale);

        SetFloatValue(OBJECT_FIELD_SCALE_X, scale);
    }

    // Resistance
    for (uint8 i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
        SetModifierValue(UnitMods(UNIT_MOD_RESISTANCE_START + i), BASE_VALUE, float(cinfo->resistance[i]));

    //health, mana, armor and resistance
    PetLevelInfo const* pInfo = sObjectMgr->GetPetLevelInfo(creature_ID, petlevel);
    if (pInfo)                                      // exist in DB
    {
        SetCreateHealth(pInfo->health);
        if (petType != HUNTER_PET) //hunter pet use focus
            SetCreateMana(pInfo->mana);

        if (pInfo->armor > 0)
            SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(pInfo->armor));

        for (uint8 stat = 0; stat < MAX_STATS; ++stat)
            SetCreateStat(Stats(stat), float(pInfo->stats[stat]));
    }
    else                                            // not exist in DB, use some default fake data
    {
        // remove elite bonuses included in DB values
        CreatureBaseStats const* stats = sObjectMgr->GetCreatureBaseStats(petlevel, cinfo->unit_class);
        SetCreateHealth(stats->BaseHealth[cinfo->expansion]);
        SetCreateMana(stats->BaseMana);

        SetCreateStat(STAT_STRENGTH, 22);
        SetCreateStat(STAT_AGILITY, 22);
        SetCreateStat(STAT_STAMINA, 25);
        SetCreateStat(STAT_INTELLECT, 28);
        SetCreateStat(STAT_SPIRIT, 27);
    }

    SetBonusDamage(0);
    switch (petType)
    {
        case SUMMON_PET:
        {
            //the damage bonus used for pets is either fire or shadow damage, whatever is higher
            uint32 fire  = m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE);
            uint32 shadow = m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW);
            uint32 val  = (fire > shadow) ? fire : shadow;
            SetBonusDamage(int32 (val * 0.15f));
            //bonusAP += val * 0.57;

            SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float(petlevel - (petlevel / 4)));
            SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float(petlevel + (petlevel / 4)));

            //SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, float(cinfo->attackpower));
            break;
        }
        case HUNTER_PET:
        {
            SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, uint32(sObjectMgr->GetXPForLevel(petlevel)*PET_XP_FACTOR));
            //these formula may not be correct; however, it is designed to be close to what it should be
            //this makes dps 0.5 of pets level
            SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float(petlevel - (petlevel / 4)));
            //damage range is then petlevel / 2
            SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float(petlevel + (petlevel / 4)));
            //damage is increased afterwards as strength and pet scaling modify attack power
            break;
        }
        default:
        {
            switch (GetEntry())
            {
                case 510: // mage Water Elemental
                {
                    SetBonusDamage(int32(m_owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_FROST) * 0.33f));
                    break;
                }
                case 1964: //force of nature
                {
                    if (!pInfo)
                        SetCreateHealth(30 + 30*petlevel);
                    float bonusDmg = m_owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_NATURE) * 0.15f;
                    SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float(petlevel * 2.5f - (petlevel / 2) + bonusDmg));
                    SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float(petlevel * 2.5f + (petlevel / 2) + bonusDmg));
                    break;
                }
                case 15352: //earth elemental 36213
                {
                    if (!pInfo)
                        SetCreateHealth(100 + 120*petlevel);
                    SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float(petlevel - (petlevel / 4)));
                    SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float(petlevel + (petlevel / 4)));
                    break;
                }
                case 15438: //fire elemental
                {
                    if (!pInfo)
                    {
                        SetCreateHealth(40*petlevel);
                        SetCreateMana(28 + 10*petlevel);
                    }
                    SetBonusDamage(m_owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_FIRE) * 0.5f);
                    SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float(petlevel * 4 - petlevel));
                    SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float(petlevel * 4 + petlevel));
                    break;
                }
                case 19668: // Shadowfiend
                {
                    if (!pInfo)
                    {
                        SetCreateMana(28 + 10*petlevel);
                        SetCreateHealth(28 + 30*petlevel);
                    }
                    int32 bonus_dmg = (int32(m_owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_SHADOW)* 0.3f));
                    SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float((petlevel * 4 - petlevel) + bonus_dmg));
                    SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float((petlevel * 4 + petlevel) + bonus_dmg));

                    break;
                }
                case 19833: //Snake Trap - Venomous Snake
                {
                    SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float((petlevel / 2) - 25));
                    SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float((petlevel / 2) - 18));
                    break;
                }
                case 19921: //Snake Trap - Viper
                {
                    SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float(petlevel / 2 - 10));
                    SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float(petlevel / 2));
                    break;
                }
                case 29264: // Feral Spirit
                {
                    if (!pInfo)
                        SetCreateHealth(30*petlevel);

                    float dmg_multiplier = 0.3f;
                    if (m_owner->GetAuraEffect(63271, 0)) // Glyph of Feral Spirit
                        dmg_multiplier = 0.6f;

                    SetBonusDamage(int32(m_owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier));

                    // 14AP == 1dps, wolf's strike speed == 2s so dmg = basedmg + AP / 14 * 2
                    SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float((petlevel * 4 - petlevel) + (m_owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier * 2 / 14)));
                    SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float((petlevel * 4 + petlevel) + (m_owner->GetTotalAttackPowerValue(BASE_ATTACK) * dmg_multiplier * 2 / 14)));

                    SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(m_owner->GetArmor()) * 0.35f);  //  Bonus Armor (35% of player armor)
                    SetModifierValue(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(m_owner->GetStat(STAT_STAMINA)) * 0.3f);  //  Bonus Stamina (30% of player stamina)
                    if (!HasAura(58877))//prevent apply twice for the 2 wolves
                        AddAura(58877, this);//Spirit Hunt, passive, Spirit Wolves' attacks heal them and their master for 150% of damage done.
                    break;
                }
                case 31216: // Mirror Image
                {
                    SetBonusDamage(int32(m_owner->SpellBaseDamageBonus(SPELL_SCHOOL_MASK_FROST) * 0.33f));
                    SetDisplayId(m_owner->GetDisplayId());
                    if (!pInfo)
                    {
                        SetCreateMana(28 + 30*petlevel);
                        SetCreateHealth(28 + 10*petlevel);
                    }
                    break;
                }
                case 27829: // Ebon Gargoyle
                {
                    if (!pInfo)
                    {
                        SetCreateMana(28 + 10*petlevel);
                        SetCreateHealth(28 + 30*petlevel);
                    }
                    SetBonusDamage(int32(m_owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.5f));
                    SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, float(petlevel - (petlevel / 4)));
                    SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, float(petlevel + (petlevel / 4)));
                    break;
                }
            }
            break;
        }
    }

    UpdateAllStats();

    SetFullHealth();
    SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
    return true;
}
Example #17
0
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    ChrClassesEntry const * chrEntry = sChrClassesStore.LookupEntry(getClass());
    MANGOS_ASSERT(chrEntry);

    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_MOD_POS;
    uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
        index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;

        float rapPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->rapPerAgi;

        switch (getClass())
        {
            case CLASS_HUNTER: val2 =  level * 2.0f + rapPerAgi;    break;
            case CLASS_ROGUE:  val2 =  level        + rapPerAgi;    break;
            case CLASS_WARRIOR: val2 = level        + rapPerAgi;    break;
            default: break;
        }
    }
    else
    {
        float apPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerAgi;
        float apPerStr = std::max(GetStat(STAT_STRENGTH) - 10.0f, 0.0f) * chrEntry->apPerStr;
        float levelmod;
        switch (getClass())
        {
            case CLASS_WARRIOR:
            case CLASS_PALADIN:
            case CLASS_DEATH_KNIGHT:
            case CLASS_DRUID:
                levelmod = 3.0f;
                break;
            default:
                levelmod = 2.0f;
                break;
        }

        val2 = level * levelmod + apPerAgi + apPerStr;

        // extracted from client
        if (getClass() == CLASS_DRUID && GetShapeshiftForm())
        {
            if (SpellShapeshiftFormEntry const * entry = sSpellShapeshiftFormStore.LookupEntry(uint32(GetShapeshiftForm())))
                if (entry->flags1 & 0x20)
                    val2 += std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerStr;
        }
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

    // add dynamic flat mods
    if (!ranged)
    {
        AuraList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetModifier()->m_amount);
    }

    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);

        Pet* pet = GetPet();                                // update pet's AP
        if (pet)
            pet->UpdateAttackPowerAndDamage();
    }
    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);
    }
}
Example #18
0
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod_pos = UNIT_MOD_ATTACK_POWER_POS;
    UnitMods unitMod_neg = UNIT_MOD_ATTACK_POWER_NEG;

    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
            if (isPet())
            {
                PetSpellMap::const_iterator itr = ToPet()->m_spells.find(62758);    //Wild Hunt rank 1
                if (itr == ToPet()->m_spells.end())
                    itr = ToPet()->m_spells.find(62762);                            //Wild Hunt rank 2

                if (itr != ToPet()->m_spells.end())                                 // If pet has Wild Hunt
                {
                    SpellEntry const* sProto = sSpellStore.LookupEntry(itr->first); // Then get the SpellProto and add the dummy effect value
                    mod += (SpellMgr::CalculateSpellEffectAmount(sProto, 1) / 100.0f);
                }
            }

            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f * mod;
            SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.425f * 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));
        }
        //demons benefit from warlocks shadow or fire damage
        else if (isPet())
        {
            int32 fire  = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
            int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
            int32 maximum  = (fire > shadow) ? fire : shadow;
            if (maximum < 0)
                maximum = 0;
            SetBonusDamage(int32(maximum * 0.15f));
            bonusAP = maximum * 0.57f;
        }
        //water elementals benefit from mage's frost damage
        else if (GetEntry() == ENTRY_WATER_ELEMENTAL)
        {
            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));
        }
    }

    if(bonusAP > 0)
    {
        SetModifierValue(UNIT_MOD_ATTACK_POWER_POS, BASE_VALUE, val + bonusAP);
    }
    else
    {
        SetModifierValue(UNIT_MOD_ATTACK_POWER_POS, BASE_VALUE, val);
        SetModifierValue(UNIT_MOD_ATTACK_POWER_NEG, BASE_VALUE, -bonusAP);
    }

    //in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
    float base_attPower  = (GetModifierValue(unitMod_pos, BASE_VALUE) - GetModifierValue(unitMod_neg, BASE_VALUE)) * (GetModifierValue(unitMod_pos, BASE_PCT) + (1 - GetModifierValue(unitMod_neg, BASE_PCT)));
    float attPowerMod_pos = GetModifierValue(unitMod_pos, TOTAL_VALUE);
    float attPowerMod_neg = GetModifierValue(unitMod_neg, TOTAL_VALUE);
    float attPowerMultiplier = (GetModifierValue(unitMod_pos, TOTAL_PCT) + (1 - GetModifierValue(unitMod_neg, 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_MOD_POS, (int32)attPowerMod_pos);
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_NEG, (int32)attPowerMod_neg);
    //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);
}
Example #19
0
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) - 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(m_form)
                {
                    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_DEATH_KNIGHT: 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) + GetStat(STAT_AGILITY) - 20.0f; break;
            case CLASS_DRUID:
            {
                //Check if Predatory Strikes is skilled
                float mLevelMult = 0.0;
                switch(m_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 (effect 0)
                            if ((*itr)->GetEffIndex() == EFFECT_INDEX_0 && (*itr)->GetSpellProto()->SpellIconID == 1563)
                            {
                                mLevelMult = (*itr)->GetModifier()->m_amount / 100.0f;
                                break;
                            }
                        }
                        break;
                    }
                    default: break;
                }

                switch(m_form)
                {
                    case FORM_CAT:
                        val2 = getLevel()*(mLevelMult+2.0f) + GetStat(STAT_STRENGTH)*2.0f + GetStat(STAT_AGILITY) - 20.0f + m_baseFeralAP; break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = getLevel()*(mLevelMult+3.0f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f + m_baseFeralAP; break;
                    case FORM_MOONKIN:
                        val2 = getLevel()*(mLevelMult+1.5f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f + m_baseFeralAP; 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);

    //add dynamic flat mods
    if( ranged )
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS)==0)
        {
            AuraList const& mRAPbyStat = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for(AuraList::const_iterator i = mRAPbyStat.begin();i != mRAPbyStat.end(); ++i)
                attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
        }
    }
    else
    {
        AuraList const& mAPbyStat = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for(AuraList::const_iterator i = mAPbyStat.begin();i != mAPbyStat.end(); ++i)
            attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);

        AuraList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for(AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetModifier()->m_amount);
    }

    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);

        Pet *pet = GetPet();                                //update pet's AP
        if(pet)
            pet->UpdateAttackPowerAndDamage();
    }
    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);
    }
}
Example #20
0
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); }
    }
}
Example #21
0
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) - 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_DEATH_KNIGHT:
                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) + GetStat(STAT_AGILITY) - 20.0f;
                break;
            case CLASS_DRUID:
            {
                // Check if Predatory Strikes is skilled
                float mLevelMult = 0.0f;
                float weapon_bonus = 0.0f;
                if (IsInFeralForm())
                {
                    Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_DUMMY);
                    for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
                    {
                        AuraEffect* aurEff = *itr;
                        if (aurEff->GetSpellInfo()->SpellIconID == 1563)
                        {
                            switch (aurEff->GetEffIndex())
                            {
                                case 0: // Predatory Strikes (effect 0)
                                    mLevelMult = CalculatePct(1.0f, aurEff->GetAmount());
                                    break;
                                case 1: // Predatory Strikes (effect 1)
                                    if (Item* mainHand = m_items[EQUIPMENT_SLOT_MAINHAND])
                                    {
                                        // also gains % attack power from equipped weapon
                                        ItemTemplate const* proto = mainHand->GetTemplate();
                                        if (!proto)
                                            continue;

                                        weapon_bonus = CalculatePct(float(proto->getFeralBonus()), aurEff->GetAmount());
                                    }
                                    break;
                                default:
                                    break;
                            }
                        }
                    }
                }

                switch (GetShapeshiftForm())
                {
                    case FORM_CAT:
                        val2 = getLevel() * (mLevelMult + 2.0f) + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f + weapon_bonus + m_baseFeralAP;
                        break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                        val2 = getLevel() * (mLevelMult + 3.0f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + weapon_bonus + m_baseFeralAP;
                        break;
                    case FORM_MOONKIN:
                        val2 = getLevel() * (mLevelMult + 1.5f) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + m_baseFeralAP;
                        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);

    //add dynamic flat mods
    if (ranged)
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS) == 0)
        {
            AuraEffectList const& mRAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for (AuraEffectList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i)
                attPowerMod += CalculatePct(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());
        }
    }
    else
    {
        AuraEffectList const& mAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for (AuraEffectList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i)
            attPowerMod += CalculatePct(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());

        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
    }

    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

    Pet* pet = GetPet();                                //update pet's AP
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->isHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    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);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
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;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;

        switch (getClass())
        {
            case CLASS_HUNTER:
                val2 = level * 2.0f + GetStat(STAT_AGILITY) - 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_DEATH_KNIGHT:
                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) + GetStat(STAT_AGILITY) - 20.0f;
                break;
            case CLASS_DRUID:
            {
                switch (GetShapeshiftForm())
                {
                    case FORM_CAT:
                        val2 = GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f + m_baseFeralAP;
                        break;
                    case FORM_BEAR:
                    case FORM_DIREBEAR:
                    case FORM_MOONKIN:
                        val2 = GetStat(STAT_STRENGTH) * 2.0f - 20.0f + m_baseFeralAP;
                        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);

    //add dynamic flat mods
    if (ranged)
    {
        if ((getClassMask() & CLASSMASK_WAND_USERS) == 0)
        {
            AuraEffectList const& mRAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
            for (AuraEffectList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i)
                attPowerMod += CalculatePctN(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());
        }
    }
    else
    {
        AuraEffectList const& mAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
        for (AuraEffectList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i)
            attPowerMod += CalculatePctN(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount());

        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
    }

    SetInt32Value(index, (uint32)base_attPower);            //UNIT_FIELD_(RANGED)_ATTACK_POWER field

    Pet* pet = GetPet();                                //update pet's AP
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->isHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    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);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
}
Example #23
0
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
    float val2 = 0.0f;
    float level = float(getLevel());

    ChrClassesEntry const* entry = sChrClassesStore.LookupEntry(getClass());
    UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;

    uint16 index = UNIT_FIELD_ATTACK_POWER;

    if (ranged)
    {
        index = UNIT_FIELD_RANGED_ATTACK_POWER;
        val2 = (level + std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f)) * entry->RAPPerAgility;
    }
    else
    {
        float strengthValue = std::max((GetStat(STAT_STRENGTH) - 10.0f) * entry->APPerStrenth, 0.0f);
        float agilityValue = std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerAgility, 0.0f);

        SpellShapeshiftFormEntry const* form = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
        // Directly taken from client, SHAPESHIFT_FLAG_AP_FROM_STRENGTH ?
        if (form && form->flags1 & 0x20)
            agilityValue += std::max((GetStat(STAT_AGILITY) - 10.0f) * entry->APPerStrenth, 0.0f);

        val2 = strengthValue + agilityValue;
    }

    SetModifierValue(unitMod, BASE_VALUE, val2);

    float base_attPower  = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
    float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);

    //add dynamic flat mods
    if (!ranged)
    {
        AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
        for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
            // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
            attPowerMod += int32(GetArmor() / (*iter)->GetAmount());
    }

    SetInt32Value(index, (uint32)base_attPower);            //UNIT_FIELD_(RANGED)_ATTACK_POWER field

    Pet* pet = GetPet();                                //update pet's AP
    Guardian* guardian = GetGuardianPet();
    //automatically update weapon damage after attack power modification
    if (ranged)
    {
        UpdateDamagePhysical(RANGED_ATTACK);
        if (pet && pet->IsHunterPet()) // At ranged attack change for hunter pet
            pet->UpdateAttackPowerAndDamage();
    }
    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);
        if (getClass() == CLASS_SHAMAN || getClass() == CLASS_PALADIN)                      // mental quickness
            UpdateSpellDamageAndHealingBonus();

        if (pet && pet->IsPetGhoul()) // At melee attack power change for DK pet
            pet->UpdateAttackPowerAndDamage();

        if (guardian && guardian->IsSpiritWolf()) // At melee attack power change for Shaman feral spirit
            guardian->UpdateAttackPowerAndDamage();
    }
}
Example #24
0
void Pet::UpdateAttackPowerAndDamage(bool ranged)
{
    if (ranged)
        return;

    float val = 0.0f;
    float bonusAP = 0.0f;
    UnitMods unitMod = UNIT_MOD_ATTACK_POWER;

    val = (GetStat(STAT_STRENGTH) - 20.0f) * 2;

    Unit* owner = GetOwner();

    // chained, use original owner instead
    if (owner && owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->GetEntry() == GetEntry())
        if (Unit *creator = GetCreator())
            owner = creator;

    if (owner && owner->GetTypeId()==TYPEID_PLAYER)
    {
        if (getPetType() == HUNTER_PET)                      //hunter pets benefit from owner's attack power
        {
            float ap_coeff = 0.22f;
            float sp_coeff = 0.1287f;
            //Wild Hunt
            uint32 bonus_id = 0;
            if (HasSpell(62762))
                bonus_id = 62762;
            else if (HasSpell(62758))
                bonus_id = 62758;
            if (const SpellEntry *bonusProto = sSpellStore.LookupEntry(bonus_id))
            {
                ap_coeff *= 1 + bonusProto->CalculateSimpleValue(EFFECT_INDEX_1) / 100.0f;
                sp_coeff *= 1 + bonusProto->CalculateSimpleValue(EFFECT_INDEX_1) / 100.0f;
            }

            bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * ap_coeff;
            SetBonusDamage( int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * sp_coeff));
        }      
        else if (getPetType() == SUMMON_PET)
        {
            switch(owner->getClass())
            {
                case CLASS_WARLOCK:
                {
                    //demons benefit from warlocks shadow or fire damage
                    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;
                    break;
                }
                case CLASS_MAGE:
                {
                    //water elementals benefit from mage's frost damage
                    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));
                    break;
                }
                case CLASS_SHAMAN:
                {
                    float coeff = 0.3f;
                    //Glyph of Feral Spirit
                    if (Aura *glyph = owner->GetDummyAura(63271))
                        coeff += glyph->GetModifier()->m_amount / 100.0f;
                    bonusAP += coeff * owner->GetTotalAttackPowerValue(BASE_ATTACK);
                    break;
                }
                case CLASS_DRUID:
                {
                    //Guessed
                    float coeff = 0.55f;
                    int32 sp = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
                    bonusAp += coeff * sp;
                    break;    
                }
            }
        }
        else if (getPetType() == GUARDIAN_PET)
            if (owner->getClass() == CLASS_DEATH_KNIGHT)
                bonusAP += owner->GetTotalAttackPowerValue(BASE_ATTACK) * 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);
}