bool Game_Actor::HasHalfSpCost() const { auto checkEquip = [](const RPG::Item* item) { return item && item->half_sp_cost; }; return checkEquip(GetShield()) || checkEquip(GetArmor()) || checkEquip(GetHelmet()) || checkEquip(GetAccessory()); }
bool Game_Actor::HasPhysicalEvasionUp() const { auto checkEquip = [](const RPG::Item* item) { return item && item->raise_evasion; }; return checkEquip(GetShield()) || checkEquip(GetArmor()) || checkEquip(GetHelmet()) || checkEquip(GetAccessory()); }
bool Game_Actor::PreventsTerrainDamage() const { auto checkEquip = [](const RPG::Item* item) { return item && item->no_terrain_damage; }; return checkEquip(GetShield()) || checkEquip(GetArmor()) || checkEquip(GetHelmet()) || checkEquip(GetAccessory()); }
bool Game_Actor::PreventsCritical() const { auto checkEquip = [](const RPG::Item* item) { return item && item->prevent_critical; }; return checkEquip(GetShield()) || checkEquip(GetArmor()) || checkEquip(GetHelmet()) || checkEquip(GetAccessory()); }
void Game_Actor::AddEquipmentStates() { if (!Player::IsRPG2k3()) { return; } auto checkEquip = [this](const RPG::Item* item) { if (item && item->state_effect) { for (int i = 0; i < (int)item->state_set.size(); i++) { if (item->state_set[i]) { AddState(i + 1); } } } }; checkEquip(GetShield()); checkEquip(GetArmor()); checkEquip(GetHelmet()); checkEquip(GetAccessory()); }
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(); } }
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; 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); } }
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); } }
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); } }
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(); } }
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(); } }
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(); } }
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(); } }
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(); } }
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(); } }