// Added by AHBot // Like SetItemRandomProperties() but no call of SetState() because there is no owner of the item void Item::SetItemRandomPropertiesNoUpdate(int32 randomPropId) { if(!randomPropId) return; if(randomPropId > 0) { ItemRandomPropertiesEntry const *item_rand = sItemRandomPropertiesStore.LookupEntry(randomPropId); if(item_rand) { if(GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != int32(item_rand->ID)) { SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID,item_rand->ID); } for(uint32 i = PROP_ENCHANTMENT_SLOT_2; i < PROP_ENCHANTMENT_SLOT_2 + 3; ++i) SetEnchantmentNoUpdate(EnchantmentSlot(i),item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_2],0,0); } } else { ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(-randomPropId); if(item_rand) { if( GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != -int32(item_rand->ID) || !GetItemSuffixFactor()) { SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID,-int32(item_rand->ID)); UpdateItemSuffixFactor(); } for(uint32 i = PROP_ENCHANTMENT_SLOT_0; i < PROP_ENCHANTMENT_SLOT_0 + 3; ++i) SetEnchantmentNoUpdate(EnchantmentSlot(i),item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_0],0,0); } } }
void Item::SetItemRandomProperties(int32 randomPropId) { if (!randomPropId) return; if (randomPropId > 0) { ItemRandomPropertiesEntry const* item_rand = sItemRandomPropertiesStore.LookupEntry(randomPropId); if (item_rand) { if (GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != int32(item_rand->ID)) { SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID, item_rand->ID); SetState(ITEM_CHANGED); } for (uint32 i = PROP_ENCHANTMENT_SLOT_0; i < PROP_ENCHANTMENT_SLOT_0 + 3; ++i) SetEnchantment(EnchantmentSlot(i), item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_0], 0, 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(); } }
void Player::UpdateSpellDamageAndHealingBonus() { // Magic damage modifiers implemented in Unit::SpellDamageBonusDone // This information for client side use only // Get healing bonus for all schools SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonusDone(SPELL_SCHOOL_MASK_ALL)); // Get damage bonus for all schools for(int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i) SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i)) - GetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i)); CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_ATTACKPOWER, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS); CallForAllControlledUnits(ApplyScalingBonusWithHelper(SCALING_TARGET_SPELLDAMAGE, 0, false),CONTROLLED_PET|CONTROLLED_GUARDIANS); }
void Player::UpdateSpellDamageAndHealingBonus() { // Magic damage modifiers implemented in Unit::SpellDamageBonusDone // This information for client side use only // Get healing bonus for all schools SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonusDone(SPELL_SCHOOL_MASK_ALL)); // Get damage bonus for all schools Unit::AuraEffectList const& modDamageAuras = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE); for (uint16 i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i) { SetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i, std::accumulate(modDamageAuras.begin(), modDamageAuras.end(), 0, [i](int32 negativeMod, AuraEffect const* aurEff) { if (aurEff->GetAmount() < 0 && aurEff->GetMiscValue() & (1 << i)) negativeMod += aurEff->GetAmount(); return negativeMod; })); SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i)) - GetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i)); } if (HasAuraType(SPELL_AURA_OVERRIDE_ATTACK_POWER_BY_SP_PCT)) { UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); } }