uint32 CPlayer::GetAVGILevel(bool levelasmin) { uint32 TotLevel = 0; uint8 ItemCount = 0; for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { // Ignore these, because either they do not matter to the calculation // or they're allowed to be swapped during the game. if (i == EQUIPMENT_SLOT_MAINHAND || i == EQUIPMENT_SLOT_OFFHAND || i == EQUIPMENT_SLOT_RANGED || i == EQUIPMENT_SLOT_TABARD || i == EQUIPMENT_SLOT_BODY) continue; ++ItemCount; if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) TotLevel += pItem->GetProto()->ItemLevel; } uint32 avg = TotLevel / ItemCount; if (!levelasmin) return avg; return (avg > getLevel() ? avg : getLevel()); }
void Player::UpdateExpertise(WeaponAttackType attack) { if(attack==RANGED_ATTACK) return; int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE)); uint8 slot = GetWeaponSlotByAttack(attack); Item *weapon = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); AuraList const& expAuars = GetAurasByType(SPELL_AURA_MOD_EXPERTISE); for(AuraList::const_iterator itr = expAuars.begin(); itr != expAuars.end(); ++itr) { // item neutral spell if((*itr)->GetSpellProto()->EquippedItemClass == -1) expertise += (*itr)->GetModifier()->m_amount; // item dependent spell else if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto())) expertise += (*itr)->GetModifier()->m_amount; } if(expertise < 0) expertise = 0; switch(attack) { case BASE_ATTACK: SetUInt32Value(PLAYER_EXPERTISE, expertise); break; case OFF_ATTACK: SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise); break; default: break; } }
bool CPlayer::EnchantItem(uint32 spellid, uint8 slot) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot); if (!pItem) { BoxChat << "Your item could not be enchanted, there are no item equipped in the specified slot." << std::endl; return false; } SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid); if (!spellInfo) { BoxChat << "Invalid spellid " << spellid << " report to devs" << std::endl; return false; } uint32 enchantid = spellInfo->EffectMiscValue[0]; if (!enchantid) { BoxChat << "Invalid enchantid " << enchantid << " report to devs" << std::endl; return false; } if (!((1 << pItem->GetProto()->SubClass) & spellInfo->EquippedItemSubClassMask) && !((1 << pItem->GetProto()->InventoryType) & spellInfo->EquippedItemInventoryTypeMask)) { BoxChat << "Your item could not be enchanted, wrong item type equipped" << std::endl; return false; } ApplyEnchantment(pItem, PERM_ENCHANTMENT_SLOT, false); pItem->SetEnchantment(PERM_ENCHANTMENT_SLOT, enchantid, 0, 0); ApplyEnchantment(pItem, PERM_ENCHANTMENT_SLOT, true); return true; }
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } float att_speed = GetAPMultiplier(attType, normalized); float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed; float base_pct = GetModifierValue(unitMod, BASE_PCT); float total_value = GetModifierValue(unitMod, TOTAL_VALUE); float total_pct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE); float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) //check if player is druid and in cat or bear forms { float weaponSpeed = BASE_ATTACK_TIME / 1000.f; if (Item* weapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND + attType)) if (weapon->GetTemplate()->Class == ITEM_CLASS_WEAPON) if (!weapon->IsBroken()) weaponSpeed = weapon->GetTemplate()->Delay / 1000.0f; if (GetShapeshiftForm() == FORM_CAT) { weapon_mindamage = weapon_mindamage / weaponSpeed; weapon_maxdamage = weapon_maxdamage / weaponSpeed; } else if (GetShapeshiftForm() == FORM_BEAR) { weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5; weapon_maxdamage = weapon_mindamage / weaponSpeed + weapon_maxdamage / 2.5; } } else if (!CanUseAttackType(attType)) //check if player not in form but still can't use (disarm case) { //cannot use ranged/off attack, set values to 0 if (attType != BASE_ATTACK) { min_damage = 0; max_damage = 0; return; } weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; } /* TODO: Is this still needed after ammo has been removed? else if (attType == RANGED_ATTACK) //add ammo DPS to ranged damage { weapon_mindamage += ammo * att_speed; weapon_maxdamage += ammo * att_speed; }*/ min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct; max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct; }
bool Player::UpdateAllStats() { for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i) { float value = GetTotalStatValue(Stats(i)); SetStat(Stats(i), int32(value)); } UpdateArmor(); // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR UpdateAttackPowerAndDamage(true); UpdateMaxHealth(); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); // Custom MoP script // Jab Override Driver if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_MONK) { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && !HasAura(125660)) { RemoveAura(108561); // 2H Staff Override RemoveAura(115697); // 2H Polearm Override RemoveAura(115689); // D/W Axes RemoveAura(115694); // D/W Maces RemoveAura(115696); // D/W Swords switch (mainItem->GetTemplate()->SubClass) { case ITEM_SUBCLASS_WEAPON_STAFF: CastSpell(this, 108561, true); break; case ITEM_SUBCLASS_WEAPON_POLEARM: CastSpell(this, 115697, true); break; case ITEM_SUBCLASS_WEAPON_AXE: CastSpell(this, 115689, true); break; case ITEM_SUBCLASS_WEAPON_MACE: CastSpell(this, 115694, true); break; case ITEM_SUBCLASS_WEAPON_SWORD: CastSpell(this, 115696, true); break; default: break; } } else if (HasAura(125660)) { RemoveAura(108561); // 2H Staff Override RemoveAura(115697); // 2H Polearm Override RemoveAura(115689); // D/W Axes RemoveAura(115694); // D/W Maces RemoveAura(115696); // D/W Swords } } // Way of the Monk - 120277 if (GetTypeId() == TYPEID_PLAYER) { if (getClass() == CLASS_MONK && HasAura(120277)) { RemoveAurasDueToSpell(120275); RemoveAurasDueToSpell(108977); uint32 trigger = 0; if (IsTwoHandUsed()) { trigger = 120275; } else { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && offItem && offItem->GetTemplate()->Class == ITEM_CLASS_WEAPON) trigger = 108977; } if (trigger) CastSpell(this, trigger, true); } } // Assassin's Resolve - 84601 if (GetTypeId() == TYPEID_PLAYER) { if (getClass() == CLASS_ROGUE && ToPlayer()->GetSpecializationId(ToPlayer()->GetActiveSpec()) == SPEC_ROGUE_ASSASSINATION) { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (((mainItem && mainItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER) || (offItem && offItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER))) { if (HasAura(84601)) RemoveAura(84601); CastSpell(this, 84601, true); } else RemoveAura(84601); } } UpdateAllRatings(); UpdateAllCritPercentages(); UpdateAllSpellCritChances(); UpdateBlockPercentage(); UpdateParryPercentage(); UpdateDodgePercentage(); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); UpdateExpertise(RANGED_ATTACK); for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); return true; }
bool Player::UpdateAllStats() { for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i) { float value = GetTotalStatValue(Stats(i)); SetStat(Stats(i), int32(value)); } UpdateArmor(); // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR UpdateAttackPowerAndDamage(true); UpdateMaxHealth(); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); // Custom MoP script // Jab Override Driver if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_MONK) { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (mainItem && mainItem->GetTemplate()->Class == ITEM_CLASS_WEAPON && !HasAura(125660)) { RemoveAura(108561); // 2H Staff Override RemoveAura(115697); // 2H Polearm Override RemoveAura(115689); // D/W Axes RemoveAura(115694); // D/W Maces RemoveAura(115696); // D/W Swords switch (mainItem->GetTemplate()->SubClass) { case ITEM_SUBCLASS_WEAPON_STAFF: CastSpell(this, 108561, true); break; case ITEM_SUBCLASS_WEAPON_POLEARM: CastSpell(this, 115697, true); break; case ITEM_SUBCLASS_WEAPON_AXE: CastSpell(this, 115689, true); break; case ITEM_SUBCLASS_WEAPON_MACE: CastSpell(this, 115694, true); break; case ITEM_SUBCLASS_WEAPON_SWORD: CastSpell(this, 115696, true); break; default: break; } } else if (HasAura(125660)) { RemoveAura(108561); // 2H Staff Override RemoveAura(115697); // 2H Polearm Override RemoveAura(115689); // D/W Axes RemoveAura(115694); // D/W Maces RemoveAura(115696); // D/W Swords } } UpdateAllRatings(); UpdateAllCritPercentages(); UpdateAllSpellCritChances(); UpdateBlockPercentage(); UpdateParryPercentage(); UpdateDodgePercentage(); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); UpdateExpertise(RANGED_ATTACK); for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); return true; }