Пример #1
0
void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{ 
    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;
    }

    if (attType == OFF_ATTACK && !haveOffhandWeapon())
    {
        minDamage = 0.0f;
        maxDamage = 0.0f;
        return;
    }

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (!CanUseAttackType(attType)) // disarm case
    {
        weaponMinDamage = 0.0f;
        weaponMaxDamage = 0.0f;
    }

	// pussywizard: subtract value from database till its fixed (the way it worked before creature_levelstats damage implementation)
	float attackPower      = GetTotalAttackPowerValue(attType) - (attType == RANGED_ATTACK ? GetCreatureTemplate()->rangedattackpower : GetCreatureTemplate()->attackpower);
    float baseValue        = GetModifierValue(unitMod, BASE_VALUE) + (attackPower * GetAPMultiplier(attType, normalized) / 14.0f);
    float basePct          = GetModifierValue(unitMod, BASE_PCT);
    float totalValue       = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct         = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
    float dmgMultiplier    = GetCreatureTemplate()->dmg_multiplier; // = dmg_multiplier * _GetDamageMod(rank);

    minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;

	// pussywizard: crashfix (casting negative to uint => min > max => assertion in urand)
	if (minDamage < 0.0f || minDamage > 1000000000.0f)
		minDamage = 0.0f;
	if (maxDamage < 0.0f || maxDamage > 1000000000.0f)
		maxDamage = 0.0f;
	if (minDamage > maxDamage)
		minDamage = maxDamage;
}
Пример #2
0
void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{
    float variance = 1.0f;
    UnitMods unitMod;
    switch (attType)
    {
    case BASE_ATTACK:
    default:
        variance = GetCreatureTemplate()->BaseVariance;
        unitMod = UNIT_MOD_DAMAGE_MAINHAND;
        break;
    case OFF_ATTACK:
        variance = GetCreatureTemplate()->BaseVariance;
        unitMod = UNIT_MOD_DAMAGE_OFFHAND;
        break;
    case RANGED_ATTACK:
        variance = GetCreatureTemplate()->RangeVariance;
        unitMod = UNIT_MOD_DAMAGE_RANGED;
        break;
    }

    if (attType == OFF_ATTACK && !haveOffhandWeapon())
    {
        minDamage = 0.0f;
        maxDamage = 0.0f;
        return;
    }

    float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
    float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);

    if (!CanUseAttackType(attType)) // disarm case
    {
        weaponMinDamage = 0.0f;
        weaponMaxDamage = 0.0f;
    }

    float attackPower      = GetTotalAttackPowerValue(attType);
    float attackSpeedMulti = GetAPMultiplier(attType, normalized);
    float baseValue        = GetModifierValue(unitMod, BASE_VALUE) + (attackPower / 14.0f) * variance;
    float basePct          = GetModifierValue(unitMod, BASE_PCT) * attackSpeedMulti;
    float totalValue       = GetModifierValue(unitMod, TOTAL_VALUE);
    float totalPct         = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
    float dmgMultiplier    = GetCreatureTemplate()->ModDamage; // = ModDamage * _GetDamageMod(rank);

    minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
    maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
}
Пример #3
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();
    }
}
Пример #4
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();
    }
}
Пример #5
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);
    }
}
Пример #6
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);
    }
}
Пример #7
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);
    }
}
Пример #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;

    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();
    }
}
Пример #9
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); }
    }
}
Пример #10
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();
    }
}
Пример #11
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();
    }
}
Пример #12
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();
    }
}
Пример #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_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();
    }
}