uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player) { uint32 skillvalue = skillId ? player->GetSkillValue(skillId) : 0; // check spell case SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId); if (tab != SkillDiscoveryStore.end()) { for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter) { if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) && item_iter->reqSkillValue <= skillvalue && !player->HasSpell(item_iter->spellId)) return item_iter->spellId; } return 0; } if (!skillId) return 0; // check skill line case tab = SkillDiscoveryStore.find(-(int32)skillId); if (tab != SkillDiscoveryStore.end()) { for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter) { if (roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY)) && item_iter->reqSkillValue <= skillvalue && !player->HasSpell(item_iter->spellId)) return item_iter->spellId; } return 0; } return 0; }
void Player::GenerateResearchProjects() { if (sResearchProjectSet.empty()) return; uint16 skill_now = GetSkillValue(SKILL_ARCHAEOLOGY); if (!skill_now) return; for (uint32 i = 0; i < MAX_RESEARCH_PROJECTS / 2; ++i) SetUInt32Value(PLAYER_FIELD_RESEARCHING_1 + i, 0); typedef std::map<uint32, ResearchProjectSet> ProjectsByBranch; ProjectsByBranch tempProjects; ProjectsByBranch tempRareProjects; float rare_chance = GetRareArtifactChance(skill_now); for (std::set<ResearchProjectEntry const*>::const_iterator itr = sResearchProjectSet.begin(); itr != sResearchProjectSet.end(); ++itr) { ResearchProjectEntry const* entry = (*itr); if (entry->rare) { if (IsCompletedProject(entry->ID, true)) continue; tempRareProjects[entry->branchId].insert(entry->ID); } else tempProjects[entry->branchId].insert(entry->ID); } for (ProjectsByBranch::const_iterator itr = tempProjects.begin(); itr != tempProjects.end(); ++itr) { ResearchProjectSet::iterator itr2; if (tempRareProjects[itr->first].size() > 0 && roll_chance_f(rare_chance)) { itr2 = tempRareProjects[itr->first].begin(); std::advance(itr2, urand(0, tempRareProjects[itr->first].size() - 1)); } else { itr2 = itr->second.begin(); std::advance(itr2, urand(0, itr->second.size() - 1)); } ReplaceResearchProject(0, *itr2); } _archaeologyChanged = true; }
void ApplyClassDamageMultiplierSpell(int32& damage, SpellNonMeleeDamage& /*damageinfo*/, SpellInfo const* spellInfo, WeaponAttackType /*attackType*/, bool& crit) const { uint32 spellId = spellInfo->Id; //uint8 lvl = me->getLevel(); float fdamage = float(damage); //1) apply additional crit chance. This additional chance roll will replace original (balance safe) if (!crit) { float aftercrit = 0.f; ////Shatter: frozen targets crit //if (lvl >= 11 && damageinfo.target && damageinfo.target->isFrozen()) // aftercrit *= 4.f; if (aftercrit > 0.f) crit = roll_chance_f(aftercrit); } //2) apply bonus damage mods float pctbonus = 0.0f; if (crit) { ////!!!spell damage is not yet critical and will be multiplied by 1.5 ////so we should put here bonus damage mult /1.5 ////Spell Power: 50% additional crit damage bonus for All spells //if (lvl >= 55) // pctbonus += 0.333f; } //if (lvl >= 11 && spellId == FROSTBOLT && damageinfo.target && damageinfo.target->isFrozen()) // pctbonus *= 0.2f; //Spellpower bonus damage (temp) if (m_spellpower > 0) { if (spellId == SHADOW_BOLT) fdamage += m_spellpower * 1.38f; else if (spellId == IMMOLATE) fdamage += m_spellpower * 0.75f; //guessed else if (spellId == CONFLAGRATE) fdamage += m_spellpower * 2.75f; //guessed else if (spellId == CHAOS_BOLT) fdamage += m_spellpower * 2.25f * 1.24f; else if (spellId == RAIN_OF_FIRE || spellId == 42223) fdamage += m_spellpower * 0.25f * 4.f; else if (spellId == HAUNT) fdamage += m_spellpower * 1.75f; } damage = int32(fdamage * (1.0f + pctbonus)); }
uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player) { // check spell case SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(spellId); if (tab != SkillDiscoveryStore.end()) { for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter) { if (roll_chance_f(item_iter->chance * sWorld.getConfig(CONFIG_FLOAT_RATE_SKILL_DISCOVERY)) && !player->HasSpell(item_iter->spellId)) return item_iter->spellId; } return 0; } if (!skillId) return 0; // check skill line case tab = SkillDiscoveryStore.find(-(int32)skillId); if (tab != SkillDiscoveryStore.end()) { for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter) { if (roll_chance_f(item_iter->chance * sWorld.getConfig(CONFIG_FLOAT_RATE_SKILL_DISCOVERY)) && !player->HasSpell(item_iter->spellId)) return item_iter->spellId; } return 0; } return 0; }
bool OnCastItemCombatSpell(Player* /*player*/, Unit* victim, SpellInfo const* /*spellInfo*/, Item* /*item*/) override { // spell proc chance gets severely reduced on victims > 60 (formula unknown) if (victim->getLevel() > 60) { // gives ~0.1% proc chance at lvl 70 float const lvlPenaltyFactor = 9.93f; float const failureChance = (victim->getLevel() - 60) * lvlPenaltyFactor; // base ppm chance was already rolled, only roll success chance return !roll_chance_f(failureChance); } return true; }
void BlackMarketMgr::RefreshAuctions() { SQLTransaction trans = CharacterDatabase.BeginTransaction(); // Delete completed auctions for (BlackMarketEntryMap::iterator itr = _auctions.begin(); itr != _auctions.end();) { BlackMarketEntry* entry = itr->second; if (!entry->IsCompleted()) { ++itr; continue; } entry->DeleteFromDB(trans); itr = _auctions.erase(itr); delete entry; } CharacterDatabase.CommitTransaction(trans); trans = CharacterDatabase.BeginTransaction(); std::list<BlackMarketTemplate const*> templates; for (auto const& pair : _templates) { if (GetAuctionByID(pair.second->MarketID)) continue; if (!roll_chance_f(pair.second->Chance)) continue; templates.push_back(pair.second); } Trinity::Containers::RandomResizeList(templates, sWorld->getIntConfig(CONFIG_BLACKMARKET_MAXAUCTIONS)); for (BlackMarketTemplate const* templat : templates) { BlackMarketEntry* entry = new BlackMarketEntry(); entry->Initialize(templat->MarketID, templat->Duration); entry->SaveToDB(trans); AddAuction(entry); } CharacterDatabase.CommitTransaction(trans); Update(true); }
void HandleOnHit() { if (Unit* caster = GetCaster()) { if (Unit* target = GetHitUnit()) { if (caster->GetTypeId() == TYPEID_PLAYER && caster->HasAura(MASTERY_MONK_WINDWALKER)) { float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 1.4f; if (roll_chance_f(Mastery)) { if (roll_chance_i(50)) caster->CastSpell(caster, MASTERY_SPELL_COMBO_BREAKER_1, true); else caster->CastSpell(caster, MASTERY_SPELL_COMBO_BREAKER_2, true); } } } } }
void Absorb(AuraEffect* /*aurEff*/, DamageInfo & dmgInfo, uint32 & absorbAmount) { // You have a chance equal to your Parry chance if ((dmgInfo.GetDamageType() == SPELL_DIRECT_DAMAGE) && roll_chance_f(GetTarget()->GetUnitParryChance())) absorbAmount = CalculatePctN(dmgInfo.GetDamage(), absorbPct); }
void HandleOnHit() { SpellInfo const* procSpell = GetSpellInfo(); if (procSpell) { if (Unit* caster = GetCaster()) { if (Unit* unitTarget = GetHitUnit()) { if (caster->GetTypeId() == TYPEID_PLAYER && caster->HasAura(77222)) { // Every Lightning Bolt, Chain Lightning and Lava Burst spells have duplicate vs 75% damage and no cost switch (procSpell->Id) { // Lava Burst case 51505: { float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 2.0f; if (roll_chance_f(Mastery)) caster->CastSpell(unitTarget, MASTERY_SPELL_LAVA_BURST, true); break; } // Lightning Bolt case 403: { float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 2.0f; if (roll_chance_f(Mastery)) caster->CastSpell(unitTarget, MASTERY_SPELL_LIGHTNING_BOLT, true); break; } // Chain Lightning case 421: { float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 2.0f; if (roll_chance_f(Mastery)) caster->CastSpell(unitTarget, MASTERY_SPELL_CHAIN_LIGHTNING, true); break; } // Elemental Blast case 117014: { float Mastery = caster->GetFloatValue(PLAYER_MASTERY) * 2.0f; if (roll_chance_f(Mastery)) { caster->CastSpell(unitTarget, MASTERY_SPELL_ELEMENTAL_BLAST, true); caster->CastSpell(unitTarget, 118517, true); // Nature visual caster->CastSpell(unitTarget, 118515, true); // Frost visual } break; } default: break; } } } } } }
void WorldSession::DoLootRelease(ObjectGuid lguid) { Player* player = GetPlayer(); Loot* loot; player->SetLootGuid(ObjectGuid()); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if (!player->IsInWorld()) { return; } switch (lguid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid); // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE))) { return; } loot = &go->loot; if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR) { // locked doors are opened with spelleffect openlock, prevent remove its as looted go->UseDoorOrButton(); } else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE) { // GO is mineral vein? so it is not removed after its looted if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; // only vein pass this check if (go_min != 0 && go_max > go_min) { float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT); float min_amount = go_min * amount_rate; float max_amount = go_max * amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if (uses < max_amount) { if (uses >= min_amount) { float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if (lockInfo) { ReqValue = lockInfo->Skill[0]; } float skill = float(player->GetSkillValue(SKILL_MINING)) / (ReqValue + 25); double chance = pow(0.8 * chance_rate, 4 * (1 / double(max_amount)) * double(uses)); if (roll_chance_f(float(100.0f * chance + skill))) { go->SetLootState(GO_READY); } else // not have more uses { go->SetLootState(GO_JUST_DEACTIVATED); } } else // 100% chance until min uses { go->SetLootState(GO_READY); } } else // max uses already { go->SetLootState(GO_JUST_DEACTIVATED); } } else // not vein { go->SetLootState(GO_JUST_DEACTIVATED); } } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE) { // The fishing hole used once more go->AddUse(); // if the max usage is reached, will be despawned at next tick if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else { go->SetLootState(GO_READY); } } else // not chest (or vein/herb/etc) { go->SetLootState(GO_JUST_DEACTIVATED); } loot->clear(); } else // not fully looted object { go->SetLootState(GO_ACTIVATED); } go->SetGoState(GO_STATE_READY); break; } /* Only used for removing insignia in battlegrounds */ case HIGHGUID_CORPSE: { /* Get pointer to corpse */ Corpse* corpse = _player->GetMap()->GetCorpse(lguid); /* If corpse is invalid or not in a valid position, dont allow looting */ if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) { return; } loot = &corpse->loot; if (loot->isLooted()) { loot->clear(); corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); } break; } case HIGHGUID_ITEM: { Item* pItem = player->GetItemByGuid(lguid); if (!pItem) { return; } switch (pItem->loot.loot_type) { // temporary loot in stacking items, clear loot state, no auto loot move case LOOT_PROSPECTING: { uint32 count = pItem->GetCount(); // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks. if (count > 5) count = 5; // reset loot for allow repeat looting if stack > 5 pItem->loot.clear(); pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItemCount(pItem, count, true); break; } // temporary loot, auto loot move case LOOT_DISENCHANTING: { if (!pItem->loot.isLooted()) { player->AutoStoreLoot(pItem->loot); } // can be lost if no space pItem->loot.clear(); pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true); break; } // normal persistence loot default: { // must be destroyed only if no loot if (pItem->loot.isLooted()) { pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true); } break; } } return; // item can be looted only single player } case HIGHGUID_UNIT: { /* Get creature pointer */ Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = (pCreature && // The creature exists (we dont have a null pointer) pCreature->IsAlive() == // Creature is alive and we're a rogue and creature can be pickpocketed (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed)); if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) { return; } /* Copy creature loot to loot variable */ loot = &pCreature->loot; /* Update for other players. */ if(!loot->isLooted()) { Group const* group = pCreature->GetGroupLootRecipient(); if (group && !pCreature->hasBeenLootedOnce) { // Checking whether it has been looted once by the designed looter (master loot case). switch (group->GetLootMethod()) { case FREE_FOR_ALL: case NEED_BEFORE_GREED: case ROUND_ROBIN: case GROUP_LOOT: { pCreature->hasBeenLootedOnce = true; break; } case MASTER_LOOT: { pCreature->hasBeenLootedOnce = (group->GetLooterGuid() == player->GetObjectGuid()); break; } } pCreature->MarkFlagUpdateForClient(UNIT_DYNAMIC_FLAGS); } } /* We've completely looted the creature, mark it as available for skinning */ if (loot->isLooted() && !pCreature->IsAlive()) { /* Update Creature: for example skinning after normal loot */ pCreature->PrepareBodyLootState(); pCreature->AllLootRemovedFromCorpse(); } break; } default: { sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str()); return; } } // Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetObjectGuid()); }
void WorldSession::DoLootRelease(uint64 lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(0); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if (!player->IsInWorld()) return; if (IS_GAMEOBJECT_GUID(lguid)) { GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid); // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE))) return; loot = &go->loot; if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR) { // locked doors are opened with spelleffect openlock, prevent remove its as looted go->UseDoorOrButton(); } else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE) { // GO is mineral vein? so it is not removed after its looted if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; // only vein pass this check if (go_min != 0 && go_max > go_min) { float amount_rate = sWorld->getRate(RATE_MINING_AMOUNT); float min_amount = go_min*amount_rate; float max_amount = go_max*amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if (uses < max_amount) { if (uses >= min_amount) { float chance_rate = sWorld->getRate(RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if (lockInfo) ReqValue = lockInfo->Skill[0]; float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25); double chance = pow(0.8*chance_rate, 4*(1/double(max_amount))*double(uses)); if (roll_chance_f((float)(100*chance+skill))) { go->SetLootState(GO_READY); } else // not have more uses go->SetLootState(GO_JUST_DEACTIVATED); } else // 100% chance until min uses go->SetLootState(GO_READY); } else // max uses already go->SetLootState(GO_JUST_DEACTIVATED); } else // not vein go->SetLootState(GO_JUST_DEACTIVATED); } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE) { // The fishing hole used once more go->AddUse(); // if the max usage is reached, will be despawned in next tick if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else // not chest (or vein/herb/etc) go->SetLootState(GO_JUST_DEACTIVATED); loot->clear(); } else { // not fully looted object go->SetLootState(GO_ACTIVATED, player); // if the round robin player release, reset it. if (player->GetGUID() == loot->roundRobinPlayer) { if (Group* group = player->GetGroup()) { if (group->GetLootMethod() != MASTER_LOOT) { loot->roundRobinPlayer = 0; } } else loot->roundRobinPlayer = 0; } } } else if (IS_CORPSE_GUID(lguid)) // ONLY remove insignia at BG { Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid); if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) return; loot = &corpse->loot; if (loot->isLooted()) { loot->clear(); corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); } } else if (IS_ITEM_GUID(lguid)) { Item* pItem = player->GetItemByGuid(lguid); if (!pItem) return; ItemTemplate const* proto = pItem->GetTemplate(); // destroy only 5 items from stack in case prospecting and milling if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE)) { pItem->m_lootGenerated = false; pItem->loot.clear(); uint32 count = pItem->GetCount(); // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks. if (count > 5) count = 5; player->DestroyItemCount(pItem, count, true); } else // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible. player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true); return; // item can be looted only single player } else { Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid); bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed); if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE)) return; loot = &creature->loot; if (loot->isLooted()) { // skip pickpocketing loot for speed, skinning timer reduction is no-op in fact if (!creature->isAlive()) creature->AllLootRemovedFromCorpse(); creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); loot->clear(); } else { // if the round robin player release, reset it. if (player->GetGUID() == loot->roundRobinPlayer) { if (Group* group = player->GetGroup()) { if (group->GetLootMethod() != MASTER_LOOT) { loot->roundRobinPlayer = 0; group->SendLooter(creature, NULL); // force update of dynamic flags, otherwise other group's players still not able to loot. creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS); } } else loot->roundRobinPlayer = 0; } } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); }
void DamageMade(Unit* target, uint32 & damage, bool direct_damage) { if (direct_damage && roll_chance_f(25.0f)) me->CastSpell(target, SPELL_RIGHTEOUS_FIRE, true); }
bool Player::SolveResearchProject(uint32 spellId, SpellCastTargets& targets) { uint16 skill_now = GetSkillValue(SKILL_ARCHAEOLOGY); if (!skill_now) return false; ResearchProjectEntry const* entry = NULL; for (std::set<ResearchProjectEntry const*>::const_iterator itr = sResearchProjectSet.begin(); itr != sResearchProjectSet.end(); ++itr) { if ((*itr)->spellId != spellId) continue; entry = (*itr); break; } if (!entry || !HasResearchProject(entry->ID)) return false; ResearchBranchEntry const* branch = NULL; for (uint32 i = 0; i < sResearchBranchStore.GetNumRows(); ++i) { ResearchBranchEntry const* _branch = sResearchBranchStore.LookupEntry(i); if (!_branch) continue; if (_branch->ID != entry->branchId) continue; branch = _branch; break; } if (!branch) return false; uint32 currencyId = branch->currency; int32 currencyAmt = int32(entry->req_currency_amt); ArchaeologyWeights weights = targets.GetWeights(); for (ArchaeologyWeights::iterator itr = weights.begin(); itr != weights.end(); ++itr) { ArchaeologyWeight& w = *itr; if (w.type == WEIGHT_KEYSTONE) { ItemPrototype const* proto = sObjectMgr.GetItemPrototype(w.keystone.itemId); if (!proto) return false; if (proto->GetCurrencySubstitutionId() != currencyId) return false; if (w.keystone.itemCount > entry->Complexity) return false; if (!HasItemCount(w.keystone.itemId, w.keystone.itemCount)) return false; currencyAmt -= int32(proto->CurrencySubstitutionCount * w.keystone.itemCount); } } if (currencyAmt > 0 && !HasCurrencyCount(currencyId, currencyAmt)) return false; ModifyCurrencyCount(currencyId, -currencyAmt); for (ArchaeologyWeights::iterator itr = weights.begin(); itr != weights.end(); ++itr) { ArchaeologyWeight& w = *itr; if (w.type == WEIGHT_KEYSTONE) DestroyItemCount(w.keystone.itemId, w.keystone.itemCount, true); } UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ARCHAEOLOGY_PROJECTS, entry->ID, 1); AddCompletedProject(entry); ResearchProjectSet tempProjects; ResearchProjectSet tempRareProjects; float rare_chance = GetRareArtifactChance(skill_now); for (std::set<ResearchProjectEntry const*>::const_iterator itr = sResearchProjectSet.begin(); itr != sResearchProjectSet.end(); ++itr) { ResearchProjectEntry const* project = *itr; if (project->branchId != entry->branchId) continue; if (project->rare) { if (IsCompletedProject(project->ID, true)) continue; tempRareProjects.insert(project->ID); } else tempProjects.insert(project->ID); } ResearchProjectSet::const_iterator itr; if (tempRareProjects.size() > 0 && roll_chance_f(rare_chance)) { itr = tempRareProjects.begin(); std::advance(itr, urand(0, tempRareProjects.size() - 1)); } else { itr = tempProjects.begin(); std::advance(itr, urand(0, tempProjects.size() - 1)); } ReplaceResearchProject(entry->ID, *itr); _archaeologyChanged = true; WorldPacket data (SMSG_RESEARCH_COMPLETE, 4 * 3); data << uint32(entry->branchId); data << uint32(0); data << uint32(*itr); SendDirectMessage(&data); return true; }
void ApplyClassDamageMultiplierSpell(int32& damage, SpellNonMeleeDamage& damageinfo, SpellInfo const* spellInfo, WeaponAttackType /*attackType*/, bool& crit) const { uint32 spellId = spellInfo->Id; uint8 lvl = me->getLevel(); float fdamage = float(damage); //1) apply additional crit chance. This additional chance roll will replace original (balance safe) if (!crit) { float aftercrit = 0.f; //World In Flames rank 3 (434 deprecated): 9% additional critical chance for //Flamestrike, Pyroblast, Blast Wave, Dragon's Breath, Living Bomb, Blizzard and Arcane Explosion if (spellId == FLAMESTRIKE || spellId == PYROBLAST || spellId == BLASTWAVE || spellId == DRAGONBREATH/* || spellId == ARCANEXPLOSION || spellId == LIVINGBOMB || //cannot be handled here spellId == BLIZZARD*/) //cannot be handled here aftercrit += 9.f; //434 new //Improved Fire Blast (part 1): 8% additional crit chance for Fire Blast if (lvl >= 11 && spellId == FLAMESTRIKE) aftercrit += 8.f; //Shatter: frozen targets crit if (lvl >= 11 && damageinfo.target && damageinfo.target->isFrozen()) aftercrit *= 4.f; if (aftercrit > 0.f) crit = roll_chance_f(aftercrit); } //2) apply bonus damage mods float pctbonus = 0.0f; if (crit) { ////!!!spell damage is not yet critical and will be multiplied by 1.5 ////so we should put here bonus damage mult /1.5 ////Spell Power: 50% additional crit damage bonus for All spells //if (lvl >= 55) // pctbonus += 0.333f; ////Ice Shards: 50% additional crit damage bonus for Frost spells //else if (lvl >= 15 && (SPELL_SCHOOL_MASK_FROST & spellInfo->GetSchoolMask())) // pctbonus += 0.333f; } //Glyph of Cone of Cold: 25% bonus damage for Cone of Cold if (spellId == CONEOFCOLD) pctbonus += 0.25f; //Fire Power (part 1): 3% bonus damage for Fire spells if (lvl >= 9 && (SPELL_SCHOOL_MASK_FIRE & spellInfo->GetSchoolMask())) pctbonus += 0.03f; //434 new //Critical Mass (part 1): 15% bonus damage for Pyroblast and Flame Orb if (lvl >= 63 && (spellId == PYROBLAST/* || */)) pctbonus += 0.15f; //Frost talent tree (part 2): 15% bonus damage for Frostbolt if (lvl >= 10 && spellId == FROSTBOLT) pctbonus += 0.15f; if (lvl >= 11 && spellId == FROSTBOLT && damageinfo.target && damageinfo.target->isFrozen()) pctbonus *= 0.2f; //Spellpower bonus damage (temp) if (m_spellpower > 0) { if (spellId == ARCANEMISSILES_DAMAGE) fdamage += m_spellpower * 0.222f; else if (spellId == FIREBALL) fdamage += m_spellpower * 1.555f; else if (spellId == FIREBLAST) fdamage += m_spellpower * 0.789f; else if (spellId == FLAMESTRIKE) fdamage += m_spellpower * 0.558f; else if (spellId == PYROBLAST) fdamage += m_spellpower * 1.988f; else if (spellId == BLASTWAVE) fdamage += m_spellpower * 1.256f; //guessed else if (spellId == DRAGONBREATH) fdamage += m_spellpower * 0.215f * 3.f; else if (spellId == LIVING_BOMB_EXPLOSION) fdamage += m_spellpower * 3.215f; else if (spellId == FROSTBOLT) fdamage += m_spellpower * 1.661f; else if (spellId == FROSTNOVA) fdamage += m_spellpower * 0.188f; else if (spellId == CONEOFCOLD) fdamage += m_spellpower * 0.318f; else if (spellId == BLIZZARD_DAMAGE) fdamage += m_spellpower * 0.367f; } damage = int32(fdamage * (1.0f + pctbonus)); }
void KilledUnit(Unit* Victim) { if (roll_chance_f(30.0f)) DoPlaySoundToSet(m_creature, RAND(SOUND_SLAY1, SOUND_SLAY2)); }
void WorldSession::DoLootRelease(uint64 lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(0); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if (!player->IsInWorld()) return; if (IS_GAMEOBJECT_GUID(lguid)) { GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid); // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE))) return; loot = &go->loot; if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR) { // locked doors are opened with spelleffect openlock, prevent remove its as looted go->UseDoorOrButton(); } else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE) { // GO is mineral vein? so it is not removed after its looted if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; // only vein pass this check if (go_min != 0 && go_max > go_min) { float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT); float min_amount = go_min*amount_rate; float max_amount = go_max*amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if (uses < max_amount) { if (uses >= min_amount) { float chance_rate = sWorld.getRate(RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if (lockInfo) ReqValue = lockInfo->requiredminingskill; float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25); double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses)); if (roll_chance_f(100*chance+skill)) { go->SetLootState(GO_READY); } else // not have more uses go->SetLootState(GO_JUST_DEACTIVATED); } else // 100% chance until min uses go->SetLootState(GO_READY); } else // max uses already go->SetLootState(GO_JUST_DEACTIVATED); } else // not vein go->SetLootState(GO_JUST_DEACTIVATED); } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE) { // The fishing hole used once more go->AddUse(); // if the max usage is reached, will be despawned in next tick if (go->GetUseCount() >= irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else // not chest (or vein/herb/etc) go->SetLootState(GO_JUST_DEACTIVATED); loot->clear(); } else // not fully looted object go->SetLootState(GO_ACTIVATED); } else if (IS_CORPSE_GUID(lguid)) // ONLY remove insignia at BG { Corpse *corpse = ObjectAccessor::GetCorpse(*player, lguid); if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) return; loot = &corpse->loot; if (loot->isLooted()) { loot->clear(); corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); } } else if (IS_ITEM_GUID(lguid)) { Item *pItem = player->GetItemByGuid(lguid); if (!pItem) return; if ((pItem->GetProto()->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) && pItem->GetProto()->Class == ITEM_CLASS_TRADE_GOODS && pItem->GetCount() >= 5) { pItem->m_lootGenerated = false; pItem->loot.clear(); uint32 count = 5; player->DestroyItemCount(pItem, count, true); } else // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible. player->DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), true); return; // item can be looted only single player } else { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed); if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE)) return; loot = &pCreature->loot; // update next looter if (Player *recipient = pCreature->GetLootRecipient()) if (Group* group = recipient->GetGroup()) if (group->GetLooterGuid() == player->GetGUID()) group->UpdateLooterGuid(pCreature); if (loot->isLooted()) { // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact if (!pCreature->isAlive()) pCreature->AllLootRemovedFromCorpse(); pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); loot->clear(); } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); }
void WorldSession::DoLootRelease(ObjectGuid lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(ObjectGuid()); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if(!player->IsInWorld()) return; switch(lguid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid); // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE))) return; loot = &go->loot; if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR) { // locked doors are opened with spelleffect openlock, prevent remove its as looted go->UseDoorOrButton(); } else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE) { // GO is mineral vein? so it is not removed after its looted if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; // only vein pass this check if(go_min != 0 && go_max > go_min) { float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT); float min_amount = go_min*amount_rate; float max_amount = go_max*amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if(uses < max_amount) { if(uses >= min_amount) { float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if(lockInfo) ReqValue = lockInfo->Skill[0]; float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25); double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses)); if(roll_chance_f(float(100.0f*chance+skill))) { go->SetLootState(GO_READY); } else // not have more uses go->SetLootState(GO_JUST_DEACTIVATED); } else // 100% chance until min uses go->SetLootState(GO_READY); } else // max uses already go->SetLootState(GO_JUST_DEACTIVATED); } else // not vein go->SetLootState(GO_JUST_DEACTIVATED); } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE) { // The fishing hole used once more go->AddUse(); // if the max usage is reached, will be despawned at next tick if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else // not chest (or vein/herb/etc) go->SetLootState(GO_JUST_DEACTIVATED); loot->clear(); } else // not fully looted object go->SetLootState(GO_ACTIVATED); break; } case HIGHGUID_CORPSE: // ONLY remove insignia at BG { Corpse *corpse = _player->GetMap()->GetCorpse(lguid); if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) return; loot = &corpse->loot; if (loot->isLooted()) { loot->clear(); corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); } break; } case HIGHGUID_ITEM: { Item *pItem = player->GetItemByGuid(lguid ); if (!pItem) return; switch (pItem->loot.loot_type) { // temporary loot in stacking items, clear loot state, no auto loot move case LOOT_MILLING: case LOOT_PROSPECTING: { uint32 count = pItem->GetCount(); // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks. if(count > 5) count = 5; // reset loot for allow repeat looting if stack > 5 pItem->loot.clear(); pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItemCount(pItem, count, true); break; } // temporary loot, auto loot move case LOOT_DISENCHANTING: { if (!pItem->loot.isLooted()) player->AutoStoreLoot(pItem->loot); // can be lost if no space pItem->loot.clear(); pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true); break; } // normal persistence loot default: { // must be destroyed only if no loot if (pItem->loot.isLooted()) { pItem->SetLootState(ITEM_LOOT_REMOVED); player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true); } break; } } return; // item can be looted only single player } case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed); if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) return; loot = &pCreature->loot; // update next looter if(Group* group = pCreature->GetGroupLootRecipient()) if (group->GetLooterGuid() == player->GetObjectGuid()) group->UpdateLooterGuid(pCreature); if (loot->isLooted()) { // for example skinning after normal loot pCreature->PrepareBodyLootState(); if(!pCreature->isAlive()) pCreature->AllLootRemovedFromCorpse(); } break; } default: { sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str()); return; } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); }
void KilledUnit(Unit* victim) { if (roll_chance_f(20.0f)) DoScriptText(RAND(SAY_SLAY_1, SAY_SLAY_2, SAY_SLAY_3, SAY_SLAY_4, SAY_SLAY_5, SAY_SLAY_6), me); }
void WorldSession::DoLootRelease(ObjectGuid lguid) { Player *player = GetPlayer(); Loot *loot; player->SetLootGUID(ObjectGuid()); player->SendLootRelease(lguid); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); if(!player->IsInWorld()) return; switch(lguid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid); // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE))) return; loot = &go->loot; if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR) { // locked doors are opened with spelleffect openlock, prevent remove its as looted go->UseDoorOrButton(); } else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE) { // GO is mineral vein? so it is not removed after its looted if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST) { uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens; uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens; if (player->GetInstanceId()) { Map *map = go->GetMap(); if (map->IsDungeon()) { if (map->IsRaidOrHeroicDungeon()) { ((InstanceMap *)map)->PermBindAllPlayers(player); } else { // the reset time is set but not added to the scheduler // until the players leave the instance time_t resettime = go->GetRespawnTimeEx() + 2 * HOUR; if(InstanceSave *save = player->GetMap()->GetInstanceSave()) if(save->GetResetTime() < resettime) save->SetResetTime(resettime); } } } // only vein pass this check if(go_min != 0 && go_max > go_min) { float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT); float min_amount = go_min*amount_rate; float max_amount = go_max*amount_rate; go->AddUse(); float uses = float(go->GetUseCount()); if(uses < max_amount) { if(uses >= min_amount) { float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT); int32 ReqValue = 175; LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId); if(lockInfo) ReqValue = lockInfo->Skill[0]; float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25); double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses)); if(roll_chance_f(float(100.0f*chance+skill))) { go->SetLootState(GO_READY); } else // not have more uses go->SetLootState(GO_JUST_DEACTIVATED); } else // 100% chance until min uses go->SetLootState(GO_READY); } else // max uses already go->SetLootState(GO_JUST_DEACTIVATED); } else // not vein go->SetLootState(GO_JUST_DEACTIVATED); } else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE) { // The fishing hole used once more go->AddUse(); // if the max usage is reached, will be despawned at next tick if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens)) { go->SetLootState(GO_JUST_DEACTIVATED); } else go->SetLootState(GO_READY); } else // not chest (or vein/herb/etc) go->SetLootState(GO_JUST_DEACTIVATED); loot->clear(); } else // not fully looted object go->SetLootState(GO_ACTIVATED); if (player->GetInstanceId()) { Map *map = go->GetMap(); if (map->IsDungeon()) { if (map->IsRaidOrHeroicDungeon()) { ((InstanceMap *)map)->PermBindAllPlayers(player); } else { // the reset time is set but not added to the scheduler // until the players leave the instance time_t resettime = go->GetRespawnTimeEx() + 2 * HOUR; if(InstanceSave *save = player->GetMap()->GetInstanceSave()) if(save->GetResetTime() < resettime) save->SetResetTime(resettime); } } } break; } case HIGHGUID_CORPSE: // ONLY remove insignia at BG { Corpse *corpse = _player->GetMap()->GetCorpse(lguid); if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) return; loot = &corpse->loot; if (loot->isLooted()) { loot->clear(); corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); } break; } case HIGHGUID_ITEM: { Item *pItem = player->GetItemByGuid(lguid ); if(!pItem) return; ItemPrototype const* proto = pItem->GetProto(); // destroy only 5 items from stack in case prospecting and milling if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) && proto->Class == ITEM_CLASS_TRADE_GOODS) { pItem->m_lootGenerated = false; pItem->loot.clear(); uint32 count = pItem->GetCount(); // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks. if(count > 5) count = 5; player->DestroyItemCount(pItem, count, true); } else // FIXME: item don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible. player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true); return; // item can be looted only single player } case HIGHGUID_UNIT: { Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid); bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed); if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) ) return; loot = &pCreature->loot; // update next looter if(Group* group = pCreature->GetGroupLootRecipient()) if (group->GetLooterGuid() == player->GetObjectGuid()) group->UpdateLooterGuid(pCreature); if (loot->isLooted()) { // for example skinning after normal loot pCreature->PrepareBodyLootState(); if(!pCreature->isAlive()) pCreature->AllLootRemovedFromCorpse(); } break; } default: { sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str()); return; } } //Player is not looking at loot list, he doesn't need to see updates on the loot list loot->RemoveLooter(player->GetGUID()); }
void KilledUnit(Unit* Victim) { if (roll_chance_f(20.0f)) DoScriptText(SAY_SLAY, m_creature); }