*Update weapon damage spell calculations.

*Fix devastate.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-11-25 19:14:55 -06:00
parent 99cf79bdf7
commit b10b161bb9
2 changed files with 49 additions and 21 deletions

View File

@@ -4258,13 +4258,13 @@ void Spell::EffectWeaponDmg(uint32 i)
}
// some spell specific modifiers
bool customBonusDamagePercentMod = false;
float bonusDamagePercentMod = 1.0f; // applied to fixed effect damage bonus if set customBonusDamagePercentMod
//bool customBonusDamagePercentMod = false;
//float bonusDamagePercentMod = 1.0f; // applied to fixed effect damage bonus if set customBonusDamagePercentMod
float weaponDamagePercentMod = 1.0f; // applied to weapon damage (and to fixed effect damage bonus if customBonusDamagePercentMod not set
float totalDamagePercentMod = 1.0f; // applied to final bonus+weapon damage
bool normalized = false;
int32 spell_bonus = 0; // bonus specific for spell
switch(m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_WARRIOR:
@@ -4278,19 +4278,52 @@ void Spell::EffectWeaponDmg(uint32 i)
// Devastate bonus and sunder armor refresh
else if(m_spellInfo->SpellVisual == 671 && m_spellInfo->SpellIconID == 1508)
{
customBonusDamagePercentMod = true;
bonusDamagePercentMod = 0.0f; // only applied if auras found
uint32 stack = 0;
Unit::AuraList const& list = unitTarget->GetAurasByType(SPELL_AURA_MOD_RESISTANCE);
for(Unit::AuraList::const_iterator itr=list.begin();itr!=list.end();++itr)
{
SpellEntry const *proto = (*itr)->GetSpellProto();
if(proto->SpellVisual == 406 && proto->SpellIconID == 565)
if(proto->SpellFamilyName == SPELLFAMILY_WARRIOR
&& proto->SpellFamilyFlags == SPELLFAMILYFLAG_WARRIOR_SUNDERARMOR)
{
int32 duration = GetSpellDuration(proto);
(*itr)->SetAuraDuration(duration);
(*itr)->UpdateAuraDuration();
bonusDamagePercentMod += 1.0f; // +100%
++stack;
}
}
for(int j = 0; j < 3; j++)
{
if(m_spellInfo->Effect[j] == SPELL_EFFECT_NORMALIZED_WEAPON_DMG)
{
spell_bonus += (stack - 1) * CalculateDamage(j, unitTarget);
break;
}
}
if(stack < 5)
{
// get highest rank of the Sunder Armor spell
const PlayerSpellMap& sp_list = ((Player*)m_caster)->GetSpellMap();
for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr)
{
// only highest rank is shown in spell book, so simply check if shown in spell book
if(!itr->second->active || itr->second->disabled || itr->second->state == PLAYERSPELL_REMOVED)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
if (!spellInfo)
continue;
if (spellInfo->SpellFamilyFlags == SPELLFAMILYFLAG_WARRIOR_SUNDERARMOR
&& spellInfo->Id != m_spellInfo->Id
&& spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR)
{
m_caster->CastSpell(unitTarget, spellInfo, true);
break;
}
}
}
}
@@ -4299,13 +4332,13 @@ void Spell::EffectWeaponDmg(uint32 i)
case SPELLFAMILY_ROGUE:
{
// Ambush
if(m_spellInfo->SpellFamilyFlags & 0x00000200LL)
/*if(m_spellInfo->SpellFamilyFlags & 0x00000200LL)
{
customBonusDamagePercentMod = true;
bonusDamagePercentMod = 2.5f; // 250%
}
}*/
// Mutilate (for each hand)
else if(m_spellInfo->SpellFamilyFlags & 0x600000000LL)
if(m_spellInfo->SpellFamilyFlags & 0x600000000LL)
{
bool found = false;
// fast check
@@ -4360,35 +4393,29 @@ void Spell::EffectWeaponDmg(uint32 i)
}
}
int32 fixed_bonus = 0;
for (int j = 0; j < 3; j++)
{
switch(m_spellInfo->Effect[j])
{
case SPELL_EFFECT_WEAPON_DAMAGE:
case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
fixed_bonus += CalculateDamage(j,unitTarget);
spell_bonus += CalculateDamage(j,unitTarget);
break;
case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
fixed_bonus += CalculateDamage(j,unitTarget);
spell_bonus += CalculateDamage(j,unitTarget);
normalized = true;
break;
case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
weaponDamagePercentMod *= float(CalculateDamage(j,unitTarget)) / 100.0f;
// applied only to prev.effects fixed damage
if(customBonusDamagePercentMod)
fixed_bonus = int32(fixed_bonus*bonusDamagePercentMod);
else
fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod);
break;
default:
break; // not weapon damage effect, just skip
}
}
//fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod);
// non-weapon damage
int32 bonus = spell_bonus + fixed_bonus;
int32 bonus = spell_bonus;// + fixed_bonus;
// apply to non-weapon bonus weapon total pct effect, weapon total flat effect included in weapon damage
if(bonus)

View File

@@ -241,6 +241,7 @@ enum SpellDisableTypes
#define SPELLFAMILYFLAG_ROGUE_FEINT 0x008000000LL
#define SPELLFAMILYFLAG_ROGUE_KIDNEYSHOT 0x000200000LL
#define SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE 0x9003E0000LL
#define SPELLFAMILYFLAG_WARRIOR_SUNDERARMOR 0x000004000LL
// Spell clasification
enum SpellSpecific