*Fix melee spell damage calculation.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-12-17 23:27:01 -06:00
parent bb415d08f8
commit dbfb8b6656

View File

@@ -4203,25 +4203,17 @@ 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
float weaponDamagePercentMod = 1.0f; // applied to weapon damage (and to fixed effect damage bonus if customBonusDamagePercentMod not set
//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 fixed_bonus = 0;
int32 spell_bonus = 0; // bonus specific for spell
switch(m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_WARRIOR:
{
// Whirlwind, single only spell with 2 weapon white damage apply if have
if(m_caster->GetTypeId()==TYPEID_PLAYER && (m_spellInfo->SpellFamilyFlags & 0x00000400000000LL))
{
if(((Player*)m_caster)->GetWeaponForAttack(OFF_ATTACK,true))
spell_bonus += m_caster->CalculateDamage (OFF_ATTACK, normalized);
}
// Devastate bonus and sunder armor refresh
else if(m_spellInfo->SpellVisual == 671 && m_spellInfo->SpellIconID == 1508)
if(m_spellInfo->SpellVisual == 671 && m_spellInfo->SpellIconID == 1508)
{
uint32 stack = 0;
@@ -4244,7 +4236,7 @@ void Spell::EffectWeaponDmg(uint32 i)
{
if(m_spellInfo->Effect[j] == SPELL_EFFECT_NORMALIZED_WEAPON_DMG)
{
spell_bonus += (stack - 1) * CalculateDamage(j, unitTarget);
fixed_bonus += (stack - 1) * CalculateDamage(j, unitTarget);
break;
}
}
@@ -4277,14 +4269,14 @@ void Spell::EffectWeaponDmg(uint32 i)
}
case SPELLFAMILY_ROGUE:
{
// Ambush
/*if(m_spellInfo->SpellFamilyFlags & 0x00000200LL)
// Hemorrhage
if(m_spellInfo->SpellFamilyFlags & 0x2000000)
{
customBonusDamagePercentMod = true;
bonusDamagePercentMod = 2.5f; // 250%
}*/
if(m_caster->GetTypeId()==TYPEID_PLAYER)
((Player*)m_caster)->AddComboPoints(unitTarget, 1);
}
// Mutilate (for each hand)
if(m_spellInfo->SpellFamilyFlags & 0x600000000LL)
else if(m_spellInfo->SpellFamilyFlags & 0x600000000LL)
{
bool found = false;
// fast check
@@ -4336,19 +4328,32 @@ void Spell::EffectWeaponDmg(uint32 i)
}
}
}
break;
}
case SPELLFAMILY_DRUID:
{
// Mangle (Cat): CP
if(m_spellInfo->SpellFamilyFlags==0x0000040000000000LL)
{
if(m_caster->GetTypeId()==TYPEID_PLAYER)
((Player*)m_caster)->AddComboPoints(unitTarget,1);
}
break;
}
}
for (int j = 0; j < 3; j++)
bool normalized = false;
float weaponDamagePercentMod = 1.0;
for (int j = 0; j < 3; ++j)
{
switch(m_spellInfo->Effect[j])
{
case SPELL_EFFECT_WEAPON_DAMAGE:
case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
spell_bonus += CalculateDamage(j,unitTarget);
fixed_bonus += CalculateDamage(j,unitTarget);
break;
case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
spell_bonus += CalculateDamage(j,unitTarget);
fixed_bonus += CalculateDamage(j,unitTarget);
normalized = true;
break;
case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
@@ -4358,13 +4363,8 @@ void Spell::EffectWeaponDmg(uint32 i)
}
}
//fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod);
// non-weapon damage
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)
if(fixed_bonus || spell_bonus)
{
UnitMods unitMod;
switch(m_attackType)
@@ -4376,36 +4376,49 @@ void Spell::EffectWeaponDmg(uint32 i)
}
float weapon_total_pct = m_caster->GetModifierValue(unitMod, TOTAL_PCT);
bonus = int32(bonus*weapon_total_pct);
if(fixed_bonus)
fixed_bonus = int32(fixed_bonus * weapon_total_pct);
if(spell_bonus)
spell_bonus = int32(spell_bonus * weapon_total_pct);
}
int32 weaponDamage = m_caster->CalculateDamage(m_attackType, normalized);
// Sequence is important
for (int j = 0; j < 3; ++j)
{
// We assume that a spell have at most one fixed_bonus
// and at most one weaponDamagePercentMod
switch(m_spellInfo->Effect[j])
{
case SPELL_EFFECT_WEAPON_DAMAGE:
case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
weaponDamage += fixed_bonus;
break;
case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
weaponDamage = int32(weaponDamage * weaponDamagePercentMod);
default:
break; // not weapon damage effect, just skip
}
}
// + weapon damage with applied weapon% dmg to base weapon damage in call
bonus += int32(m_caster->CalculateDamage(m_attackType, normalized)*weaponDamagePercentMod);
// only for Seal of Command
if(spell_bonus)
weaponDamage += spell_bonus;
// total damage
bonus = int32(bonus*totalDamagePercentMod);
// only for Mutilate
if(totalDamagePercentMod != 1.0f)
weaponDamage = int32(weaponDamage * totalDamagePercentMod);
// prevent negative damage
uint32 eff_damage = uint32(bonus > 0 ? bonus : 0);
uint32 eff_damage = uint32(weaponDamage > 0 ? weaponDamage : 0);
// Add melee damage bonuses (also check for negative)
m_caster->MeleeDamageBonus(unitTarget, &eff_damage, m_attackType, m_spellInfo);
m_damage+= eff_damage;
// Hemorrhage
if(m_spellInfo->SpellFamilyName==SPELLFAMILY_ROGUE && (m_spellInfo->SpellFamilyFlags & 0x2000000))
{
if(m_caster->GetTypeId()==TYPEID_PLAYER)
((Player*)m_caster)->AddComboPoints(unitTarget, 1);
}
// Mangle (Cat): CP
if(m_spellInfo->SpellFamilyName==SPELLFAMILY_DRUID && (m_spellInfo->SpellFamilyFlags==0x0000040000000000LL))
{
if(m_caster->GetTypeId()==TYPEID_PLAYER)
((Player*)m_caster)->AddComboPoints(unitTarget,1);
}
// take ammo
if(m_attackType == RANGED_ATTACK && m_caster->GetTypeId() == TYPEID_PLAYER)
{