Files
TrinityCore/src/game/StatSystem.cpp
megamage a94cccbf4d [8237] Apply attack power multiplier to creature bonus attackpower. Author: Lynx3d
Note: mindmg/maxdmg in creature_template expected including attackpower part in its.
    attackpower field only show part of attackpower not affected by AP multiplier.

    Thanks also to Seizer for take part in reseach and patch review.

--HG--
branch : trunk
2009-07-30 11:02:07 +08:00

1171 lines
40 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Unit.h"
#include "Player.h"
#include "Pet.h"
#include "Creature.h"
#include "SharedDefines.h"
#include "SpellAuras.h"
/*#######################################
######## ########
######## PLAYERS STAT SYSTEM ########
######## ########
#######################################*/
bool Player::UpdateStats(Stats stat)
{
if(stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
SetStat(stat, int32(value));
if(stat == STAT_STAMINA || stat == STAT_INTELLECT)
{
Pet *pet = GetPet();
if(pet)
pet->UpdateStats(stat);
}
switch(stat)
{
case STAT_STRENGTH:
UpdateShieldBlockValue();
break;
case STAT_AGILITY:
UpdateArmor();
UpdateAllCritPercentages();
UpdateDodgePercentage();
break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT:
UpdateMaxPower(POWER_MANA);
UpdateAllSpellCritChances();
UpdateArmor(); //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
break;
case STAT_SPIRIT:
break;
default:
break;
}
if (stat == STAT_STRENGTH)
{
UpdateAttackPowerAndDamage(false);
if (HasAuraTypeWithMiscvalue(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, stat))
UpdateAttackPowerAndDamage(true);
}
else if (stat == STAT_AGILITY)
{
UpdateAttackPowerAndDamage(false);
UpdateAttackPowerAndDamage(true);
}
else
{
// Need update (exist AP from stat auras)
if (HasAuraTypeWithMiscvalue(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT, stat))
UpdateAttackPowerAndDamage(false);
if (HasAuraTypeWithMiscvalue(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, stat))
UpdateAttackPowerAndDamage(true);
}
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
// Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat
uint32 mask = 0;
AuraEffectList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
for(AuraEffectList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
if (Stats((*i)->GetMiscBValue()) == stat)
mask |= (*i)->GetMiscValue();
if (mask)
{
for (uint32 rating = 0; rating < MAX_COMBAT_RATING; ++rating)
if (mask & (1 << rating))
ApplyRatingMod(CombatRating(rating), 0, true);
}
return true;
}
void Player::ApplySpellDamageBonus(int32 amount, bool apply)
{
m_baseSpellDamage+=apply?amount:-amount;
// For speed just update for client
for(int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; i++)
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, amount, apply);
}
void Player::ApplySpellHealingBonus(int32 amount, bool apply)
{
m_baseSpellHealing+=apply?amount:-amount;
// For speed just update for client
ApplyModUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, amount, apply);
}
void Player::UpdateSpellDamageAndHealingBonus()
{
// Magic damage modifiers implemented in Unit::SpellDamageBonus
// This information for client side use only
// Get healing bonus for all schools
SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonus(SPELL_SCHOOL_MASK_ALL));
// Get damage bonus for all schools
for(int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, SpellBaseDamageBonus(SpellSchoolMask(1 << i)));
}
bool Player::UpdateAllStats()
{
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
float value = GetTotalStatValue(Stats(i));
SetStat(Stats(i), (int32)value);
}
UpdateArmor();
// calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
UpdateAttackPowerAndDamage(true);
UpdateMaxHealth();
for(int i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
UpdateAllCritPercentages();
UpdateAllSpellCritChances();
UpdateDefenseBonusesMod();
UpdateShieldBlockValue();
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
RecalculateRating(CR_ARMOR_PENETRATION);
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
return true;
}
void Player::UpdateResistances(uint32 school)
{
if(school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
SetResistance(SpellSchools(school), int32(value));
Pet *pet = GetPet();
if(pet)
pet->UpdateResistances(school);
}
else
UpdateArmor();
}
void Player::UpdateArmor()
{
float value = 0.0f;
UnitMods unitMod = UNIT_MOD_ARMOR;
value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
value += GetStat(STAT_AGILITY) * 2.0f; // armor bonus from stats
value += GetModifierValue(unitMod, TOTAL_VALUE);
//add dynamic flat mods
AuraEffectList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
for(AuraEffectList::const_iterator i = mResbyIntellect.begin();i != mResbyIntellect.end(); ++i)
{
if((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL)
value += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetAmount() / 100.0f);
}
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetArmor(int32(value));
Pet *pet = GetPet();
if(pet)
pet->UpdateArmor();
UpdateAttackPowerAndDamage(); // armor dependent auras update for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
}
float Player::GetHealthBonusFromStamina()
{
float stamina = GetStat(STAT_STAMINA);
float baseStam = stamina < 20 ? stamina : 20;
float moreStam = stamina - baseStam;
return baseStam + (moreStam*10.0f);
}
float Player::GetManaBonusFromIntellect()
{
float intellect = GetStat(STAT_INTELLECT);
float baseInt = intellect < 20 ? intellect : 20;
float moreInt = intellect - baseInt;
return baseInt + (moreInt*15.0f);
}
void Player::UpdateMaxHealth()
{
UnitMods unitMod = UNIT_MOD_HEALTH;
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + GetHealthBonusFromStamina();
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxHealth((uint32)value);
}
void Player::UpdateMaxPower(Powers power)
{
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
float bonusPower = (power == POWER_MANA) ? GetManaBonusFromIntellect() : 0;
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxPower(power, uint32(value));
}
void Player::ApplyFeralAPBonus(int32 amount, bool apply)
{
m_baseFeralAP+= apply ? amount:-amount;
UpdateAttackPowerAndDamage();
}
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::AuraEffectList const& mDummy = GetAurasByType(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 = (*itr)->GetAmount() / 100.0f;
break;
}
}
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)
{
AuraEffectList const& mRAPbyStat = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
for(AuraEffectList::const_iterator i = mRAPbyStat.begin();i != mRAPbyStat.end(); ++i)
attPowerMod += int32(GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 100.0f);
}
}
else
{
AuraEffectList const& mAPbyStat = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
for(AuraEffectList::const_iterator i = mAPbyStat.begin();i != mAPbyStat.end(); ++i)
attPowerMod += int32(GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 100.0f);
AuraEffectList const& mAPbyArmor = GetAurasByType(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) // mental quickness
UpdateSpellDamageAndHealingBonus();
if(pet && pet->IsPetGhoul()) // At ranged attack change for hunter pet
pet->UpdateAttackPowerAndDamage();
}
}
void Player::UpdateShieldBlockValue()
{
SetUInt32Value(PLAYER_SHIELD_BLOCK, GetShieldBlockValue());
}
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage)
{
UnitMods unitMod;
UnitMods attPower;
switch(attType)
{
case BASE_ATTACK:
default:
unitMod = UNIT_MOD_DAMAGE_MAINHAND;
attPower = UNIT_MOD_ATTACK_POWER;
break;
case OFF_ATTACK:
unitMod = UNIT_MOD_DAMAGE_OFFHAND;
attPower = UNIT_MOD_ATTACK_POWER;
break;
case RANGED_ATTACK:
unitMod = UNIT_MOD_DAMAGE_RANGED;
attPower = UNIT_MOD_ATTACK_POWER_RANGED;
break;
}
float att_speed = GetAPMultiplier(attType,normalized);
float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed;
float base_pct = GetModifierValue(unitMod, BASE_PCT);
float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
if (IsInFeralForm()) //check if player is druid and in cat or bear forms
{
uint32 lvl = getLevel();
if ( lvl > 60 ) lvl = 60;
weapon_mindamage = lvl*0.85*att_speed;
weapon_maxdamage = lvl*1.25*att_speed;
}
else if(!CanUseAttackType(attType)) //check if player not in form but still can't use (disarm case)
{
//cannot use ranged/off attack, set values to 0
if (attType != BASE_ATTACK)
{
min_damage=0;
max_damage=0;
return;
}
weapon_mindamage = BASE_MINDAMAGE;
weapon_maxdamage = BASE_MAXDAMAGE;
}
else if(attType == RANGED_ATTACK) //add ammo DPS to ranged damage
{
weapon_mindamage += GetAmmoDPS() * att_speed;
weapon_maxdamage += GetAmmoDPS() * att_speed;
}
min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
void Player::UpdateDamagePhysical(WeaponAttackType attType)
{
float mindamage;
float maxdamage;
CalculateMinMaxDamage(attType,false,mindamage,maxdamage);
switch(attType)
{
case BASE_ATTACK:
default:
SetStatFloatValue(UNIT_FIELD_MINDAMAGE,mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE,maxdamage);
break;
case OFF_ATTACK:
SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE,mindamage);
SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE,maxdamage);
break;
case RANGED_ATTACK:
SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE,mindamage);
SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE,maxdamage);
break;
}
}
void Player::UpdateDefenseBonusesMod()
{
UpdateBlockPercentage();
UpdateParryPercentage();
UpdateDodgePercentage();
}
void Player::UpdateBlockPercentage()
{
// No block
float value = 0.0f;
if(CanBlock())
{
// Base value
value = 5.0f;
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
// Increase from rating
value += GetRatingBonusValue(CR_BLOCK);
value = value < 0.0f ? 0.0f : value;
}
SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value);
}
void Player::UpdateCritPercentage(WeaponAttackType attType)
{
BaseModGroup modGroup;
uint16 index;
CombatRating cr;
switch(attType)
{
case OFF_ATTACK:
modGroup = OFFHAND_CRIT_PERCENTAGE;
index = PLAYER_OFFHAND_CRIT_PERCENTAGE;
cr = CR_CRIT_MELEE;
break;
case RANGED_ATTACK:
modGroup = RANGED_CRIT_PERCENTAGE;
index = PLAYER_RANGED_CRIT_PERCENTAGE;
cr = CR_CRIT_RANGED;
break;
case BASE_ATTACK:
default:
modGroup = CRIT_PERCENTAGE;
index = PLAYER_CRIT_PERCENTAGE;
cr = CR_CRIT_MELEE;
break;
}
float value = GetTotalPercentageModValue(modGroup) + GetRatingBonusValue(cr);
// Modify crit from weapon skill and maximized defense skill of same level victim difference
value += (int32(GetWeaponSkillValue(attType)) - int32(GetMaxSkillValueForLevel())) * 0.04f;
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(index, value);
}
void Player::UpdateAllCritPercentages()
{
float value = GetMeleeCritFromAgility();
SetBaseModValue(CRIT_PERCENTAGE, PCT_MOD, value);
SetBaseModValue(OFFHAND_CRIT_PERCENTAGE, PCT_MOD, value);
SetBaseModValue(RANGED_CRIT_PERCENTAGE, PCT_MOD, value);
UpdateCritPercentage(BASE_ATTACK);
UpdateCritPercentage(OFF_ATTACK);
UpdateCritPercentage(RANGED_ATTACK);
}
void Player::UpdateParryPercentage()
{
// No parry
float value = 0.0f;
if (CanParry())
{
// Base parry
value = 5.0f;
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
// Parry from rating
value += GetRatingBonusValue(CR_PARRY);
value = value < 0.0f ? 0.0f : value;
}
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}
void Player::UpdateDodgePercentage()
{
// Dodge from agility
float value = GetDodgeFromAgility();
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
// Dodge from rating
value += GetRatingBonusValue(CR_DODGE);
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}
void Player::UpdateSpellCritChance(uint32 school)
{
// For normal school set zero crit chance
if(school == SPELL_SCHOOL_NORMAL)
{
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1, 0.0f);
return;
}
// For others recalculate it from:
float crit = 0.0f;
// Crit from Intellect
crit += GetSpellCritFromIntellect();
// Increase crit from SPELL_AURA_MOD_SPELL_CRIT_CHANCE
crit += GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_CRIT_CHANCE);
// Increase crit by school from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL
crit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, 1<<school);
// Increase crit from spell crit ratings
crit += GetRatingBonusValue(CR_CRIT_SPELL);
// Store crit value
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + school, crit);
}
void Player::UpdateArmorPenetration(int32 amount)
{
AuraEffectList const& expAuras = GetAurasByType(SPELL_AURA_MOD_ARMOR_PENETRATION_PCT);
for(AuraEffectList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
{
// item neutral spell
if((*itr)->GetSpellProto()->EquippedItemClass == -1)
{
amount *= ((*itr)->GetAmount() + 100.0f) / 100.0f;
continue;
}
// item dependent spell - check curent weapons
for(int i = 0; i < MAX_ATTACK; ++i)
{
Item *weapon = GetWeaponForAttack(WeaponAttackType(i));
if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
{
amount *= ((*itr)->GetAmount() + 100.0f) / 100.0f;
break;
}
}
}
// Store Rating Value
SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_ARMOR_PENETRATION, amount);
}
void Player::UpdateMeleeHitChances()
{
m_modMeleeHitChance = GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE);
m_modMeleeHitChance+= GetRatingBonusValue(CR_HIT_MELEE);
}
void Player::UpdateRangedHitChances()
{
m_modRangedHitChance = GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE);
m_modRangedHitChance+= GetRatingBonusValue(CR_HIT_RANGED);
}
void Player::UpdateSpellHitChances()
{
m_modSpellHitChance = GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_HIT_CHANCE);
m_modSpellHitChance+= GetRatingBonusValue(CR_HIT_SPELL);
}
void Player::UpdateAllSpellCritChances()
{
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateSpellCritChance(i);
}
void Player::UpdateExpertise(WeaponAttackType attack)
{
if(attack==RANGED_ATTACK)
return;
int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE));
Item *weapon = GetWeaponForAttack(attack);
AuraEffectList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE);
for(AuraEffectList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
{
// item neutral spell
if((*itr)->GetSpellProto()->EquippedItemClass == -1)
expertise += (*itr)->GetAmount();
// item dependent spell
else if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
expertise += (*itr)->GetAmount();
}
if(expertise < 0)
expertise = 0;
switch(attack)
{
case BASE_ATTACK: SetUInt32Value(PLAYER_EXPERTISE, expertise); break;
case OFF_ATTACK: SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise); break;
default: break;
}
}
void Player::ApplyManaRegenBonus(int32 amount, bool apply)
{
m_baseManaRegen+= apply ? amount : -amount;
UpdateManaRegen();
}
void Player::UpdateManaRegen()
{
float Intellect = GetStat(STAT_INTELLECT);
// Mana regen from spirit and intellect
float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA);
// Mana regen from SPELL_AURA_MOD_POWER_REGEN aura
float power_regen_mp5 = (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) + m_baseManaRegen) / 5.0f;
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
AuraEffectList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
for(AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
{
power_regen_mp5 += GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 500.0f;
}
// Set regen rate in cast state apply only on spirit based regen
int32 modManaRegenInterrupt = GetTotalAuraModifier(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT);
if (modManaRegenInterrupt > 100)
modManaRegenInterrupt = 100;
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen);
}
void Player::_ApplyAllStatBonuses()
{
SetCanModifyStats(false);
_ApplyAllAuraMods();
_ApplyAllItemMods();
SetCanModifyStats(true);
UpdateAllStats();
}
void Player::_RemoveAllStatBonuses()
{
SetCanModifyStats(false);
_RemoveAllItemMods();
_RemoveAllAuraMods();
SetCanModifyStats(true);
UpdateAllStats();
}
/*#######################################
######## ########
######## MOBS STAT SYSTEM ########
######## ########
#######################################*/
bool Creature::UpdateStats(Stats /*stat*/)
{
return true;
}
bool Creature::UpdateAllStats()
{
UpdateMaxHealth();
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
for(int i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
for(int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
return true;
}
void Creature::UpdateResistances(uint32 school)
{
if(school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
SetResistance(SpellSchools(school), int32(value));
}
else
UpdateArmor();
}
void Creature::UpdateArmor()
{
float value = GetTotalAuraModValue(UNIT_MOD_ARMOR);
SetArmor(int32(value));
}
void Creature::UpdateMaxHealth()
{
float value = GetTotalAuraModValue(UNIT_MOD_HEALTH);
SetMaxHealth((uint32)value);
}
void Creature::UpdateMaxPower(Powers power)
{
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
float value = GetTotalAuraModValue(unitMod);
SetMaxPower(power, uint32(value));
}
void Creature::UpdateAttackPowerAndDamage(bool ranged)
{
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;
}
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)
return;
//automatically update weapon damage after attack power modification
UpdateDamagePhysical(BASE_ATTACK);
}
void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
if(attType > BASE_ATTACK)
return;
UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;
/* difference in AP between current attack power and base value from DB */
float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureInfo()->attackpower;
float base_value = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f);
float base_pct = GetModifierValue(unitMod, BASE_PCT);
float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
float dmg_multiplier = GetCreatureInfo()->dmg_multiplier;
float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);
float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct * dmg_multiplier;
float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct * dmg_multiplier;
SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
/*#######################################
######## ########
######## PETS STAT SYSTEM ########
######## ########
#######################################*/
#define ENTRY_IMP 416
#define ENTRY_VOIDWALKER 1860
#define ENTRY_SUCCUBUS 1863
#define ENTRY_FELHUNTER 417
#define ENTRY_FELGUARD 17252
#define ENTRY_WATER_ELEMENTAL 510
#define ENTRY_TREANT 1964
#define ENTRY_FIRE_ELEMENTAL 15438
bool Guardian::UpdateStats(Stats stat)
{
if(stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
Unit *owner = GetOwner();
if ( stat == STAT_STAMINA )
{
if(owner->getClass() == CLASS_WARLOCK && isPet())
value += float(owner->GetStat(STAT_STAMINA)) * 0.75f;
else
value += float(owner->GetStat(stat)) * 0.3f;
}
//warlock's and mage's pets gain 30% of owner's intellect
else if ( stat == STAT_INTELLECT)
{
if(owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE)
value += float(owner->GetStat(stat)) * 0.3f;
}
else if ( stat == STAT_STRENGTH )
{
if (IsPetGhoul())
value += float(owner->GetStat(stat)) * 0.3f;
}
SetStat(stat, int32(value));
switch(stat)
{
case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
case STAT_AGILITY: UpdateArmor(); break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); break;
case STAT_SPIRIT:
default:
break;
}
return true;
}
bool Guardian::UpdateAllStats()
{
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
UpdateStats(Stats(i));
for(int i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
return true;
}
void Guardian::UpdateResistances(uint32 school)
{
if(school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
// hunter and warlock pets gain 40% of owner's resistance
if(isPet())
value += float(m_owner->GetResistance(SpellSchools(school))) * 0.4f;
SetResistance(SpellSchools(school), int32(value));
}
else
UpdateArmor();
}
void Guardian::UpdateArmor()
{
float value = 0.0f;
float bonus_armor = 0.0f;
UnitMods unitMod = UNIT_MOD_ARMOR;
// hunter and warlock pets gain 35% of owner's armor value
if(isPet())
bonus_armor = 0.35f * float(m_owner->GetArmor());
value = GetModifierValue(unitMod, BASE_VALUE);
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetStat(STAT_AGILITY) * 2.0f;
value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetArmor(int32(value));
}
void Guardian::UpdateMaxHealth()
{
UnitMods unitMod = UNIT_MOD_HEALTH;
float stamina = GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA);
float multiplicator;
switch(GetEntry())
{
case ENTRY_IMP: multiplicator = 8.4f; break;
case ENTRY_VOIDWALKER: multiplicator = 11.0f; break;
case ENTRY_SUCCUBUS: multiplicator = 9.1f; break;
case ENTRY_FELHUNTER: multiplicator = 9.5f; break;
case ENTRY_FELGUARD: multiplicator = 11.0f; break;
default: multiplicator = 10.0f; break;
}
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * multiplicator;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxHealth((uint32)value);
}
void Guardian::UpdateMaxPower(Powers power)
{
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
float addValue = (power == POWER_MANA) ? GetStat(STAT_INTELLECT) - GetCreateStat(STAT_INTELLECT) : 0.0f;
float multiplicator = 15.0f;
switch(GetEntry())
{
case ENTRY_IMP: multiplicator = 4.95f; break;
case ENTRY_VOIDWALKER:
case ENTRY_SUCCUBUS:
case ENTRY_FELHUNTER:
case ENTRY_FELGUARD: multiplicator = 11.5f; break;
default: multiplicator = 15.0f; break;
}
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + addValue * multiplicator;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxPower(power, uint32(value));
}
void Guardian::UpdateAttackPowerAndDamage(bool ranged)
{
if(ranged)
return;
float val = 0.0f;
float bonusAP = 0.0f;
UnitMods unitMod = UNIT_MOD_ATTACK_POWER;
if(GetEntry() == ENTRY_IMP) // imp's attack power
val = GetStat(STAT_STRENGTH) - 10.0f;
else
val = 2 * GetStat(STAT_STRENGTH) - 20.0f;
Unit* owner = GetOwner();
if( owner && owner->GetTypeId()==TYPEID_PLAYER)
{
if(isHunterPet()) //hunter pets benefit from owner's attack power
{
bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
SetBonusDamage( int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
}
else if (IsPetGhoul()) //ghouls benefit from deathknight's attack power (may be summon pet or not)
{
bonusAP = owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.22f;
SetBonusDamage( int32(owner->GetTotalAttackPowerValue(BASE_ATTACK) * 0.1287f));
}
//demons benefit from warlocks shadow or fire damage
else if(isPet())
{
int32 fire = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
int32 maximum = (fire > shadow) ? fire : shadow;
if(maximum < 0)
maximum = 0;
SetBonusDamage( int32(maximum * 0.15f));
bonusAP = maximum * 0.57f;
}
//water elementals benefit from mage's frost damage
else if(GetEntry() == ENTRY_WATER_ELEMENTAL)
{
int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
if(frost < 0)
frost = 0;
SetBonusDamage( int32(frost * 0.4f));
}
}
SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);
//in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
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;
//UNIT_FIELD_(RANGED)_ATTACK_POWER field
SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
//UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (int32)attPowerMod);
//UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);
//automatically update weapon damage after attack power modification
UpdateDamagePhysical(BASE_ATTACK);
}
void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
{
if(attType > BASE_ATTACK)
return;
float bonusDamage = 0.0f;
if(m_owner->GetTypeId() == TYPEID_PLAYER)
{
//force of nature
if(GetEntry() == ENTRY_TREANT)
{
int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_NATURE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_NATURE);
if(spellDmg > 0)
bonusDamage = spellDmg * 0.09f;
}
//greater fire elemental
else if(GetEntry() == ENTRY_FIRE_ELEMENTAL)
{
int32 spellDmg = int32(m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - m_owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
if(spellDmg > 0)
bonusDamage = spellDmg * 0.4f;
}
}
UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;
float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;
float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed + bonusDamage;
float base_pct = GetModifierValue(unitMod, BASE_PCT);
float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);
float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
// Pet's base damage changes depending on happiness
if (isHunterPet() && attType == BASE_ATTACK)
{
switch(((Pet*)this)->GetHappinessState())
{
case HAPPY:
// 125% of normal damage
mindamage = mindamage * 1.25;
maxdamage = maxdamage * 1.25;
break;
case CONTENT:
// 100% of normal damage, nothing to modify
break;
case UNHAPPY:
// 75% of normal damage
mindamage = mindamage * 0.75;
maxdamage = maxdamage * 0.75;
break;
}
}
SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}