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-rw-r--r--src/game/StatSystem.cpp175
1 files changed, 175 insertions, 0 deletions
diff --git a/src/game/StatSystem.cpp b/src/game/StatSystem.cpp
index cdbda70bdf7..56bde0e5442 100644
--- a/src/game/StatSystem.cpp
+++ b/src/game/StatSystem.cpp
@@ -17,30 +17,37 @@
* 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:
@@ -57,11 +64,14 @@ bool Player::UpdateStats(Stats stat)
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);
@@ -81,8 +91,10 @@ bool Player::UpdateStats(Stats stat)
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);
@@ -97,14 +109,17 @@ bool Player::UpdateStats(Stats stat)
}
return true;
}
+
void Player::ApplySpellPowerBonus(int32 amount, bool apply)
{
m_baseSpellPower+=apply?amount:-amount;
+
// For speed just update for client
ApplyModUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, amount, apply);
for(int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, amount, apply);;
}
+
void Player::UpdateSpellDamageAndHealingBonus()
{
// Magic damage modifiers implemented in Unit::SpellDamageBonus
@@ -115,6 +130,7 @@ void Player::UpdateSpellDamageAndHealingBonus()
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)
@@ -122,12 +138,15 @@ bool Player::UpdateAllStats()
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();
@@ -139,14 +158,17 @@ bool Player::UpdateAllStats()
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);
@@ -154,14 +176,17 @@ void Player::UpdateResistances(uint32 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)
@@ -169,64 +194,87 @@ void Player::UpdateArmor()
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;
@@ -281,6 +329,7 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
}
default: break;
}
+
switch(m_form)
{
case FORM_CAT:
@@ -300,9 +349,12 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
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 )
{
@@ -318,15 +370,19 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
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)
@@ -342,18 +398,22 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
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, bool addTotalPct, float& min_damage, float& max_damage)
{
UnitMods unitMod;
UnitMods attPower;
+
switch(attType)
{
case BASE_ATTACK:
@@ -370,17 +430,22 @@ void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bo
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 = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
+
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;
}
@@ -401,14 +466,18 @@ void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bo
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, true, mindamage, maxdamage);
+
switch(attType)
{
case BASE_ATTACK:
@@ -426,12 +495,14 @@ void Player::UpdateDamagePhysical(WeaponAttackType attType)
break;
}
}
+
void Player::UpdateDefenseBonusesMod()
{
UpdateBlockPercentage();
UpdateParryPercentage();
UpdateDodgePercentage();
}
+
void Player::UpdateBlockPercentage()
{
// No block
@@ -450,11 +521,13 @@ void Player::UpdateBlockPercentage()
}
SetStatFloatValue(PLAYER_BLOCK_PERCENTAGE, value);
}
+
void Player::UpdateCritPercentage(WeaponAttackType attType)
{
BaseModGroup modGroup;
uint16 index;
CombatRating cr;
+
switch(attType)
{
case OFF_ATTACK:
@@ -474,22 +547,27 @@ void Player::UpdateCritPercentage(WeaponAttackType attType)
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
@@ -508,6 +586,7 @@ void Player::UpdateParryPercentage()
}
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}
+
void Player::UpdateDodgePercentage()
{
// Dodge from agility
@@ -521,6 +600,7 @@ void Player::UpdateDodgePercentage()
value = value < 0.0f ? 0.0f : value;
SetStatFloatValue(PLAYER_DODGE_PERCENTAGE, value);
}
+
void Player::UpdateSpellCritChance(uint32 school)
{
// For normal school set zero crit chance
@@ -541,40 +621,50 @@ void Player::UpdateSpellCritChance(uint32 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)
{
// 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)
{
@@ -585,8 +675,10 @@ void Player::UpdateExpertise(WeaponAttackType attack)
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;
@@ -594,11 +686,13 @@ void Player::UpdateExpertise(WeaponAttackType attack)
default: break;
}
}
+
void Player::ApplyManaRegenBonus(int32 amount, bool apply)
{
m_baseManaRegen+= apply ? amount : -amount;
UpdateManaRegen();
}
+
void Player::UpdateManaRegen()
{
float Intellect = GetStat(STAT_INTELLECT);
@@ -606,57 +700,76 @@ void Player::UpdateManaRegen()
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)
@@ -667,40 +780,50 @@ void Creature::UpdateResistances(uint32 school)
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)
UpdateDamagePhysical(RANGED_ATTACK);
@@ -710,6 +833,7 @@ void Creature::UpdateAttackPowerAndDamage(bool ranged)
UpdateDamagePhysical(OFF_ATTACK);
}
}
+
void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
UnitMods unitMod;
@@ -726,9 +850,12 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
unitMod = UNIT_MOD_DAMAGE_RANGED;
break;
}
+
//float att_speed = float(GetAttackTime(attType))/1000.0f;
+
float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
+
/* 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);
@@ -736,13 +863,16 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
float dmg_multiplier = GetCreatureInfo()->dmg_multiplier;
+
if(!CanUseAttackType(attType))
{
weapon_mindamage = 0;
weapon_maxdamage = 0;
}
+
float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct;
float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct;
+
switch(attType)
{
case BASE_ATTACK:
@@ -760,11 +890,13 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
break;
}
}
+
/*#######################################
######## ########
######## PETS STAT SYSTEM ########
######## ########
#######################################*/
+
#define ENTRY_IMP 416
#define ENTRY_VOIDWALKER 1860
#define ENTRY_SUCCUBUS 1863
@@ -773,12 +905,15 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
#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 )
{
@@ -798,7 +933,9 @@ bool Guardian::UpdateStats(Stats stat)
if (IsPetGhoul())
value += float(owner->GetStat(stat)) * 0.3f;
}
+
SetStat(stat, int32(value));
+
switch(stat)
{
case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
@@ -809,50 +946,64 @@ bool Guardian::UpdateStats(Stats stat)
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())
{
@@ -863,17 +1014,22 @@ void Guardian::UpdateMaxHealth()
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;
@@ -883,23 +1039,29 @@ void Guardian::UpdateMaxPower(Powers power)
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)
{
@@ -933,24 +1095,30 @@ void Guardian::UpdateAttackPowerAndDamage(bool ranged)
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)
{
@@ -969,16 +1137,22 @@ void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
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)
{
@@ -999,6 +1173,7 @@ void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
break;
}
}
+
SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}