diff options
Diffstat (limited to 'src/game/StatSystem.cpp')
-rw-r--r-- | src/game/StatSystem.cpp | 1920 |
1 files changed, 965 insertions, 955 deletions
diff --git a/src/game/StatSystem.cpp b/src/game/StatSystem.cpp index b89346d937a..951a92cb5ad 100644 --- a/src/game/StatSystem.cpp +++ b/src/game/StatSystem.cpp @@ -1,955 +1,965 @@ -/* - * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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: - UpdateAttackPowerAndDamage(); - UpdateShieldBlockValue(); - break; - case STAT_AGILITY: - UpdateArmor(); - UpdateAttackPowerAndDamage(true); - if(getClass() == CLASS_ROGUE || getClass() == CLASS_HUNTER || getClass() == CLASS_DRUID && m_form==FORM_CAT) - UpdateAttackPowerAndDamage(); - - UpdateAllCritPercentages(); - UpdateDodgePercentage(); - break; - - case STAT_STAMINA: UpdateMaxHealth(); break; - case STAT_INTELLECT: - UpdateMaxPower(POWER_MANA); - UpdateAllSpellCritChances(); - UpdateAttackPowerAndDamage(true); //SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, only intelect currently - UpdateArmor(); //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently - break; - - case STAT_SPIRIT: - break; - - default: - break; - } - UpdateSpellDamageAndHealingBonus(); - UpdateManaRegen(); - return true; -} - -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); - } - - UpdateAttackPowerAndDamage(); - UpdateAttackPowerAndDamage(true); - UpdateArmor(); - 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); - 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 - AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT); - for(AuraList::const_iterator i = mResbyIntellect.begin();i != mResbyIntellect.end(); ++i) - { - Modifier* mod = (*i)->GetModifier(); - if(mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL) - value += int32(GetStat(Stats((*i)->GetMiscBValue())) * mod->m_amount / 100.0f); - } - - value *= GetModifierValue(unitMod, TOTAL_PCT); - - SetArmor(int32(value)); - - Pet *pet = GetPet(); - if(pet) - pet->UpdateArmor(); -} - -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::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_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)*2.0f - 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::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY); - for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr) - { - // Predatory Strikes - if ((*itr)->GetSpellProto()->SpellIconID == 1563) - { - mLevelMult = (*itr)->GetModifier()->m_amount / 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; break; - case FORM_BEAR: - case FORM_DIREBEAR: - val2 = getLevel()*(mLevelMult+3.0f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break; - case FORM_MOONKIN: - val2 = getLevel()*(mLevelMult+1.5f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f; 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 && (getClassMask() & CLASSMASK_WAND_USERS)==0) - { - AuraList const& mRAPbyIntellect = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT); - for(AuraList::const_iterator i = mRAPbyIntellect.begin();i != mRAPbyIntellect.end(); ++i) - attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f); - } - - float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f; - - SetUInt32Value(index, (uint32)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field - SetUInt32Value(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); - - Pet *pet = GetPet(); //update pet's AP - if(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); - } -} - -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(!IsUseEquipedWeapon(attType==BASE_ATTACK)) //check if player not in form but still can't use weapon (broken/etc) - { - 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() -{ - // Base value - float 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() -{ - // Base parry - float 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::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); - - AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE); - for(AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr) - { - // item neutral spell - if((*itr)->GetSpellProto()->EquippedItemClass == -1) - expertise += (*itr)->GetModifier()->m_amount; - // item dependent spell - else if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto())) - expertise += (*itr)->GetModifier()->m_amount; - } - - 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::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) / 5.0f; - - // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura - AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT); - for(AuraList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i) - { - Modifier* mod = (*i)->GetModifier(); - power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f; - } - - // Bonus from some dummy auras - AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_PERIODIC_DUMMY); - for(AuraList::const_iterator i = mDummyAuras.begin();i != mDummyAuras.end(); ++i) - if((*i)->GetId() == 34074) // Aspect of the Viper - { - power_regen_mp5 += (*i)->GetModifier()->m_amount * Intellect / 500.0f; - // Add regen bonus from level in this dummy - power_regen_mp5 += getLevel() * 35 / 100; - } - - // 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(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f); - - SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, 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(); - - 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) -{ - 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; - - float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f; - - 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(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 ; - - SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); - SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); -} - -/*####################################### -######## ######## -######## PETS STAT SYSTEM ######## -######## ######## -#######################################*/ - -bool Pet::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) - value += float(owner->GetStat(stat)) * 0.3f; - } - //warlock's and mage's pets gain 30% of owner's intellect - else if ( stat == STAT_INTELLECT && getPetType() == SUMMON_PET ) - { - if(owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE) ) - 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 Pet::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 Pet::UpdateResistances(uint32 school) -{ - if(school > SPELL_SCHOOL_NORMAL) - { - float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school)); - - Unit *owner = GetOwner(); - // hunter and warlock pets gain 40% of owner's resistance - if(owner && (getPetType() == HUNTER_PET || getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)) - value += float(owner->GetResistance(SpellSchools(school))) * 0.4f; - - SetResistance(SpellSchools(school), int32(value)); - } - else - UpdateArmor(); -} - -void Pet::UpdateArmor() -{ - float value = 0.0f; - float bonus_armor = 0.0f; - UnitMods unitMod = UNIT_MOD_ARMOR; - - Unit *owner = GetOwner(); - // hunter and warlock pets gain 35% of owner's armor value - if(owner && (getPetType() == HUNTER_PET || getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)) - bonus_armor = 0.35f * float(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 Pet::UpdateMaxHealth() -{ - UnitMods unitMod = UNIT_MOD_HEALTH; - float stamina = GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA); - - float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth(); - value *= GetModifierValue(unitMod, BASE_PCT); - value += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * 10.0f; - value *= GetModifierValue(unitMod, TOTAL_PCT); - - SetMaxHealth((uint32)value); -} - -void Pet::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 value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power); - value *= GetModifierValue(unitMod, BASE_PCT); - value += GetModifierValue(unitMod, TOTAL_VALUE) + addValue * 15.0f; - value *= GetModifierValue(unitMod, TOTAL_PCT); - - SetMaxPower(power, uint32(value)); -} - -void Pet::UpdateAttackPowerAndDamage(bool ranged) -{ - if(ranged) - return; - - float val = 0.0f; - float bonusAP = 0.0f; - UnitMods unitMod = UNIT_MOD_ATTACK_POWER; - - if(GetEntry() == 416) // 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(getPetType() == HUNTER_PET) //hunter pets benefit from owner's attack power - { - bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f; - SetBonusDamage( int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.125f)); - } - //demons benefit from warlocks shadow or fire damage - else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK) - { - 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(getPetType() == SUMMON_PET && owner->getClass() == CLASS_MAGE) - { - 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 - SetUInt32Value(UNIT_FIELD_ATTACK_POWER, (uint32)base_attPower); - //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field - SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (uint32)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 Pet::UpdateDamagePhysical(WeaponAttackType attType) -{ - if(attType > BASE_ATTACK) - return; - - 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; - 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 (getPetType() == HUNTER_PET && attType == BASE_ATTACK) - { - switch(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); -} +/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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:
+ UpdateAttackPowerAndDamage();
+ UpdateShieldBlockValue();
+ break;
+ case STAT_AGILITY:
+ UpdateArmor();
+ UpdateAttackPowerAndDamage(true);
+ if(getClass() == CLASS_ROGUE || getClass() == CLASS_HUNTER || getClass() == CLASS_DRUID && m_form==FORM_CAT)
+ UpdateAttackPowerAndDamage();
+
+ UpdateAllCritPercentages();
+ UpdateDodgePercentage();
+ break;
+
+ case STAT_STAMINA: UpdateMaxHealth(); break;
+ case STAT_INTELLECT:
+ UpdateMaxPower(POWER_MANA);
+ UpdateAllSpellCritChances();
+ UpdateAttackPowerAndDamage(true); //SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, only intelect currently
+ UpdateArmor(); //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
+ break;
+
+ case STAT_SPIRIT:
+ break;
+
+ default:
+ break;
+ }
+ UpdateSpellDamageAndHealingBonus();
+ UpdateManaRegen();
+ return true;
+}
+
+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);
+ }
+
+ UpdateAttackPowerAndDamage();
+ UpdateAttackPowerAndDamage(true);
+ UpdateArmor();
+ 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);
+ 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
+ AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
+ for(AuraList::const_iterator i = mResbyIntellect.begin();i != mResbyIntellect.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ if(mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
+ value += int32(GetStat(Stats((*i)->GetMiscBValue())) * mod->m_amount / 100.0f);
+ }
+
+ value *= GetModifierValue(unitMod, TOTAL_PCT);
+
+ SetArmor(int32(value));
+
+ Pet *pet = GetPet();
+ if(pet)
+ pet->UpdateArmor();
+}
+
+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::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_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)*2.0f - 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::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
+ for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
+ {
+ // Predatory Strikes
+ if ((*itr)->GetSpellProto()->SpellIconID == 1563)
+ {
+ mLevelMult = (*itr)->GetModifier()->m_amount / 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; break;
+ case FORM_BEAR:
+ case FORM_DIREBEAR:
+ val2 = getLevel()*(mLevelMult+3.0f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
+ case FORM_MOONKIN:
+ val2 = getLevel()*(mLevelMult+1.5f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f; 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 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
+ {
+ AuraList const& mRAPbyIntellect = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
+ for(AuraList::const_iterator i = mRAPbyIntellect.begin();i != mRAPbyIntellect.end(); ++i)
+ attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
+ }
+
+ float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
+
+ SetUInt32Value(index, (uint32)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field
+ SetUInt32Value(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);
+
+ Pet *pet = GetPet(); //update pet's AP
+ if(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);
+ }
+}
+
+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(!IsUseEquipedWeapon(attType==BASE_ATTACK)) //check if player not in form but still can't use weapon (broken/etc)
+ {
+ 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::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);
+
+ AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE);
+ for(AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
+ {
+ // item neutral spell
+ if((*itr)->GetSpellProto()->EquippedItemClass == -1)
+ expertise += (*itr)->GetModifier()->m_amount;
+ // item dependent spell
+ else if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
+ expertise += (*itr)->GetModifier()->m_amount;
+ }
+
+ 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::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) / 5.0f;
+
+ // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
+ AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
+ for(AuraList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
+ {
+ Modifier* mod = (*i)->GetModifier();
+ power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f;
+ }
+
+ // Bonus from some dummy auras
+ AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_PERIODIC_DUMMY);
+ for(AuraList::const_iterator i = mDummyAuras.begin();i != mDummyAuras.end(); ++i)
+ if((*i)->GetId() == 34074) // Aspect of the Viper
+ {
+ power_regen_mp5 += (*i)->GetModifier()->m_amount * Intellect / 500.0f;
+ // Add regen bonus from level in this dummy
+ power_regen_mp5 += getLevel() * 35 / 100;
+ }
+
+ // 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(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);
+
+ SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, 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();
+
+ 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)
+{
+ 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;
+
+ float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;
+
+ 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(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 ;
+
+ SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
+ SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
+}
+
+/*#######################################
+######## ########
+######## PETS STAT SYSTEM ########
+######## ########
+#######################################*/
+
+bool Pet::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)
+ value += float(owner->GetStat(stat)) * 0.3f;
+ }
+ //warlock's and mage's pets gain 30% of owner's intellect
+ else if ( stat == STAT_INTELLECT && getPetType() == SUMMON_PET )
+ {
+ if(owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE) )
+ 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 Pet::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 Pet::UpdateResistances(uint32 school)
+{
+ if(school > SPELL_SCHOOL_NORMAL)
+ {
+ float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
+
+ Unit *owner = GetOwner();
+ // hunter and warlock pets gain 40% of owner's resistance
+ if(owner && (getPetType() == HUNTER_PET || getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK))
+ value += float(owner->GetResistance(SpellSchools(school))) * 0.4f;
+
+ SetResistance(SpellSchools(school), int32(value));
+ }
+ else
+ UpdateArmor();
+}
+
+void Pet::UpdateArmor()
+{
+ float value = 0.0f;
+ float bonus_armor = 0.0f;
+ UnitMods unitMod = UNIT_MOD_ARMOR;
+
+ Unit *owner = GetOwner();
+ // hunter and warlock pets gain 35% of owner's armor value
+ if(owner && (getPetType() == HUNTER_PET || getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK))
+ bonus_armor = 0.35f * float(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 Pet::UpdateMaxHealth()
+{
+ UnitMods unitMod = UNIT_MOD_HEALTH;
+ float stamina = GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA);
+
+ float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
+ value *= GetModifierValue(unitMod, BASE_PCT);
+ value += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * 10.0f;
+ value *= GetModifierValue(unitMod, TOTAL_PCT);
+
+ SetMaxHealth((uint32)value);
+}
+
+void Pet::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 value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
+ value *= GetModifierValue(unitMod, BASE_PCT);
+ value += GetModifierValue(unitMod, TOTAL_VALUE) + addValue * 15.0f;
+ value *= GetModifierValue(unitMod, TOTAL_PCT);
+
+ SetMaxPower(power, uint32(value));
+}
+
+void Pet::UpdateAttackPowerAndDamage(bool ranged)
+{
+ if(ranged)
+ return;
+
+ float val = 0.0f;
+ float bonusAP = 0.0f;
+ UnitMods unitMod = UNIT_MOD_ATTACK_POWER;
+
+ if(GetEntry() == 416) // 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(getPetType() == HUNTER_PET) //hunter pets benefit from owner's attack power
+ {
+ bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
+ SetBonusDamage( int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.125f));
+ }
+ //demons benefit from warlocks shadow or fire damage
+ else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
+ {
+ 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(getPetType() == SUMMON_PET && owner->getClass() == CLASS_MAGE)
+ {
+ 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
+ SetUInt32Value(UNIT_FIELD_ATTACK_POWER, (uint32)base_attPower);
+ //UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
+ SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (uint32)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 Pet::UpdateDamagePhysical(WeaponAttackType attType)
+{
+ if(attType > BASE_ATTACK)
+ return;
+
+ 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;
+ 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 (getPetType() == HUNTER_PET && attType == BASE_ATTACK)
+ {
+ switch(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);
+}
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