/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2 * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #include "Unit.h" #include "Player.h" #include "Pet.h" #include "Creature.h" #include "SharedDefines.h" #include "SpellAuras.h" #include "SpellAuraEffects.h" #include "SpellMgr.h" #include "ScriptMgr.h" inline bool _ModifyUInt32(bool apply, uint32& baseValue, int32& amount) { // If amount is negative, change sign and value of apply. if (amount < 0) { apply = !apply; amount = -amount; } if (apply) baseValue += amount; else { // Make sure we do not get uint32 overflow. if (amount > int32(baseValue)) amount = baseValue; baseValue -= amount; } return apply; } /*####################################### ######## ######## ######## UNIT STAT SYSTEM ######## ######## ######## #######################################*/ void Unit::UpdateAllResistances() { for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); } void Unit::UpdateDamagePhysical(WeaponAttackType attType) { float minDamage = 0.0f; float maxDamage = 0.0f; CalculateMinMaxDamage(attType, false, true, 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; } } /*####################################### ######## ######## ######## 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)); 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; 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 = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT); for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i) if (Stats((*i)->GetMiscValueB()) == 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::ApplySpellPowerBonus(int32 amount, bool apply) { apply = _ModifyUInt32(apply, m_baseSpellPower, 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) ApplyModInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, amount, apply); } void Player::UpdateSpellDamageAndHealingBonus() { // Magic damage modifiers implemented in Unit::SpellDamageBonusDone // This information for client side use only // Get healing bonus for all schools SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonusDone(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, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i))); } bool Player::UpdateAllStats() { for (int8 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 (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); UpdateAllRatings(); UpdateAllCritPercentages(); UpdateAllSpellCritChances(); UpdateDefenseBonusesMod(); UpdateShieldBlockValue(); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); RecalculateRating(CR_ARMOR_PENETRATION); UpdateAllResistances(); return true; } void Player::ApplySpellPenetrationBonus(int32 amount, bool apply) { ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -amount, apply); m_spellPenetrationItemMod += apply ? amount : -amount; } void Player::UpdateResistances(uint32 school) { if (school > SPELL_SCHOOL_NORMAL) { // cant use GetTotalAuraModValue because of total pct multiplier :P float value = 0.0f; UnitMods unitMod = UnitMods(UNIT_MOD_RESISTANCE_START + school); value = GetModifierValue(unitMod, BASE_VALUE); value *= GetModifierValue(unitMod, BASE_PCT); value += GetModifierValue(unitMod, TOTAL_VALUE); AuraEffectList const& mResbyIntellect = GetAuraEffectsByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT); for(AuraEffectList::const_iterator i = mResbyIntellect.begin();i != mResbyIntellect.end(); ++i) { if((*i)->GetMiscValue() & (1 << (school-1)) ) value += int32(GetStat(Stats((*i)->GetMiscValueB())) * (*i)->GetAmount() / 100.0f); } value *= GetModifierValue(unitMod, TOTAL_PCT); SetResistance(SpellSchools(school), int32(value)); } else UpdateArmor(); } void Player::UpdateArmor() { UnitMods unitMod = UNIT_MOD_ARMOR; float 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 = GetAuraEffectsByType(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 += CalculatePct(GetStat(Stats((*i)->GetMiscValueB())), (*i)->GetAmount()); } value *= GetModifierValue(unitMod, TOTAL_PCT); SetArmor(int32(value)); 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 && GetCreatePowers(power) > 0) ? GetManaBonusFromIntellect() : 0; sScriptMgr->OnAfterUpdateMaxPower(this, power, bonusPower); 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) { _ModifyUInt32(apply, m_baseFeralAP, 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 (GetShapeshiftForm()) { 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 = 0.0f; float weapon_bonus = 0.0f; if (IsInFeralForm()) { Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_DUMMY); for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr) { AuraEffect* aurEff = *itr; if (aurEff->GetSpellInfo()->SpellIconID == 1563) { switch (aurEff->GetEffIndex()) { case 0: // Predatory Strikes (effect 0) mLevelMult = CalculatePct(1.0f, aurEff->GetAmount()); break; case 1: // Predatory Strikes (effect 1) if (Item* mainHand = m_items[EQUIPMENT_SLOT_MAINHAND]) { // also gains % attack power from equipped weapon ItemTemplate const* proto = mainHand->GetTemplate(); if (!proto) continue; uint32 ap = proto->getFeralBonus(); // Get AP Bonuses from weapon for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i) { if (i >= proto->StatsCount) break; if (proto->ItemStat[i].ItemStatType == ITEM_MOD_ATTACK_POWER) ap += proto->ItemStat[i].ItemStatValue; } // Get AP Bonuses from weapon spells for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { // no spell if (!proto->Spells[i].SpellId || proto->Spells[i].SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP) continue; // check if it is valid spell SpellInfo const* spellproto = sSpellMgr->GetSpellInfo(proto->Spells[i].SpellId); if (!spellproto) continue; for (uint8 j = 0; j < MAX_SPELL_EFFECTS; ++j) if (spellproto->Effects[j].ApplyAuraName == SPELL_AURA_MOD_ATTACK_POWER) ap += spellproto->Effects[j].CalcValue(); } weapon_bonus = CalculatePct(float(ap), aurEff->GetAmount()); } break; default: break; } } } } switch (GetShapeshiftForm()) { case FORM_CAT: val2 = (getLevel() * mLevelMult) + GetStat(STAT_STRENGTH) * 2.0f + GetStat(STAT_AGILITY) - 20.0f + weapon_bonus + m_baseFeralAP; break; case FORM_BEAR: case FORM_DIREBEAR: val2 = (getLevel() * mLevelMult) + GetStat(STAT_STRENGTH) * 2.0f - 20.0f + weapon_bonus + m_baseFeralAP; break; case FORM_MOONKIN: val2 = (getLevel() * mLevelMult) + 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 = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT); for (AuraEffectList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i) attPowerMod += CalculatePct(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount()); } } else { AuraEffectList const& mAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT); for (AuraEffectList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i) attPowerMod += CalculatePct(GetStat(Stats((*i)->GetMiscValue())), (*i)->GetAmount()); AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(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 //automatically update weapon damage after attack power modification if (ranged) { UpdateDamagePhysical(RANGED_ATTACK); } 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 || getClass() == CLASS_PALADIN) // mental quickness UpdateSpellDamageAndHealingBonus(); } } void Player::UpdateShieldBlockValue() { SetUInt32Value(PLAYER_SHIELD_BLOCK, GetShieldBlockValue()); } void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } float attackSpeedMod = GetAPMultiplier(attType, normalized); float baseValue = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * attackSpeedMod; float basePct = GetModifierValue(unitMod, BASE_PCT); float totalValue = GetModifierValue(unitMod, TOTAL_VALUE); float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE); float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (IsInFeralForm()) // check if player is druid and in cat or bear forms { uint8 lvl = getLevel(); if (lvl > 60) lvl = 60; weaponMinDamage = lvl * 0.85f * attackSpeedMod; weaponMaxDamage = lvl * 1.25f * attackSpeedMod; } 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) { minDamage = 0.0f; maxDamage = 0.0f; return; } weaponMinDamage = BASE_MINDAMAGE; weaponMaxDamage = BASE_MAXDAMAGE; } else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage { weaponMinDamage += GetAmmoDPS() * attackSpeedMod; weaponMaxDamage += GetAmmoDPS() * attackSpeedMod; } minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct; maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct; // pussywizard: crashfix (casting negative to uint => min > max => assertion in urand) if (minDamage < 0.0f || minDamage > 1000000000.0f) minDamage = 0.0f; if (maxDamage < 0.0f || maxDamage > 1000000000.0f) maxDamage = 0.0f; if (minDamage > maxDamage) minDamage = maxDamage; } 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); } const float m_diminishing_k[MAX_CLASSES] = { 0.9560f, // Warrior 0.9560f, // Paladin 0.9880f, // Hunter 0.9880f, // Rogue 0.9830f, // Priest 0.9560f, // DK 0.9880f, // Shaman 0.9830f, // Mage 0.9830f, // Warlock 0.0f, // ?? 0.9720f // Druid }; float Player::GetMissPercentageFromDefence() const { float const miss_cap[MAX_CLASSES] = { 16.00f, // Warrior //correct 16.00f, // Paladin //correct 16.00f, // Hunter //? 16.00f, // Rogue //? 16.00f, // Priest //? 16.00f, // DK //correct 16.00f, // Shaman //? 16.00f, // Mage //? 16.00f, // Warlock //? 0.0f, // ?? 16.00f // Druid //? }; float diminishing = 0.0f, nondiminishing = 0.0f; // Modify value from defense skill (only bonus from defense rating diminishes) nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f; diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f; // apply diminishing formula to diminishing miss chance uint32 pclass = getClass()-1; return nondiminishing + (diminishing * miss_cap[pclass] / (diminishing + miss_cap[pclass] * m_diminishing_k[pclass])); } void Player::UpdateParryPercentage() { const float parry_cap[MAX_CLASSES] = { 47.003525f, // Warrior 47.003525f, // Paladin 145.560408f, // Hunter 145.560408f, // Rogue 0.0f, // Priest 47.003525f, // DK 145.560408f, // Shaman 0.0f, // Mage 0.0f, // Warlock 0.0f, // ?? 0.0f // Druid }; // No parry float value = 0.0f; m_realParry = 0.0f; uint32 pclass = getClass()-1; if (CanParry() && parry_cap[pclass] > 0.0f) { float nondiminishing = 5.0f; // Parry from rating float diminishing = GetRatingBonusValue(CR_PARRY); // Modify value from defense skill (only bonus from defense rating diminishes) nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f; diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f; // Parry from SPELL_AURA_MOD_PARRY_PERCENT aura nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT); // apply diminishing formula to diminishing parry chance m_realParry = nondiminishing + diminishing * parry_cap[pclass] / (diminishing + parry_cap[pclass] * m_diminishing_k[pclass]); m_realParry = m_realParry < 0.0f ? 0.0f : m_realParry; value = std::max(diminishing + nondiminishing, 0.0f); } SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value); } void Player::UpdateDodgePercentage() { const float dodge_cap[MAX_CLASSES] = { 88.129021f, // Warrior 88.129021f, // Paladin 145.560408f, // Hunter 145.560408f, // Rogue 150.375940f, // Priest 88.129021f, // DK 145.560408f, // Shaman 150.375940f, // Mage 150.375940f, // Warlock 0.0f, // ?? 116.890707f // Druid }; float diminishing = 0.0f, nondiminishing = 0.0f; GetDodgeFromAgility(diminishing, nondiminishing); // Modify value from defense skill (only bonus from defense rating diminishes) nondiminishing += (GetSkillValue(SKILL_DEFENSE) - GetMaxSkillValueForLevel()) * 0.04f; diminishing += (int32(GetRatingBonusValue(CR_DEFENSE_SKILL))) * 0.04f; // Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT); // Dodge from rating diminishing += GetRatingBonusValue(CR_DODGE); // apply diminishing formula to diminishing dodge chance uint32 pclass = getClass()-1; m_realDodge = nondiminishing + (diminishing * dodge_cap[pclass] / (diminishing + dodge_cap[pclass] * m_diminishing_k[pclass])); m_realDodge = m_realDodge < 0.0f ? 0.0f : m_realDodge; float value = std::max(diminishing + nondiminishing, 0.0f); 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 += GetTotalAuraModifierAreaExclusive(SPELL_AURA_MOD_SPELL_CRIT_CHANCE); // Increase crit from SPELL_AURA_MOD_CRIT_PCT crit += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_PCT); // Increase crit by school from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL crit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, 1<GetSpellInfo()->EquippedItemClass == -1) expertise += (*itr)->GetAmount(); // item dependent spell else if (weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellInfo())) 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) { _ModifyUInt32(apply, m_baseManaRegen, amount); UpdateManaRegen(); } void Player::ApplyHealthRegenBonus(int32 amount, bool apply) { _ModifyUInt32(apply, m_baseHealthRegen, amount); } void Player::UpdateManaRegen() { if( HasAuraTypeWithMiscvalue(SPELL_AURA_PREVENT_REGENERATE_POWER, POWER_MANA+1) ) { SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, 0); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, 0); return; } 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 = GetAuraEffectsByType(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 + CalculatePct(power_regen, modManaRegenInterrupt)); SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen); } void Player::UpdateRuneRegen(RuneType rune) { if (rune >= NUM_RUNE_TYPES) return; uint32 cooldown = 0; for (uint32 i = 0; i < MAX_RUNES; ++i) if (GetBaseRune(i) == rune) { cooldown = GetRuneBaseCooldown(i, true); break; } if (cooldown <= 0) return; float regen = float(1 * IN_MILLISECONDS) / float(cooldown); SetFloatValue(PLAYER_RUNE_REGEN_1 + uint8(rune), regen); } void Player::_ApplyAllStatBonuses() { SetCanModifyStats(false); _ApplyAllAuraStatMods(); _ApplyAllItemMods(); SetCanModifyStats(true); UpdateAllStats(); } void Player::_RemoveAllStatBonuses() { SetCanModifyStats(false); _RemoveAllItemMods(); _RemoveAllAuraStatMods(); SetCanModifyStats(true); UpdateAllStats(); } /*####################################### ######## ######## ######## MOBS STAT SYSTEM ######## ######## ######## #######################################*/ bool Creature::UpdateStats(Stats /*stat*/) { return true; } bool Creature::UpdateAllStats() { UpdateMaxHealth(); UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); UpdateAllResistances(); 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 indexMod = UNIT_FIELD_ATTACK_POWER_MODS; uint16 indexMulti = UNIT_FIELD_ATTACK_POWER_MULTIPLIER; if (ranged) { index = UNIT_FIELD_RANGED_ATTACK_POWER; indexMod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS; indexMulti = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER; } float baseAttackPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT); float attackPowerMod = GetModifierValue(unitMod, TOTAL_VALUE); float attackPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f; SetInt32Value(index, uint32(baseAttackPower)); // UNIT_FIELD_(RANGED)_ATTACK_POWER SetInt32Value(indexMod, uint32(attackPowerMod)); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS SetFloatValue(indexMulti, attackPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER // automatically update weapon damage after attack power modification if (ranged) UpdateDamagePhysical(RANGED_ATTACK); else { UpdateDamagePhysical(BASE_ATTACK); UpdateDamagePhysical(OFF_ATTACK); } } void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) { UnitMods unitMod; switch (attType) { case BASE_ATTACK: default: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; } if (attType == OFF_ATTACK && !haveOffhandWeapon()) { minDamage = 0.0f; maxDamage = 0.0f; return; } float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE); float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE); if (!CanUseAttackType(attType)) // disarm case { weaponMinDamage = 0.0f; weaponMaxDamage = 0.0f; } // pussywizard: subtract value from database till its fixed (the way it worked before creature_levelstats damage implementation) float attackPower = GetTotalAttackPowerValue(attType) - (attType == RANGED_ATTACK ? GetCreatureTemplate()->rangedattackpower : GetCreatureTemplate()->attackpower); float baseValue = GetModifierValue(unitMod, BASE_VALUE) + (attackPower * GetAPMultiplier(attType, normalized) / 14.0f); float basePct = GetModifierValue(unitMod, BASE_PCT); float totalValue = GetModifierValue(unitMod, TOTAL_VALUE); float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f; float dmgMultiplier = GetCreatureTemplate()->dmg_multiplier; // = dmg_multiplier * _GetDamageMod(rank); minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct; maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct; // pussywizard: crashfix (casting negative to uint => min > max => assertion in urand) if (minDamage < 0.0f || minDamage > 1000000000.0f) minDamage = 0.0f; if (maxDamage < 0.0f || maxDamage > 1000000000.0f) maxDamage = 0.0f; if (minDamage > maxDamage) minDamage = maxDamage; } /*####################################### ######## ######## ######## PETS STAT SYSTEM ######## ######## ######## #######################################*/ bool Guardian::UpdateStats(Stats stat) { if (stat >= MAX_STATS) return false; float value = GetTotalStatValue(stat); 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: } return true; } bool Guardian::UpdateAllStats() { for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) UpdateStats(Stats(i)); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); UpdateAllResistances(); return true; } void Guardian::UpdateArmor() { float value = GetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE); value *= GetModifierValue(UNIT_MOD_ARMOR, BASE_PCT); value += std::max(GetStat(STAT_AGILITY) - GetCreateStat(STAT_AGILITY), 0.0f) * 2.0f; value += GetModifierValue(UNIT_MOD_ARMOR, TOTAL_VALUE); value *= GetModifierValue(UNIT_MOD_ARMOR, TOTAL_PCT); SetArmor(int32(value)); } void Guardian::UpdateMaxHealth() { UnitMods unitMod = UNIT_MOD_HEALTH; float stamina = std::max(GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA), 0.0f); float multiplicator; switch (GetEntry()) { case NPC_IMP: multiplicator = 8.4f; break; case NPC_WATER_ELEMENTAL_TEMP: multiplicator = 7.5f; break; case NPC_WATER_ELEMENTAL_PERM: multiplicator = 7.5f; break; case NPC_VOIDWALKER: multiplicator = 11.0f; break; case NPC_SUCCUBUS: multiplicator = 9.1f; break; case NPC_FELHUNTER: multiplicator = 9.5f; break; case NPC_FELGUARD: multiplicator = 11.0f; break; case NPC_BLOODWORM: multiplicator = 1.0f; break; default: multiplicator = 10.0f; break; } float value = GetModifierValue(unitMod, BASE_VALUE);// xinef: Do NOT add base health TWICE + 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) ? std::max(GetStat(STAT_INTELLECT) - GetCreateStat(STAT_INTELLECT), 0.0f) : 0.0f; float multiplicator = 15.0f; switch (GetEntry()) { case NPC_IMP: case NPC_WATER_ELEMENTAL_TEMP: case NPC_WATER_ELEMENTAL_PERM: multiplicator = 4.95f; break; case NPC_VOIDWALKER: case NPC_SUCCUBUS: case NPC_FELHUNTER: case NPC_FELGUARD: multiplicator = 11.5f; break; default: multiplicator = 15.0f; break; } // xinef: Do NOT add base mana TWICE float value = GetModifierValue(unitMod, BASE_VALUE) + (power != POWER_MANA ? GetCreatePowers(power) : 0); 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; UnitMods unitMod = UNIT_MOD_ATTACK_POWER; if (GetEntry() == NPC_IMP) // imp's attack power val = GetStat(STAT_STRENGTH) - 10.0f; else if (IsPetGhoul()) // DK's ghoul attack power val = 589 /*xinef: base ap!*/ + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY); else val = 2 * GetStat(STAT_STRENGTH) - 20.0f; SetModifierValue(unitMod, BASE_VALUE, val); //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; 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; if (mindamage < 0.0f || mindamage > 10000000.0f) mindamage = BASE_MINDAMAGE; if (maxdamage < 0.0f || maxdamage > 10000000.0f) maxdamage = BASE_MAXDAMAGE; if (mindamage > maxdamage) mindamage = maxdamage; // Pet's base damage changes depending on happiness if (IsHunterPet() && attType == BASE_ATTACK) { switch (ToPet()->GetHappinessState()) { case HAPPY: // 125% of normal damage mindamage = mindamage * 1.25f; maxdamage = maxdamage * 1.25f; break; case CONTENT: // 100% of normal damage, nothing to modify break; case UNHAPPY: // 75% of normal damage mindamage = mindamage * 0.75f; maxdamage = maxdamage * 0.75f; break; } } SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage); SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage); }