[7263] Fixed AP calculation in some cases

Fixed use AP dynamic mods (bonuses from stats)
Apply ITEM_MOD_ATTACK_POWER for ranged AP
Implement feral AP from weapon dps for druids

Signed-off-by: DiSlord <dislord@nomail.com>
This commit is contained in:
DiSlord 2009-02-10 21:21:25 +03:00
parent edfa757020
commit 14be347015
5 changed files with 47 additions and 9 deletions

View file

@ -108,6 +108,7 @@ enum ITEM_FLAGS
ITEM_FLAGS_WRAPPER = 0x00000200, // used or not used wrapper ITEM_FLAGS_WRAPPER = 0x00000200, // used or not used wrapper
ITEM_FLAGS_PARTY_LOOT = 0x00000800, // determines if item is party loot or not ITEM_FLAGS_PARTY_LOOT = 0x00000800, // determines if item is party loot or not
ITEM_FLAGS_CHARTER = 0x00002000, // arena/guild charter ITEM_FLAGS_CHARTER = 0x00002000, // arena/guild charter
ITEM_FLAGS_PROSPECTABLE = 0x00040000,
ITEM_FLAGS_UNIQUE_EQUIPPED = 0x00080000, ITEM_FLAGS_UNIQUE_EQUIPPED = 0x00080000,
ITEM_FLAGS_USEABLE_IN_ARENA = 0x00200000, ITEM_FLAGS_USEABLE_IN_ARENA = 0x00200000,
ITEM_FLAGS_THROWABLE = 0x00400000, // not used in game for check trow possibility, only for item in game tooltip ITEM_FLAGS_THROWABLE = 0x00400000, // not used in game for check trow possibility, only for item in game tooltip

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@ -6728,6 +6728,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
break; break;
case ITEM_MOD_ATTACK_POWER: case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break; break;
case ITEM_MOD_RANGED_ATTACK_POWER: case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
@ -6805,6 +6806,18 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
SetBaseWeaponDamage(attType, MAXDAMAGE, damage); SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
} }
if (proto->Class == ITEM_CLASS_WEAPON && proto->Delay)
{
// Druids get feral AP bonus from weapon dps
if(getClass() == CLASS_DRUID && (slot==EQUIPMENT_SLOT_MAINHAND || slot==EQUIPMENT_SLOT_OFFHAND))
{
float dps = (proto->Damage[0].DamageMin + proto->Damage[0].DamageMax)/(2*proto->Delay/1000.0f);
int32 feral_bonus = int32(dps*14.0f) - 767;
if (feral_bonus > 0)
ApplyFeralAPBonus(feral_bonus, apply);
}
}
if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND)) if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
return; return;
@ -12033,6 +12046,7 @@ void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool a
break; break;
case ITEM_MOD_ATTACK_POWER: case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
sLog.outDebug("+ %u ATTACK_POWER", enchant_amount); sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
break; break;
case ITEM_MOD_RANGED_ATTACK_POWER: case ITEM_MOD_RANGED_ATTACK_POWER:

View file

@ -772,9 +772,29 @@ void Creature::UpdateMaxPower(Powers power)
void Creature::UpdateAttackPowerAndDamage(bool ranged) void Creature::UpdateAttackPowerAndDamage(bool ranged)
{ {
UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
uint16 index = UNIT_FIELD_ATTACK_POWER;
uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if(ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
}
float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
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
if(ranged) if(ranged)
return; return;
//automatically update weapon damage after attack power modification //automatically update weapon damage after attack power modification
UpdateDamagePhysical(BASE_ATTACK); UpdateDamagePhysical(BASE_ATTACK);
} }

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@ -9788,13 +9788,16 @@ Powers Unit::GetPowerTypeByAuraGroup(UnitMods unitMod) const
float Unit::GetTotalAttackPowerValue(WeaponAttackType attType) const float Unit::GetTotalAttackPowerValue(WeaponAttackType attType) const
{ {
UnitMods unitMod = (attType == RANGED_ATTACK) ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER; if (attType == RANGED_ATTACK)
{
float val = GetTotalAuraModValue(unitMod); uint32 ap = GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS);
if(val < 0.0f) return ap * (1.0f + GetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER));
val = 0.0f; }
else
return val; {
uint32 ap = GetInt32Value(UNIT_FIELD_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS);
return ap * (1.0f + GetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER));
}
} }
float Unit::GetWeaponDamageRange(WeaponAttackType attType ,WeaponDamageRange type) const float Unit::GetWeaponDamageRange(WeaponAttackType attType ,WeaponDamageRange type) const

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "7262" #define REVISION_NR "7263"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__