Merge commit 'origin/master' into 310

This commit is contained in:
tomrus88 2009-04-30 13:55:38 +04:00
commit 21a38a42d8
10 changed files with 413 additions and 340 deletions

View file

@ -7307,6 +7307,9 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
default: break;
}
// need know merged fishing/corpse loot type for achievements
loot->loot_type = loot_type;
WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
data << uint64(guid);
@ -11399,301 +11402,304 @@ void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool a
if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
return;
for (int s=0; s<3; s++)
if (!item->IsBroken())
{
uint32 enchant_display_type = pEnchant->type[s];
uint32 enchant_amount = pEnchant->amount[s];
uint32 enchant_spell_id = pEnchant->spellid[s];
switch(enchant_display_type)
for (int s=0; s<3; s++)
{
case ITEM_ENCHANTMENT_TYPE_NONE:
break;
case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
// processed in Player::CastItemCombatSpell
break;
case ITEM_ENCHANTMENT_TYPE_DAMAGE:
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
if(enchant_spell_id)
{
if(apply)
uint32 enchant_display_type = pEnchant->type[s];
uint32 enchant_amount = pEnchant->amount[s];
uint32 enchant_spell_id = pEnchant->spellid[s];
switch(enchant_display_type)
{
case ITEM_ENCHANTMENT_TYPE_NONE:
break;
case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
// processed in Player::CastItemCombatSpell
break;
case ITEM_ENCHANTMENT_TYPE_DAMAGE:
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
if(enchant_spell_id)
{
int32 basepoints = 0;
// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
if (item->GetItemRandomPropertyId())
if(apply)
{
ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
int32 basepoints = 0;
// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
if (item->GetItemRandomPropertyId())
{
// Search enchant_amount
for (int k=0; k<3; k++)
ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
{
if(item_rand->enchant_id[k] == enchant_id)
// Search enchant_amount
for (int k=0; k<3; k++)
{
basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
break;
if(item_rand->enchant_id[k] == enchant_id)
{
basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
break;
}
}
}
}
// Cast custom spell vs all equal basepoints getted from enchant_amount
if (basepoints)
CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
else
CastSpell(this,enchant_spell_id,true,item);
}
// Cast custom spell vs all equal basepoints getted from enchant_amount
if (basepoints)
CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
else
CastSpell(this,enchant_spell_id,true,item);
RemoveAurasDueToItemSpell(item,enchant_spell_id);
}
else
RemoveAurasDueToItemSpell(item,enchant_spell_id);
}
break;
case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
if (!enchant_amount)
{
ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if(item_rand)
break;
case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
if (!enchant_amount)
{
for (int k=0; k<3; k++)
ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if(item_rand)
{
if(item_rand->enchant_id[k] == enchant_id)
for (int k=0; k<3; k++)
{
enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
break;
if(item_rand->enchant_id[k] == enchant_id)
{
enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
break;
}
}
}
}
}
HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_STAT:
{
if (!enchant_amount)
HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_STAT:
{
ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if(item_rand_suffix)
if (!enchant_amount)
{
for (int k=0; k<3; k++)
ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if(item_rand_suffix)
{
if(item_rand_suffix->enchant_id[k] == enchant_id)
for (int k=0; k<3; k++)
{
enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
break;
if(item_rand_suffix->enchant_id[k] == enchant_id)
{
enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
break;
}
}
}
}
}
sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
switch (enchant_spell_id)
{
case ITEM_MOD_AGILITY:
sLog.outDebug("+ %u AGILITY",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
break;
case ITEM_MOD_STRENGTH:
sLog.outDebug("+ %u STRENGTH",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
break;
case ITEM_MOD_INTELLECT:
sLog.outDebug("+ %u INTELLECT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
break;
case ITEM_MOD_SPIRIT:
sLog.outDebug("+ %u SPIRIT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
break;
case ITEM_MOD_STAMINA:
sLog.outDebug("+ %u STAMINA",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
sLog.outDebug("+ %u DEFENCE", enchant_amount);
break;
case ITEM_MOD_DODGE_RATING:
((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
sLog.outDebug("+ %u DODGE", enchant_amount);
break;
case ITEM_MOD_PARRY_RATING:
((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
sLog.outDebug("+ %u PARRY", enchant_amount);
break;
case ITEM_MOD_BLOCK_RATING:
((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
break;
case ITEM_MOD_HIT_MELEE_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_RANGED_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
break;
// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
// in Enchantments
// case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_MELEE_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_RANGED_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
// break;
case ITEM_MOD_HASTE_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
break;
case ITEM_MOD_HIT_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u CRITICAL", enchant_amount);
break;
// Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
// case ITEM_MOD_HIT_TAKEN_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
case ITEM_MOD_RESILIENCE_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u RESILIENCE", enchant_amount);
break;
case ITEM_MOD_HASTE_RATING:
((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u HASTE", enchant_amount);
break;
case ITEM_MOD_EXPERTISE_RATING:
((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
sLog.outDebug("+ %u EXPERTISE", enchant_amount);
break;
case ITEM_MOD_ATTACK_POWER:
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);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_FERAL_ATTACK_POWER:
((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_SPELL_HEALING_DONE:
((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
sLog.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount);
break;
case ITEM_MOD_SPELL_DAMAGE_DONE:
((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
sLog.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount);
break;
case ITEM_MOD_MANA_REGENERATION:
((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
break;
case ITEM_MOD_SPELL_POWER:
((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
break;
default:
break;
}
break;
}
case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
{
if(getClass() == CLASS_SHAMAN)
{
float addValue = 0.0f;
if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
switch (enchant_spell_id)
{
addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
}
else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
{
addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
case ITEM_MOD_AGILITY:
sLog.outDebug("+ %u AGILITY",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
break;
case ITEM_MOD_STRENGTH:
sLog.outDebug("+ %u STRENGTH",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
break;
case ITEM_MOD_INTELLECT:
sLog.outDebug("+ %u INTELLECT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
break;
case ITEM_MOD_SPIRIT:
sLog.outDebug("+ %u SPIRIT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
break;
case ITEM_MOD_STAMINA:
sLog.outDebug("+ %u STAMINA",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
sLog.outDebug("+ %u DEFENCE", enchant_amount);
break;
case ITEM_MOD_DODGE_RATING:
((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
sLog.outDebug("+ %u DODGE", enchant_amount);
break;
case ITEM_MOD_PARRY_RATING:
((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
sLog.outDebug("+ %u PARRY", enchant_amount);
break;
case ITEM_MOD_BLOCK_RATING:
((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
break;
case ITEM_MOD_HIT_MELEE_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_RANGED_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
break;
// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
// in Enchantments
// case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_MELEE_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_RANGED_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
// break;
case ITEM_MOD_HASTE_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
break;
case ITEM_MOD_HIT_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u CRITICAL", enchant_amount);
break;
// Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
// case ITEM_MOD_HIT_TAKEN_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
case ITEM_MOD_RESILIENCE_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u RESILIENCE", enchant_amount);
break;
case ITEM_MOD_HASTE_RATING:
((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u HASTE", enchant_amount);
break;
case ITEM_MOD_EXPERTISE_RATING:
((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
sLog.outDebug("+ %u EXPERTISE", enchant_amount);
break;
case ITEM_MOD_ATTACK_POWER:
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);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_FERAL_ATTACK_POWER:
((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_SPELL_HEALING_DONE:
((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
sLog.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount);
break;
case ITEM_MOD_SPELL_DAMAGE_DONE:
((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
sLog.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount);
break;
case ITEM_MOD_MANA_REGENERATION:
((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
break;
case ITEM_MOD_SPELL_POWER:
((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
break;
default:
break;
}
break;
}
break;
}
case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
// processed in Player::CastItemUseSpell
break;
case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
// nothing do..
break;
default:
sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
break;
} /*switch(enchant_display_type)*/
} /*for*/
case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
{
if(getClass() == CLASS_SHAMAN)
{
float addValue = 0.0f;
if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
{
addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
}
else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
{
addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
}
}
break;
}
case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
// processed in Player::CastItemUseSpell
break;
case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
// nothing do..
break;
default:
sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
break;
} /*switch(enchant_display_type)*/
} /*for*/
}
// visualize enchantment at player and equipped items
if(slot == PERM_ENCHANTMENT_SLOT)
@ -17461,7 +17467,7 @@ void Player::LeaveBattleground(bool teleportToEntryPoint)
bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
// call after remove to be sure that player resurrected for correct cast
if( bg->isBattleGround() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
{
if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
CastSpell(this, 26013, true); // Deserter