[10755] Use class specific combat rating factors from gtOCTClassCombatRatingScalarStore.dbc

* Some classes had effect of melee haste buffed
* Change to armor penetration rating was hidden there too
This commit is contained in:
Lynx3d 2010-11-20 03:22:09 +01:00
parent 92ed528eb9
commit 7663cf6329
7 changed files with 24 additions and 11 deletions

View file

@ -5125,22 +5125,24 @@ float Player::GetSpellCritFromIntellect()
return crit*100.0f;
}
float Player::GetRatingCoefficient(CombatRating cr) const
float Player::GetRatingMultiplier(CombatRating cr) const
{
uint32 level = getLevel();
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
if (Rating == NULL)
// gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1
GtOCTClassCombatRatingScalarEntry const *classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((getClass()-1)*GT_MAX_RATING+cr+1);
if (!Rating || !classRating)
return 1.0f; // By default use minimum coefficient (not must be called)
return Rating->ratio;
return classRating->ratio / Rating->ratio;
}
float Player::GetRatingBonusValue(CombatRating cr) const
{
return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) * GetRatingMultiplier(cr);
}
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
@ -5205,20 +5207,20 @@ void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
{
case CR_HASTE_MELEE:
{
float RatingChange = value / GetRatingCoefficient(cr);
float RatingChange = value * GetRatingMultiplier(cr);
ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
break;
}
case CR_HASTE_RANGED:
{
float RatingChange = value / GetRatingCoefficient(cr);
float RatingChange = value * GetRatingMultiplier(cr);
ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
break;
}
case CR_HASTE_SPELL:
{
float RatingChange = value / GetRatingCoefficient(cr);
float RatingChange = value * GetRatingMultiplier(cr);
ApplyCastTimePercentMod(RatingChange,apply);
break;
}