[7819] Correct use item ScalingStatValues data (ScalingStatValues.dbc):

- ScalingStatDistribution stats multiplier
 - Armor bonus from ssv
 - Damage from ssv
 - Feral AP from ssv
 - Feral AP from ssv dps bonus
Use item->StatsCount in apply mods
Not allow equip item if level > ScalingStatDistribution->maxlevel field

TODO find more info about ScalingStatValuesEntry->spellBonus
Signed-off-by: DiSlord <dislord@nomail.com>
This commit is contained in:
DiSlord 2009-05-14 00:10:14 +04:00
parent fd71c2bd6f
commit bfe2e187a6
4 changed files with 106 additions and 70 deletions

View file

@ -1136,7 +1136,7 @@ struct RandomPropertiesPointsEntry
struct ScalingStatDistributionEntry
{
uint32 Id;
uint32 StatMod[10];
int32 StatMod[10];
uint32 Modifier[10];
uint32 MaxLevel;
};
@ -1145,7 +1145,58 @@ struct ScalingStatValuesEntry
{
uint32 Id;
uint32 Level;
uint32 Multiplier[17];
uint32 ssdMultiplier[5]; // Multiplier for ScalingStatDistribution
uint32 armorMod[4]; // Armor for level
uint32 dpsMod[6]; // DPS mod for level
uint32 spellBonus; // not sure.. TODO: need more info about
uint32 feralBonus; // Feral AP bonus
uint32 getssdMultiplier(uint32 mask) const
{
if (mask&0x001F)
{
if(mask & 0x00000001) return ssdMultiplier[0];
if(mask & 0x00000002) return ssdMultiplier[1];
if(mask & 0x00000004) return ssdMultiplier[2];
if(mask & 0x00000008) return ssdMultiplier[3];
if(mask & 0x00000010) return ssdMultiplier[4];
}
return 0;
}
uint32 getArmorMod(uint32 mask) const
{
if (mask&0x01E0)
{
if(mask & 0x00000020) return armorMod[0];
if(mask & 0x00000040) return armorMod[1];
if(mask & 0x00000080) return armorMod[2];
if(mask & 0x00000100) return armorMod[3];
}
return 0;
}
uint32 getDPSMod(uint32 mask) const
{
if (mask&0x7E00)
{
if(mask & 0x00000200) return dpsMod[0];
if(mask & 0x00000400) return dpsMod[1];
if(mask & 0x00000800) return dpsMod[2];
if(mask & 0x00001000) return dpsMod[3];
if(mask & 0x00002000) return dpsMod[4];
if(mask & 0x00004000) return dpsMod[5];
}
return 0;
}
uint32 getSpellBonus(uint32 mask) const
{
if (mask & 0x00008000) return spellBonus;
return 0;
}
uint32 getFeralBonus(uint32 mask) const
{
if (mask & 0x00010000) return feralBonus;
return 0;
}
};
//struct SkillLineCategoryEntry{

View file

@ -593,46 +593,6 @@ struct ItemPrototype
return false;
}
uint32 GetScalingStatValuesColumn() const
{
if(ScalingStatValue & 0x00000001) // stat mod
return 0;
if(ScalingStatValue & 0x00000002) // stat mod
return 1;
if(ScalingStatValue & 0x00000004) // stat mod
return 2;
if(ScalingStatValue & 0x00000008) // stat mod
return 3;
if(ScalingStatValue & 0x00000010) // stat mod
return 4;
if(ScalingStatValue & 0x00000020) // armor mod
return 5;
if(ScalingStatValue & 0x00000040) // armor mod
return 6;
if(ScalingStatValue & 0x00000080) // armor mod
return 7;
if(ScalingStatValue & 0x00000100) // armor mod
return 8;
if(ScalingStatValue & 0x00000200) // damage mod
return 9;
if(ScalingStatValue & 0x00000400) // damage mod
return 10;
if(ScalingStatValue & 0x00000800) // damage mod
return 11;
if(ScalingStatValue & 0x00001000) // damage mod
return 12;
if(ScalingStatValue & 0x00002000) // damage mod
return 13;
if(ScalingStatValue & 0x00004000) // damage mod
return 14;
if(ScalingStatValue & 0x00008000) // spell power
return 15;
if(ScalingStatValue & 0x00020000) // feral AP
return 16;
return 0;
}
uint32 GetMaxStackSize() const { return Stackable > 0 ? uint32(Stackable) : uint32(0x7FFFFFFF-1); }
float getDPS() const
@ -645,12 +605,12 @@ struct ItemPrototype
return temp*500/Delay;
}
int32 getFeralBonus() const
int32 getFeralBonus(int32 extraDPS = 0) const
{
// 0x02A5F3 - is mask for Melee weapon from ItemSubClassMask.dbc
if (Class == ITEM_CLASS_WEAPON && (1<<SubClass)&0x02A5F3)
{
int32 bonus = int32(getDPS()*14.0f) - 767;
int32 bonus = int32((extraDPS + getDPS())*14.0f) - 767;
if (bonus < 0)
return 0;
return bonus;

View file

@ -6338,30 +6338,25 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
if(slot >= INVENTORY_SLOT_BAG_END || !proto)
return;
ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : 0;
ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(getLevel()) : 0;
for (int i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
uint32 statType = 0;
int32 val = 0;
if(proto->ScalingStatDistribution)
int32 val = 0;
// If set ScalingStatDistribution need get stats and values from it
if (ssd && ssv)
{
if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
{
statType = ssd->StatMod[i];
if(uint32 modifier = ssd->Modifier[i])
{
uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
{
uint32 multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
val = (multiplier * modifier) / 10000;
}
}
}
if (ssd->StatMod[i] < 0)
continue;
statType = ssd->StatMod[i];
val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
}
else
{
if (proto->StatsCount >= i)
continue;
statType = proto->ItemStat[i].ItemStatType;
val = proto->ItemStat[i].ItemStatValue;
}
@ -6516,8 +6511,15 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
}
}
if (proto->Armor)
HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
// If set ScalingStatValue armor get it or use item armor
uint32 armor = proto->Armor;
if (ssv)
{
if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
armor = ssvarmor;
}
if (armor)
HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply);
if (proto->Block)
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
@ -6554,23 +6556,42 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
attType = OFF_ATTACK;
}
if (proto->Damage[0].DamageMin > 0 )
float minDamage = proto->Damage[0].DamageMin;
float maxDamage = proto->Damage[0].DamageMax;
int32 extraDPS = 0;
// If set dpsMod in ScalingStatValue use it for min (70% from avernge), max (130% from averange) damage
if (ssv)
{
damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
if (extraDPS = ssv->getDPSMod(proto->ScalingStatValue))
{
float averange = extraDPS * proto->Delay / 1000.0f;
minDamage = 0.7f * averange;
maxDamage = 1.3f * averange;
}
}
if (minDamage > 0 )
{
damage = apply ? minDamage : BASE_MINDAMAGE;
SetBaseWeaponDamage(attType, MINDAMAGE, damage);
//sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
}
if (proto->Damage[0].DamageMax > 0 )
if (maxDamage > 0 )
{
damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
damage = apply ? maxDamage : BASE_MAXDAMAGE;
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
// Druids get feral AP bonus from weapon dps
// Apply feral bonus from ScalingStatValue if set
if (ssv)
{
if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue))
ApplyFeralAPBonus(feral_bonus, apply);
}
// Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
if(getClass() == CLASS_DRUID)
{
int32 feral_bonus = proto->getFeralBonus();
int32 feral_bonus = proto->getFeralBonus(extraDPS);
if (feral_bonus > 0)
ApplyFeralAPBonus(feral_bonus, apply);
}
@ -9566,6 +9587,10 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
if (ssd && ssd->MaxLevel < getLevel())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
uint8 eslot = FindEquipSlot( pProto, slot, swap );
if( eslot == NULL_SLOT )
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "7818"
#define REVISION_NR "7819"
#endif // __REVISION_NR_H__