server/src/game/Object/StatSystem.cpp

1203 lines
38 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "DBCStores.h"
#include "Unit.h"
#include "Player.h"
#include "Pet.h"
#include "Creature.h"
#include "SharedDefines.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
/*#######################################
######## ########
######## 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));
if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
{
Pet* pet = GetPet();
if (pet)
{
pet->UpdateStats(stat);
}
}
switch (stat)
{
case STAT_STRENGTH:
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;
case STAT_SPIRIT:
break;
default:
break;
}
// Need update (exist AP from stat auras)
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
// Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat
uint32 mask = 0;
AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
for (AuraList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
if (Stats((*i)->GetMiscBValue()) == 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)
{
m_baseSpellPower += apply ? amount : -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)
{
ApplyModUInt32Value(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)));
}
SetStatFloatValue(PLAYER_FIELD_OVERRIDE_SPELL_POWER_BY_AP_PCT, GetTotalAuraModifier(SPELL_AURA_OVERRIDE_SPELL_POWER_BY_AP_PCT));
}
bool Player::UpdateAllStats()
{
for (int 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 (uint32 i = POWER_MANA; i < MAX_POWERS; ++i)
{
UpdateMaxPower(Powers(i));
}
UpdateAllRatings();
UpdateAllCritPercentages();
UpdateAllSpellCritChances();
UpdateBlockPercentage();
UpdateParryPercentage();
UpdateShieldBlockDamageValue();
UpdateDodgePercentage();
UpdateArmorPenetration();
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{
UpdateResistances(i);
}
return true;
}
void Player::UpdateResistances(uint32 school)
{
if (school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
SetResistance(SpellSchools(school), int32(value));
Pet* pet = GetPet();
if (pet)
{
pet->UpdateResistances(school);
}
}
else
{
UpdateArmor();
}
}
void Player::UpdateArmor()
{
float value;
UnitMods unitMod = UNIT_MOD_ARMOR;
value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
value += GetModifierValue(unitMod, TOTAL_VALUE);
// add dynamic flat mods
AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
for (AuraList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
{
value += int32(GetStat(Stats((*i)->GetMiscBValue())) * mod->m_amount / 100.0f);
}
}
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetArmor(int32(value));
Pet* pet = GetPet();
if (pet)
{
pet->UpdateArmor();
}
UpdateAttackPowerAndDamage(); // armor dependent auras update for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
}
float Player::GetHealthBonusFromStamina()
{
GtOCTHpPerStaminaEntry const* hpBase = sGtOCTHpPerStaminaStore.LookupEntry((getClass() - 1) * GT_MAX_LEVEL + getLevel() - 1);
float stamina = GetStat(STAT_STAMINA);
float baseStam = stamina < 20 ? stamina : 20;
float moreStam = stamina - baseStam;
if (moreStam < 0.0f)
{
moreStam = 0.0f;
}
return baseStam + moreStam * hpBase->ratio;
}
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)
{
MANGOS_ASSERT(power < MAX_POWERS);
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
uint32 create_power = GetCreateMaxPowers(power);
// ignore classes without mana
float bonusPower = (power == POWER_MANA && create_power > 0) ? GetManaBonusFromIntellect() : 0;
float value = GetModifierValue(unitMod, BASE_VALUE) + create_power;
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxPower(power, uint32(value));
}
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
ChrClassesEntry const * chrEntry = sChrClassesStore.LookupEntry(getClass());
MANGOS_ASSERT(chrEntry);
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_MOD_POS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if (ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
float rapPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->rapPerAgi;
switch (getClass())
{
case CLASS_HUNTER: val2 = level * 2.0f + rapPerAgi; break;
case CLASS_ROGUE: val2 = level + rapPerAgi; break;
case CLASS_WARRIOR: val2 = level + rapPerAgi; break;
default: break;
}
}
else
{
float apPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerAgi;
float apPerStr = std::max(GetStat(STAT_STRENGTH) - 10.0f, 0.0f) * chrEntry->apPerStr;
float levelmod;
switch (getClass())
{
case CLASS_WARRIOR:
case CLASS_PALADIN:
case CLASS_DEATH_KNIGHT:
case CLASS_DRUID:
levelmod = 3.0f;
break;
default:
levelmod = 2.0f;
break;
}
val2 = level * levelmod + apPerAgi + apPerStr;
// extracted from client
if (getClass() == CLASS_DRUID && GetShapeshiftForm())
{
if (SpellShapeshiftFormEntry const * entry = sSpellShapeshiftFormStore.LookupEntry(uint32(GetShapeshiftForm())))
if (entry->flags1 & 0x20)
{
val2 += std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerStr;
}
}
}
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)
{
AuraList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
for (AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
// always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
attPowerMod += int32(GetArmor() / (*iter)->GetModifier()->m_amount);
}
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);
Pet* pet = GetPet(); // update pet's AP
if (pet)
{
pet->UpdateAttackPowerAndDamage();
}
}
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);
}
}
}
void Player::UpdateShieldBlockDamageValue()
{
SetUInt32Value(PLAYER_SHIELD_BLOCK, GetShieldBlockDamageValue());
}
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage)
{
UnitMods unitMod;
UnitMods attPower;
switch (attType)
{
case BASE_ATTACK:
default:
unitMod = UNIT_MOD_DAMAGE_MAINHAND;
attPower = UNIT_MOD_ATTACK_POWER;
break;
case OFF_ATTACK:
unitMod = UNIT_MOD_DAMAGE_OFFHAND;
attPower = UNIT_MOD_ATTACK_POWER;
break;
case RANGED_ATTACK:
unitMod = UNIT_MOD_DAMAGE_RANGED;
attPower = UNIT_MOD_ATTACK_POWER_RANGED;
break;
}
float att_speed = GetAPMultiplier(attType, normalized);
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(attType, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
if (IsInFeralForm()) // check if player is druid and in cat or bear forms, non main hand attacks not allowed for this mode so not check attack type
{
float weaponSpeed = GetAttackTime(attType) / 1000.0f;
switch (GetShapeshiftForm())
{
case FORM_CAT:
weapon_mindamage = weapon_mindamage / weaponSpeed;
weapon_maxdamage = weapon_maxdamage / weaponSpeed;
break;
case FORM_BEAR:
weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5f;
weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5f;
break;
}
}
else if (!CanUseEquippedWeapon(attType)) // check if player not in form but still can't use weapon (broken/etc)
{
weapon_mindamage = BASE_MINDAMAGE;
weapon_maxdamage = BASE_MAXDAMAGE;
}
else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage
{
weapon_mindamage += GetAmmoDPS() * att_speed;
weapon_maxdamage += GetAmmoDPS() * att_speed;
}
min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
}
void Player::UpdateDamagePhysical(WeaponAttackType attType)
{
float mindamage;
float maxdamage;
CalculateMinMaxDamage(attType, false, 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;
}
}
void Player::UpdateBlockPercentage()
{
// No block
float value = 0.0f;
if (CanBlock())
{
// Base value
value = 5.0f;
// Increase from SPELL_AURA_MOD_BLOCK_CHANCE_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_CHANCE_PERCENT);
// Increase from rating (exists only on auras)
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(GetMaxSkillValueForLevel()) - 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 Player::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
0.9880f, // Monk
0.9720f // Druid
};
void Player::UpdateParryPercentage()
{
const float parry_cap[MAX_CLASSES] =
{
65.631440f, // Warrior
65.631440f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
0.0f, // Priest
65.631440f, // DK
145.560408f, // Shaman
0.0f, // Mage
0.0f, // Warlock
0.0f, // Monk
0.0f // Druid
};
// No parry
float value = 0.0f;
uint32 pclass = getClass() - 1;
if (CanParry() && parry_cap[pclass] > 0.0f)
{
// Base parry
float nondiminishing = 5.0f;
float diminishing = 0.0f;
GetParryFromStrength(diminishing, nondiminishing);
// Parry from rating
diminishing += GetRatingBonusValue(CR_PARRY);
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
// apply diminishing formula to diminishing parry chance
value = nondiminishing + diminishing * parry_cap[pclass] /
(diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
value = value < 0.0f ? 0.0f : value;
}
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}
void Player::UpdateDodgePercentage()
{
const float dodge_cap[MAX_CLASSES] =
{
65.631440f, // Warrior
65.631440f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
150.375940f, // Priest
65.631440f, // DK
145.560408f, // Shaman
150.375940f, // Mage
150.375940f, // Warlock
145.560408f, // Monk
116.890707f // Druid
};
float diminishing = 0.0f;
float nondiminishing = 0.0f;
// Dodge from agility
GetDodgeFromAgility(diminishing, nondiminishing);
// 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;
float value = nondiminishing + (diminishing * dodge_cap[pclass] /
(diminishing + dodge_cap[pclass] * m_diminishing_k[pclass]));
value = value < 0.0f ? 0.0f : value;
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 += GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_CRIT_CHANCE);
// Increase crit from SPELL_AURA_MOD_ALL_CRIT_CHANCE
crit += GetTotalAuraModifier(SPELL_AURA_MOD_ALL_CRIT_CHANCE);
// Increase crit by school from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL
crit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, 1 << school);
// Increase crit from spell crit ratings
crit += GetRatingBonusValue(CR_CRIT_SPELL);
// Store crit value
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + school, crit);
}
void Player::UpdateMeleeHitChances()
{
m_modMeleeHitChance = GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE);
m_modMeleeHitChance += GetRatingBonusValue(CR_HIT_MELEE);
}
void Player::UpdateRangedHitChances()
{
m_modRangedHitChance = GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE);
m_modRangedHitChance += GetRatingBonusValue(CR_HIT_RANGED);
}
void Player::UpdateSpellHitChances()
{
m_modSpellHitChance = GetTotalAuraModifier(SPELL_AURA_MOD_SPELL_HIT_CHANCE);
m_modSpellHitChance += GetRatingBonusValue(CR_HIT_SPELL);
}
void Player::UpdateAllSpellCritChances()
{
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{
UpdateSpellCritChance(i);
}
}
void Player::UpdateExpertise(WeaponAttackType attack)
{
if (attack == RANGED_ATTACK)
{
return;
}
int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE));
Item* weapon = GetWeaponForAttack(attack);
AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE);
for (AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
{
// item neutral spell
if((*itr)->GetSpellProto()->GetEquippedItemClass() == -1)
{
expertise += (*itr)->GetModifier()->m_amount;
}
// item dependent spell
else if (weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
{
expertise += (*itr)->GetModifier()->m_amount;
}
}
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::UpdateArmorPenetration()
{
m_armorPenetrationPct = GetRatingBonusValue(CR_ARMOR_PENETRATION);
}
void Player::ApplyManaRegenBonus(int32 amount, bool apply)
{
m_baseManaRegen += apply ? amount : -amount;
UpdateManaRegen();
}
void Player::ApplyHealthRegenBonus(int32 amount, bool apply)
{
m_baseHealthRegen += apply ? amount : -amount;
}
void Player::UpdateManaRegen()
{
float base_regen = GetCreateMana() * 0.01f;
// Mana regen from spirit and intellect
float spirit_regen = sqrt(GetStat(STAT_INTELLECT)) * OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
spirit_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) / 5.0f;
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
for (AuraList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 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, base_regen + power_regen_mp5 + spirit_regen * modManaRegenInterrupt / 100.0f);
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, base_regen + 0.001f + power_regen_mp5 + spirit_regen);
}
void Player::UpdateMasteryAuras()
{
if (!HasAuraType(SPELL_AURA_MASTERY))
{
SetFloatValue(PLAYER_MASTERY, 0.0f);
return;
}
float masteryValue = GetTotalAuraModifier(SPELL_AURA_MASTERY) + GetRatingBonusValue(CR_MASTERY);
SetFloatValue(PLAYER_MASTERY, masteryValue);
std::vector<uint32> const* masterySpells = GetTalentTreeMasterySpells(m_talentsPrimaryTree[m_activeSpec]);
if (!masterySpells)
{
return;
}
for (uint32 i = 0; i < masterySpells->size(); ++i)
{
SpellAuraHolder* holder = GetSpellAuraHolder(masterySpells->at(i));
if (!holder)
{
continue;
}
SpellEntry const* spellEntry = holder->GetSpellProto();
// calculate mastery scaling coef
int32 masteryCoef = GetMasteryCoefficient(spellEntry);
if (!masteryCoef)
{
continue;
}
// update aura modifiers
for (uint32 j = 0; j < MAX_EFFECT_INDEX; ++j)
{
Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(j));
if (!aura)
{
continue;
}
if (spellEntry->CalculateSimpleValue(SpellEffectIndex(j)))
{
continue;
}
aura->ApplyModifier(false, false);
aura->GetModifier()->m_amount = int32(masteryValue * masteryCoef / 100.0f);
aura->ApplyModifier(true, false);
}
}
}
void Player::_ApplyAllStatBonuses()
{
SetCanModifyStats(false);
_ApplyAllAuraMods();
_ApplyAllItemMods();
SetCanModifyStats(true);
UpdateAllStats();
}
void Player::_RemoveAllStatBonuses()
{
SetCanModifyStats(false);
_RemoveAllItemMods();
_RemoveAllAuraMods();
SetCanModifyStats(true);
UpdateAllStats();
}
/*#######################################
######## ########
######## MOBS STAT SYSTEM ########
######## ########
#######################################*/
bool Creature::UpdateStats(Stats /*stat*/)
{
return true;
}
bool Creature::UpdateAllStats()
{
UpdateMaxHealth();
UpdateAttackPowerAndDamage();
for (uint32 i = POWER_MANA; i < MAX_POWERS; ++i)
{
UpdateMaxPower(Powers(i));
}
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{
UpdateResistances(i);
}
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)
{
MANGOS_ASSERT(power < MAX_POWERS);
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 index_mod = UNIT_FIELD_ATTACK_POWER_MOD_POS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if (ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
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;
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
if (ranged)
{
return;
}
// automatically update weapon damage after attack power modification
UpdateDamagePhysical(BASE_ATTACK);
UpdateDamagePhysical(OFF_ATTACK);
}
void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
if (attType > OFF_ATTACK)
{
return;
}
UnitMods unitMod = (attType == BASE_ATTACK ? UNIT_MOD_DAMAGE_MAINHAND : UNIT_MOD_DAMAGE_OFFHAND);
/* difference in AP between current attack power and base value from DB */
float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureInfo()->MeleeAttackPower;
float base_value = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f);
float base_pct = GetModifierValue(unitMod, BASE_PCT);
float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
float dmg_multiplier = GetCreatureInfo()->DamageMultiplier;
float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
float mindamage = ((base_value + weapon_mindamage) * dmg_multiplier * base_pct + total_value) * total_pct;
float maxdamage = ((base_value + weapon_maxdamage) * dmg_multiplier * base_pct + total_value) * total_pct;
SetStatFloatValue(attType == BASE_ATTACK ? UNIT_FIELD_MINDAMAGE : UNIT_FIELD_MINOFFHANDDAMAGE, mindamage);
SetStatFloatValue(attType == BASE_ATTACK ? UNIT_FIELD_MAXDAMAGE : UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage);
}
/*#######################################
######## ########
######## PETS STAT SYSTEM ########
######## ########
#######################################*/
bool Pet::UpdateStats(Stats stat)
{
if (stat > STAT_SPIRIT)
{
return false;
}
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
Unit* owner = GetOwner();
if (stat == STAT_STAMINA)
{
if (owner)
{
value += float(owner->GetStat(stat)) * 0.3f;
}
}
// warlock's and mage's pets gain 30% of owner's intellect
else if (stat == STAT_INTELLECT && getPetType() == SUMMON_PET)
{
if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
{
value += float(owner->GetStat(stat)) * 0.3f;
}
}
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:
default:
break;
}
return true;
}
bool Pet::UpdateAllStats()
{
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
{
UpdateStats(Stats(i));
}
for (uint32 i = POWER_MANA; i < MAX_POWERS; ++i)
{
UpdateMaxPower(Powers(i));
}
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
{
UpdateResistances(i);
}
return true;
}
void Pet::UpdateResistances(uint32 school)
{
if (school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
Unit* owner = GetOwner();
// hunter and warlock pets gain 40% of owner's resistance
if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
{
value += float(owner->GetResistance(SpellSchools(school))) * 0.4f;
}
SetResistance(SpellSchools(school), int32(value));
}
else
{
UpdateArmor();
}
}
void Pet::UpdateArmor()
{
float value = 0.0f;
float bonus_armor = 0.0f;
UnitMods unitMod = UNIT_MOD_ARMOR;
Unit* owner = GetOwner();
// hunter and warlock pets gain 35% of owner's armor value
if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
{
bonus_armor = 0.35f * float(owner->GetArmor());
}
value = GetModifierValue(unitMod, BASE_VALUE);
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetStat(STAT_AGILITY) * 2.0f;
value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetArmor(int32(value));
}
void Pet::UpdateMaxHealth()
{
UnitMods unitMod = UNIT_MOD_HEALTH;
float stamina = GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA);
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * 10.0f;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxHealth((uint32)value);
}
void Pet::UpdateMaxPower(Powers power)
{
MANGOS_ASSERT(power < MAX_POWERS);
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
float addValue = (power == POWER_MANA) ? GetStat(STAT_INTELLECT) - GetCreateStat(STAT_INTELLECT) : 0.0f;
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateMaxPowers(power);
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + addValue * 15.0f;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxPower(power, uint32(value));
}
void Pet::UpdateAttackPowerAndDamage(bool ranged)
{
if (ranged)
{
return;
}
float val = 0.0f;
float bonusAP = 0.0f;
UnitMods unitMod = UNIT_MOD_ATTACK_POWER;
if (GetEntry() == 416) // imp's attack power
{
val = GetStat(STAT_STRENGTH) - 10.0f;
}
else
{
val = 2 * GetStat(STAT_STRENGTH) - 20.0f;
}
Unit* owner = GetOwner();
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
{
if (getPetType() == HUNTER_PET) // hunter pets benefit from owner's attack power
{
bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
}
// demons benefit from warlocks shadow or fire damage
else if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
{
int32 fire = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
int32 maximum = (fire > shadow) ? fire : shadow;
if (maximum < 0)
{
maximum = 0;
}
SetBonusDamage(int32(maximum * 0.15f));
bonusAP = maximum * 0.57f;
}
// water elementals benefit from mage's frost damage
else if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_MAGE)
{
int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
if (frost < 0)
{
frost = 0;
}
SetBonusDamage(int32(frost * 0.4f));
}
}
SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);
// 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_MOD_POS, (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 Pet::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;
SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}