mirror of
https://github.com/mangosfour/server.git
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1203 lines
38 KiB
C++
1203 lines
38 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "DBCStores.h"
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#include "Unit.h"
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#include "Player.h"
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#include "Pet.h"
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#include "Creature.h"
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#include "SharedDefines.h"
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#include "SpellAuras.h"
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#include "SpellMgr.h"
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/*#######################################
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######## ########
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######## PLAYERS STAT SYSTEM ########
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######## ########
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#######################################*/
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bool Player::UpdateStats(Stats stat)
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{
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if (stat > STAT_SPIRIT)
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{
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return false;
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}
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// value = ((base_value * base_pct) + total_value) * total_pct
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float value = GetTotalStatValue(stat);
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SetStat(stat, int32(value));
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if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
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{
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Pet* pet = GetPet();
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if (pet)
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{
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pet->UpdateStats(stat);
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}
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}
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switch (stat)
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{
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case STAT_STRENGTH:
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break;
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case STAT_AGILITY:
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UpdateArmor();
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UpdateAllCritPercentages();
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UpdateDodgePercentage();
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break;
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case STAT_STAMINA: UpdateMaxHealth(); break;
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case STAT_INTELLECT:
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UpdateMaxPower(POWER_MANA);
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UpdateAllSpellCritChances();
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UpdateArmor(); // SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
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break;
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case STAT_SPIRIT:
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break;
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default:
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break;
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}
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// Need update (exist AP from stat auras)
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UpdateAttackPowerAndDamage();
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UpdateAttackPowerAndDamage(true);
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UpdateSpellDamageAndHealingBonus();
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UpdateManaRegen();
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// Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat
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uint32 mask = 0;
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AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
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for (AuraList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
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if (Stats((*i)->GetMiscBValue()) == stat)
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{
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mask |= (*i)->GetMiscValue();
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}
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if (mask)
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{
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for (uint32 rating = 0; rating < MAX_COMBAT_RATING; ++rating)
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if (mask & (1 << rating))
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{
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ApplyRatingMod(CombatRating(rating), 0, true);
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}
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}
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return true;
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}
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void Player::ApplySpellPowerBonus(int32 amount, bool apply)
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{
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m_baseSpellPower += apply ? amount : -amount;
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// For speed just update for client
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ApplyModUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, amount, apply);
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for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
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{
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ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, amount, apply);;
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}
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}
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void Player::UpdateSpellDamageAndHealingBonus()
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{
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// Magic damage modifiers implemented in Unit::SpellDamageBonusDone
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// This information for client side use only
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// Get healing bonus for all schools
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SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonusDone(SPELL_SCHOOL_MASK_ALL));
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// Get damage bonus for all schools
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for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
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{
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SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i)));
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}
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SetStatFloatValue(PLAYER_FIELD_OVERRIDE_SPELL_POWER_BY_AP_PCT, GetTotalAuraModifier(SPELL_AURA_OVERRIDE_SPELL_POWER_BY_AP_PCT));
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}
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bool Player::UpdateAllStats()
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{
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for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
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{
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float value = GetTotalStatValue(Stats(i));
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SetStat(Stats(i), (int32)value);
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}
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UpdateArmor();
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// calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
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UpdateAttackPowerAndDamage(true);
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UpdateMaxHealth();
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for (uint32 i = POWER_MANA; i < MAX_POWERS; ++i)
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{
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UpdateMaxPower(Powers(i));
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}
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UpdateAllRatings();
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UpdateAllCritPercentages();
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UpdateAllSpellCritChances();
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UpdateBlockPercentage();
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UpdateParryPercentage();
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UpdateShieldBlockDamageValue();
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UpdateDodgePercentage();
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UpdateArmorPenetration();
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UpdateSpellDamageAndHealingBonus();
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UpdateManaRegen();
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UpdateExpertise(BASE_ATTACK);
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UpdateExpertise(OFF_ATTACK);
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for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
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{
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UpdateResistances(i);
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}
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return true;
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}
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void Player::UpdateResistances(uint32 school)
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{
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if (school > SPELL_SCHOOL_NORMAL)
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{
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float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
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SetResistance(SpellSchools(school), int32(value));
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Pet* pet = GetPet();
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if (pet)
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{
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pet->UpdateResistances(school);
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}
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}
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else
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{
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UpdateArmor();
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}
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}
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void Player::UpdateArmor()
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{
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float value;
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UnitMods unitMod = UNIT_MOD_ARMOR;
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value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
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value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
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value += GetModifierValue(unitMod, TOTAL_VALUE);
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// add dynamic flat mods
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AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
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for (AuraList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i)
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{
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Modifier* mod = (*i)->GetModifier();
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if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
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{
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value += int32(GetStat(Stats((*i)->GetMiscBValue())) * mod->m_amount / 100.0f);
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}
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}
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetArmor(int32(value));
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Pet* pet = GetPet();
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if (pet)
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{
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pet->UpdateArmor();
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}
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UpdateAttackPowerAndDamage(); // armor dependent auras update for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
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}
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float Player::GetHealthBonusFromStamina()
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{
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GtOCTHpPerStaminaEntry const* hpBase = sGtOCTHpPerStaminaStore.LookupEntry((getClass() - 1) * GT_MAX_LEVEL + getLevel() - 1);
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float stamina = GetStat(STAT_STAMINA);
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float baseStam = stamina < 20 ? stamina : 20;
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float moreStam = stamina - baseStam;
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if (moreStam < 0.0f)
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{
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moreStam = 0.0f;
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}
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return baseStam + moreStam * hpBase->ratio;
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}
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float Player::GetManaBonusFromIntellect()
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{
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float intellect = GetStat(STAT_INTELLECT);
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float baseInt = intellect < 20 ? intellect : 20;
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float moreInt = intellect - baseInt;
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return baseInt + (moreInt * 15.0f);
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}
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void Player::UpdateMaxHealth()
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{
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UnitMods unitMod = UNIT_MOD_HEALTH;
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float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetModifierValue(unitMod, TOTAL_VALUE) + GetHealthBonusFromStamina();
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetMaxHealth((uint32)value);
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}
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void Player::UpdateMaxPower(Powers power)
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{
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MANGOS_ASSERT(power < MAX_POWERS);
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UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
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uint32 create_power = GetCreateMaxPowers(power);
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// ignore classes without mana
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float bonusPower = (power == POWER_MANA && create_power > 0) ? GetManaBonusFromIntellect() : 0;
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float value = GetModifierValue(unitMod, BASE_VALUE) + create_power;
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower;
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetMaxPower(power, uint32(value));
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}
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void Player::UpdateAttackPowerAndDamage(bool ranged)
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{
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ChrClassesEntry const * chrEntry = sChrClassesStore.LookupEntry(getClass());
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MANGOS_ASSERT(chrEntry);
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float val2 = 0.0f;
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float level = float(getLevel());
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UnitMods unitMod = ranged ? UNIT_MOD_ATTACK_POWER_RANGED : UNIT_MOD_ATTACK_POWER;
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uint16 index = UNIT_FIELD_ATTACK_POWER;
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uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MOD_POS;
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uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
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if (ranged)
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{
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index = UNIT_FIELD_RANGED_ATTACK_POWER;
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index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS;
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index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
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float rapPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->rapPerAgi;
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switch (getClass())
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{
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case CLASS_HUNTER: val2 = level * 2.0f + rapPerAgi; break;
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case CLASS_ROGUE: val2 = level + rapPerAgi; break;
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case CLASS_WARRIOR: val2 = level + rapPerAgi; break;
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default: break;
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}
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}
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else
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{
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float apPerAgi = std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerAgi;
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float apPerStr = std::max(GetStat(STAT_STRENGTH) - 10.0f, 0.0f) * chrEntry->apPerStr;
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float levelmod;
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switch (getClass())
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{
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case CLASS_WARRIOR:
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case CLASS_PALADIN:
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case CLASS_DEATH_KNIGHT:
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case CLASS_DRUID:
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levelmod = 3.0f;
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break;
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default:
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levelmod = 2.0f;
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break;
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}
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val2 = level * levelmod + apPerAgi + apPerStr;
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// extracted from client
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if (getClass() == CLASS_DRUID && GetShapeshiftForm())
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{
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if (SpellShapeshiftFormEntry const * entry = sSpellShapeshiftFormStore.LookupEntry(uint32(GetShapeshiftForm())))
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if (entry->flags1 & 0x20)
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{
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val2 += std::max(GetStat(STAT_AGILITY) - 10.0f, 0.0f) * chrEntry->apPerStr;
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}
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}
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}
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SetModifierValue(unitMod, BASE_VALUE, val2);
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float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
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float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
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// add dynamic flat mods
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if (!ranged)
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{
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AuraList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
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for (AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
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// always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
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attPowerMod += int32(GetArmor() / (*iter)->GetModifier()->m_amount);
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}
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float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
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SetInt32Value(index, (uint32)base_attPower); // UNIT_FIELD_(RANGED)_ATTACK_POWER field
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SetInt32Value(index_mod, (uint32)attPowerMod); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
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SetFloatValue(index_mult, attPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
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// automatically update weapon damage after attack power modification
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if (ranged)
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{
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UpdateDamagePhysical(RANGED_ATTACK);
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Pet* pet = GetPet(); // update pet's AP
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if (pet)
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{
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pet->UpdateAttackPowerAndDamage();
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}
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}
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else
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{
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UpdateDamagePhysical(BASE_ATTACK);
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if (CanDualWield() && haveOffhandWeapon()) // allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
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{
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UpdateDamagePhysical(OFF_ATTACK);
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}
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}
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}
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void Player::UpdateShieldBlockDamageValue()
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{
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SetUInt32Value(PLAYER_SHIELD_BLOCK, GetShieldBlockDamageValue());
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}
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void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage)
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{
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UnitMods unitMod;
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UnitMods attPower;
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switch (attType)
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{
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case BASE_ATTACK:
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default:
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unitMod = UNIT_MOD_DAMAGE_MAINHAND;
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attPower = UNIT_MOD_ATTACK_POWER;
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break;
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case OFF_ATTACK:
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unitMod = UNIT_MOD_DAMAGE_OFFHAND;
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attPower = UNIT_MOD_ATTACK_POWER;
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break;
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case RANGED_ATTACK:
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unitMod = UNIT_MOD_DAMAGE_RANGED;
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attPower = UNIT_MOD_ATTACK_POWER_RANGED;
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break;
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}
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float att_speed = GetAPMultiplier(attType, normalized);
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float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
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float base_pct = GetModifierValue(unitMod, BASE_PCT);
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float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
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float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
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float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
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float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
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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
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{
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float weaponSpeed = GetAttackTime(attType) / 1000.0f;
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switch (GetShapeshiftForm())
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{
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case FORM_CAT:
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weapon_mindamage = weapon_mindamage / weaponSpeed;
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weapon_maxdamage = weapon_maxdamage / weaponSpeed;
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break;
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case FORM_BEAR:
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weapon_mindamage = weapon_mindamage / weaponSpeed + weapon_mindamage / 2.5f;
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weapon_maxdamage = weapon_maxdamage / weaponSpeed + weapon_maxdamage / 2.5f;
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break;
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}
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}
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else if (!CanUseEquippedWeapon(attType)) // check if player not in form but still can't use weapon (broken/etc)
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{
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weapon_mindamage = BASE_MINDAMAGE;
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weapon_maxdamage = BASE_MAXDAMAGE;
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}
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else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage
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{
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weapon_mindamage += GetAmmoDPS() * att_speed;
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weapon_maxdamage += GetAmmoDPS() * att_speed;
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}
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min_damage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
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max_damage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
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}
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void Player::UpdateDamagePhysical(WeaponAttackType attType)
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{
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float mindamage;
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float maxdamage;
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CalculateMinMaxDamage(attType, false, mindamage, maxdamage);
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switch (attType)
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{
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case BASE_ATTACK:
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default:
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SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
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SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
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break;
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case OFF_ATTACK:
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SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, mindamage);
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SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxdamage);
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break;
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case RANGED_ATTACK:
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SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, mindamage);
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SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxdamage);
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break;
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}
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}
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void Player::UpdateBlockPercentage()
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{
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// No block
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float value = 0.0f;
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if (CanBlock())
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{
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// Base value
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value = 5.0f;
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// 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 ########
|
|
######## ########
|
|
#######################################*/
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bool Pet::UpdateStats(Stats stat)
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{
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if (stat > STAT_SPIRIT)
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{
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return false;
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}
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// value = ((base_value * base_pct) + total_value) * total_pct
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float value = GetTotalStatValue(stat);
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Unit* owner = GetOwner();
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if (stat == STAT_STAMINA)
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{
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if (owner)
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{
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value += float(owner->GetStat(stat)) * 0.3f;
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}
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}
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// warlock's and mage's pets gain 30% of owner's intellect
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else if (stat == STAT_INTELLECT && getPetType() == SUMMON_PET)
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{
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if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
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{
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value += float(owner->GetStat(stat)) * 0.3f;
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}
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}
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SetStat(stat, int32(value));
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switch (stat)
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{
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case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
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case STAT_AGILITY: UpdateArmor(); break;
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case STAT_STAMINA: UpdateMaxHealth(); break;
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case STAT_INTELLECT: UpdateMaxPower(POWER_MANA); break;
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case STAT_SPIRIT:
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default:
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break;
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}
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return true;
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}
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bool Pet::UpdateAllStats()
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{
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for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
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{
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UpdateStats(Stats(i));
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}
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for (uint32 i = POWER_MANA; i < MAX_POWERS; ++i)
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{
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UpdateMaxPower(Powers(i));
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}
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for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
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{
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UpdateResistances(i);
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}
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return true;
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}
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void Pet::UpdateResistances(uint32 school)
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{
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if (school > SPELL_SCHOOL_NORMAL)
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{
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float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
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Unit* owner = GetOwner();
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// hunter and warlock pets gain 40% of owner's resistance
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if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
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{
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value += float(owner->GetResistance(SpellSchools(school))) * 0.4f;
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}
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SetResistance(SpellSchools(school), int32(value));
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}
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else
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{
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UpdateArmor();
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}
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}
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void Pet::UpdateArmor()
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{
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float value = 0.0f;
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float bonus_armor = 0.0f;
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UnitMods unitMod = UNIT_MOD_ARMOR;
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Unit* owner = GetOwner();
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// hunter and warlock pets gain 35% of owner's armor value
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if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
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{
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bonus_armor = 0.35f * float(owner->GetArmor());
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}
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value = GetModifierValue(unitMod, BASE_VALUE);
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetStat(STAT_AGILITY) * 2.0f;
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value += GetModifierValue(unitMod, TOTAL_VALUE) + bonus_armor;
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetArmor(int32(value));
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}
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void Pet::UpdateMaxHealth()
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{
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UnitMods unitMod = UNIT_MOD_HEALTH;
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float stamina = GetStat(STAT_STAMINA) - GetCreateStat(STAT_STAMINA);
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float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateHealth();
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetModifierValue(unitMod, TOTAL_VALUE) + stamina * 10.0f;
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetMaxHealth((uint32)value);
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}
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void Pet::UpdateMaxPower(Powers power)
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{
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MANGOS_ASSERT(power < MAX_POWERS);
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UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
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float addValue = (power == POWER_MANA) ? GetStat(STAT_INTELLECT) - GetCreateStat(STAT_INTELLECT) : 0.0f;
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float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreateMaxPowers(power);
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value *= GetModifierValue(unitMod, BASE_PCT);
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value += GetModifierValue(unitMod, TOTAL_VALUE) + addValue * 15.0f;
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value *= GetModifierValue(unitMod, TOTAL_PCT);
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SetMaxPower(power, uint32(value));
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}
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void Pet::UpdateAttackPowerAndDamage(bool ranged)
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{
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if (ranged)
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{
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return;
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}
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float val = 0.0f;
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float bonusAP = 0.0f;
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UnitMods unitMod = UNIT_MOD_ATTACK_POWER;
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if (GetEntry() == 416) // imp's attack power
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{
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val = GetStat(STAT_STRENGTH) - 10.0f;
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}
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else
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{
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val = 2 * GetStat(STAT_STRENGTH) - 20.0f;
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}
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Unit* owner = GetOwner();
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if (owner && owner->GetTypeId() == TYPEID_PLAYER)
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{
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if (getPetType() == HUNTER_PET) // hunter pets benefit from owner's attack power
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{
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bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
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SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
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}
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// demons benefit from warlocks shadow or fire damage
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else if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
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{
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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);
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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);
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int32 maximum = (fire > shadow) ? fire : shadow;
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if (maximum < 0)
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{
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maximum = 0;
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}
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SetBonusDamage(int32(maximum * 0.15f));
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bonusAP = maximum * 0.57f;
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}
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// water elementals benefit from mage's frost damage
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else if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_MAGE)
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{
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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);
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if (frost < 0)
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{
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frost = 0;
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}
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SetBonusDamage(int32(frost * 0.4f));
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}
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}
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SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, val + bonusAP);
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// in BASE_VALUE of UNIT_MOD_ATTACK_POWER for creatures we store data of meleeattackpower field in DB
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float base_attPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
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float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
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float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
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// UNIT_FIELD_(RANGED)_ATTACK_POWER field
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SetInt32Value(UNIT_FIELD_ATTACK_POWER, (int32)base_attPower);
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//UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
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SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_POS, (int32)attPowerMod);
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//UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
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SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, attPowerMultiplier);
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// automatically update weapon damage after attack power modification
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UpdateDamagePhysical(BASE_ATTACK);
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}
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void Pet::UpdateDamagePhysical(WeaponAttackType attType)
|
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{
|
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if (attType > BASE_ATTACK)
|
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{
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return;
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}
|
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UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;
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float att_speed = float(GetAttackTime(BASE_ATTACK)) / 1000.0f;
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float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * att_speed;
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float base_pct = GetModifierValue(unitMod, BASE_PCT);
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float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
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float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
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float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
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float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);
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float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
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float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
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SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
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SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
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}
|