server/src/game/StatSystem.cpp
VladimirMangos 324772283f [9144] Propertly update combat ratings fields.
* Implemented proper combat rating fields update like other stats fields.
  This will prevent reset combat ratings at .reset stats for example.
* Skill loading moved after InitStatsForLevel for prevent reset fields setup
  as part of aura apply from skill set triggered spell casts.
  This fix for example talent 53125 work (combat rating set at skill loading)
2010-01-11 05:03:54 +03:00

1079 lines
37 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* 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
*/
#include "Unit.h"
#include "Player.h"
#include "Pet.h"
#include "Creature.h"
#include "SharedDefines.h"
#include "SpellAuras.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:
UpdateShieldBlockValue();
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::SpellDamageBonus
// This information for client side use only
// Get healing bonus for all schools
SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonus(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, SpellBaseDamageBonus(SpellSchoolMask(1 << i)));
}
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(int i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
UpdateAllRatings();
UpdateAllCritPercentages();
UpdateAllSpellCritChances();
UpdateDefenseBonusesMod();
UpdateShieldBlockValue();
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 = 0.0f;
UnitMods unitMod = UNIT_MOD_ARMOR;
value = GetModifierValue(unitMod, BASE_VALUE); // base armor (from items)
value *= GetModifierValue(unitMod, BASE_PCT); // armor percent from items
value += GetStat(STAT_AGILITY) * 2.0f; // armor bonus from stats
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()
{
float stamina = GetStat(STAT_STAMINA);
float baseStam = stamina < 20 ? stamina : 20;
float moreStam = stamina - baseStam;
return baseStam + (moreStam*10.0f);
}
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)
{
UnitMods unitMod = UnitMods(UNIT_MOD_POWER_START + power);
uint32 create_power = GetCreatePowers(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::ApplyFeralAPBonus(int32 amount, bool apply)
{
m_baseFeralAP+= apply ? amount:-amount;
UpdateAttackPowerAndDamage();
}
void Player::UpdateAttackPowerAndDamage(bool ranged )
{
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_MODS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if(ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
switch(getClass())
{
case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_ROGUE: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_WARRIOR:val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_DRUID:
switch(m_form)
{
case FORM_CAT:
case FORM_BEAR:
case FORM_DIREBEAR:
val2 = 0.0f; break;
default:
val2 = GetStat(STAT_AGILITY) - 10.0f; break;
}
break;
default: val2 = GetStat(STAT_AGILITY) - 10.0f; break;
}
}
else
{
switch(getClass())
{
case CLASS_WARRIOR: val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
case CLASS_PALADIN: val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
case CLASS_DEATH_KNIGHT: val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
case CLASS_ROGUE: val2 = level*2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_HUNTER: val2 = level*2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_SHAMAN: val2 = level*2.0f + GetStat(STAT_STRENGTH) + GetStat(STAT_AGILITY) - 20.0f; break;
case CLASS_DRUID:
{
//Check if Predatory Strikes is skilled
float mLevelMult = 0.0;
switch(m_form)
{
case FORM_CAT:
case FORM_BEAR:
case FORM_DIREBEAR:
case FORM_MOONKIN:
{
Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
{
// Predatory Strikes (effect 0)
if ((*itr)->GetEffIndex()==0 && (*itr)->GetSpellProto()->SpellIconID == 1563)
{
mLevelMult = (*itr)->GetModifier()->m_amount / 100.0f;
break;
}
}
break;
}
default: break;
}
switch(m_form)
{
case FORM_CAT:
val2 = getLevel()*(mLevelMult+2.0f) + GetStat(STAT_STRENGTH)*2.0f + GetStat(STAT_AGILITY) - 20.0f + m_baseFeralAP; break;
case FORM_BEAR:
case FORM_DIREBEAR:
val2 = getLevel()*(mLevelMult+3.0f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f + m_baseFeralAP; break;
case FORM_MOONKIN:
val2 = getLevel()*(mLevelMult+1.5f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f + m_baseFeralAP; break;
default:
val2 = GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
}
break;
}
case CLASS_MAGE: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
case CLASS_PRIEST: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
case CLASS_WARLOCK: val2 = GetStat(STAT_STRENGTH) - 10.0f; break;
}
}
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 )
{
if ((getClassMask() & CLASSMASK_WAND_USERS)==0)
{
AuraList const& mRAPbyStat = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
for(AuraList::const_iterator i = mRAPbyStat.begin();i != mRAPbyStat.end(); ++i)
attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
}
}
else
{
AuraList const& mAPbyStat = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
for(AuraList::const_iterator i = mAPbyStat.begin();i != mAPbyStat.end(); ++i)
attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
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::UpdateShieldBlockValue()
{
SetUInt32Value(PLAYER_SHIELD_BLOCK, GetShieldBlockValue());
}
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
{
uint32 lvl = getLevel();
if ( lvl > 60 ) lvl = 60;
weapon_mindamage = lvl*0.85*att_speed;
weapon_maxdamage = lvl*1.25*att_speed;
}
else if(!IsUseEquipedWeapon(attType==BASE_ATTACK)) //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::UpdateDefenseBonusesMod()
{
UpdateBlockPercentage();
UpdateParryPercentage();
UpdateDodgePercentage();
}
void Player::UpdateBlockPercentage()
{
// No block
float value = 0.0f;
if(CanBlock())
{
// Base value
value = 5.0f;
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Increase from SPELL_AURA_MOD_BLOCK_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
// Increase from rating
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(GetWeaponSkillValue(attType)) - 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);
}
void Player::UpdateParryPercentage()
{
// No parry
float value = 0.0f;
if (CanParry())
{
// Base parry
value = 5.0f;
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Parry from SPELL_AURA_MOD_PARRY_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
// Parry from rating
value += GetRatingBonusValue(CR_PARRY);
value = value < 0.0f ? 0.0f : value;
}
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
}
void Player::UpdateDodgePercentage()
{
// Dodge from agility
float value = GetDodgeFromAgility();
// Modify value from defense skill
value += (int32(GetDefenseSkillValue()) - int32(GetMaxSkillValueForLevel())) * 0.04f;
// Dodge from SPELL_AURA_MOD_DODGE_PERCENT aura
value += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
// Dodge from rating
value += GetRatingBonusValue(CR_DODGE);
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()->EquippedItemClass == -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);
AuraList const& armorAuras = GetAurasByType(SPELL_AURA_MOD_TARGET_ARMOR_PCT);
for(AuraList::const_iterator itr = armorAuras.begin(); itr != armorAuras.end(); ++itr)
{
// affects all weapons
if((*itr)->GetSpellProto()->EquippedItemClass == -1)
{
m_armorPenetrationPct += (*itr)->GetModifier()->m_amount;
continue;
}
// dependent on weapon class
for(uint8 i = 0; i < MAX_ATTACK; ++i)
{
Item *weapon = GetWeaponForAttack(WeaponAttackType(i));
if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
{
m_armorPenetrationPct += (*itr)->GetModifier()->m_amount;
break;
}
}
}
}
void Player::ApplyManaRegenBonus(int32 amount, bool apply)
{
m_baseManaRegen+= apply ? amount : -amount;
UpdateManaRegen();
}
void Player::UpdateManaRegen()
{
float Intellect = GetStat(STAT_INTELLECT);
// Mana regen from spirit and intellect
float power_regen = sqrt(Intellect) * OCTRegenMPPerSpirit();
// Apply PCT bonus from SPELL_AURA_MOD_POWER_REGEN_PERCENT aura on spirit base regen
power_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) + m_baseManaRegen) / 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, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);
SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, power_regen_mp5 + power_regen);
}
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(int 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)
{
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_MODS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if(ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
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);
}
void Creature::UpdateDamagePhysical(WeaponAttackType attType)
{
if(attType > BASE_ATTACK)
return;
UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;
/* difference in AP between current attack power and base value from DB */
float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureInfo()->attackpower;
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()->dmg_multiplier;
float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, 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(UNIT_FIELD_MINDAMAGE, mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, 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(int 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)
{
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) + GetCreatePowers(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_MODS, (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;
// Pet's base damage changes depending on happiness
if (getPetType() == HUNTER_PET && attType == BASE_ATTACK)
{
switch(GetHappinessState())
{
case HAPPY:
// 125% of normal damage
mindamage = mindamage * 1.25;
maxdamage = maxdamage * 1.25;
break;
case CONTENT:
// 100% of normal damage, nothing to modify
break;
case UNHAPPY:
// 75% of normal damage
mindamage = mindamage * 0.75;
maxdamage = maxdamage * 0.75;
break;
}
}
SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}