/*
* Copyright (C) 2005-2008 MaNGOS
*
* 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:
UpdateAttackPowerAndDamage();
UpdateShieldBlockValue();
break;
case STAT_AGILITY:
UpdateArmor();
UpdateAttackPowerAndDamage(true);
if(getClass() == CLASS_ROGUE || getClass() == CLASS_HUNTER || getClass() == CLASS_DRUID && m_form==FORM_CAT)
UpdateAttackPowerAndDamage();
UpdateAllCritPercentages();
UpdateDodgePercentage();
break;
case STAT_STAMINA: UpdateMaxHealth(); break;
case STAT_INTELLECT:
UpdateMaxPower(POWER_MANA);
UpdateAllSpellCritChances();
UpdateAttackPowerAndDamage(true); //SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT, only intelect currently
UpdateArmor(); //SPELL_AURA_MOD_RESISTANCE_OF_INTELLECT_PERCENT, only armor currently
break;
case STAT_SPIRIT:
break;
default:
break;
}
UpdateSpellDamageAndHealingBonus();
UpdateManaRegen();
return true;
}
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);
}
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
UpdateArmor();
UpdateMaxHealth();
for(int i = POWER_MANA; i < MAX_POWERS; i++)
UpdateMaxPower(Powers(i));
UpdateAllCritPercentages();
UpdateAllSpellCritChances();
UpdateDefenseBonusesMod();
UpdateShieldBlockValue();
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();
}
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);
float bonusPower = (power == POWER_MANA) ? GetManaBonusFromIntellect() : 0;
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower;
value *= GetModifierValue(unitMod, TOTAL_PCT);
SetMaxPower(power, uint32(value));
}
void Player::UpdateAttackPowerAndDamage(bool ranged )
{
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_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)*2.0f - 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
if ((*itr)->GetSpellProto()->SpellIconID == 1563)
{
mLevelMult = (*itr)->GetModifier()->m_amount / 100.0f;
break;
}
}
break;
}
}
switch(m_form)
{
case FORM_CAT:
val2 = getLevel()*(mLevelMult+2.0f) + GetStat(STAT_STRENGTH)*2.0f + GetStat(STAT_AGILITY) - 20.0f; break;
case FORM_BEAR:
case FORM_DIREBEAR:
val2 = getLevel()*(mLevelMult+3.0f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
case FORM_MOONKIN:
val2 = getLevel()*(mLevelMult+1.5f) + GetStat(STAT_STRENGTH)*2.0f - 20.0f; 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 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
{
AuraList const& mRAPbyIntellect = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
for(AuraList::const_iterator i = mRAPbyIntellect.begin();i != mRAPbyIntellect.end(); ++i)
attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
}
float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
SetUInt32Value(index, (uint32)base_attPower); //UNIT_FIELD_(RANGED)_ATTACK_POWER field
SetUInt32Value(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 by school from SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL
crit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, 1<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::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) / 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;
}
// Bonus from some dummy auras
AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_PERIODIC_DUMMY);
for(AuraList::const_iterator i = mDummyAuras.begin();i != mDummyAuras.end(); ++i)
if((*i)->GetId() == 34074) // Aspect of the Viper
{
power_regen_mp5 += (*i)->GetModifier()->m_amount * Intellect / 500.0f;
// Add regen bonus from level in this dummy
power_regen_mp5 += getLevel() * 35 / 100;
}
// 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(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, power_regen_mp5 + power_regen * modManaRegenInterrupt / 100.0f);
SetStatFloatValue(PLAYER_FIELD_MOD_MANA_REGEN, 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)
{
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;
float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;
float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType)/ 14.0f * att_speed;
float base_pct = GetModifierValue(unitMod, BASE_PCT);
float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);
float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct ;
float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct ;
SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);
}
/*#######################################
######## ########
######## 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) * 0.125f));
}
//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
SetUInt32Value(UNIT_FIELD_ATTACK_POWER, (uint32)base_attPower);
//UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS field
SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, (uint32)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);
}