[svn] Provide creature dual wield support.

Update glancing damage formula.
Do not daze creatures when other creatures attack from the back (need to find a better way).
Fix the damage calculation of +damage aura.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-10-29 20:00:21 -05:00
parent 7ea14f94f1
commit a1131cdb21
7 changed files with 67 additions and 85 deletions

View File

@@ -158,6 +158,7 @@ Unit::Unit()
m_modAttackSpeedPct[RANGED_ATTACK] = 1.0f;
m_extraAttacks = 0;
m_canDualWield = false;
m_state = 0;
m_form = FORM_NONE;
@@ -279,9 +280,11 @@ void Unit::Update( uint32 p_time )
}
if(uint32 base_att = getAttackTimer(BASE_ATTACK))
{
setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time) );
}
if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
if(uint32 off_att = getAttackTimer(OFF_ATTACK))
setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
// update abilities available only for fraction of time
UpdateReactives( p_time );
@@ -297,7 +300,7 @@ bool Unit::haveOffhandWeapon() const
if(GetTypeId() == TYPEID_PLAYER)
return ((Player*)this)->GetWeaponForAttack(OFF_ATTACK,true);
else
return false;
return m_canDualWield;
}
void Unit::SendMonsterMoveWithSpeedToCurrentDestination(Player* player)
@@ -1769,7 +1772,8 @@ void Unit::DoAttackDamage (Unit *pVictim, uint32 *damage, CleanDamage *cleanDama
/// If this is a creature and it attacks from behind it has a probability to daze it's victim
if( (outcome==MELEE_HIT_CRIT || outcome==MELEE_HIT_CRUSHING || outcome==MELEE_HIT_NORMAL || outcome==MELEE_HIT_GLANCING) &&
GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this) )
GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this)
&& pVictim->GetTypeId() == TYPEID_PLAYER)
{
// -probability is between 0% and 40%
// 20% base chance
@@ -2056,54 +2060,10 @@ void Unit::DoAttackDamage (Unit *pVictim, uint32 *damage, CleanDamage *cleanDama
}
case MELEE_HIT_GLANCING:
{
float reducePercent = 1.0f; //damage factor
// calculate base values and mods
float baseLowEnd = 1.3;
float baseHighEnd = 1.2;
switch(getClass()) // lowering base values for casters
{
case CLASS_SHAMAN:
case CLASS_PRIEST:
case CLASS_MAGE:
case CLASS_WARLOCK:
case CLASS_DRUID:
baseLowEnd -= 0.7;
baseHighEnd -= 0.3;
break;
}
float maxLowEnd = 0.6;
switch(getClass()) // upper for melee classes
{
case CLASS_WARRIOR:
case CLASS_ROGUE:
maxLowEnd = 0.91; //If the attacker is a melee class then instead the lower value of 0.91
}
// calculate values
int32 diff = int32(pVictim->GetDefenseSkillValue(this)) - int32(GetWeaponSkillValue(attType,pVictim));
float lowEnd = baseLowEnd - ( 0.05f * diff );
float highEnd = baseHighEnd - ( 0.03f * diff );
// apply max/min bounds
if ( lowEnd < 0.01f ) //the low end must not go bellow 0.01f
lowEnd = 0.01f;
else if ( lowEnd > maxLowEnd ) //the smaller value of this and 0.6 is kept as the low end
lowEnd = maxLowEnd;
if ( highEnd < 0.2f ) //high end limits
highEnd = 0.2f;
if ( highEnd > 0.99f )
highEnd = 0.99f;
if(lowEnd > highEnd) // prevent negative range size
lowEnd = highEnd;
reducePercent = lowEnd + rand_norm() * ( highEnd - lowEnd );
*damage = uint32(reducePercent * *damage);
cleanDamage->damage += *damage;
int32 leveldif = int32(pVictim->getLevel()) - int32(getLevel());
if (leveldif > 3) leveldif = 3;
*damage *= (1 - leveldif * 0.1f);
cleanDamage->damage = *damage;
*hitInfo |= HITINFO_GLANCING;
break;
}
@@ -7575,7 +7535,9 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3
SpellModSpellDamage /= 100.0f;
float DoneActualBenefit = DoneAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * SpellModSpellDamage * LvlPenalty;
float TakenActualBenefit = TakenAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty;
float TakenActualBenefit = TakenAdvertisedBenefit;
if(spellProto->SpellFamilyName)
TakenActualBenefit *= (CastingTime / 3500.0f) * DotFactor * LvlPenalty;
float tmpDamage = (float(pdamage)+DoneActualBenefit)*DoneTotalMod;