Core/Entities: correct creature damage, offhand damage should work too

* todo: some creatures need dmg_multiplier update in creature_template
This commit is contained in:
joschiwald
2014-01-04 18:22:06 +01:00
parent ff61e4d79d
commit cd76d32907
22 changed files with 337 additions and 310 deletions
+104 -101
View File
@@ -46,6 +46,43 @@ inline bool _ModifyUInt32(bool apply, uint32& baseValue, int32& amount)
return apply;
}
/*#######################################
######## ########
######## UNIT STAT SYSTEM ########
######## ########
#######################################*/
void Unit::UpdateAllResistances()
{
for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
}
void Unit::UpdateDamagePhysical(WeaponAttackType attType)
{
float minDamage = 0.0f;
float maxDamage = 0.0f;
CalculateMinMaxDamage(attType, false, true, 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;
}
}
/*#######################################
######## ########
######## PLAYERS STAT SYSTEM ########
@@ -178,8 +215,7 @@ bool Player::UpdateAllStats()
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
RecalculateRating(CR_ARMOR_PENETRATION);
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
UpdateAllResistances();
return true;
}
@@ -477,7 +513,7 @@ void Player::UpdateShieldBlockValue()
SetUInt32Value(PLAYER_SHIELD_BLOCK, GetShieldBlockValue());
}
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage)
void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{
UnitMods unitMod;
@@ -495,70 +531,45 @@ void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bo
break;
}
float att_speed = GetAPMultiplier(attType, normalized);
float attackSpeedMod = 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 = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
float baseValue = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f * attackSpeedMod;
float basePct = GetModifierValue(unitMod, BASE_PCT);
float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);
if (IsInFeralForm()) //check if player is druid and in cat or bear forms
if (IsInFeralForm()) // check if player is druid and in cat or bear forms
{
uint8 lvl = getLevel();
if (lvl > 60)
lvl = 60;
weapon_mindamage = lvl*0.85f*att_speed;
weapon_maxdamage = lvl*1.25f*att_speed;
weaponMinDamage = lvl * 0.85f * attackSpeedMod;
weaponMaxDamage = lvl * 1.25f * attackSpeedMod;
}
else if (!CanUseAttackType(attType)) //check if player not in form but still can't use (disarm case)
else if (!CanUseAttackType(attType)) // check if player not in form but still can't use (disarm case)
{
//cannot use ranged/off attack, set values to 0
// cannot use ranged/off attack, set values to 0
if (attType != BASE_ATTACK)
{
min_damage = 0;
max_damage = 0;
minDamage = 0;
maxDamage = 0;
return;
}
weapon_mindamage = BASE_MINDAMAGE;
weapon_maxdamage = BASE_MAXDAMAGE;
weaponMinDamage = BASE_MINDAMAGE;
weaponMaxDamage = BASE_MAXDAMAGE;
}
else if (attType == RANGED_ATTACK) //add ammo DPS to ranged damage
else if (attType == RANGED_ATTACK) // add ammo DPS to ranged damage
{
weapon_mindamage += GetAmmoDPS() * att_speed;
weapon_maxdamage += GetAmmoDPS() * att_speed;
weaponMinDamage += GetAmmoDPS() * attackSpeedMod;
weaponMaxDamage += GetAmmoDPS() * attackSpeedMod;
}
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, true, 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;
}
minDamage = ((weaponMinDamage + baseValue) * basePct + totalValue) * totalPct;
maxDamage = ((weaponMaxDamage + baseValue) * basePct + totalValue) * totalPct;
}
void Player::UpdateDefenseBonusesMod()
@@ -841,9 +852,14 @@ void Player::UpdateExpertise(WeaponAttackType attack)
switch (attack)
{
case BASE_ATTACK: SetUInt32Value(PLAYER_EXPERTISE, expertise); break;
case OFF_ATTACK: SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise); break;
default: break;
case BASE_ATTACK:
SetUInt32Value(PLAYER_EXPERTISE, expertise);
break;
case OFF_ATTACK:
SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise);
break;
default:
break;
}
}
@@ -950,8 +966,7 @@ bool Creature::UpdateAllStats()
for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
for (int8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
UpdateAllResistances();
return true;
}
@@ -976,7 +991,7 @@ void Creature::UpdateArmor()
void Creature::UpdateMaxHealth()
{
float value = GetTotalAuraModValue(UNIT_MOD_HEALTH);
SetMaxHealth((uint32)value);
SetMaxHealth(uint32(value));
}
void Creature::UpdateMaxPower(Powers power)
@@ -992,25 +1007,25 @@ 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;
uint16 indexMod = UNIT_FIELD_ATTACK_POWER_MODS;
uint16 indexMulti = 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;
indexMod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
indexMulti = 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;
float baseAttackPower = GetModifierValue(unitMod, BASE_VALUE) * GetModifierValue(unitMod, BASE_PCT);
float attackPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
float attackPowerMultiplier = 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
SetInt32Value(index, uint32(baseAttackPower)); // UNIT_FIELD_(RANGED)_ATTACK_POWER
SetInt32Value(indexMod, uint32(attackPowerMod)); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MODS
SetFloatValue(indexMulti, attackPowerMultiplier); // UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER
//automatically update weapon damage after attack power modification
// automatically update weapon damage after attack power modification
if (ranged)
UpdateDamagePhysical(RANGED_ATTACK);
else
@@ -1020,7 +1035,7 @@ void Creature::UpdateAttackPowerAndDamage(bool ranged)
}
}
void Creature::UpdateDamagePhysical(WeaponAttackType attType)
void Creature::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage)
{
UnitMods unitMod;
switch (attType)
@@ -1037,44 +1052,32 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
break;
}
//float att_speed = float(GetAttackTime(attType))/1000.0f;
float weapon_mindamage = GetWeaponDamageRange(attType, MINDAMAGE);
float weapon_maxdamage = GetWeaponDamageRange(attType, MAXDAMAGE);
/* difference in AP between current attack power and base value from DB */
float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureTemplate()->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 = GetCreatureTemplate()->dmg_multiplier;
if (!CanUseAttackType(attType))
if (attType == OFF_ATTACK && !haveOffhandWeapon())
{
weapon_mindamage = 0;
weapon_maxdamage = 0;
minDamage = 0.0f;
maxDamage = 0.0f;
return;
}
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;
float weaponMinDamage = GetWeaponDamageRange(attType, MINDAMAGE);
float weaponMaxDamage = GetWeaponDamageRange(attType, MAXDAMAGE);
switch (attType)
if (!CanUseAttackType(attType)) // disarm case
{
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;
weaponMinDamage = 0.0f;
weaponMaxDamage = 0.0f;
}
float attackPower = GetTotalAttackPowerValue(attType);
float attackSpeedMulti = GetAPMultiplier(attType, normalized);
float baseValue = GetModifierValue(unitMod, BASE_VALUE) + (attackPower / 14.0f);
float basePct = GetModifierValue(unitMod, BASE_PCT) * attackSpeedMulti;
float totalValue = GetModifierValue(unitMod, TOTAL_VALUE);
float totalPct = addTotalPct ? GetModifierValue(unitMod, TOTAL_PCT) : 1.0f;
float dmgMultiplier = GetCreatureTemplate()->dmg_multiplier; // = dmg_multiplier * _GetDamageMod(rank);
minDamage = ((weaponMinDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
maxDamage = ((weaponMaxDamage + baseValue) * dmgMultiplier * basePct + totalValue) * totalPct;
}
/*#######################################
@@ -1197,8 +1200,7 @@ bool Guardian::UpdateAllStats()
for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
UpdateAllResistances();
return true;
}
@@ -1436,6 +1438,7 @@ void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
}
}
/// @todo: remove this
Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED);
for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
{