// Copyright (c) Copyright (c) Hercules Dev Team, licensed under GNU GPL. // Copyright (c) 2014 - 2015 Evol developers #include "common/hercules.h" #include #include #include #include "common/HPMi.h" #include "common/nullpo.h" #include "common/utils.h" #include "map/itemdb.h" #include "map/mob.h" #include "map/pc.h" #include "plugins/HPMHooking.h" #include "emap/data/itemd.h" #include "emap/data/mobd.h" #include "emap/struct/itemdext.h" #include "emap/struct/mobdext.h" // copy from common/utils.c /** * Applies a percentual rate modifier. * * @param value The base value. * @param rate The rate modifier to apply. * @param stdrate The rate modifier's divider (rate == stdrate => 100%). * @return The modified value. */ int64 apply_percentrate64(int64 value, int rate, int stdrate) { Assert_ret(stdrate > 0); Assert_ret(rate >= 0); if (rate == stdrate) return value; if (rate == 0) return 0; if (INT64_MAX / rate < value) { // Give up some precision to prevent overflows return value / stdrate * rate; } return value * rate / stdrate; } bool ebattle_check_arrows_post(bool retVal, struct map_session_data *sd) { if (retVal == true) { if (!sd) return retVal; const int ammoIndex = sd->equip_index[EQI_AMMO]; if (ammoIndex < 0) return true; const int ammoId = sd->inventory_data[ammoIndex]->nameid; if (ammoId <= 0) return true; const int weaponIndex = sd->equip_index[EQI_HAND_L]; if (weaponIndex < 0) return true; struct ItemdExt *data = itemd_get(sd->inventory_data[weaponIndex]); if (!data) return true; const int sz = VECTOR_LENGTH(data->allowedAmmo); if (sz == 0) // allow any ammo if AllowedAmmo list is empty return true; for (int f = 0; f < sz; f ++) { const int id = VECTOR_INDEX(data->allowedAmmo, f); if (ammoId == id) return true; } clif->arrow_fail(sd, 0); return false; } return false; } struct Damage ebattle_calc_weapon_attack_post(struct Damage retVal, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int wflag) { if (src == NULL) return retVal; struct map_session_data *sd = BL_CAST(BL_PC, src); if (sd == NULL) return retVal; // Staffs and Books will use MATK instead of ATK. // These regular attacks are still subject to regular DEF/Evade/etc. // And base attack bonus might still be gained from STR instead of INT. // TODO: Move this to a pre-hook to avoid extra calculation if (!skill_id && (sd->weapontype == W_STAFF || sd->weapontype == W_BOOK)) { retVal=battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag); } struct mob_data *md = BL_CAST(BL_MOB, target); if (md == NULL) return retVal; struct MobdExt *data = mobd_get_by_mob(md); if (data == NULL) return retVal; int mod = 0; if (skill_id > 0) { const int idx = skill->get_index(skill_id); mod = data->skillAttacks[idx]; } else { mod = data->weaponAttacks[sd->weapontype1]; } retVal.damage = apply_percentrate64(retVal.damage, mod, 10000); retVal.damage2 = apply_percentrate64(retVal.damage2, mod, 10000); return retVal; } enum damage_lv ebattle_weapon_attack_pre(struct block_list **srcPtr, struct block_list **targetPtr, int64 *tickPtr __attribute__ ((unused)), int *flagPtr __attribute__ ((unused))) { struct block_list *src = *srcPtr; struct block_list *target = *targetPtr; nullpo_retr(ATK_NONE, src); nullpo_retr(ATK_NONE, target); struct map_session_data *sd = BL_CAST(BL_PC, src); if (sd == NULL) return ATK_NONE; const int weaponIndex = sd->equip_index[EQI_HAND_L]; if (weaponIndex < 0) return ATK_NONE; struct ItemdExt *data = itemd_get(sd->inventory_data[weaponIndex]); if (!data) return ATK_NONE; if (distance_bl(src, target) < data->minRange) { // if range between player and target > minRange, then dont attack hookStop(); return ATK_NONE; } return ATK_NONE; }