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author | Haru <haru@dotalux.com> | 2017-11-05 21:13:14 +0100 |
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committer | Haru <haru@dotalux.com> | 2017-11-05 21:13:14 +0100 |
commit | 3edcd549cee863ecc8a2a96dfb5bbb56d435d97a (patch) | |
tree | c08ceaa38363344110bb0d2b7b4e556e3a88c436 | |
parent | 09d5c20572424e7a92dff5cf560001278c6ffaa0 (diff) | |
download | hercules-3edcd549cee863ecc8a2a96dfb5bbb56d435d97a.tar.gz hercules-3edcd549cee863ecc8a2a96dfb5bbb56d435d97a.tar.bz2 hercules-3edcd549cee863ecc8a2a96dfb5bbb56d435d97a.tar.xz hercules-3edcd549cee863ecc8a2a96dfb5bbb56d435d97a.zip |
Fix/clarify various incorrect modulo operations
Most relevantly, `skill_lv%11 - 1` is not a valid skill item
requirement index, since it can return -1 depending on the skill_lv. It
was replaced with `(skill_lv - 1) % MAX_SKILL_ITEM_REQUIRE`, which
always returns a value in the 0 ~ MAX_SKILL_ITEM_REQUIRE range.
Signed-off-by: Haru <haru@dotalux.com>
-rw-r--r-- | src/map/elemental.c | 2 | ||||
-rw-r--r-- | src/map/mercenary.c | 2 | ||||
-rw-r--r-- | src/map/script.c | 2 | ||||
-rw-r--r-- | src/map/skill.c | 47 |
4 files changed, 27 insertions, 26 deletions
diff --git a/src/map/elemental.c b/src/map/elemental.c index ae1fda0a2..cf1d485e1 100644 --- a/src/map/elemental.c +++ b/src/map/elemental.c @@ -885,7 +885,7 @@ int read_elementaldb(void) { estatus->race = atoi(str[20]); ele = atoi(str[21]); - estatus->def_ele = ele%10; + estatus->def_ele = ele % ELE_MAX; estatus->ele_lv = ele/20; if( estatus->def_ele >= ELE_MAX ) { ShowWarning("Elemental %d has invalid element type %d (max element is %d)\n", db->class_, estatus->def_ele, ELE_MAX - 1); diff --git a/src/map/mercenary.c b/src/map/mercenary.c index f5d3fe11c..c4b692008 100644 --- a/src/map/mercenary.c +++ b/src/map/mercenary.c @@ -465,7 +465,7 @@ bool read_mercenarydb_sub(char* str[], int columns, int current) { mstatus->race = atoi(str[20]); ele = atoi(str[21]); - mstatus->def_ele = ele%10; + mstatus->def_ele = ele % ELE_MAX; mstatus->ele_lv = ele/20; if( mstatus->def_ele >= ELE_MAX ) { ShowWarning("Mercenary %d has invalid element type %d (max element is %d)\n", db->class_, mstatus->def_ele, ELE_MAX - 1); diff --git a/src/map/script.c b/src/map/script.c index f72b54a0d..a836501f7 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -12190,7 +12190,7 @@ BUILDIN(homunculus_mutate) if (script_hasdata(st,2)) homun_id = script_getnum(st,2); else - homun_id = 6048 + (rnd() % 4); + homun_id = HOMID_EIRA + (rnd() % 4); m_class = homun->class2type(sd->hd->homunculus.class_); m_id = homun->class2type(homun_id); diff --git a/src/map/skill.c b/src/map/skill.c index 710b4d403..1b7d40e83 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -7414,7 +7414,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } if( sd ) { int bonus = 100, potion = min(500+skill_lv,505); - int item_idx = skill_lv%11 - 1; + int item_idx = (skill_lv - 1) % MAX_SKILL_ITEM_REQUIRE; int item_id = skill->get_itemid(skill_id, item_idx); int inventory_idx = pc->search_inventory(sd, item_id); if (inventory_idx == INDEX_NOT_FOUND || item_id <= 0) { @@ -7757,7 +7757,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin maxlv = skill_lv - 4; } else if(skill_lv >=2) { - int i = rnd()%3; + int i = rnd() % ARRAYLENGTH(spellarray); spellid = spellarray[i]; maxlv = skill_lv - 1; } @@ -8300,7 +8300,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->damage(src,bl,0,0,1000,0,BDT_NORMAL,0); if( !status->isdead(bl) ) { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; - skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); + skill->break_equip(bl, where[rnd() % ARRAYLENGTH(where)], 10000, BCT_ENEMY); } } break; @@ -8321,7 +8321,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case 7: // stop freeze or stoned { enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE }; - sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(src,bl,sc[rnd() % ARRAYLENGTH(sc)],100,skill_lv,skill->get_time2(skill_id,skill_lv)); } break; case 8: // curse coma and poison @@ -11211,7 +11211,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui // Slim Pitcher [Celest] case CR_SLIMPITCHER: if (sd) { - int item_idx = skill_lv%11 - 1; + int item_idx = (skill_lv - 1) % MAX_SKILL_ITEM_REQUIRE; int item_id = skill->get_itemid(skill_id, item_idx); int inventory_idx = pc->search_inventory(sd, item_id); int bonus; @@ -11244,7 +11244,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui skill->castend_nodamage_id); } } else { - int item_idx = skill_lv%11 - 1; + int item_idx = (skill_lv - 1) % MAX_SKILL_ITEM_REQUIRE; int item_id = skill->get_itemid(skill_id, item_idx); struct item_data *item = itemdb->search(item_id); int bonus; @@ -12013,27 +12013,27 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE}; val1 = st->rhw.ele; - if (!val1) - val1=element[rnd()%5]; + if (val1 == ELE_NEUTRAL) + val1 = element[rnd() % ARRAYLENGTH(element)]; - switch (val1) - { + switch (val1) { case ELE_FIRE: - subunt++; - FALLTHROUGH + subunt = 4; + break; case ELE_WATER: - subunt++; - FALLTHROUGH + subunt = 3; + break; case ELE_POISON: - subunt++; - FALLTHROUGH + subunt = 2; + break; case ELE_DARK: - subunt++; - FALLTHROUGH + subunt = 1; + break; case ELE_WIND: + subunt = 0; break; default: - subunt=rnd()%5; + subunt = rnd() % 5; break; } @@ -15201,7 +15201,8 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 } for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) { - if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 ) + int item_idx = (skill_lv - 1) % MAX_SKILL_ITEM_REQUIRE; + if ((skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != item_idx) continue; switch( skill_id ) { @@ -18097,7 +18098,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150) make_per = sd->status.job_level / 4 + st->luk / 2 + st->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3) - qty = ~(5 + rnd()%5) + 1; + qty = ~(5 + rnd()%5) + 1; // FIXME[Haru]: This smells, if anyone knows the intent, please rewrite the expression in a more clear form. switch(nameid){// difficulty factor case ITEMID_APPLE_BOMB: @@ -18133,7 +18134,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, qty = 5; if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){ - qty = ~qty + 1; + qty = ~qty + 1; // FIXME[Haru]: This smells. If anyone knows the intent, please rewrite the expression in a more clear form. make_per = 0; }else make_per = 10000; @@ -18390,7 +18391,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, int rate = rnd()%500; memset(&tmp_item,0,sizeof(tmp_item)); if( rate < 50) i = 4; - else if( rate < 100) i = 2+rnd()%1; + else if( rate < 100) i = 2+rnd()%1; // FIXME[Haru]: This '%1' is certainly not intended. If anyone knows the purpose, please rewrite this code. else if( rate < 250 ) i = 1; else if( rate < 500 ) i = 0; tmp_item.nameid = compensation[i]; |