// Copyright (c) Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// Copyright (c) 2014 - 2015 Evol developers
#include "common/hercules.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "common/HPMi.h"
#include "common/nullpo.h"
#include "common/utils.h"
#include "common/random.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 __attribute__ ((unused)))
{
// Rebuild Infinite Defense Rule
struct status_data *tstatus = status->get_status_data(target);
int infdef = 0;
infdef = (tstatus->mode&MD_PLANT && skill_id != RA_CLUSTERBOMB?1:0);
#ifdef RENEWAL
if (skill_id == HT_FREEZINGTRAP)
infdef = 0;
#endif
if (!infdef && target->type == BL_SKILL) {
const struct skill_unit *su = BL_UCCAST(BL_SKILL, target);
if (su->group->unit_id == UNT_REVERBERATION)
infdef = 1; // Reverberation takes 1 damage
}
// ML: Crits ignore defense (estimate)
// (regardless of source or target)
if (!infdef && retVal.type == BDT_CRIT) {
// Minimum damage for criticals (per ML rule)
if (retVal.damage <= 10)
retVal.damage=10;
/* This needs fixing
int pnerf;
pnerf=battle->calc_defense(BF_WEAPON, src, target, skill_id, skill_lv, retVal.damage, 0, 0);
retVal.damage+=retVal.damage-pnerf;
*/
}
if (src == NULL)
return retVal;
struct map_session_data *sd = BL_CAST(BL_PC, src);
if (sd == NULL)
return retVal;
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_ele(skill_id, skill_lv);
mod = data->eleResist[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;
}
struct Damage ebattle_calc_magic_attack_post(struct Damage retVal,
struct block_list *src,
struct block_list *target,
uint16 skill_id,
uint16 skill_lv,
int mflag __attribute__ ((unused)))
{
// Skip if things went wrong
if (src == NULL || target == NULL)
return retVal;
// Rebuild SD and SC data
struct map_session_data *sd, *tsd;
struct status_change *sc = status->get_sc(src);
struct status_change *tsc = status->get_sc(target);
struct status_data *sstatus = status->get_status_data(src);
struct status_data *tstatus = status->get_status_data(target);
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
// Skip if things went wrong
if (sd == NULL || tsd == NULL)
return retVal;
// Skip checking as there are no status changes active.
if (sc && !sc->count)
sc = NULL;
if (tsc && !tsc->count)
tsc = NULL;
// Magic attacks can be blocked by shields.
// This terminates everything
if (tstatus->flee2 && rnd()%1000 < tstatus->flee2) {
retVal.type = BDT_PDODGE;
retVal.dmg_lv=ATK_LUCKY;
if (retVal.div_ < 0) retVal.div_*=-1;
retVal.damage=0;
retVal.damage2=0;
return retVal;
}
// Rebuild Infinite Defense Rule
int infdef = 0;
infdef = (tstatus->mode&MD_PLANT) ? 1 : 0;
if (!infdef && target->type == BL_SKILL) {
const struct skill_unit *su = BL_UCCAST(BL_SKILL, target);
if (su->group->unit_id == UNT_REVERBERATION)
infdef = 1; // Reverberation takes 1 damage
}
// Not infinite defense, extra calculations
if (!infdef) {
// Allow magic attacks to crit
if ( sstatus->cri ) {
int cri = sstatus->cri;
// Race critical bonuses
cri+= sd->critaddrace[tstatus->race];
// Critical Defense
cri -= status->get_lv(target) / 5 + (3 * status_get_luk(target))/2;
// Magic deals in average, 3x less criticals
cri = cri / 3;
// Sleeping target?
if( tsc && tsc->data[SC_SLEEP] )
cri <<= 1;
// Official critical defense calculation
if(tsd && tsd->bonus.critical_def)
cri = cri * ( 100 - tsd->bonus.critical_def ) / 100;
// And finally, check if a crit!
if (rnd()%1000 < cri) {
// Damage +40% (official behavior) and CRITDMG bonus
// Magic Crits are 50% weaker, because they rarely miss
retVal.damage=apply_percentrate64(retVal.damage, (40+sd->bonus.crit_atk_rate)/2+100, 100);
retVal.damage2=apply_percentrate64(retVal.damage2, (40+sd->bonus.crit_atk_rate)/2+100, 100);
retVal.type = BDT_CRIT;
}
}
// Err, enough maths for today
}
// Apply 4144 code if relevant
if (src == NULL || sd == NULL)
return retVal;
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_ele(skill_id, skill_lv);
mod = data->eleResist[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;
}