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authorHaru <haru@dotalux.com>2016-06-24 22:39:35 +0200
committerGitHub <noreply@github.com>2016-06-24 22:39:35 +0200
commit7d2e109ba82ace541ceefa4c5b1c0b6804d0cfda (patch)
tree6fb6be124718881e0e4ec1bd9d427ae4b79b5c52 /src
parent7952c1fe1f92b7b4907545c6b24ccfc383c87555 (diff)
parent9fde855bfad89c9842c3f7525fe431e411a713f7 (diff)
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Merge pull request #1324 from 4144/ranged
Move ammo check into separate function in battle.c
Diffstat (limited to 'src')
-rw-r--r--src/map/battle.c74
-rw-r--r--src/map/battle.h2
2 files changed, 44 insertions, 32 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 09b99aa05..944271efa 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -6009,6 +6009,46 @@ int battle_damage_area(struct block_list *bl, va_list ap) {
return 0;
}
+
+bool battle_check_arrows(struct map_session_data *sd)
+{
+ int index = sd->equip_index[EQI_AMMO];
+ if (index < 0) {
+ if (sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA)
+ clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
+ else
+ clif->arrow_fail(sd, 0);
+ return false;
+ }
+ //Ammo check by Ishizu-chan
+ if (sd->inventory_data[index]) {
+ switch (sd->status.weapon) {
+ case W_BOW:
+ if (sd->inventory_data[index]->look != A_ARROW) {
+ clif->arrow_fail(sd, 0);
+ return false;
+ }
+ break;
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ if (sd->inventory_data[index]->look != A_BULLET) {
+ clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
+ return false;
+ }
+ break;
+ case W_GRENADE:
+ if (sd->inventory_data[index]->look != A_GRENADE) {
+ clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
/*==========================================
* Do a basic physical attack (call trough unit_attack_timer)
*------------------------------------------*/
@@ -6046,39 +6086,8 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE));
if (sd->state.arrow_atk)
{
- int index = sd->equip_index[EQI_AMMO];
- if (index<0) {
- if ( sd->weapontype1 > W_KATAR && sd->weapontype1 < W_HUUMA )
- clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
- else
- clif->arrow_fail(sd, 0);
+ if (battle->check_arrows(sd) == false)
return ATK_NONE;
- }
- //Ammo check by Ishizu-chan
- if (sd->inventory_data[index])
- switch (sd->status.weapon) {
- case W_BOW:
- if (sd->inventory_data[index]->look != A_ARROW) {
- clif->arrow_fail(sd,0);
- return ATK_NONE;
- }
- break;
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- if (sd->inventory_data[index]->look != A_BULLET) {
- clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
- return ATK_NONE;
- }
- break;
- case W_GRENADE:
- if (sd->inventory_data[index]->look != A_GRENADE) {
- clif->skill_fail(sd, 0, USESKILL_FAIL_NEED_MORE_BULLET, 0);
- return ATK_NONE;
- }
- break;
- }
}
}
if (sc && sc->count) {
@@ -7605,6 +7614,7 @@ void battle_defaults(void) {
battle->calc_gvg_damage = battle_calc_gvg_damage;
battle->calc_bg_damage = battle_calc_bg_damage;
battle->weapon_attack = battle_weapon_attack;
+ battle->check_arrows = battle_check_arrows;
battle->calc_weapon_attack = battle_calc_weapon_attack;
battle->delay_damage = battle_delay_damage;
battle->drain = battle_drain;
diff --git a/src/map/battle.h b/src/map/battle.h
index 49abdc730..6fa600ada 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -593,6 +593,8 @@ struct battle_interface {
int64 (*calc_bg_damage) (struct block_list *src, struct block_list *bl, int64 damage, int div_, uint16 skill_id, uint16 skill_lv, int flag);
/* normal weapon attack */
enum damage_lv (*weapon_attack) (struct block_list *bl, struct block_list *target, int64 tick, int flag);
+ /* check is equipped ammo and this ammo allowed */
+ bool (*check_arrows) (struct map_session_data *sd);
/* calculate weapon attack */
struct Damage (*calc_weapon_attack) (struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag);
/* delays damage or skills by a timer */