// 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 "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]; 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 __attribute__ ((unused)), uint16 skill_id __attribute__ ((unused)), uint16 skill_lv __attribute__ ((unused)), int wflag __attribute__ ((unused))) { 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; const int mod = data->weaponAttacks[sd->weapontype1]; retVal.damage = apply_percentrate64(retVal.damage, mod, 10000); retVal.damage2 = apply_percentrate64(retVal.damage2, mod, 10000); return retVal; }