1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
|
// 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 "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 __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;
// 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
/* FIXME - Uncomment & Deploy after fixing infinite loop
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);
pc->setreg(sd, script->add_variable("@weaponAtk"), pc->readreg(sd,script->add_variable("@weaponAtk"))+1);
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_R];
if (weaponIndex < 0) {
const int oldWeapon = pc->readreg(sd, script->add_variable("@weaponId"));
if (oldWeapon < 1)
{
pc->setreg(sd, script->add_variable("@weaponId"), 1);
}
else if (1 != oldWeapon)
{
pc->setreg(sd, script->add_variable("@weaponId"), 1);
pc->setreg(sd, script->add_variable("@weaponNew"), 1);
}
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;
}
const int oldWeapon = pc->readreg(sd,script->add_variable("@weaponId"));
if (oldWeapon < 1)
{
pc->setreg(sd, script->add_variable("@weaponId"), sd->inventory_data[weaponIndex]->nameid);
}
else if (sd->inventory_data[weaponIndex]->nameid != oldWeapon)
{
pc->setreg(sd, script->add_variable("@weaponId"), sd->inventory_data[weaponIndex]->nameid);
pc->setreg(sd, script->add_variable("@weaponNew"), 1);
}
return ATK_NONE;
}
|