Files
sfall/sfall/AmmoMod.cpp
T
NovaRain 4bb3fa0275 Merged two Glovz's fix functions and reorganized Glovz's/YAAM code layout a bit.
Fixed a bug in Stats.cpp that caused critical hits to ignore critical table roll value and only have the lowest level effect.
Minor edits to MainMenu.cpp.
2018-11-20 23:44:27 +08:00

481 lines
24 KiB
C++

/*
* sfall
* Copyright (C) 2008, 2009, 2010, 2013, 2014 The sfall team
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "main.h"
#include "Define.h"
#include "FalloutEngine.h"
#include "Logging.h"
static int formula;
static const DWORD DamageFunctionReturn = 0x424A63;
// Damage Fix v5 (with v5.1 Damage Multiplier tweak) by Glovz 2014.04.16.xx.xx
static __declspec(naked) void DamageGlovz() {
__asm {
mov ebx, dword ptr ss:[esp + 0x1C]; // get the number of hits
xor ecx, ecx; // set the loop counter to 0
cmp ebx, 0; // compare the number of hits to 0
jle end; // exit
begin:
mov dword ptr ss:[esp + 0x30], 0; // clear value
mov edx, dword ptr ds:[esi + 4]; // get pointer to weapon being used by an attacker (I think)
mov eax, dword ptr ds:[esi]; // get pointer to critter attacking
call item_w_damage_; // get the raw damage value
mov ebx, dword ptr ss:[esp + 0x18]; // get the bonus ranged damage value
cmp ebx, 0; // compare the range bonus damage value to 0
jle rdJmp; // if the RB value is less than or equal to 0 then goto rdJmp
add eax, ebx; // add the RB value to the RD value
rdJmp:
cmp eax, 0; // compare the new damage value to 0
jle noDamageJmp; // goto noDamageJmp
mov ebx, eax; // set the ND value
mov edx, dword ptr ss:[esp + 0x28]; // get the armorDT value
cmp edx, 0; // compare the armorDT value to 0
jle bJmp; // if the armorDT value is less than or equal to 0 then goto bJmp
mov eax, dword ptr ds:[esi + 0x8]; // get pointer to critters ammo being used in their weapon (I think)
call item_w_dam_div_; // get the ammoY value
cmp eax, 0; // compare the ammoY value to 0
jg aJmp; // if the ammoY value is greater than 0 then goto aJmp
mov eax, 1; // set the ammoY value to 1
aJmp:
xor ebp, ebp; // clear value
cmp edx, eax; // compare the dividend with the divisor
jl lrThan; // the dividend is less than the divisor then goto lrThan
jg grThan; // the dividend is greater than the divisor then goto grThan
jmp setOne; // if the two values are equal then goto setOne
lrThan:
mov ebp, edx; // store the dividend value temporarily
imul edx, 2; // multiply dividend value by 2
sub edx, eax; // subtract divisor value from the dividend value
cmp edx, 0; // compare the result to 0
jl setZero; // if the result is less than 0 then goto setZero
jg setOne; // if the result is greater than 0 then goto setOne
mov edx, ebp; // restore dividend value
and edx, 1; // if true (1) then odd if false (0) then even
jz setZero; // if the result is equal to 0 then setZero
jmp setOne; // if the result is not 0 then goto setOne
grThan:
mov ebp, eax; // assign the divisor value
xor eax, eax; // clear value
bbbJmp:
inc eax; // add 1 to the quotient value
sub edx, ebp; // subtract the divisor value from the dividend value
cmp edx, ebp; // compare the remainder value to the divisor value
jge bbbJmp; // if the remainder value is greater or equal to the divisor value then goto bbbJmp
jz endDiv; // if the remainder value is equal to 0 then goto endDiv
imul edx, 2; // multiply temp remainder value by 2
sub edx, ebp; // subtract the divisor value from the temp remainder
cmp edx, 0; // compare the result to 0
jl endDiv; // if the result is less than 0 then goto endDiv
jg addOne; // if the result is greater than 0 then goto addOne
mov ebp, eax; // assign the quotient value
and ebp, 1; // if true (1) then odd if false (0) then even
jz endDiv; // if the result is equal to zero goto endDiv
addOne:
inc eax; // add 1 to the quotient value
jmp endDiv; // goto endDiv
setOne:
mov eax, 1; // set the quotient value to 1
jmp endDiv; // goto endDiv
setZero:
xor eax, eax; // clear value
endDiv:
cmp dword ptr ss:[esp + 0x30], 2; // compare value to 2
je divTwo; // goto divTwo
cmp dword ptr ss:[esp + 0x30], 3; // compare value to 3
je divThree; // goto divThree
cmp dword ptr ss:[esp + 0x30], 4; // compare value to 4
je divFour; // goto divFour
cmp dword ptr ss:[esp + 0x30], 5; // compare value to 5
je divFive; // goto divFive
cmp dword ptr ss:[esp + 0x30], 6; // compare value to 6
je divSix; // goto divSix
cmp dword ptr ss:[esp + 0x30], 7; // compare value to 7
je divSeven; // goto divSeven
sub ebx, eax; // subtract the new armorDT value from the RD value
jmp cJmp; // goto cJmp
bJmp:
mov edx, dword ptr ss:[esp + 0x2C]; // get the armorDR value
cmp edx, 0; // compare the armorDR value to 0
jle dJmp; // if the armorDR value is less than or equal to 0 then goto dJmp
cJmp:
cmp ebx, 0; // compare the new damage value to 0
jle noDamageJmp; // goto noDamageJmp
mov edx, dword ptr ss:[esp + 0x2C]; // get the armorDR value
cmp edx, 0; // compare the armorDR value to 0
jle eJmp; // if the armorDR value is less than or equal to 0 then goto eJmp
mov eax, dword ptr ss:[esp + 0x20]; // get the CD value
cmp eax, 100; // compare the CD value to 100
jg sdrJmp; // if the CD value is greater than 100 then goto sdrJmp
je aSubCJmp; // if the CD value is equal to 100 then goto aSubCJmp
add edx, 20; // add 20 to the armorDR value
jmp aSubCJmp; // goto aSubCJmp
sdrJmp:
sub edx, 20; // subtract 20 from the armorDR value
aSubCJmp:
mov eax, dword ptr ds:[esi + 0x8]; // get pointer to ammo being used in the critters weapon (I think)
call item_w_dr_adjust_; // get the ammoDRM value
cmp eax, 0; // compare the ammoDRM value to 0
jl adrJmp; // if the ammoDRM value is less than 0 then goto adrJmp
je bSubCJmp; // if the ammoDRM value is equal to 0 then goto bSubCJmp
xor ebp, ebp; // clear value
sub ebp, eax; // subtract ammoDRM value from 0
mov eax, ebp; // set new ammoDRM value
adrJmp:
add edx, eax; // add the ammoDRM value to the armorDR value
bSubCJmp:
mov eax, dword ptr ds:[esi + 0x8]; // get pointer to ammo being used in the critters weapon (I think)
call item_w_dam_mult_; // get the ammoX value
cmp eax, 0; // compare the ammoX value to 0
jg cSubCJmp; // if the ammoX value is greater than 0 then goto cSubCJmp;
mov eax, 1; // set the ammoX value to 1
cSubCJmp:
mov dword ptr ss:[esp + 0x30], 2; // set value to 2
jmp aJmp; // goto aJmp
divTwo:
mov edx, ebx; // set temp value
imul edx, eax; // multiply the ND value by the armorDR value
mov eax, 100; // set divisor value to 100
mov dword ptr ss:[esp + 0x30], 3; // set value to 3
jmp aJmp; // goto aJmp
divThree:
sub ebx, eax; // subtract the damage resisted value from the ND value
jmp eJmp; // goto eJmp
dJmp:
mov eax, dword ptr ds:[esi + 0x8]; // get pointer to ammo being used in the critters weapon (I think)
call item_w_dam_mult_; // get the ammoX value
cmp eax, 1; // compare the ammoX value to 1
jle bSubDJmp; // if the ammoX value is less than or equal to 1 then goto bSubDJmp;
mov eax, dword ptr ds:[esi + 0x8]; // get pointer to critters ammo being used in their weapon (I think)
call item_w_dam_div_; // get the ammoY value
cmp eax, 1; // compare the ammoY value to 1
jle aSubDJmp; // if the ammoY value is less than or equal to 1 then goto aSubDJmp
mov edx, ebx; // set temp value
imul edx, 15; // multiply the ND value by 15
mov eax, 100; // set divisor value to 100
mov dword ptr ss:[esp + 0x30], 4; // set value to 4
jmp aJmp; // goto aJmp
divFour:
add ebx, eax; // add the quotient value to the ND value
jmp eJmp; // goto eJmp
aSubDJmp:
mov edx, ebx; // set temp value
imul edx, 20; // multiply the ND value by 20
mov eax, 100; // set divisor value to 100
mov dword ptr ss:[esp + 0x30], 5; // set value to 5
jmp aJmp; // goto aJmp
divFive:
add ebx, eax; // add the quotient value to the ND value
jmp eJmp; // goto eJmp
bSubDJmp:
mov eax, dword ptr ds:[esi + 0x8]; // get pointer to critters ammo being used in their weapon (I think)
call item_w_dam_div_; // get the ammoY value
cmp eax, 1; // compare the ammoY value to 1
jle eJmp; // goto eJmp
mov edx, ebx; // set temp value
imul edx, 10; // multiply the ND value by 10
mov eax, 100; // set divisor value to 100
mov dword ptr ss:[esp + 0x30], 6; // set value to 6
jmp aJmp; // goto aJmp
divSix:
add ebx, eax; // add the quotient value to the ND value
eJmp:
cmp ebx, 0; // compare the new damage value to 0
jle noDamageJmp; // goto noDamageJmp
mov eax, dword ptr ss:[esp + 0x24]; // get the CM value
cmp eax, 2; // compare the CM value to 2
jle addNDJmp; // if the CM value is less than or equal to 2 then goto addNDJmp
cmp formula, 2; // check selected damage formula (added for v5.1 tweak)
jz tweak;
imul ebx, eax; // multiply the ND value by the CM value
sar ebx, 1; // divide the result by 2
jmp addNDJmp;
//// begin v5.1 tweak ////
tweak:
mov edx, ebx; // set temp ND value
imul edx, eax; // multiply the temp ND value by the CM value
imul edx, 25; // multiply the temp ND value by 25
mov eax, 100; // set divisor value to 100
mov dword ptr ss:[esp + 0x30], 7; // set value to 7
jmp aJmp; // goto aJmp
divSeven:
add ebx, eax; // add the critical damage value to the ND value
//// end v5.1 tweak ////
addNDJmp:
add dword ptr ds:[edi], ebx; // accumulate damage
noDamageJmp:
mov eax, dword ptr ss:[esp + 0x1C]; // get the number of hits
inc ecx; // the counter value increments by one
cmp ecx, eax; // is the counter value less than the number of hits
jl begin; // goto begin
end:
jmp DamageFunctionReturn; // exit
}
}
// YAAM
static __declspec(naked) void DamageYAAM() {
__asm {
mov eax, dword ptr ds:[esi + 0x8]; // Get pointer to critter's weapon
mov edx, dword ptr ss:[esp + 0x24]; // Get Critical Multiplier (passed in as argument to function)
call item_w_dam_mult_; // Retrieve Ammo Dividend
imul edx, eax; // Damage Multipler = Critical Multipler * Ammo Dividend
mov eax, dword ptr ds:[esi + 0x8]; // Get pointer to critter's weapon
call item_w_dam_div_; // Retrieve Ammo Divisor
imul ebp, eax; // Ammo Divisor = 1 * Ammo Divisor (ebp set to 1 earlier in function)
mov ebx, dword ptr ss:[esp + 0x1C]; // Get number of hits
xor ecx, ecx; // Set loop counter to zero
mov dword ptr ss:[esp + 0x24], edx; // Store Damage Multiplier
test ebx, ebx; // Is number of hits <= 0?
jle end; // If yes, jump beyond damage calculation loop
ajmp: // Start of damage calculation loop
mov edx, dword ptr ds:[esi + 0x4]; // Get pointer to weapon (?)
mov eax, dword ptr ds:[esi]; // Get pointer to critter (?)
mov ebx, dword ptr ss:[esp + 0x18]; // Get Bonus Ranged Damage
call item_w_damage_; // Retrieve Raw Damage
add ebx, eax; // Raw Damage = Raw Damage + Bonus Ranged Damage
mov edx, dword ptr ss:[esp + 0x28]; // Get armor DT
mov eax, dword ptr ds:[esi + 0x8]; // Get pointer to critter's weapon
call item_w_dr_adjust_; // Retrieve ammo DT (well, it's really Retrieve ammo DR, but since we're treating ammo DR as ammo DT...)
sub edx, eax; // DT = armor DT - ammo DT
test edx, edx; // Is DT >= 0?
jge bjmp; // If yes, skip the next instruction
xor edx, edx; // Otherwise, set DT = 0
bjmp:
sub ebx, edx; // Raw Damage = Raw Damage - DT
test ebx, ebx; // Is Raw Damage <= 0?
jle cjmp; // If yes, skip damage calculation and go to bottom of loop
imul ebx, dword ptr ss:[esp + 0x24]; // Otherwise, Raw Damage = Raw Damage * Damage Multiplier
test ebp, ebp; // Is Ammo Divisor == 0?
je djmp; // If yes, avoid divide by zero error
mov edx, ebx;
mov eax, ebx;
sar edx, 31;
idiv ebp;
mov ebx, eax; // Otherwise, Raw Damage = Raw Damage / Ammo Divisor
djmp:
mov edx, ebx;
mov eax, ebx;
sar edx, 31;
sub eax, edx;
sar eax, 1; // Raw Damage = Raw Damage / 2 (related to critical hit damage multiplier bonus)
mov edx, dword ptr ss:[esp + 0x20]; // Get combat difficulty setting (75 if wimpy, 100 if normal or if attacker is player, 125 if rough)
imul edx, eax; // Raw Damage = Raw Damage * combat difficulty setting
mov ebx, 100;
mov eax, edx;
sar edx, 31;
idiv ebx;
mov ebx, eax; // Raw Damage = Raw Damage / 100
mov edx, dword ptr ss:[esp + 0x28]; // Get armor DT
mov eax, dword ptr ds:[esi + 0x8]; // Get pointer to critter's weapon
call item_w_dr_adjust_; // Retrieve ammo DT
sub edx, eax; // DT = armor DT - ammo DT
test edx, edx; // Is DT >= 0?
jge ejmp; // If yes, set DT = 0
mov eax, 10;
imul eax, edx; // Otherwise, DT = DT * 10 (note that this should be a negative value)
jmp fjmp;
ejmp:
xor eax, eax;
fjmp:
mov edx, dword ptr ss:[esp + 0x2C]; // Get armor DR
add edx, eax; // DR = armor DR + DT (note that DT should be less than or equal to zero)
test edx, edx; // Is DR >= 0?
jge gjmp;
xor edx, edx; // If no, set DR = 0
jmp hjmp;
gjmp:
cmp edx, 100; // Otherwise, is DR >= 100?
jge ijmp; // If yes, damage will be zero, so stop calculating and go to bottom of loop
hjmp:
imul edx, ebx; // Otherwise, Resisted Damage = DR * Raw Damage
mov dword ptr ss:[esp + 0x30], 100;
mov eax, edx;
sar edx, 31;
idiv dword ptr ss:[esp + 0x30]; // Resisted Damage = Resisted Damage / 100
sub ebx, eax; // Raw Damage = Raw Damage - Resisted Damage
cjmp:
test ebx, ebx; // Is Raw Damage <= 0?
jle ijmp; // If yes, don't accumulate damage
add dword ptr ds:[edi], ebx; // Otherwise, Accumulated Damage = Accumulated Damage + Raw Damage
ijmp:
mov eax, dword ptr ss:[esp + 0x1C]; // Get number of hits
inc ecx; // counter += 1
cmp ecx, eax; // Is counter < number of hits?
jl ajmp; // If yes, go back to start of damage calcuation loop (calculate damage for next hit)
end:
jmp DamageFunctionReturn; // Otherwise, exit loop
}
}
////////////////////////////////////////////////////////////////////////////////
static __declspec(naked) void MeleeDmgDisplayPrintFix_hook() {
__asm {
call stat_level_; // Get Melee Damage
mov ecx, eax; // Store value
mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
mov eax, dword ptr ds:[_obj_dude]; // Get pointer to PC
call perk_level_; // Get rank of Bonus HtH Damage
shl eax, 1; // Multiply by 2
sub ecx, eax; // Subtract from Melee Damage
mov eax, ecx; // Move back to eax in preparation of push
retn;
}
}
static __declspec(naked) void CommonDmgRngDispFix_hook() {
__asm {
mov ebx, eax; // Store pointer to critter
call stat_level_; // Get Melee Damage
xchg ebx, eax; // Store Melee Damage value
mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
call perk_level_; // Get rank of Bonus HtH Damage
shl eax, 1; // Multiply by 2
sub ebx, eax; // Subtract from Melee Damage
mov eax, ebx; // Move back to eax in preparation of push
retn;
}
}
static __declspec(naked) void HtHDamageFix1a_hack() {
__asm {
xor edx, edx;
cmp ecx, dword ptr ds:[_obj_dude]; // Is the critter == PC?
jnz skip; // Skip if no
mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
mov eax, ecx; // pointer to PC
call perk_level_; // Return Rank_of_Bonus_HtH_Damage_perk
shl eax, 1; // Rank_of_Bonus_HtH_Damage_perk *= 2
mov edx, eax; // Min_Damage = Rank_of_Bonus_HtH_Damage_perk
skip:
add edx, 1; // Min_Damage += 1
retn;
}
}
static __declspec(naked) void HtHDamageFix1b_hook() {
__asm {
call stat_level_; // Get Total_Melee_Damage
cmp ecx, dword ptr ds:[_obj_dude]; // Is the critter == PC?
jnz end; // Skip to exit if no
push eax;
mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
mov eax, ecx; // pointer to PC
call perk_level_; // Return Rank_of_Bonus_HtH_Damage_perk
shl eax, 1; // Rank_of_Bonus_HtH_Damage_perk *= 2
add dword ptr [esp + 0x24 - 0x20 + 8], eax; // Min_Damage += Rank_of_Bonus_HtH_Damage_perk
pop eax;
end:
retn;
}
}
static void __declspec(naked) DisplayBonusRangedDmg_hook() {
__asm {
mov edx, PERK_bonus_ranged_damage;
mov eax, dword ptr ds:[_stack];
call perk_level_;
shl eax, 1;
add dword ptr [esp + 4 * 4], eax; // min_dmg + perk bonus
add dword ptr [esp + 4 * 5], eax; // max_dmg + perk bonus
jmp sprintf_;
}
}
static void __declspec(naked) DisplayBonusHtHDmg1_hook() {
__asm {
mov edx, PERK_bonus_hth_damage;
mov eax, dword ptr ds:[_stack];
call perk_level_;
shl eax, 1;
add dword ptr [esp + 4 * 4], eax; // min_dmg + perk bonus
jmp sprintf_;
}
}
static const DWORD DisplayBonusHtHDmg2Exit = 0x472569;
static void __declspec(naked) DisplayBonusHtHDmg2_hack() {
__asm {
mov ecx, eax;
call stat_level_;
add eax, 2;
push eax; // max dmg
mov edx, PERK_bonus_hth_damage;
mov eax, ecx;
call perk_level_;
shl eax, 1;
add eax, 1;
push eax; // min dmg + bonus
mov ecx, dword ptr[esp + 0x98 + 0x4];
push ecx; // message
push 0x509EDC; // '%s %d-%d'
lea eax, [esp + 0x0C + 0x4];
push eax; // buf
call sprintf_;
add esp, 0x10 + 0x4;
jmp DisplayBonusHtHDmg2Exit;
}
}
void AmmoModInit() {
if (formula = GetPrivateProfileIntA("Misc", "DamageFormula", 0, ini)) {
switch (formula) {
case 1:
case 2:
MakeJump(0x424995, DamageGlovz);
break;
/*case 3:
MakeJump(0x424995, DamageFunction3);
break;
case 4:
MakeJump(0x424995, DamageFunction4);
break;*/
case 5:
MakeJump(0x424995, DamageYAAM);
break;
}
}
int BonusHtHDmgFix = GetPrivateProfileIntA("Misc", "BonusHtHDamageFix", 1, ini);
int DisplayBonusDmg = GetPrivateProfileIntA("Misc", "DisplayBonusDamage", 0, ini);
if (BonusHtHDmgFix) {
dlog("Applying Bonus HtH Damage Perk fix.", DL_INIT);
if (!DisplayBonusDmg) { // Subtract damage from perk bonus (vanilla displaying)
HookCall(0x435C0C, MeleeDmgDisplayPrintFix_hook); // DisplayFix (ListDrvdStats_)
HookCall(0x439921, MeleeDmgDisplayPrintFix_hook); // PrintFix (Save_as_ASCII_)
HookCall(0x472266, CommonDmgRngDispFix_hook); // MeleeWeap (display_stats_)
HookCall(0x472546, CommonDmgRngDispFix_hook); // Unarmed (display_stats_)
}
MakeCall(0x478492, HtHDamageFix1a_hack); // Unarmed (item_w_damage_)
HookCall(0x47854C, HtHDamageFix1b_hook); // MeleeWeap (item_w_damage_)
dlogr(" Done", DL_INIT);
}
if (DisplayBonusDmg) {
dlog("Applying Display Bonus Damage patch.", DL_INIT);
HookCall(0x4722DD, DisplayBonusRangedDmg_hook); // display_stats_
if (BonusHtHDmgFix) {
HookCall(0x472309, DisplayBonusHtHDmg1_hook); // display_stats_
MakeJump(0x472546, DisplayBonusHtHDmg2_hack); // display_stats_
}
dlogr(" Done", DL_INIT);
}
}