Files
sfall/sfall/Modules/DamageMod.cpp
T
2021-10-02 22:44:15 +08:00

489 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 "..\FalloutEngine\Fallout2.h"
#include "..\Logging.h"
#include "HookScripts.h"
#include "Unarmed.h"
#include "..\Game\stats.h"
#include "DamageMod.h"
namespace sfall
{
int DamageMod::formula;
// Damage Fix v5 (with v5.1 Damage Multiplier tweak) by Glovz 2014.04.16.xx.xx
// TODO: rewrite in C++
void DamageMod::DamageGlovz(fo::ComputeAttackResult &ctd, DWORD &accumulatedDamage, int rounds, int armorDT, int armorDR, int bonusRangedDamage, int multiplyDamage, int difficulty) {
if (rounds <= 0) return;
int ammoY = fo::func::item_w_dam_div(ctd.weapon); // ammoY value (divisor)
int ammoX = fo::func::item_w_dam_mult(ctd.weapon); // ammoX value
int ammoDRM = fo::func::item_w_dr_adjust(ctd.weapon); // ammoDRM value
int mValue;
__asm {
mov esi, ctd;
mov edi, accumulatedDamage;
begin:
mov mValue, 0; // clear value
mov edx, dword ptr ds:[esi + 4]; // get the hit mode of weapon being used by an attacker
mov eax, dword ptr ds:[esi]; // get pointer to critter attacking
call fo::funcoffs::item_w_damage_; // get the raw damage value
mov ebx, bonusRangedDamage; // 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, armorDT; // 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 ammoY; // 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 ecx, ecx; // clear value (old ebp)
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 ecx, 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, ecx; // 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 ecx, eax; // assign the divisor value
xor eax, eax; // clear value
bbbJmp:
inc eax; // add 1 to the quotient value
sub edx, ecx; // subtract the divisor value from the dividend value
cmp edx, ecx; // 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, ecx; // 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 ecx, eax; // assign the quotient value
and ecx, 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 mValue, 2; // compare value to 2
je divTwo; // goto divTwo
cmp mValue, 3; // compare value to 3
je divThree; // goto divThree
cmp mValue, 4; // compare value to 4
je divFour; // goto divFour
cmp mValue, 5; // compare value to 5
je divFive; // goto divFive
cmp mValue, 6; // compare value to 6
je divSix; // goto divSix
cmp mValue, 7; // compare value to 7 (added for v5.1 tweak)
je divSeven; // goto divSeven
sub ebx, eax; // subtract the new armorDT value from the RD value
jmp cJmp; // goto cJmp
bJmp:
mov edx, armorDR; // 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, armorDR; // 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, difficulty; // 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 ammoDRM; // 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 ecx, ecx; // clear value
sub ecx, eax; // subtract ammoDRM value from 0
mov eax, ecx; // set new ammoDRM value
adrJmp:
add edx, eax; // add the ammoDRM value to the armorDR value
bSubCJmp:
mov eax, dword ptr ammoX; // 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 mValue, 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 mValue, 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 ammoX; // 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 ammoY; // 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 mValue, 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 mValue, 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 ammoY; // 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 mValue, 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, multiplyDamage; // get the Critical Multiplier (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 DamageMod::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 mValue, 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:
dec dword ptr rounds; // decrease the hit counter value by one
jnz begin; // compare the number of hits to 0
}
}
// YAAM
void DamageMod::DamageYAAM(fo::ComputeAttackResult &ctd, DWORD &accumulatedDamage, int rounds, int armorDT, int armorDR, int bonusRangedDamage,int multiplyDamage, int difficulty) {
int ammoDiv = fo::func::item_w_dam_div(ctd.weapon); // Retrieve Ammo Divisor
int ammoMult = fo::func::item_w_dam_mult(ctd.weapon); // Retrieve Ammo Dividend
multiplyDamage *= ammoMult; // Damage Multipler = Critical Multipler * Ammo Dividend
int ammoDivisor = 1 * ammoDiv; // Ammo Divisor = 1 * Ammo Divisor
int ammoDT = fo::func::item_w_dr_adjust(ctd.weapon); // Retrieve ammo DT (well, it's really Retrieve ammo DR, but since we're treating ammo DR as ammo DT...)
// Start of damage calculation loop
for (int i = 0; i < rounds; i++) { // Check number of hits
int rawDamage = fo::func::item_w_damage(ctd.attacker, ctd.hitMode); // Retrieve Raw Damage
rawDamage += bonusRangedDamage; // Raw Damage = Raw Damage + Bonus Ranged Damage
int calcDT = armorDT - ammoDT; // DT = armor DT - ammo DT
if (calcDT < 0) calcDT = 0;
rawDamage -= calcDT; // Raw Damage = Raw Damage - DT
if (rawDamage <= 0) continue; // Is Raw Damage <= 0? If yes, skip damage calculation and go to bottom of loop
rawDamage *= multiplyDamage; // Raw Damage = Raw Damage * Damage Multiplier
if (ammoDivisor != 0) { // avoid divide by zero error
rawDamage /= ammoDivisor; // Raw Damage = Raw Damage / Ammo Divisor
}
rawDamage /= 2; // Raw Damage = Raw Damage / 2 (related to critical hit damage multiplier bonus)
rawDamage *= difficulty; // Raw Damage = Raw Damage * combat difficulty setting (75 if wimpy, 100 if normal or if attacker is player, 125 if rough)
rawDamage /= 100; // Raw Damage = Raw Damage / 100
calcDT = armorDT - ammoDT; // DT = armor DT - ammo DT
if (calcDT >= 0) { // Is DT >= 0?
calcDT = 0; // If yes, set DT = 0
} else {
calcDT *= 10; // Otherwise, DT = DT * 10 (note that this should be a negative value)
}
int calcDR = armorDR + calcDT; // DR = armor DR + DT (note that DT should be less than or equal to zero)
if (calcDR >= 100) { // Is DR >= 100?
continue; // If yes, damage will be zero, so stop calculating and go to bottom of loop
} else if (calcDR < 0) { // Is DR >= 0?
calcDR = 0; // If no, set DR = 0
}
int resistedDamage = calcDR * rawDamage; // Otherwise, Resisted Damage = DR * Raw Damage
resistedDamage /= 100; // Resisted Damage = Resisted Damage / 100
rawDamage -= resistedDamage; // Raw Damage = Raw Damage - Resisted Damage
if (rawDamage > 0) accumulatedDamage += rawDamage; // Accumulated Damage = Accumulated Damage + Raw Damage
}
}
////////////////////////////////////////////////////////////////////////////////
// Display melee damage w/o PERK_bonus_hth_damage bonus
static __declspec(naked) void MeleeDmgDisplayPrintFix_hook() {
using namespace fo;
__asm {
mov ecx, eax; // Store pointer to critter
call fo::funcoffs::stat_level_; // Get Melee Damage
xchg ecx, eax; // Store Melee Damage value
mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
call fo::funcoffs::perk_level_; // Get rank of Bonus HtH Damage
shl eax, 1; // Multiply by 2
sub ecx, eax; // Subtract from Melee Damage
mov edx, STAT_melee_dmg;
mov eax, ds:[FO_VAR_obj_dude]; // Get pointer to PC
call fo::funcoffs::stat_get_base_; // Get Melee Damage w/o bonuses
cmp ecx, eax; // HtH Damage vs Base Melee Damage
cmovg eax, ecx; // Move back to eax in preparation of push
retn;
}
}
// Display max melee damage w/o PERK_bonus_hth_damage bonus
static __declspec(naked) void CommonDmgRngDispFix_hook() {
using namespace fo;
__asm {
mov ebx, eax; // Store pointer to critter
call fo::funcoffs::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 fo::funcoffs::perk_level_; // Get rank of Bonus HtH Damage
shl eax, 1; // Multiply by 2
sub ebx, eax; // Subtract from Melee Damage
mov edx, STAT_melee_dmg;
mov eax, ds:[FO_VAR_stack];
call fo::funcoffs::stat_get_base_; // Get Melee Damage w/o bonuses
cmp ebx, eax; // HtH Damage vs Base Melee Damage
cmovg eax, ebx; // Move back to eax in preparation of push
retn;
}
}
/*
static __declspec(naked) void HtHDamageFix1a_hack() {
using namespace fo;
__asm {
cmp ecx, dword ptr ds:[FO_VAR_obj_dude]; // Is the critter == PC?
je fix; // Skip if no
mov edx, 1; // Min_Damage = 1
retn;
fix:
mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
mov eax, ecx; // pointer to PC
call fo::funcoffs::perk_level_; // Return Rank_of_Bonus_HtH_Damage_perk
shl eax, 1; // Rank_of_Bonus_HtH_Damage_perk *= 2
lea edx, [eax + 1]; // Min_Damage = 1 + Rank_of_Bonus_HtH_Damage_perk
retn;
}
}
*/
static __declspec(naked) void HtHDamageFix1b_hook() {
using namespace fo;
__asm {
call fo::funcoffs::stat_level_; // Get Total_Melee_Damage
cmp ecx, dword ptr ds:[FO_VAR_obj_dude]; // Is the critter == PC?
je fix; // Skip to exit if no
retn;
fix:
push eax;
mov edx, PERK_bonus_hth_damage; // perk_level_ argument: PERK_bonus_hth_damage
mov eax, ecx; // pointer to PC
call fo::funcoffs::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;
retn;
}
}
static void __declspec(naked) DisplayBonusRangedDmg_hook() {
using namespace fo;
__asm {
mov edx, PERK_bonus_ranged_damage;
mov eax, dword ptr ds:[FO_VAR_stack];
call fo::funcoffs::perk_level_;
shl eax, 1; // Multiply by 2
add dword ptr [esp + 4 * 4], eax; // min_dmg + perk bonus
add dword ptr [esp + 4 * 5], eax; // max_dmg + perk bonus
jmp fo::funcoffs::sprintf_;
}
}
static void __declspec(naked) DisplayBonusHtHDmg1_hook() {
using namespace fo;
__asm {
mov edx, PERK_bonus_hth_damage;
mov eax, dword ptr ds:[FO_VAR_stack];
call fo::funcoffs::perk_level_;
shl eax, 1; // Multiply by 2
add dword ptr [esp + 4 * 4], eax; // min_dmg + perk bonus
jmp fo::funcoffs::sprintf_;
}
}
static bool bonusHtHDamageFix = true;
static bool displayBonusDamage = false;
static long __fastcall GetHtHDamage(fo::GameObject* source, long &meleeDmg, long handOffset) {
long min, max;
fo::AttackType hit = Unarmed::GetStoredHitMode((handOffset == 0) ? fo::HandSlot::Left : fo::HandSlot::Right);
long bonus = Unarmed::GetDamage(hit, min, max);
meleeDmg += max + bonus;
long perkBonus = game::Stats::perk_level(source, fo::Perk::PERK_bonus_hth_damage) << 1;
if (!displayBonusDamage) meleeDmg -= perkBonus;
if (displayBonusDamage && bonusHtHDamageFix) min += perkBonus;
return min + bonus;
}
static const char* __fastcall GetHtHName(long handOffset) {
fo::AttackType hit = Unarmed::GetStoredHitMode((handOffset == 0) ? fo::HandSlot::Left : fo::HandSlot::Right);
return Unarmed::GetName(hit);
}
static void __declspec(naked) DisplayBonusHtHDmg2_hack() {
static const DWORD DisplayBonusHtHDmg2Exit = 0x47254F;
static const DWORD DisplayBonusHtHDmg2Exit2 = 0x472556;
__asm {
mov ecx, eax;
call fo::funcoffs::stat_level_; // get STAT_melee_dmg
push eax; // max dmg (meleeDmg)
mov edx, esp; // meleeDmg ref
push edi; // handOffset
call GetHtHDamage;
push eax; // min dmg
mov ecx, edi;
call GetHtHName;
test eax, eax;
jnz customName;
jmp DisplayBonusHtHDmg2Exit;
customName:
jmp DisplayBonusHtHDmg2Exit2;
}
}
long DamageMod::GetHtHMinDamageBonus(fo::GameObject* source) {
return (bonusHtHDamageFix)
? game::Stats::perk_level(source, fo::Perk::PERK_bonus_hth_damage) << 1 // Multiply by 2
: 0;
}
void DamageMod::init() {
if (formula = IniReader::GetConfigInt("Misc", "DamageFormula", 0)) {
switch (formula) {
case 1:
case 2:
case 5:
HookScripts::InjectingHook(HOOK_SUBCOMBATDAMAGE);
break;
default:
formula = 0;
}
}
bonusHtHDamageFix = IniReader::GetConfigInt("Misc", "BonusHtHDamageFix", 1) != 0;
displayBonusDamage = IniReader::GetConfigInt("Misc", "DisplayBonusDamage", 0) != 0;
if (bonusHtHDamageFix) {
dlog("Applying Bonus HtH Damage Perk fix.", DL_INIT);
// Subtract damage from perk bonus (vanilla displaying)
if (!displayBonusDamage) {
HookCalls(MeleeDmgDisplayPrintFix_hook, {
0x435C0C, // DisplayFix (ListDrvdStats_)
0x439921 // PrintFix (Save_as_ASCII_)
});
HookCalls(CommonDmgRngDispFix_hook, {
0x472266, // MeleeWeap (display_stats_)
//0x472546 // Unarmed (display_stats_)
});
}
//MakeCall(0x478492, HtHDamageFix1a_hack); // Unarmed (item_w_damage_)
HookCall(0x47854C, HtHDamageFix1b_hook); // MeleeWeap (item_w_damage_)
dlogr(" Done", DL_INIT);
}
if (displayBonusDamage) {
dlog("Applying Display Bonus Damage patch.", DL_INIT);
HookCall(0x4722DD, DisplayBonusRangedDmg_hook); // display_stats_
if (bonusHtHDamageFix) {
HookCall(0x472309, DisplayBonusHtHDmg1_hook); // MeleeWeap (display_stats_)
}
dlogr(" Done", DL_INIT);
}
// Display the actual damage values of unarmed attacks (display_stats_ hacks)
MakeJump(0x472546, DisplayBonusHtHDmg2_hack);
SafeWrite32(0x472558, 0x509EDC); // fmt: '%s %d-%d'
SafeWrite8(0x472552, 0x98 + 4);
SafeWrite8(0x47255F, 0x0C + 4);
SafeWrite8(0x472568, 0x10 + 4);
}
}