diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 50 |
1 files changed, 32 insertions, 18 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index cd8c36b69..78f54733c 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -3189,7 +3189,7 @@ int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) { return 0; } //For quick div adjustment. -#define damage_div_fix(dmg, div) { if (div > 1) (dmg)*=div; else if (div < 0) (div)*=-1; } +#define damage_div_fix(dmg, div) do { if ((div) > 1) (dmg)*=(div); else if ((div) < 0) (div)*=-1; } while(0) /*========================================== * battle_calc_magic_attack [DracoRPG] *------------------------------------------*/ @@ -3305,11 +3305,11 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list ad.damage = 0; //reinitialize.. #endif //MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc -#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; } +#define MATK_RATE( a ) ( ad.damage= ad.damage*(a)/100 ) //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage -#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; } +#define MATK_ADDRATE( a ) ( ad.damage+= ad.damage*(a)/100 ) //Adds an absolute value to damage. 100 = +100 damage -#define MATK_ADD( a ) { ad.damage+= a; } +#define MATK_ADD( a ) ( ad.damage+= (a) ) switch (skill_id) { //Calc base damage according to skill @@ -3499,6 +3499,9 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list } return ad; +#undef MATK_RATE +#undef MATK_ADDRATE +#undef MATK_ADD } /*========================================== @@ -4359,19 +4362,19 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list //Assuming that 99% of the cases we will not need to check for the flag.rh... we don't. //ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc -#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; } -#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } -#define ATK_RATER(a){ wd.damage = wd.damage*(a)/100;} -#define ATK_RATEL(a){ wd.damage2 = wd.damage2*(a)/100;} +#define ATK_RATE( a ) do { int64 temp__ = (a); wd.damage= wd.damage*temp__/100 ; if(flag.lh) wd.damage2= wd.damage2*temp__/100; } while(0) +#define ATK_RATE2( a , b ) do { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } while(0) +#define ATK_RATER(a) ( wd.damage = wd.damage*(a)/100 ) +#define ATK_RATEL(a) ( wd.damage2 = wd.damage2*(a)/100 ) //Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage -#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; } -#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } +#define ATK_ADDRATE( a ) do { int64 temp__ = (a); wd.damage+= wd.damage*temp__/100; if(flag.lh) wd.damage2+= wd.damage2*temp__/100; } while(0) +#define ATK_ADDRATE2( a , b ) do { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } while(0) //Adds an absolute value to damage. 100 = +100 damage -#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; } -#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; } +#define ATK_ADD( a ) do { int64 temp__ = (a); wd.damage += temp__; if (flag.lh) wd.damage2 += temp__; } while(0) +#define ATK_ADD2( a , b ) do { wd.damage += (a); if (flag.lh) wd.damage2 += (b); } while(0) #ifdef RENEWAL -#define GET_NORMAL_ATTACK( f ) { wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, f, wd.flag); } -#define GET_NORMAL_ATTACK2( f ) { wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, f, wd.flag); } +#define GET_NORMAL_ATTACK( f ) ( wd.damage = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_R, (f), wd.flag) ) +#define GET_NORMAL_ATTACK2( f ) ( wd.damage2 = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, n_ele, s_ele, s_ele_, EQI_HAND_L, (f), wd.flag) ) #endif switch (skill_id) { //Calc base damage according to skill @@ -5070,7 +5073,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list )) && rnd()%100 < tsc->data[SC_SWORDREJECT]->val2 ) { - ATK_RATER(50) + ATK_RATER(50); status_fix_damage(target,src,wd.damage,clif->damage(target,src,timer->gettick(),0,0,wd.damage,0,0,0)); clif->skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_SWORDREJECT]->val1,1); if( --(tsc->data[SC_SWORDREJECT]->val3) <= 0 ) @@ -5147,9 +5150,9 @@ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, i sc = status->get_sc(bl); #ifdef RENEWAL -#define NORMALIZE_RDAMAGE(d){ trdamage += rdamage = max(1, min(max_reflect_damage, d)); } +#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, min(max_reflect_damage, (d))) ) #else -#define NORMALIZE_RDAMAGE(d){ trdamage += rdamage = max(1, d); } +#define NORMALIZE_RDAMAGE(d) ( trdamage += rdamage = max(1, (d)) ) #endif if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){ @@ -5214,6 +5217,7 @@ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, i } return max(0, trdamage); +#undef NORMALIZE_RDAMAGE } void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss) @@ -5468,7 +5472,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t if( sc && sc->count ) { if (sc->data[SC_EXEEDBREAK]) { - ATK_RATER(sc->data[SC_EXEEDBREAK]->val1) + ATK_RATER(sc->data[SC_EXEEDBREAK]->val1); status_change_end(src, SC_EXEEDBREAK, INVALID_TIMER); } if( sc->data[SC_SPELLFIST] ) { @@ -5670,6 +5674,16 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t map->freeblock_unlock(); return wd.dmg_lv; } +#undef ATK_RATE +#undef ATK_RATE2 +#undef ATK_RATER +#undef ATK_RATEL +#undef ATK_ADDRATE +#undef ATK_ADDRATE2 +#undef ATK_ADD +#undef ATK_ADD2 +#undef GET_NORMAL_ATTACK +#undef GET_NORMAL_ATTACK2 int battle_check_undead(int race,int element) { |