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-rw-r--r--src/map/battle.c180
-rw-r--r--src/map/battle.h2
2 files changed, 92 insertions, 90 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 75885085a..8ede99509 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -4994,45 +4994,44 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
break;
}
- if( wd.damage + wd.damage2 )
- { //There is a total damage value
- int64 damage = wd.damage + wd.damage2, rdamage = 0;
- int rdelay = 0;
-
- if( src != target &&
- (!skill_id || skill_id ||
- ( src->type == BL_SKILL && ( skill_id == SG_SUN_WARM || skill_id == SG_MOON_WARM || skill_id == SG_STAR_WARM ) )) ){
+ if( wd.damage + wd.damage2 ) { //There is a total damage value
+ if( src != target ) { // Don't reflect your own damage (Grand Cross)
+ int64 rdamage = 0;
+
+ rdamage = battle->calc_return_damage(target, src, wd.damage + wd.damage2, wd.flag, skill_id);
+
+ if( tsc && tsc->data[SC_DEATHBOUND] ) {
+ wd.damage = wd.damage + wd.damage2;
+ wd.damage2 = 0;
+ status_change_end(target,SC_DEATHBOUND,INVALID_TIMER);
+ }
- rdamage = battle->calc_return_damage(target, src, &damage, wd.flag, 0, &rdelay);
+ if( rdamage > 0 ) {
+
+ if( tsc && tsc->data[SC_LG_REFLECTDAMAGE] ) {
+ bool change = false;
+ if( sd && !sd->state.autocast )
+ change = true;
+ if( change )
+ sd->state.autocast = 1;
+ map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,timer->gettick(),target,wd.amotion,sstatus->dmotion,rdamage,tstatus->race);
+ if( change )
+ sd->state.autocast = 0;
+ } else {
+ int rdelay;
+
+ rdelay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
- if( tsc && tsc->count ) {
- if( tsc && tsc->data[SC_DEATHBOUND] ){
- wd.damage = damage;
- wd.damage2 = 0;
- status_change_end(target,SC_DEATHBOUND,INVALID_TIMER);
- }
- }
- if( rdamage > 0 ) {
- if( tsc && tsc->data[SC_LG_REFLECTDAMAGE] ) {
- if( src != target ) {// Don't reflect your own damage (Grand Cross)
- bool change = false;
- if( sd && !sd->state.autocast )
- change = true;
- if( change )
- sd->state.autocast = 1;
- map->foreachinshootrange(battle->damage_area,target,skill->get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,timer->gettick(),target,wd.amotion,sstatus->dmotion,rdamage,tstatus->race);
- if( change )
- sd->state.autocast = 0;
- }
- } else {
- //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
- if( tsd && src != target )
- battle->drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
- battle->delay_damage(timer->gettick(), wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
- skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,timer->gettick());
- }
+ //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
+ if( tsd )
+ battle->drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
+ battle->delay_damage(timer->gettick(), wd.amotion,target,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,rdelay,true);
+ skill->additional_effect(target, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,timer->gettick());
}
+
+ }
}
+
if(!wd.damage2) {
wd.damage = battle->calc_damage(src,target,&wd,wd.damage,skill_id,skill_lv);
if( map_flag_gvg2(target->m) )
@@ -5137,97 +5136,100 @@ struct Damage battle_calc_attack(int attack_type,struct block_list *bl,struct bl
}
//Calculates BF_WEAPON returned damage.
-int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, int64 *dmg, int flag, uint16 skill_id, int *delay){
- int64 rdamage = 0, damage = *dmg, trdamage = 0;
+int64 battle_calc_return_damage(struct block_list *target, struct block_list *src, int64 damage, int flag, uint16 skill_id){
+ int64 rdamage = 0, trdamage = 0;
struct map_session_data* sd;
struct status_change* sc;
#ifdef RENEWAL
int max_reflect_damage;
- max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * status->get_lv(bl) / 100);
+ max_reflect_damage = max(status_get_max_hp(target), status_get_max_hp(target) * status->get_lv(target) / 100);
#endif
- sd = BL_CAST(BL_PC, bl);
- sc = status->get_sc(bl);
+ sd = BL_CAST(BL_PC, target);
+ sc = status->get_sc(target);
#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->count )
+ sc = NULL;
+
+ if( sc ) {
+
+ if( sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
+ //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
+ int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(target) / 125;
+ if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
+ rdamage = rdamage * ratio / 100 + (damage) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
+ skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
+ clif->skill_damage(target, src, timer->gettick(), status_get_amotion(src), 0, rdamage,
+ 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
+ clif->damage(src, target, timer->gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
+ status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
+ status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER);
+ return 0; // Just put here to minimize redundancy
+ }
+
+ if( sc->data[SC_KYOMU] && !sc->data[SC_DEATHBOUND] ){
+ // Nullify reflecting ability
+ return 0;
+ }
- if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
- //ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
- int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(bl) / 125;
- if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
- rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
- skill->blown(bl, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
- clif->skill_damage(bl, src, timer->gettick(), status_get_amotion(src), 0, rdamage,
- 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
- clif->damage(src, bl, timer->gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
- status->damage(src, bl, status->damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
- status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
- return 0; // Just put here to minimize redundancy
- }
+ }
+
if( flag & BF_SHORT) {//Bounces back part of the damage.
- if ( sd && sd->bonus.short_weapon_damage_return ){
+ if ( sd && sd->bonus.short_weapon_damage_return ) {
NORMALIZE_RDAMAGE(damage * sd->bonus.short_weapon_damage_return / 100);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
}
- if( sc && sc->count ) {
+ if( sc ) {
if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION ){
int64 t = damage * sc->data[SC_REFLECTSHIELD]->val2 / 100;
if (flag & BF_SKILL) {
if (flag&BF_WEAPON)
- t = t * map->list[bl->m].weapon_damage_rate / 100;
+ t = t * map->list[src->m].weapon_damage_rate / 100;
if (flag&BF_MISC)
- t = t * map->list[bl->m].misc_damage_rate / 100;
+ t = t * map->list[src->m].misc_damage_rate / 100;
} else {
if (flag & BF_SHORT)
- t = t * map->list[bl->m].short_damage_rate / 100;
+ t = t * map->list[src->m].short_damage_rate / 100;
}
NORMALIZE_RDAMAGE(t);
- *delay = clif->skill_damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4);
}
if( sc->data[SC_LG_REFLECTDAMAGE] && rand()%100 < (30 + 10*sc->data[SC_LG_REFLECTDAMAGE]->val1) ) {
- if( skill_id != HT_LANDMINE && skill_id != HT_CLAYMORETRAP
- && skill_id != RA_CLUSTERBOMB && (skill_id <= RA_VERDURETRAP || skill_id > RA_ICEBOUNDTRAP) && skill_id != MA_LANDMINE ){
- NORMALIZE_RDAMAGE((*dmg) * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
- }
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_LG_REFLECTDAMAGE]->val2 / 100);
}
- if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION && !is_boss(src) ) {
- uint8 dir = map->calc_dir(bl,src->x,src->y),
- t_dir = unit->getdir(bl);
-
- if( !map->check_dir(dir,t_dir) ) {
- int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
- trdamage += rdamage = rd1 - (*dmg = rd1 * 30 / 100); // not normalized as intended.
- clif->skill_damage(src, bl, timer->gettick(), status_get_amotion(src), 0, -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6);
- skill->blown(bl, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0);
- if( skill_id )
- status_change_end(bl, SC_DEATHBOUND, INVALID_TIMER);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+
+ if( !is_boss(src) ) {
+
+ if( sc->data[SC_DEATHBOUND] && skill_id != WS_CARTTERMINATION ) {
+ uint8 dir = map->calc_dir(target,src->x,src->y),
+ t_dir = unit->getdir(target);
+
+ if( !map->check_dir(dir,t_dir) ) {
+ int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage.
+ trdamage += rdamage = rd1 - (damage = rd1 * 30 / 100); // not normalized as intended.
+ clif->skill_damage(src, target, timer->gettick(), status_get_amotion(src), 0, -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6);
+ skill->blown(target, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0);
+ }
}
- }
- if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 && !is_boss(src) ){
- NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
+
+ if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){
+ NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100);
+ }
+
}
}
} else {
if (sd && sd->bonus.long_weapon_damage_return){
NORMALIZE_RDAMAGE(damage * sd->bonus.long_weapon_damage_return / 100);
- *delay = clif->damage(src, src, timer->gettick(), status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4, 0);
}
}
- if( !(sc && sc->data[SC_DEATHBOUND]) ){
- if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
- return 0;
- }
-
return max(0, trdamage);
#undef NORMALIZE_RDAMAGE
}
diff --git a/src/map/battle.h b/src/map/battle.h
index a8b291818..645b1761f 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -527,7 +527,7 @@ struct battle_interface {
/* drain damage */
void (*drain) (struct map_session_data *sd, struct block_list *tbl, int64 rdamage, int64 ldamage, int race, int boss);
/* damage return/reflect */
- int64 (*calc_return_damage) (struct block_list *bl, struct block_list *src, int64 *, int flag, uint16 skill_id, int *rdelay);
+ int64 (*calc_return_damage) (struct block_list *target, struct block_list *src, int64 damage, int flag, uint16 skill_id);
/* attribute rate */
int (*attr_ratio) (int atk_elem, int def_type, int def_lv);
/* applies attribute modifiers */