From afcad494411995396b906f214d1c4ffcf485cc0a Mon Sep 17 00:00:00 2001 From: Haru Date: Wed, 25 Sep 2013 21:26:54 +0200 Subject: Renamed local variables that would conflict with a rename of iStatus to status Signed-off-by: Haru --- src/map/battle.c | 68 +++++++++++++++++++++++++++----------------------------- 1 file changed, 33 insertions(+), 35 deletions(-) (limited to 'src/map/battle.c') diff --git a/src/map/battle.c b/src/map/battle.c index 7900581c6..6427fb157 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -501,28 +501,26 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX) */ #ifdef RENEWAL -int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2) -{ +int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2) { int64 damage, batk; - struct status_data *status = iStatus->get_status_data(src); + struct status_data *st = iStatus->get_status_data(src); - batk = battle->calc_elefix(src, bl, skill_id, skill_lv, iStatus->calc_batk(bl, iStatus->get_sc(src), status->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag); + batk = battle->calc_elefix(src, bl, skill_id, skill_lv, iStatus->calc_batk(bl, iStatus->get_sc(src), st->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag); if( type == EQI_HAND_L ) - damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &status->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4; + damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4; else - damage = (batk << 1) + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &status->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2); + damage = (batk << 1) + battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->rhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2); #else -static int64 battle_calc_base_damage(struct status_data *status, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) -{ +static int64 battle_calc_base_damage(struct status_data *st, struct weapon_atk *wa, struct status_change *sc, unsigned short t_size, struct map_session_data *sd, int flag) { unsigned int atkmin=0, atkmax=0; short type = 0; int64 damage = 0; if (!sd) { //Mobs/Pets if(flag&4) { - atkmin = status->matk_min; - atkmax = status->matk_max; + atkmin = st->matk_min; + atkmax = st->matk_max; } else { atkmin = wa->atk; atkmax = wa->atk2; @@ -531,10 +529,10 @@ static int64 battle_calc_base_damage(struct status_data *status, struct weapon_a atkmin = atkmax; } else { //PCs atkmax = wa->atk; - type = (wa == &status->lhw)?EQI_HAND_L:EQI_HAND_R; + type = (wa == &st->lhw)?EQI_HAND_L:EQI_HAND_R; if (!(flag&1) || (flag&2)) { //Normal attacks - atkmin = status->dex; + atkmin = st->dex; if (sd->equip_index[type] >= 0 && sd->inventory_data[sd->equip_index[type]]) atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[type]]->wlv*20)/100; @@ -571,9 +569,9 @@ static int64 battle_calc_base_damage(struct status_data *status, struct weapon_a //Finally, add baseatk if(flag&4) - damage += status->matk_min; + damage += st->matk_min; else - damage += status->batk; + damage += st->batk; //rodatazone says that Overrefine bonuses are part of baseatk //Here we also apply the weapon_atk_rate bonus so it is correctly applied on left/right hands. @@ -606,7 +604,7 @@ int64 battle_calc_sizefix(struct map_session_data *sd, int64 damage, int type, i *------------------------------------------*/ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type) { int64 damage; - struct status_data *status = iStatus->get_status_data(target); + struct status_data *st = iStatus->get_status_data(target); int weapon, skill_lv; damage = dmg; @@ -614,12 +612,12 @@ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,in if((skill_lv = pc->checkskill(sd,AL_DEMONBANE)) > 0 && target->type == BL_MOB && //This bonus doesnt work against players. - (battle->check_undead(status->race,status->def_ele) || status->race==RC_DEMON) ) + (battle->check_undead(st->race,st->def_ele) || st->race==RC_DEMON) ) damage += (int)(skill_lv*(3+sd->status.base_level/20.0)); //damage += (skill_lv * 3); - if( (skill_lv = pc->checkskill(sd, RA_RANGERMAIN)) > 0 && (status->race == RC_BRUTE || status->race == RC_PLANT || status->race == RC_FISH) ) + if( (skill_lv = pc->checkskill(sd, RA_RANGERMAIN)) > 0 && (st->race == RC_BRUTE || st->race == RC_PLANT || st->race == RC_FISH) ) damage += (skill_lv * 5); - if( (skill_lv = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (status->def_ele == ELE_FIRE || status->def_ele == ELE_EARTH) ) + if( (skill_lv = pc->checkskill(sd,NC_RESEARCHFE)) > 0 && (st->def_ele == ELE_FIRE || st->def_ele == ELE_EARTH) ) damage += (skill_lv * 10); if( pc_ismadogear(sd) ) damage += 20 + 20 * pc->checkskill(sd, NC_MADOLICENCE); @@ -627,7 +625,7 @@ int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,in if( (skill_lv = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0 ) damage += (skill_lv * 2); #endif - if((skill_lv = pc->checkskill(sd,HT_BEASTBANE)) > 0 && (status->race==RC_BRUTE || status->race==RC_INSECT) ) { + if((skill_lv = pc->checkskill(sd,HT_BEASTBANE)) > 0 && (st->race==RC_BRUTE || st->race==RC_INSECT) ) { damage += (skill_lv * 4); if (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_HUNTER) damage += sd->status.str; @@ -1377,7 +1375,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block int i; struct status_change *sc, *tsc; struct map_session_data *sd, *tsd; - struct status_data *status, *tstatus; + struct status_data *st, *tst; nullpo_ret(src); nullpo_ret(target); @@ -1386,8 +1384,8 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block tsd = BL_CAST(BL_PC, target); sc = iStatus->get_sc(src); tsc = iStatus->get_sc(target); - status = iStatus->get_status_data(src); - tstatus = iStatus->get_status_data(target); + st = iStatus->get_status_data(src); + tst = iStatus->get_status_data(target); switch(attack_type){ case BF_MAGIC: @@ -1403,7 +1401,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block #endif break; case MG_SOULSTRIKE: - if (battle->check_undead(tstatus->race,tstatus->def_ele)) + if (battle->check_undead(tst->race,tst->def_ele)) skillratio += 5*skill_lv; break; case MG_FIREWALL: @@ -1450,10 +1448,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 10 * skill_lv - 30; break; case SL_STIN: - skillratio += (tstatus->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage. + skillratio += (tst->size!=SZ_SMALL?-99:10*skill_lv); //target size must be small (0) for full damage. break; case SL_STUN: - skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets + skillratio += (tst->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets break; case SL_SMA: skillratio += -60 + iStatus->get_lv(src); //Base damage is 40% + lv% @@ -1904,7 +1902,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block #ifndef RENEWAL case MO_EXTREMITYFIST: { //Overflow check. [Skotlex] - unsigned int ratio = skillratio + 100*(8 + status->sp/10); + unsigned int ratio = skillratio + 100*(8 + st->sp/10); //You'd need something like 6K SP to reach this max, so should be fine for most purposes. if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased. skillratio = (unsigned short)ratio; @@ -2009,8 +2007,8 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; case GS_BULLSEYE: //Only works well against brute/demihumans non bosses. - if((tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - && !(tstatus->mode&MD_BOSS)) + if((tst->race == RC_BRUTE || tst->race == RC_DEMIHUMAN) + && !(tst->mode&MD_BOSS)) skillratio += 400; break; case GS_TRACKING: @@ -2109,7 +2107,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block else skillratio += 200 * skill_lv; skillratio = (skillratio - 100) * (100 + (iStatus->get_lv(src)-100)) / 100; - if( status->rhw.ele == ELE_FIRE ) + if( st->rhw.ele == ELE_FIRE ) skillratio += 100 * skill_lv; break; case RK_CRUSHSTRIKE: @@ -2117,7 +2115,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block {//ATK [{Weapon Level * (Weapon Upgrade Level + 6) * 100} + (Weapon ATK) + (Weapon Weight)]% short index = sd->equip_index[EQI_HAND_R]; if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) - skillratio += -100 + sd->inventory_data[index]->weight/10 + status->rhw.atk + + skillratio += -100 + sd->inventory_data[index]->weight/10 + st->rhw.atk + 100 * sd->inventory_data[index]->wlv * (sd->status.inventory[index].refine + 6); } break; @@ -2210,7 +2208,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(100); break; case NC_ARMSCANNON: - switch( tstatus->size ) { + switch( tst->size ) { case SZ_SMALL: skillratio += 100 + 500 * skill_lv; break;// Small case SZ_MEDIUM: skillratio += 100 + 400 * skill_lv; break;// Medium case SZ_BIG: skillratio += 100 + 300 * skill_lv; break;// Large @@ -2379,7 +2377,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(150); break; case SR_RIDEINLIGHTNING: // ATK [{(Skill Level x 200) + Additional Damage} x Caster Base Level / 100] % - if( (status->rhw.ele) == ELE_WIND || (status->lhw.ele) == ELE_WIND ) + if( (st->rhw.ele) == ELE_WIND || (st->lhw.ele) == ELE_WIND ) skillratio += skill_lv * 50; skillratio += -100 + 200 * skill_lv; RE_LVL_DMOD(100); @@ -2855,11 +2853,11 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)) #endif { - struct status_data *status = iStatus->get_status_data(bl); - int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval + struct status_data *sstatus = iStatus->get_status_data(bl); + int per = 100*sstatus->sp / sstatus->max_sp -1; //100% should be counted as the 80~99% interval per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP - if (!iStatus->charge(bl, 0, (10+5*per)*status->max_sp/1000)) + if (!iStatus->charge(bl, 0, (10+5*per)*sstatus->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); //Reduction: 6% + 6% every 20% damage -= damage * (6 * (1+per)) / 100; -- cgit v1.2.3-70-g09d2