From ec700e101d420286caa149bd2858c3e159e55998 Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Tue, 12 Jul 2016 23:12:12 +0300 Subject: Extract some code from battle_calc_damage into battle_calc_pc_damage. --- src/map/battle.c | 58 +++++++++++++++++++++++++++++++++----------------------- 1 file changed, 34 insertions(+), 24 deletions(-) (limited to 'src/map/battle.c') diff --git a/src/map/battle.c b/src/map/battle.c index 6e8ff3ba9..879776871 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -3263,30 +3263,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam } } /* no data claims these settings affect anything other than players */ - if( damage && t_sd && bl->type == BL_PC ) { - switch( skill_id ) { - //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so don't worry about it */ - case HW_GRAVITATION: - case NJ_ZENYNAGE: - case KO_MUCHANAGE: - break; - default: - if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] - if (flag&BF_WEAPON) - damage = damage * map->list[bl->m].weapon_damage_rate / 100; - if (flag&BF_MAGIC) - damage = damage * map->list[bl->m].magic_damage_rate / 100; - if (flag&BF_MISC) - damage = damage * map->list[bl->m].misc_damage_rate / 100; - } else { //Normal attacks get reductions based on range. - if (flag & BF_SHORT) - damage = damage * map->list[bl->m].short_damage_rate / 100; - if (flag & BF_LONG) - damage = damage * map->list[bl->m].long_damage_rate / 100; - } - if(!damage) damage = 1; - break; - } + if (damage && t_sd && bl->type == BL_PC) { + damage = battle->calc_pc_damage(src, bl, d, damage, skill_id, skill_lv); } if(battle_config.skill_min_damage && damage > 0 && damage < div_) @@ -3331,6 +3309,37 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam return damage; } +int64 battle_calc_pc_damage(struct block_list *src, struct block_list *bl, struct Damage *d, int64 damage, uint16 skill_id, uint16 skill_lv) +{ + int flag = d->flag; + + switch (skill_id) { + //case PA_PRESSURE: /* pressure also belongs to this list but it doesn't reach this area -- so don't worry about it */ + case HW_GRAVITATION: + case NJ_ZENYNAGE: + case KO_MUCHANAGE: + break; + default: + if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] + if (flag & BF_WEAPON) + damage = damage * map->list[bl->m].weapon_damage_rate / 100; + if (flag & BF_MAGIC) + damage = damage * map->list[bl->m].magic_damage_rate / 100; + if (flag & BF_MISC) + damage = damage * map->list[bl->m].misc_damage_rate / 100; + } else { //Normal attacks get reductions based on range. + if (flag & BF_SHORT) + damage = damage * map->list[bl->m].short_damage_rate / 100; + if (flag & BF_LONG) + damage = damage * map->list[bl->m].long_damage_rate / 100; + } + if (!damage) + damage = 1; + break; + } + return damage; +} + /*========================================== * Calculates BG related damage adjustments. *------------------------------------------*/ @@ -7590,6 +7599,7 @@ void battle_defaults(void) { battle->calc_attack = battle_calc_attack; battle->calc_damage = battle_calc_damage; + battle->calc_pc_damage = battle_calc_pc_damage; battle->calc_gvg_damage = battle_calc_gvg_damage; battle->calc_bg_damage = battle_calc_bg_damage; battle->weapon_attack = battle_weapon_attack; -- cgit v1.2.3-60-g2f50