From 04d15f03e28b9f8b0ed9ffa2d3c0c6ef6625363a Mon Sep 17 00:00:00 2001 From: ultramage Date: Thu, 21 Jan 2016 13:57:27 +0100 Subject: Add top-level s_sd variable to battle_calc_damage() to represent a player source of damage. This cleans up the various badly-named duplicates that have accumulated in local scopes over time. The unusual name, s_sd (with underscore), was chosen to prevent interaction with any existing custom code. --- src/map/battle.c | 21 +++++++++------------ 1 file changed, 9 insertions(+), 12 deletions(-) (limited to 'src') diff --git a/src/map/battle.c b/src/map/battle.c index 44adef051..d76a7a76c 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -2717,7 +2717,7 @@ void battle_calc_skillratio_weapon_unknown(int *attack_type, struct block_list * * After this we apply bg/gvg reduction *------------------------------------------*/ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damage *d,int64 damage,uint16 skill_id,uint16 skill_lv) { - struct map_session_data *sd = NULL; + struct map_session_data *s_sd, *sd = NULL; struct status_change *sc, *tsc; struct status_change_entry *sce; int div_, flag; @@ -2725,6 +2725,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam nullpo_ret(bl); nullpo_ret(d); + s_sd = BL_CAST(BL_PC, src); sd = BL_CAST(BL_PC, bl); div_ = d->div_; flag = d->flag; @@ -2987,13 +2988,12 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam #endif if( damage ) { - struct map_session_data *tsd = BL_CAST(BL_PC, src); if( sc->data[SC_DEEP_SLEEP] ) { damage += damage / 2; // 1.5 times more damage while in Deep Sleep. status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER); } - if( tsd && sd && sc->data[SC_COLD] && flag&BF_WEAPON ){ - switch(tsd->status.weapon){ + if( s_sd && sd && sc->data[SC_COLD] && flag&BF_WEAPON ){ + switch(s_sd->status.weapon){ case W_MACE: case W_2HMACE: case W_1HAXE: @@ -3131,8 +3131,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&(BF_SHORT|BF_WEAPON) && damage > 0 ) { sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX); if( src->type == BL_PC ) { - struct map_session_data *ssd = BL_CAST(BL_PC, src); - if (ssd && ssd->status.weapon != W_BOW) + if (s_sd && s_sd->status.weapon != W_BOW) skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF); } else skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF); @@ -3259,9 +3258,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if (hd) homun->addspiritball(hd, 10); } if (src->type == BL_PC && damage > 0 && (sce = tsc->data[SC_GENTLETOUCH_ENERGYGAIN]) != NULL) { - struct map_session_data *tsd = BL_UCAST(BL_PC, src); - if (tsd != NULL && rnd() % 100 < sce->val2) - pc->addspiritball(tsd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(tsd, 0)); + if (s_sd != NULL && rnd() % 100 < sce->val2) + pc->addspiritball(s_sd, skill->get_time(MO_CALLSPIRITS, 1), pc->getmaxspiritball(s_sd, 0)); } } /* no data claims these settings affect anything other than players */ @@ -3312,9 +3310,8 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if (!skill_id || (element = skill->get_ele(skill_id, skill_lv)) == -1) { // Take weapon's element struct status_data *sstatus = NULL; - struct map_session_data *ssd = BL_CAST(BL_PC, src); - if (src->type == BL_PC && ssd->bonus.arrow_ele != 0) { - element = ssd->bonus.arrow_ele; + if (s_sd != NULL && s_sd->bonus.arrow_ele != 0) { + element = s_sd->bonus.arrow_ele; } else if ((sstatus = status->get_status_data(src)) != NULL) { element = sstatus->rhw.ele; } -- cgit v1.2.3-60-g2f50