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author | csnv <ctt@csnv.es> | 2014-12-27 14:54:06 +0100 |
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committer | csnv <ctt@csnv.es> | 2014-12-27 14:54:06 +0100 |
commit | d353926de1b00a91872c7d4cc16ff27b3f6a880c (patch) | |
tree | 1f5ab1c0840be664072dfe2716c11e4b7ba208b4 | |
parent | 94f9b49c1594bf318d916de7938f6145999a23f4 (diff) | |
download | hercules-d353926de1b00a91872c7d4cc16ff27b3f6a880c.tar.gz hercules-d353926de1b00a91872c7d4cc16ff27b3f6a880c.tar.bz2 hercules-d353926de1b00a91872c7d4cc16ff27b3f6a880c.tar.xz hercules-d353926de1b00a91872c7d4cc16ff27b3f6a880c.zip |
Speeding up calc aspd process in Renewal
Only the requested type of aspd bonus is calculated
-rw-r--r-- | src/map/status.c | 218 |
1 files changed, 110 insertions, 108 deletions
diff --git a/src/map/status.c b/src/map/status.c index d3fa25aaa..31afcdbc8 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -5423,121 +5423,123 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc // flag&2 - percentage value short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag) { #ifdef RENEWAL_ASPD - int i, pots = 0, skills1 = 0, skills2 = 0; + int i, pots = 0, bonus = 0; - if(!sc || !sc->count) + if (!sc || !sc->count) return 0; - if(sc->data[i=SC_ATTHASTE_INFINITY] || - sc->data[i=SC_ATTHASTE_POTION3] || - sc->data[i=SC_ATTHASTE_POTION2] || - sc->data[i=SC_ATTHASTE_POTION1]) - pots += sc->data[i]->val1; - - if( !sc->data[SC_QUAGMIRE] ){ - if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7) - skills1 = 7; - - if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7; - - if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info - skills1 = 7; - - if(sc->data[SC_ADRENALINE2] && skills1 < 6) - skills1 = 6; - - if(sc->data[SC_ADRENALINE] && skills1 < 7) - skills1 = 7; - - if(sc->data[SC_SPEARQUICKEN] && skills1 < 7) - skills1 = 7; - - if(sc->data[SC_HLIF_FLEET] && skills1 < 5) - skills1 = 5; - } - - if( sc->data[SC_ASSNCROS] && skills1 < sc->data[SC_ASSNCROS]->val2){ - if (bl->type!=BL_PC) - skills1 = sc->data[SC_ASSNCROS]->val2; - else - switch(((TBL_PC*)bl)->status.weapon) - { - case W_BOW: - case W_REVOLVER: - case W_RIFLE: - case W_GATLING: - case W_SHOTGUN: - case W_GRENADE: - break; - default: - skills1 = sc->data[SC_ASSNCROS]->val2; + if (flag&1) { + // ASPD fixed values + if (sc->data[i=SC_ATTHASTE_INFINITY] + || sc->data[i=SC_ATTHASTE_POTION3] + || sc->data[i=SC_ATTHASTE_POTION2] + || sc->data[i=SC_ATTHASTE_POTION1] + ) + pots += sc->data[i]->val1; + + if (!sc->data[SC_QUAGMIRE]) { + if(sc->data[SC_TWOHANDQUICKEN] && bonus < 7) + bonus = 7; + if(sc->data[SC_ONEHANDQUICKEN] && bonus < 7) + bonus = 7; + if(sc->data[SC_MER_QUICKEN] && bonus < 7) // needs more info + bonus = 7; + if(sc->data[SC_ADRENALINE2] && bonus < 6) + bonus = 6; + if(sc->data[SC_ADRENALINE] && bonus < 7) + bonus = 7; + if(sc->data[SC_SPEARQUICKEN] && bonus < 7) + bonus = 7; + if(sc->data[SC_HLIF_FLEET] && bonus < 5) + bonus = 5; } - } - if((sc->data[SC_BERSERK]) && skills1 < 15) - skills1 = 15; - else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20) - skills1 = 20; - - if(sc->data[SC_DONTFORGETME]) - skills2 -= sc->data[SC_DONTFORGETME]->val2; - if(sc->data[SC_LONGING]) - skills2 -= sc->data[SC_LONGING]->val2; - if(sc->data[SC_STEELBODY]) - skills2 -= 25; - if(sc->data[SC_SKA]) - skills2 -= 25; - if(sc->data[SC_DEFENDER]) - skills2 -= sc->data[SC_DEFENDER]->val4 / 10; - if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info - skills2 -= 25; - if(sc->data[SC_GRAVITATION]) - skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info - if(sc->data[SC_JOINTBEAT]) { // needs more info - if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) - skills2 -= 25; - if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) - skills2 -= 10; - } - if( sc->data[SC_FROSTMISTY] ) - skills2 -= 15; - if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) - skills2 -= 50; - if( sc->data[SC_PARALYSE] ) - skills2 -= 10; - if( sc->data[SC__BODYPAINT] ) - skills2 -= sc->data[SC__BODYPAINT]->val1; - if( sc->data[SC__INVISIBILITY] ) - skills2 -= sc->data[SC__INVISIBILITY]->val2 ; - if( sc->data[SC__GROOMY] ) - skills2 -= sc->data[SC__GROOMY]->val2; - if( sc->data[SC_GLOOMYDAY] ) - skills2 -= ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 ); - if( sc->data[SC_EARTHDRIVE] ) - skills2 -= 25; - if( sc->data[SC_MELON_BOMB] ) - skills2 -= sc->data[SC_MELON_BOMB]->val1; - if( sc->data[SC_PAIN_KILLER] ) - skills2 -= sc->data[SC_PAIN_KILLER]->val2; + if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) { + if (bl->type!=BL_PC) + bonus = sc->data[SC_ASSNCROS]->val2; + else { + switch (((TBL_PC*)bl)->status.weapon) + { + case W_BOW: + case W_REVOLVER: + case W_RIFLE: + case W_GATLING: + case W_SHOTGUN: + case W_GRENADE: + break; + default: + bonus = sc->data[SC_ASSNCROS]->val2; + } + } + } - if( sc->data[SC_SWING] ) // TODO: SC_SWING shouldn't stack with skill1 modifiers - skills2 += sc->data[SC_SWING]->val3; - if( sc->data[SC_DANCE_WITH_WUG] ) - skills2 += sc->data[SC_DANCE_WITH_WUG]->val3; - if( sc->data[SC_GENTLETOUCH_CHANGE] ) - skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3; - if( sc->data[SC_BOOST500] ) - skills2 += sc->data[SC_BOOST500]->val1; - if( sc->data[SC_EXTRACT_SALAMINE_JUICE] ) - skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1; - if( sc->data[SC_INCASPDRATE] ) - skills2 += sc->data[SC_INCASPDRATE]->val1; - if( sc->data[SC_GS_GATLINGFEVER] ) - skills2 += sc->data[SC_GS_GATLINGFEVER]->val1; - if( sc->data[SC_STAR_COMFORT] ) - skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1; + if ((sc->data[SC_BERSERK]) && bonus < 15) + bonus = 15; + else if (sc->data[SC_GS_MADNESSCANCEL] && bonus < 20) + bonus = 20; - return ( flag&1? (skills1 + pots) : skills2 ); + } else { + // ASPD percentage values + if (sc->data[SC_DONTFORGETME]) + bonus -= sc->data[SC_DONTFORGETME]->val2; + if (sc->data[SC_LONGING]) + bonus -= sc->data[SC_LONGING]->val2; + if (sc->data[SC_STEELBODY]) + bonus -= 25; + if (sc->data[SC_SKA]) + bonus -= 25; + if (sc->data[SC_DEFENDER]) + bonus -= sc->data[SC_DEFENDER]->val4 / 10; + if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info + bonus -= 25; + if (sc->data[SC_GRAVITATION]) + bonus -= sc->data[SC_GRAVITATION]->val2; // needs more info + if (sc->data[SC_JOINTBEAT]) { // needs more info + if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST) + bonus -= 25; + if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE) + bonus -= 10; + } + if (sc->data[SC_FROSTMISTY]) + bonus -= 15; + if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) + bonus -= 50; + if (sc->data[SC_PARALYSE]) + bonus -= 10; + if (sc->data[SC__BODYPAINT]) + bonus -= sc->data[SC__BODYPAINT]->val1; + if (sc->data[SC__INVISIBILITY]) + bonus -= sc->data[SC__INVISIBILITY]->val2 ; + if (sc->data[SC__GROOMY]) + bonus -= sc->data[SC__GROOMY]->val2; + if (sc->data[SC_GLOOMYDAY]) + bonus -= (15 + 5 * sc->data[SC_GLOOMYDAY]->val1); + if (sc->data[SC_EARTHDRIVE]) + bonus -= 25; + if (sc->data[SC_MELON_BOMB]) + bonus -= sc->data[SC_MELON_BOMB]->val1; + if (sc->data[SC_PAIN_KILLER]) + bonus -= sc->data[SC_PAIN_KILLER]->val2; + + if (sc->data[SC_SWING]) // TODO: SC_SWING shouldn't stack with skill1 modifiers + bonus += sc->data[SC_SWING]->val3; + if (sc->data[SC_DANCE_WITH_WUG]) + bonus += sc->data[SC_DANCE_WITH_WUG]->val3; + if (sc->data[SC_GENTLETOUCH_CHANGE]) + bonus += sc->data[SC_GENTLETOUCH_CHANGE]->val3; + if (sc->data[SC_BOOST500]) + bonus += sc->data[SC_BOOST500]->val1; + if (sc->data[SC_EXTRACT_SALAMINE_JUICE]) + bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1; + if (sc->data[SC_INCASPDRATE]) + bonus += sc->data[SC_INCASPDRATE]->val1; + if (sc->data[SC_GS_GATLINGFEVER]) + bonus += sc->data[SC_GS_GATLINGFEVER]->val1; + if (sc->data[SC_STAR_COMFORT]) + bonus += 3 * sc->data[SC_STAR_COMFORT]->val1; + } + + return (bonus + pots); #else return 0; #endif |