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author | Matheus Macabu <mkbu95@gmail.com> | 2013-07-04 17:25:18 -0300 |
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committer | Matheus Macabu <mkbu95@gmail.com> | 2013-07-04 17:25:18 -0300 |
commit | 5b1d3c5ebcbeab9730f8f4603c769c090ca4c8d1 (patch) | |
tree | b3b02e05f343a3e24b7cceb34ce04bbb8721ed1c | |
parent | 5ea7b8b9e172ed16fda6ee5a051ae0dbb767b4ac (diff) | |
parent | aefa8d6bd88e5056080f45ed89f86258f1bf81d7 (diff) | |
download | hercules-5b1d3c5ebcbeab9730f8f4603c769c090ca4c8d1.tar.gz hercules-5b1d3c5ebcbeab9730f8f4603c769c090ca4c8d1.tar.bz2 hercules-5b1d3c5ebcbeab9730f8f4603c769c090ca4c8d1.tar.xz hercules-5b1d3c5ebcbeab9730f8f4603c769c090ca4c8d1.zip |
Merge branch 'master' of https://github.com/HerculesWS/Hercules
-rw-r--r-- | npc/custom/healer.txt | 2 | ||||
-rw-r--r-- | npc/custom/warper.txt | 2 | ||||
-rw-r--r-- | src/config/const.h | 12 | ||||
-rw-r--r-- | src/map/atcommand.c | 32 | ||||
-rw-r--r-- | src/map/battle.c | 279 | ||||
-rw-r--r-- | src/map/battleground.c | 2 | ||||
-rw-r--r-- | src/map/chrif.c | 4 | ||||
-rw-r--r-- | src/map/clif.c | 114 | ||||
-rw-r--r-- | src/map/elemental.c | 14 | ||||
-rw-r--r-- | src/map/guild.c | 2 | ||||
-rw-r--r-- | src/map/homunculus.c | 12 | ||||
-rw-r--r-- | src/map/map.c | 10 | ||||
-rw-r--r-- | src/map/mercenary.c | 4 | ||||
-rw-r--r-- | src/map/mob.c | 46 | ||||
-rw-r--r-- | src/map/npc.c | 14 | ||||
-rw-r--r-- | src/map/pc.c | 92 | ||||
-rw-r--r-- | src/map/pc.h | 2 | ||||
-rw-r--r-- | src/map/pet.c | 20 | ||||
-rw-r--r-- | src/map/script.c | 64 | ||||
-rw-r--r-- | src/map/skill.c | 607 | ||||
-rw-r--r-- | src/map/status.c | 8598 | ||||
-rw-r--r-- | src/map/status.h | 302 | ||||
-rw-r--r-- | src/map/unit.c | 60 |
23 files changed, 5208 insertions, 5086 deletions
diff --git a/npc/custom/healer.txt b/npc/custom/healer.txt index 7bd9119b2..d1cdbcfd4 100644 --- a/npc/custom/healer.txt +++ b/npc/custom/healer.txt @@ -28,7 +28,7 @@ } specialeffect2 EF_HEAL2; percentheal 100,100; if (.@Buffs) { - specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,240000,10; + specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10; specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10; } if (.@Delay) set @HD, gettimetick(2)+.@Delay; diff --git a/npc/custom/warper.txt b/npc/custom/warper.txt index 72d3bafac..e8f640d2d 100644 --- a/npc/custom/warper.txt +++ b/npc/custom/warper.txt @@ -34,7 +34,7 @@ menu "Last Warp ^777777["+lastwarp$+"]^000000",-, message strcharinfo(0),"You haven't warped anywhere yet."; else warp lastwarp$,lastwarpx,lastwarpy; - end; + close; // ------------------- Functions ------------------- // * Go("<map>",<x>,<y>); diff --git a/src/config/const.h b/src/config/const.h index b51db97e5..bee8783f8 100644 --- a/src/config/const.h +++ b/src/config/const.h @@ -75,15 +75,15 @@ /* Renewal's dmg level modifier, used as a macro for a easy way to turn off. */ #ifdef RENEWAL_LVDMG #define RE_LVL_DMOD(val) \ - if( status_get_lv(src) > 100 && val > 0 ) \ - skillratio = skillratio * status_get_lv(src) / val; + if( iStatus->get_lv(src) > 100 && val > 0 ) \ + skillratio = skillratio * iStatus->get_lv(src) / val; #define RE_LVL_MDMOD(val) \ - if( status_get_lv(src) > 100 && val > 0) \ - md.damage = md.damage * status_get_lv(src) / val; + if( iStatus->get_lv(src) > 100 && val > 0) \ + md.damage = md.damage * iStatus->get_lv(src) / val; /* ranger traps special */ #define RE_LVL_TMDMOD() \ - if( status_get_lv(src) > 100 ) \ - md.damage = md.damage * 150 / 100 + md.damage * status_get_lv(src) / 100; + if( iStatus->get_lv(src) > 100 ) \ + md.damage = md.damage * 150 / 100 + md.damage * iStatus->get_lv(src) / 100; #else #define RE_LVL_DMOD(val) #define RE_LVL_MDMOD(val) diff --git a/src/map/atcommand.c b/src/map/atcommand.c index f35bf8a12..8423467c6 100644 --- a/src/map/atcommand.c +++ b/src/map/atcommand.c @@ -902,9 +902,9 @@ ACMD(hide) if (sd->sc.option & OPTION_INVISIBLE) { sd->sc.option &= ~OPTION_INVISIBLE; if (sd->disguise != -1 ) - status_set_viewdata(&sd->bl, sd->disguise); + iStatus->set_viewdata(&sd->bl, sd->disguise); else - status_set_viewdata(&sd->bl, sd->status.class_); + iStatus->set_viewdata(&sd->bl, sd->status.class_); clif->message(fd, msg_txt(10)); // Invisible: Off // increment the number of pvp players on the map @@ -1018,7 +1018,7 @@ ACMD(kill) ACMD(alive) { nullpo_retr(-1, sd); - if (!status_revive(&sd->bl, 100, 100)) + if (!iStatus->revive(&sd->bl, 100, 100)) { clif->message(fd, msg_txt(667)); return false; @@ -1087,7 +1087,7 @@ ACMD(heal) } if ( hp > 0 && sp >= 0 ) { - if(!status_heal(&sd->bl, hp, sp, 0)) + if(!iStatus->heal(&sd->bl, hp, sp, 0)) clif->message(fd, msg_txt(157)); // HP and SP are already with the good value. else clif->message(fd, msg_txt(17)); // HP, SP recovered. @@ -1095,7 +1095,7 @@ ACMD(heal) } if ( hp < 0 && sp <= 0 ) { - status_damage(NULL, &sd->bl, -hp, -sp, 0, 0); + iStatus->damage(NULL, &sd->bl, -hp, -sp, 0, 0); clif->damage(&sd->bl,&sd->bl, iTimer->gettick(), 0, 0, -hp, 0, 4, 0); clif->message(fd, msg_txt(156)); // HP or/and SP modified. return true; @@ -1104,18 +1104,18 @@ ACMD(heal) //Opposing signs. if ( hp ) { if (hp > 0) - status_heal(&sd->bl, hp, 0, 0); + iStatus->heal(&sd->bl, hp, 0, 0); else { - status_damage(NULL, &sd->bl, -hp, 0, 0, 0); + iStatus->damage(NULL, &sd->bl, -hp, 0, 0, 0); clif->damage(&sd->bl,&sd->bl, iTimer->gettick(), 0, 0, -hp, 0, 4, 0); } } if ( sp ) { if (sp > 0) - status_heal(&sd->bl, 0, sp, 0); + iStatus->heal(&sd->bl, 0, sp, 0); else - status_damage(NULL, &sd->bl, 0, -sp, 0, 0); + iStatus->damage(NULL, &sd->bl, 0, -sp, 0, 0); } clif->message(fd, msg_txt(156)); // HP or/and SP modified. @@ -2985,7 +2985,7 @@ ACMD(doommap) *------------------------------------------*/ static void atcommand_raise_sub(struct map_session_data* sd) { - status_revive(&sd->bl, 100, 100); + iStatus->revive(&sd->bl, 100, 100); clif->skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1); clif->message(sd->fd, msg_txt(63)); // Mercy has been shown. @@ -3700,7 +3700,7 @@ ACMD(reloadbattleconf) *------------------------------------------*/ ACMD(reloadstatusdb) { - status_readdb(); + iStatus->readdb(); clif->message(fd, msg_txt(256)); return true; } @@ -4465,7 +4465,7 @@ ACMD(servertime) } //Added by Coltaro -//We're using this function here instead of using time_t so that it only counts player's jail time when he/she's online (and since the idea is to reduce the amount of minutes one by one in status_change_timer...). +//We're using this function here instead of using time_t so that it only counts player's jail time when he/she's online (and since the idea is to reduce the amount of minutes one by one in iStatus->change_timer...). //Well, using time_t could still work but for some reason that looks like more coding x_x static void get_jail_time(int jailtime, int* year, int* month, int* day, int* hour, int* minute) { @@ -4693,7 +4693,7 @@ ACMD(jailfor) break; } - sc_start4(&pl_sd->bl,SC_JAILED,100,jailtime,m_index,x,y,jailtime?60000:1000); //jailtime = 0: Time was reset to 0. Wait 1 second to warp player out (since it's done in status_change_timer). + sc_start4(&pl_sd->bl,SC_JAILED,100,jailtime,m_index,x,y,jailtime?60000:1000); //jailtime = 0: Time was reset to 0. Wait 1 second to warp player out (since it's done in iStatus->change_timer). return true; } @@ -5454,7 +5454,7 @@ ACMD(displayskill) clif->message(fd, msg_txt(1166)); // Usage: @displayskill <skill ID> {<skill level>} return false; } - status = status_get_status_data(&sd->bl); + status = iStatus->get_status_data(&sd->bl); tick = iTimer->gettick(); clif->skill_damage(&sd->bl,&sd->bl, tick, status->amotion, status->dmotion, 1, 1, skill_id, skill_lv, 5); clif->skill_nodamage(&sd->bl, &sd->bl, skill_id, skill_lv, 1); @@ -5641,7 +5641,7 @@ ACMD(autotrade) { sd->state.autotrade = 1; if( battle_config.at_timeout ) { int timeout = atoi(message); - status_change_start(&sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,battle_config.at_timeout) : battle_config.at_timeout) * 60000, 0); + iStatus->change_start(&sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,battle_config.at_timeout) : battle_config.at_timeout) * 60000, 0); } clif->chsys_quit(sd); @@ -7029,7 +7029,7 @@ ACMD(hominfo) } hd = sd->hd; - status = status_get_status_data(&hd->bl); + status = iStatus->get_status_data(&hd->bl); clif->message(fd, msg_txt(1261)); // Homunculus stats: snprintf(atcmd_output, sizeof(atcmd_output) ,msg_txt(1262), // HP: %d/%d - SP: %d/%d diff --git a/src/map/battle.c b/src/map/battle.c index 31a4ddc89..b9669c319 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -130,7 +130,7 @@ int battle_getenemy_sub(struct block_list *bl, va_list ap) { if (*c >= 24) return 0; - if (status_isdead(bl)) + if (iStatus->isdead(bl)) return 0; if (battle->check_target(target, bl, BCT_ENEMY) > 0) { @@ -172,7 +172,7 @@ int battle_getenemyarea_sub(struct block_list *bl, va_list ap) { if( *c >= 23 ) return 0; - if( status_isdead(bl) ) + if( iStatus->isdead(bl) ) return 0; if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!... @@ -220,7 +220,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { struct block_list* src; struct block_list* target = iMap->id2bl(dat->target_id); - if( !target || status_isdead(target) ) {/* nothing we can do */ + if( !target || iStatus->isdead(target) ) {/* nothing we can do */ ers_free(delay_damage_ers, dat); return 0; } @@ -233,7 +233,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) { { iMap->freeblock_lock(); status_fix_damage(src, target, dat->damage, dat->delay); - if( dat->attack_type && !status_isdead(target) && dat->additional_effects ) + if( dat->attack_type && !iStatus->isdead(target) && dat->additional_effects ) skill->additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick); if( dat->dmg_lv > ATK_BLOCK && dat->attack_type ) skill->counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); @@ -258,7 +258,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, nullpo_ret(src); nullpo_ret(target); - sc = status_get_sc(target); + sc = iStatus->get_sc(target); if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) damage = 0; @@ -266,7 +266,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, if ( !battle_config.delay_battle_damage || amotion <= 1 ) { iMap->freeblock_lock(); status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] - if( attack_type && !status_isdead(target) && additional_effects ) + if( attack_type && !iStatus->isdead(target) && additional_effects ) skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, iTimer->gettick()); if( dmg_lv > ATK_BLOCK && attack_type ) skill->counter_additional_effect(src, target, skill_id, skill_lv, attack_type, iTimer->gettick()); @@ -313,8 +313,8 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag struct status_change *sc=NULL, *tsc=NULL; int ratio; - if (src) sc = status_get_sc(src); - if (target) tsc = status_get_sc(target); + if (src) sc = iStatus->get_sc(src); + if (target) tsc = iStatus->get_sc(target); if (atk_elem < 0 || atk_elem >= ELE_MAX) atk_elem = rnd()%ELE_MAX; @@ -341,7 +341,7 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag struct block_list *src; if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 || - (src = iMap->id2bl(sg->src_id)) == NULL || status_isdead(src) ) + (src = iMap->id2bl(sg->src_id)) == NULL || iStatus->isdead(src) ) return 0; if( sg->unit_id != UNT_FIREWALL ) { @@ -420,10 +420,10 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin if( !src || !bl ) return 0; - sc = status_get_sc(src); + sc = iStatus->get_sc(src); sd = BL_CAST(BL_PC, src); - damage = status_get_weapon_atk(src, watk, flag); + damage = iStatus->get_weapon_atk(src, watk, flag); if( sd ){ if( type == EQI_HAND_R ) @@ -444,7 +444,7 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin #ifdef RENEWAL_EDP if( sc->data[SC_EDP] && skill_id != AS_GRIMTOOTH && skill_id != AS_VENOMKNIFE && skill_id != ASC_BREAKER ){ eatk = eatk * sc->data[SC_EDP]->val4 / 100; - damage += damage * sc->data[SC_EDP]->val3 / 100; + damage += damage * sc->data[SC_EDP]->val3 / 100; } #endif } @@ -489,9 +489,9 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin int 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) { int damage, batk; - struct status_data *status = status_get_status_data(src); + struct status_data *status = iStatus->get_status_data(src); - batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status_calc_batk(bl, status_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), status->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; @@ -592,7 +592,7 @@ int battle_calc_sizefix(struct map_session_data *sd, int damage, int type, int s int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type) { int damage,skill; - struct status_data *status = status_get_status_data(target); + struct status_data *status = iStatus->get_status_data(target); int weapon; damage = dmg; @@ -711,9 +711,9 @@ int battle_calc_masteryfix(struct block_list *src, struct block_list *target, ui nullpo_ret(src); nullpo_ret(target); - sc = status_get_sc(src); + sc = iStatus->get_sc(src); sd = BL_CAST(BL_PC, src); - tstatus = status_get_status_data(target); + tstatus = iStatus->get_status_data(target); if ( !sd ) return damage; @@ -808,7 +808,7 @@ int battle_calc_masteryfix(struct block_list *src, struct block_list *target, ui if ( sc && sc->data[SC_MIRACLE] ) i = 2; //Star anger else - ARR_FIND(0, MAX_PC_FEELHATE, i, status_get_class(target) == sd->hate_mob[i]); + ARR_FIND(0, MAX_PC_FEELHATE, i, iStatus->get_class(target) == sd->hate_mob[i]); if ( i < MAX_PC_FEELHATE && (skill=pc->checkskill(sd,sg_info[i].anger_id)) && weapon ){ int ratio = sd->status.base_level + status_get_dex(src) + status_get_luk(src); if ( i == 2 ) ratio += status_get_str(src); //Star Anger @@ -835,9 +835,9 @@ int battle_calc_elefix(struct block_list *src, struct block_list *target, uint16 nullpo_ret(src); nullpo_ret(target); - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(target); - sc = status_get_sc(src); + sstatus = iStatus->get_status_data(src); + tstatus = iStatus->get_status_data(target); + sc = iStatus->get_sc(src); if( (nk&NK_NO_ELEFIX) && n_ele ) return damage; @@ -887,11 +887,11 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); - t_class = status_get_class(target); - s_class = status_get_class(src); - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(target); - s_race2 = status_get_race2(src); + t_class = iStatus->get_class(target); + s_class = iStatus->get_class(src); + sstatus = iStatus->get_status_data(src); + tstatus = iStatus->get_status_data(target); + s_race2 = iStatus->get_race2(src); switch(attack_type){ case BF_MAGIC: @@ -957,7 +957,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li } break; case BF_WEAPON: - t_race2 = status_get_race2(target); + t_race2 = iStatus->get_race2(target); if( cflag&2 ){ if( sd && !(nk&NK_NO_CARDFIX_ATK) ){ short cardfix_ = 1000; @@ -1190,10 +1190,10 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(target); - sc = status_get_sc(src); - tsc = status_get_sc(target); + sstatus = iStatus->get_status_data(src); + tstatus = iStatus->get_status_data(target); + sc = iStatus->get_sc(src); + tsc = iStatus->get_sc(target); switch(attack_type){ case BF_WEAPON: @@ -1202,14 +1202,14 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li * def1 = equip def * def2 = status def **/ - defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions. + defType def1 = iStatus->get_def(target); //Don't use tstatus->def1 due to skill timer reductions. short def2 = tstatus->def2, vit_def; #ifdef RENEWAL - def1 = status_calc_def2(target, tsc, def1, false); // equip def(RE) - def2 = status_calc_def(target, tsc, def2, false); // status def(RE) + def1 = iStatus->calc_def2(target, tsc, def1, false); // equip def(RE) + def2 = iStatus->calc_def(target, tsc, def2, false); // status def(RE) #else - def1 = status_calc_def(target, tsc, def1, false); // equip def(RE) - def2 = status_calc_def2(target, tsc, def2, false); // status def(RE) + def1 = iStatus->calc_def(target, tsc, def1, false); // equip def(RE) + def2 = iStatus->calc_def2(target, tsc, def2, false); // status def(RE) #endif if( sd ){ @@ -1315,11 +1315,11 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li defType mdef = tstatus->mdef; short mdef2= tstatus->mdef2; #ifdef RENEWAL - mdef2 = status_calc_mdef(target, tsc, mdef2, false); // status mdef(RE) - mdef = status_calc_mdef2(target, tsc, mdef, false); // equip mde(RE) + mdef2 = iStatus->calc_mdef(target, tsc, mdef2, false); // status mdef(RE) + mdef = iStatus->calc_mdef2(target, tsc, mdef, false); // equip mde(RE) #else - mdef2 = status_calc_mdef2(target, tsc, mdef2, false); // status mdef(RE) - mdef = status_calc_mdef(target, tsc, mdef, false); // equip mde(RE) + mdef2 = iStatus->calc_mdef2(target, tsc, mdef2, false); // status mdef(RE) + mdef = iStatus->calc_mdef(target, tsc, mdef, false); // equip mde(RE) #endif if( flag&1 ) mdef = 0; @@ -1366,10 +1366,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); - sc = status_get_sc(src); - tsc = status_get_sc(target); - status = status_get_status_data(src); - tstatus = status_get_status_data(target); + sc = iStatus->get_sc(src); + tsc = iStatus->get_sc(target); + status = iStatus->get_status_data(src); + tstatus = iStatus->get_status_data(target); addedratio = skillratio - 100; @@ -1440,7 +1440,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets break; case SL_SMA: - skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv% + skillratio += -60 + iStatus->get_lv(src); //Base damage is 40% + lv% break; case NJ_KOUENKA: skillratio -= 10; @@ -1589,7 +1589,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case WL_SUMMON_ATK_WATER: case WL_SUMMON_ATK_WIND: case WL_SUMMON_ATK_GROUND: - skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech] + skillratio = skill_lv * (iStatus->get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech] RE_LVL_DMOD(100); break; case LG_RAYOFGENESIS: @@ -1603,7 +1603,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] % if( sd ) { - skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2; + skillratio = iStatus->get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2; } else skillratio += 1900; //2000% break; @@ -1976,10 +1976,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case TK_JUMPKICK: skillratio += -70 + 10*skill_lv; if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id) - skillratio += 10 * status_get_lv(src) / 3; //Tumble bonus + skillratio += 10 * iStatus->get_lv(src) / 3; //Tumble bonus if (flag) { - skillratio += 10 * status_get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?) + skillratio += 10 * iStatus->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?) if( sc && sc->data[SC_STRUP] ) // Spurt bonus skillratio *= 2; } @@ -2064,7 +2064,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; case RK_SONICWAVE: skillratio += -100 + 100 * (skill_lv + 5); - skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100; + skillratio = skillratio * (100 + (iStatus->get_lv(src)-100) / 2) / 100; break; case RK_HUNDREDSPEAR: skillratio += 500 + (80 * skill_lv); @@ -2073,7 +2073,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON ) skillratio += (10000 - min(10000, sd->inventory_data[index]->weight)) / 10; - skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE); + skillratio = skillratio * (100 + (iStatus->get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE); } break; case RK_WINDCUTTER: @@ -2088,7 +2088,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 250 * skill_lv; else skillratio += 200 * skill_lv; - skillratio = (skillratio - 100) * (100 + (status_get_lv(src)-100)) / 100; + skillratio = (skillratio - 100) * (100 + (iStatus->get_lv(src)-100)) / 100; if( status->rhw.ele == ELE_FIRE ) skillratio += 100 * skill_lv; break; @@ -2250,7 +2250,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] % if( sd ) { struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]]; - skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2; + skillratio += -100 + iStatus->get_lv(src) * 4 + status_get_vit(src) * 2; if( shield_data ) skillratio += shield_data->def * 10; } else @@ -2331,7 +2331,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block break; case SR_KNUCKLEARROW: if( flag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] % - skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ; + skillratio += -100 + 150 * skill_lv + iStatus->get_lv(target) * 5 * (iStatus->get_lv(src) / 100) ; if( tsd && tsd->weight ) skillratio += 100 * (tsd->weight / tsd->max_weight); }else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] % @@ -2339,7 +2339,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block RE_LVL_DMOD(100); break; case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] % - skillratio += -100 + status_get_lv(src) + status_get_dex(src); + skillratio += -100 + iStatus->get_lv(src) + status_get_dex(src); RE_LVL_DMOD(100); break; case SR_GATEOFHELL: @@ -2458,7 +2458,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += -100 + 150 * skill_lv; RE_LVL_DMOD(120); if( tsc && tsc->data[SC_KO_JYUMONJIKIRI] ) - skillratio += status_get_lv(src) * skill_lv; + skillratio += iStatus->get_lv(src) * skill_lv; case KO_HUUMARANKA: skillratio += -100 + 150 * skill_lv + status_get_agi(src) + status_get_dex(src) + 100 * (sd ? pc->checkskill(sd, NJ_HUUMA) : 0); break; @@ -2532,7 +2532,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag if(!damage) return 0; } - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) return 1; @@ -2553,7 +2553,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag skill_id == MG_SOULSTRIKE || skill_id == WL_SOULEXPANSION || (skill_id && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) || - (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST) + (!skill_id && (iStatus->get_status_data(src))->rhw.ele == ELE_GHOST) ){ if( skill_id == WL_SOULEXPANSION ) damage <<= 1; // If used against a player in White Imprison, the skill deals double damage. @@ -2694,7 +2694,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag && flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK)) { skill->additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, iTimer->gettick() ); - if( !status_isdead(src) ) + if( !iStatus->isdead(src) ) skill->counter_additional_effect( src, bl, skill_id, skill_lv, flag, iTimer->gettick() ); if (sce) { clif->specialeffect(bl, 462, AREA); @@ -2816,11 +2816,11 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION)) #endif { - struct status_data *status = status_get_status_data(bl); + 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 per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP - if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) + if (!iStatus->charge(bl, 0, (10+5*per)*status->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); //Reduction: 6% + 6% every 20% damage -= damage * (6 * (1+per)) / 100; @@ -2903,7 +2903,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag //(since battle_drain is strictly for players currently) if ((sce=sc->data[SC_HAMI_BLOODLUST]) && flag&BF_WEAPON && damage > 0 && rnd()%100 < sce->val3) - status_heal(src, damage*sce->val4/100, 0, 3); + iStatus->heal(src, damage*sce->val4/100, 0, 3); if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 ) pc->addspiritball(sd,skill->get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3); @@ -2913,13 +2913,13 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag } if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) - status_change_spread(bl, src); // Deadly infect attacked side + iStatus->change_spread(bl, src); // Deadly infect attacked side if( sc && sc->data[SC__SHADOWFORM] ) { struct block_list *s_bl = iMap->id2bl(sc->data[SC__SHADOWFORM]->val2); if( !s_bl || s_bl->m != bl->m ) { // If the shadow form target is not present remove the sc. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - } else if( status_isdead(s_bl) || !battle->check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both. + } else if( iStatus->isdead(s_bl) || !battle->check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); if( s_bl->type == BL_PC ) ((TBL_PC*)s_bl)->shadowform_id = 0; @@ -2929,7 +2929,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag if( s_bl->type == BL_PC ) ((TBL_PC*)s_bl)->shadowform_id = 0; } else { - status_damage(bl, s_bl, damage, 0, clif->damage(s_bl, s_bl, iTimer->gettick(), 500, 500, damage, -1, 0, 0), 0); + iStatus->damage(bl, s_bl, damage, 0, clif->damage(s_bl, s_bl, iTimer->gettick(), 500, 500, damage, -1, 0, 0), 0); return ATK_NONE; } } @@ -2938,7 +2938,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag } //SC effects from caster side. - sc = status_get_sc(src); + sc = iStatus->get_sc(src); if (sc && sc->count) { if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) @@ -2967,7 +2967,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 ) sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1)); if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 ) - status_change_spread(src, bl); + iStatus->change_spread(src, bl); if (sc->data[SC_STYLE_CHANGE] && rnd()%2) { TBL_HOM *hd = BL_CAST(BL_HOM,bl); if (hd) homun->addspiritball(hd, 10); @@ -3009,7 +3009,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag damage = div_; } - if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) { + if( bl->type == BL_MOB && !iStatus->isdead(bl) && src != bl) { if (damage > 0 ) mobskill_event((TBL_MOB*)bl,src,iTimer->gettick(),flag); if (skill_id) @@ -3022,12 +3022,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag struct status_data *sstatus = NULL; if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele ) element = ((TBL_PC*)src)->bonus.arrow_ele; - else if( (sstatus = status_get_status_data(src)) ) { + else if( (sstatus = iStatus->get_status_data(src)) ) { element = sstatus->rhw.ele; } } else if( element == -2 ) //Use enchantment's element - element = status_get_attack_sc_element(src,status_get_sc(src)); + element = status_get_attack_sc_element(src,iStatus->get_sc(src)); else if( element == -3 ) //Use random element element = rnd()%ELE_MAX; if( element == ELE_FIRE || element == ELE_WATER ) @@ -3062,7 +3062,7 @@ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int dam int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag) { struct mob_data* md = BL_CAST(BL_MOB, bl); - int class_ = status_get_class(bl); + int class_ = iStatus->get_class(bl); if (!damage) //No reductions to make. return 0; @@ -3081,7 +3081,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama } } if(src->type != BL_MOB) { - struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild->search(status_get_guild_id(src)); + struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild->search(iStatus->get_guild_id(src)); if (class_ == MOBID_EMPERIUM && (!g || guild->checkskill(g,GD_APPROVAL) <= 0 )) return 0; @@ -3198,8 +3198,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list // TBL_PC *tsd; struct status_change *sc, *tsc; struct Damage ad; - struct status_data *sstatus = status_get_status_data(src); - struct status_data *tstatus = status_get_status_data(target); + struct status_data *sstatus = iStatus->get_status_data(src); + struct status_data *tstatus = iStatus->get_status_data(target); struct { unsigned imdef : 1; unsigned infdef : 1; @@ -3226,8 +3226,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list sd = BL_CAST(BL_PC, src); // tsd = BL_CAST(BL_PC, target); - sc = status_get_sc(src); - tsc = status_get_sc(target); + sc = iStatus->get_sc(src); + tsc = iStatus->get_sc(target); //Initialize variables that will be used afterwards s_ele = skill->get_ele(skill_id, skill_lv); @@ -3239,7 +3239,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list if( i < 5 ) s_ele = i; } }else if (s_ele == -2) //Use status element - s_ele = status_get_attack_sc_element(src,status_get_sc(src)); + s_ele = status_get_attack_sc_element(src,iStatus->get_sc(src)); else if( s_ele == -3 ) //Use random element s_ele = rnd()%ELE_MAX; @@ -3326,16 +3326,16 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list case ALL_RESURRECTION: case PR_TURNUNDEAD: //Undead check is on skill_castend_damageid code. - i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src) + i = 20*skill_lv + sstatus->luk + sstatus->int_ + iStatus->get_lv(src) + 200 - 200*tstatus->hp/tstatus->max_hp; // there is no changed in success chance in renewal. [malufett] if(i > 700) i = 700; if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS)) ad.damage = tstatus->hp; else { #ifdef RENEWAL - MATK_ADD(status_get_matk(src, 2)); + MATK_ADD(iStatus->get_matk(src, 2)); #else - ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10; + ad.damage = iStatus->get_lv(src) + sstatus->int_ + skill_lv * 10; #endif } break; @@ -3347,10 +3347,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list **/ case AB_RENOVATIO: //Damage calculation from iRO wiki. [Jobbie] - ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_)); + ad.damage = (int)((15 * iStatus->get_lv(src)) + (1.5 * sstatus->int_)); break; default: { - MATK_ADD( status_get_matk(src, 2) ); + MATK_ADD( iStatus->get_matk(src, 2) ); if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill if(mflag>0) @@ -3510,11 +3510,11 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * struct map_session_data *sd, *tsd; struct Damage md; //DO NOT CONFUSE with md of mob_data! - struct status_data *sstatus = status_get_status_data(src); - struct status_data *tstatus = status_get_status_data(target); - struct status_change *tsc = status_get_sc(target); + struct status_data *sstatus = iStatus->get_status_data(src); + struct status_data *tstatus = iStatus->get_status_data(target); + struct status_change *tsc = iStatus->get_sc(target); #ifdef RENEWAL - struct status_change *sc = status_get_sc(src); + struct status_change *sc = iStatus->get_sc(src); #endif memset(&md,0,sizeof(md)); @@ -3558,7 +3558,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: - md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35); + md.damage = skill_lv * sstatus->dex * (3+iStatus->get_lv(src)/100) * (1+sstatus->int_/35); md.damage += md.damage * (rnd()%20-10) / 100; md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0); break; @@ -3620,8 +3620,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * #ifdef RENEWAL {// [malufett] int matk=0, atk; - short tdef = status_get_total_def(target); - short tmdef = status_get_total_mdef(target); + short tdef = iStatus->get_total_def(target); + short tmdef = iStatus->get_total_mdef(target); int targetVit = min(120, status_get_vit(target)); short totaldef = (tmdef + tdef - ((uint64)(tmdef + tdef) >> 32)) >> 1; @@ -3679,7 +3679,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * md.damage=md.damage / 2; break; case GS_FLING: - md.damage = sd?sd->status.job_level:status_get_lv(src); + md.damage = sd?sd->status.job_level:iStatus->get_lv(src); break; case HVAN_EXPLOSION: //[orn] md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100; @@ -3692,7 +3692,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * #else int ratio = 300 + 50 * skill_lv; int matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage; - short totaldef = status_get_total_def(target) + status_get_total_mdef(target); + short totaldef = iStatus->get_total_def(target) + iStatus->get_total_mdef(target); int atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag); if( sc && sc->data[SC_EDP] ) @@ -3741,9 +3741,9 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * case NC_SELFDESTRUCTION: { #ifdef RENEWAL - short totaldef = status_get_total_def(target); + short totaldef = iStatus->get_total_def(target); #else - short totaldef = tstatus->def2 + (short)status_get_def(target); + short totaldef = tstatus->def2 + (short)iStatus->get_def(target); #endif md.damage = ( (sd?pc->checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit ); RE_LVL_MDMOD(100); @@ -3758,15 +3758,15 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list * break; case GN_HELLS_PLANT_ATK: //[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level )) - md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) ); + md.damage = ( skill_lv * iStatus->get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) ); break; case KO_HAPPOKUNAI: { struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag); #ifdef RENEWAL - short totaldef = status_get_total_def(target); + short totaldef = iStatus->get_total_def(target); #else - short totaldef = tstatus->def2 + (short)status_get_def(target); + short totaldef = tstatus->def2 + (short)iStatus->get_def(target); #endif md.damage = 3 * wd.damage * (5 + skill_lv) / 5; md.damage -= totaldef; @@ -3921,10 +3921,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list struct map_session_data *sd, *tsd; struct Damage wd; - struct status_change *sc = status_get_sc(src); - struct status_change *tsc = status_get_sc(target); - struct status_data *sstatus = status_get_status_data(src); - struct status_data *tstatus = status_get_status_data(target); + struct status_change *sc = iStatus->get_sc(src); + struct status_change *tsc = iStatus->get_sc(target); + struct status_data *sstatus = iStatus->get_status_data(src); + struct status_data *tstatus = iStatus->get_status_data(target); struct { unsigned hit : 1; //the attack Hit? (not a miss) unsigned cri : 1; //Critical hit @@ -4081,7 +4081,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list return wd; } - t_class = status_get_class(target); + t_class = iStatus->get_class(target); s_ele = s_ele_ = skill->get_ele(skill_id, skill_lv); if( !skill_id || s_ele == -1 ) { //Take weapon's element @@ -4198,7 +4198,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob cri -= tstatus->luk*(!sd&&tsd?3:2); #else - cri -= status_get_lv(target) / 15 + 2 * status_get_luk(target); + cri -= iStatus->get_lv(target) / 15 + 2 * status_get_luk(target); #endif if( tsc && tsc->data[SC_SLEEP] ) { @@ -4388,7 +4388,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list wd.damage2 = 0; #else { - short totaldef = status_get_total_def(target); + short totaldef = iStatus->get_total_def(target); i = 0; GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) ); if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 ) @@ -4405,12 +4405,12 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list break; case NJ_SYURIKEN: // [malufett] GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) ); - wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - status_get_total_def(target); + wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - iStatus->get_total_def(target); RE_SKILL_REDUCTION(); break; case MO_EXTREMITYFIST: // [malufett] { - short totaldef = status_get_total_def(target); + short totaldef = iStatus->get_total_def(target); GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8 ); if( wd.damage ){ wd.damage = (250 + 150 * skill_lv) + (10 * (status_get_sp(src)+1) * wd.damage / 100) + (8 * wd.damage); @@ -4614,7 +4614,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list break; case GS_MAGICALBULLET: #ifndef RENEWAL - ATK_ADD( status_get_matk(src, 2) ); + ATK_ADD( iStatus->get_matk(src, 2) ); #else ATK_ADD( battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage ); flag.tdef = 1; @@ -4628,17 +4628,17 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 ); break; case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40) - ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 ); + ATK_ADD( skill_lv * 240 + iStatus->get_lv(target) * 40 ); if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40) - ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 ); + ATK_ADD( skill_lv * 500 + iStatus->get_lv(target) * 40 ); break; case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)] ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str); if( tsd && tsd->weight ){ ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 ); }else{ - ATK_ADD( status_get_lv(target) * 50 ); //mobs + ATK_ADD( iStatus->get_lv(target) * 50 ); //mobs } break; case KO_SETSUDAN: @@ -4710,12 +4710,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if( (i = battle->adjust_skill_damage(src->m,skill_id)) ) ATK_RATE(i); -#ifdef RENEWAL + #ifdef RENEWAL if( skill_id && (wd.damage+wd.damage2) ){ RE_SKILL_REDUCTION(); } -#endif - + #endif if( sd ) { if (skill_id && (i = pc->skillatk_bonus(sd, skill_id))) ATK_ADDRATE(i); @@ -4892,7 +4891,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } #endif if( flag.infdef ) { //Plants receive 1 damage when hit - short class_ = status_get_class(target); + short class_ = iStatus->get_class(target); if( flag.hit || wd.damage > 0 ) wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage if( flag.lh && (flag.hit || wd.damage2 > 0) ) @@ -4974,7 +4973,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if( !skill_id ) { if( sc->data[SC_ENCHANTBLADE] ) { // it also works with bear hands..intended in official //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt - ATK_ADD(( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status_get_lv(src) / 150 + status_get_int(src)); + ATK_ADD(( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * iStatus->get_lv(src) / 150 + status_get_int(src)); } } status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER); @@ -4990,9 +4989,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case SR_GATEOFHELL: ATK_ADD (sstatus->max_hp - status_get_hp(src)); if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE){ - ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) ); + ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * iStatus->get_lv(src) ); }else{ - ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) ); + ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * iStatus->get_lv(src) ); } break; } @@ -5151,21 +5150,21 @@ int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int int max_reflect_damage; sd = BL_CAST(BL_PC, bl); - sc = status_get_sc(bl); - max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * status_get_lv(bl) / 100); + sc = iStatus->get_sc(bl); + max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * iStatus->get_lv(bl) / 100); #define NORMALIZE_RDAMAGE(d){ trdamage += rdamage = max(1, min(max_reflect_damage, d)); } 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; + int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * iStatus->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, iTimer->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, iTimer->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); + iStatus->damage(src, bl, iStatus->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 } @@ -5265,7 +5264,7 @@ void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage, if (!thp && !tsp) return; - status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1); + iStatus->heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1); if (rhp || rsp) status_zap(tbl, rhp, rsp); @@ -5321,11 +5320,11 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, target); - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(target); + sstatus = iStatus->get_status_data(src); + tstatus = iStatus->get_status_data(target); - sc = status_get_sc(src); - tsc = status_get_sc(target); + sc = iStatus->get_sc(src); + tsc = iStatus->get_sc(target); if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex] sc = NULL; @@ -5375,7 +5374,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2)) status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER); } - if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) + if( tsc && tsc->data[SC_AUTOCOUNTER] && iStatus->check_skilluse(target, src, KN_AUTOCOUNTER, 1) ) { uint8 dir = iMap->calc_dir(target,src->x,src->y); int t_dir = unit_getdir(target); @@ -5464,7 +5463,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp) - tsc->data[SC_KAAHI]->val4 = iTimer->add_timer(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal. + tsc->data[SC_KAAHI]->val4 = iTimer->add_timer(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), iStatus->kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal. wd = battle->calc_attack(BF_WEAPON, src, target, 0, 0, flag); @@ -5539,9 +5538,9 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) { struct block_list *e_bl = iMap->id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1); - if( e_bl && !status_isdead(e_bl) ) { + if( e_bl && !iStatus->isdead(e_bl) ) { clif->damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2); - status_damage(target,e_bl,damage,0,0,0); + iStatus->damage(target,e_bl,damage,0,0,0); // Just show damage in target. clif->damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 ); iMap->freeblock_unlock(); @@ -5561,7 +5560,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t if (skill_lv < 1) skill_lv = 1; sp = skill->get_sp(skill_id,skill_lv) * 2 / 3; - if (status_charge(src, 0, sp)) { + if (iStatus->charge(src, 0, sp)) { switch (skill->get_casttype(skill_id)) { case CAST_GROUND: skill->castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag); @@ -5647,7 +5646,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t (rnd()%100 < tsc->data[SC_POISONREACT]->val3 || sstatus->def_ele == ELE_POISON) && // check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O; - status_check_skilluse(target, src, TF_POISON, 0) + iStatus->check_skilluse(target, src, TF_POISON, 0) ) { //Poison React struct status_change_entry *sce = tsc->data[SC_POISONREACT]; if (sstatus->def_ele == ELE_POISON) { @@ -5765,7 +5764,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f switch( target->type ) { // Checks on actual target case BL_PC: { - struct status_change* sc = status_get_sc(src); + struct status_change* sc = iStatus->get_sc(src); if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target)) return -1; //Cannot be targeted yet. if( sc && sc->count ) { @@ -5996,16 +5995,16 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f } if( flag&(BCT_PARTY|BCT_ENEMY) ) { - int s_party = status_get_party_id(s_bl); - if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) ) + int s_party = iStatus->get_party_id(s_bl); + if( s_party && s_party == iStatus->get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) ) state |= BCT_PARTY; else state |= BCT_ENEMY; } if( flag&(BCT_GUILD|BCT_ENEMY) ) { - int s_guild = status_get_guild_id(s_bl); - int t_guild = status_get_guild_id(t_bl); + int s_guild = iStatus->get_guild_id(s_bl); + int t_guild = iStatus->get_guild_id(t_bl); if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) ) state |= BCT_GUILD; else @@ -6031,14 +6030,14 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f { //Non pvp/gvg, check party/guild settings. if( flag&BCT_PARTY || state&BCT_ENEMY ) { - int s_party = status_get_party_id(s_bl); - if(s_party && s_party == status_get_party_id(t_bl)) + int s_party = iStatus->get_party_id(s_bl); + if(s_party && s_party == iStatus->get_party_id(t_bl)) state |= BCT_PARTY; } if( flag&BCT_GUILD || state&BCT_ENEMY ) { - int s_guild = status_get_guild_id(s_bl); - int t_guild = status_get_guild_id(t_bl); + int s_guild = iStatus->get_guild_id(s_bl); + int t_guild = iStatus->get_guild_id(t_bl); if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild)))) state |= BCT_GUILD; } diff --git a/src/map/battleground.c b/src/map/battleground.c index 4bf0843d5..b557bee8e 100644 --- a/src/map/battleground.c +++ b/src/map/battleground.c @@ -148,7 +148,7 @@ int bg_member_respawn(struct map_session_data *sd) if( bg->mapindex == 0 ) return 0; // Respawn not handled by Core pc->setpos(sd, bg->mapindex, bg->x, bg->y, CLR_OUTSIGHT); - status_revive(&sd->bl, 1, 100); + iStatus->revive(&sd->bl, 1, 100); return 1; // Warped } diff --git a/src/map/chrif.c b/src/map/chrif.c index c2067dbd1..0fd14cd28 100644 --- a/src/map/chrif.c +++ b/src/map/chrif.c @@ -1184,7 +1184,7 @@ int chrif_save_scdata(struct map_session_data *sd) { //parses the sc_data of the continue; if (sc->data[i]->timer != INVALID_TIMER) { timer = iTimer->get_timer(sc->data[i]->timer); - if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0) + if (timer == NULL || timer->func != iStatus->change_timer || DIFF_TICK(timer->tick,tick) < 0) continue; data.tick = DIFF_TICK(timer->tick,tick); //Duration that is left before ending. } else @@ -1237,7 +1237,7 @@ int chrif_load_scdata(int fd) { for (i = 0; i < count; i++) { data = (struct status_change_data*)RFIFOP(fd,14 + i*sizeof(struct status_change_data)); - status_change_start(&sd->bl, (sc_type)data->type, 10000, data->val1, data->val2, data->val3, data->val4, data->tick, 15); + iStatus->change_start(&sd->bl, (sc_type)data->type, 10000, data->val1, data->val2, data->val3, data->val4, data->tick, 15); } #endif diff --git a/src/map/clif.c b/src/map/clif.c index d08bb3868..1e05ced14 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -231,13 +231,13 @@ uint32 clif_refresh_ip(void) { #if PACKETVER >= 20071106 static inline unsigned char clif_bl_type(struct block_list *bl) { switch (bl->type) { - case BL_PC: return (disguised(bl) && !pcdb_checkid(status_get_viewdata(bl)->class_))? 0x1:0x0; //PC_TYPE + case BL_PC: return (disguised(bl) && !pcdb_checkid(iStatus->get_viewdata(bl)->class_))? 0x1:0x0; //PC_TYPE case BL_ITEM: return 0x2; //ITEM_TYPE case BL_SKILL: return 0x3; //SKILL_TYPE case BL_CHAT: return 0x4; //UNKNOWN_TYPE - case BL_MOB: return pcdb_checkid(status_get_viewdata(bl)->class_)?0x0:0x5; //NPC_MOB_TYPE + case BL_MOB: return pcdb_checkid(iStatus->get_viewdata(bl)->class_)?0x0:0x5; //NPC_MOB_TYPE case BL_NPC: return 0x6; //NPC_EVT_TYPE - case BL_PET: return pcdb_checkid(status_get_viewdata(bl)->class_)?0x0:0x7; //NPC_PET_TYPE + case BL_PET: return pcdb_checkid(iStatus->get_viewdata(bl)->class_)?0x0:0x7; //NPC_PET_TYPE case BL_HOM: return 0x8; //NPC_HOM_TYPE case BL_MER: return 0x9; //NPC_MERSOL_TYPE case BL_ELEM: return 0xa; //NPC_ELEMENTAL_TYPE @@ -835,7 +835,7 @@ static int clif_setlevel_sub(int lv) { } static int clif_setlevel(struct block_list* bl) { - int lv = status_get_lv(bl); + int lv = iStatus->get_lv(bl); if( battle_config.client_limit_unit_lv&bl->type ) return clif_setlevel_sub(lv); switch( bl->type ) { @@ -852,10 +852,10 @@ static int clif_setlevel(struct block_list* bl) { *------------------------------------------*/ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enum send_target target) { struct map_session_data* sd; - struct status_change* sc = status_get_sc(bl); - struct view_data* vd = status_get_viewdata(bl); + struct status_change* sc = iStatus->get_sc(bl); + struct view_data* vd = iStatus->get_viewdata(bl); struct packet_idle_unit p; - int g_id = status_get_guild_id(bl); + int g_id = iStatus->get_guild_id(bl); sd = BL_CAST(BL_PC, bl); @@ -865,7 +865,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu p.objecttype = clif_bl_type(bl); #endif p.GID = bl->id; - p.speed = status_get_speed(bl); + p.speed = iStatus->get_speed(bl); p.bodyState = (sc) ? sc->opt1 : 0; p.healthState = (sc) ? sc->opt2 : 0; p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0; @@ -890,7 +890,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu p.robe = vd->robe; #endif p.GUID = g_id; - p.GEmblemVer = status_get_emblem_id(bl); + p.GEmblemVer = iStatus->get_emblem_id(bl); p.honor = (sd) ? sd->status.manner : 0; p.virtue = (sc) ? sc->opt3 : 0; p.isPKModeON = (sd) ? sd->status.karma : 0; @@ -918,7 +918,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu if( disguised(bl) ) { #if PACKETVER >= 20071106 - p.objecttype = pcdb_checkid(status_get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE + p.objecttype = pcdb_checkid(iStatus->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE p.GID = -bl->id; #else p.GID = -bl->id; @@ -931,8 +931,8 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu int clif_spawn_unit2(struct block_list* bl, enum send_target target) { return 0; /*struct map_session_data* sd; - struct status_change* sc = status_get_sc(bl); - struct view_data* vd = status_get_viewdata(bl); + struct status_change* sc = iStatus->get_sc(bl); + struct view_data* vd = iStatus->get_viewdata(bl); unsigned char *buf = WBUFP(buffer,0); #if PACKETVER < 20091103 bool type = !pcdb_checkid(vd->class_); @@ -963,7 +963,7 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) { #endif #if PACKETVER >= 20091103 - name = status_get_name(bl); + name = iStatus->get_name(bl); #if PACKETVER < 20110111 WBUFW(buf,2) = (spawn?62:63)+strlen(name); #else @@ -980,7 +980,7 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) { } #endif WBUFL(buf, 2) = bl->id; - WBUFW(buf, 6) = status_get_speed(bl); + WBUFW(buf, 6) = iStatus->get_speed(bl); WBUFW(buf, 8) = (sc)? sc->opt1 : 0; WBUFW(buf,10) = (sc)? sc->opt2 : 0; #if PACKETVER < 20091103 @@ -1025,9 +1025,9 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) { if( bl->type == BL_NPC && vd->class_ == FLAG_CLASS ) { //The hell, why flags work like this? - WBUFW(buf,22) = status_get_emblem_id(bl); - WBUFW(buf,24) = GetWord(status_get_guild_id(bl), 1); - WBUFW(buf,26) = GetWord(status_get_guild_id(bl), 0); + WBUFW(buf,22) = iStatus->get_emblem_id(bl); + WBUFW(buf,24) = GetWord(iStatus->get_guild_id(bl), 1); + WBUFW(buf,26) = GetWord(iStatus->get_guild_id(bl), 0); } WBUFW(buf,28) = vd->hair_color; @@ -1048,8 +1048,8 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) { offset+= 2; buf = WBUFP(buffer,offset); #endif - WBUFL(buf,34) = status_get_guild_id(bl); - WBUFW(buf,38) = status_get_emblem_id(bl); + WBUFL(buf,34) = iStatus->get_guild_id(bl); + WBUFW(buf,38) = iStatus->get_emblem_id(bl); WBUFW(buf,40) = (sd)? sd->status.manner : 0; #if PACKETVER >= 20091103 WBUFL(buf,42) = (sc)? sc->opt3 : 0; @@ -1094,10 +1094,10 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) { void clif_spawn_unit(struct block_list* bl, enum send_target target) { struct map_session_data* sd; - struct status_change* sc = status_get_sc(bl); - struct view_data* vd = status_get_viewdata(bl); + struct status_change* sc = iStatus->get_sc(bl); + struct view_data* vd = iStatus->get_viewdata(bl); struct packet_spawn_unit p; - int g_id = status_get_guild_id(bl); + int g_id = iStatus->get_guild_id(bl); sd = BL_CAST(BL_PC, bl); @@ -1107,7 +1107,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) { p.objecttype = clif_bl_type(bl); #endif p.GID = bl->id; - p.speed = status_get_speed(bl); + p.speed = iStatus->get_speed(bl); p.bodyState = (sc) ? sc->opt1 : 0; p.healthState = (sc) ? sc->opt2 : 0; p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0; @@ -1132,7 +1132,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) { p.robe = vd->robe; #endif p.GUID = g_id; - p.GEmblemVer = status_get_emblem_id(bl); + p.GEmblemVer = iStatus->get_emblem_id(bl); p.honor = (sd) ? sd->status.manner : 0; p.virtue = (sc) ? sc->opt3 : 0; p.isPKModeON = (sd) ? sd->status.karma : 0; @@ -1158,7 +1158,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) { if( sd->status.class_ != sd->disguise ) clif->send(&p,sizeof(p),bl,target); #if PACKETVER >= 20071106 - p.objecttype = pcdb_checkid(status_get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE + p.objecttype = pcdb_checkid(iStatus->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE p.GID = -bl->id; #else p.GID = -bl->id; @@ -1174,10 +1174,10 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) { *------------------------------------------*/ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd, struct unit_data* ud, enum send_target target) { struct map_session_data* sd; - struct status_change* sc = status_get_sc(bl); - struct view_data* vd = status_get_viewdata(bl); + struct status_change* sc = iStatus->get_sc(bl); + struct view_data* vd = iStatus->get_viewdata(bl); struct packet_unit_walking p; - int g_id = status_get_guild_id(bl); + int g_id = iStatus->get_guild_id(bl); sd = BL_CAST(BL_PC, bl); @@ -1187,7 +1187,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd, p.objecttype = clif_bl_type(bl); #endif p.GID = bl->id; - p.speed = status_get_speed(bl); + p.speed = iStatus->get_speed(bl); p.bodyState = (sc) ? sc->opt1 : 0; p.healthState = (sc) ? sc->opt2 : 0; p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0; @@ -1208,7 +1208,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd, p.robe = vd->robe; #endif p.GUID = g_id; - p.GEmblemVer = status_get_emblem_id(bl); + p.GEmblemVer = iStatus->get_emblem_id(bl); p.honor = (sd) ? sd->status.manner : 0; p.virtue = (sc) ? sc->opt3 : 0; p.isPKModeON = (sd) ? sd->status.karma : 0; @@ -1235,7 +1235,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd, if( disguised(bl) ) { #if PACKETVER >= 20071106 - p.objecttype = pcdb_checkid(status_get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE + p.objecttype = pcdb_checkid(iStatus->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE p.GID = -bl->id; #else p.GID = -bl->id; @@ -1344,7 +1344,7 @@ int clif_spawn(struct block_list *bl) { struct view_data *vd; - vd = status_get_viewdata(bl); + vd = iStatus->get_viewdata(bl); if( !vd || vd->class_ == INVISIBLE_CLASS ) return 0; @@ -1623,7 +1623,7 @@ void clif_move(struct unit_data *ud) struct view_data* vd; struct block_list* bl = ud->bl; - vd = status_get_viewdata(bl); + vd = iStatus->get_viewdata(bl); if (!vd || vd->class_ == INVISIBLE_CLASS) return; //This performance check is needed to keep GM-hidden objects from being notified to bots. @@ -3240,8 +3240,8 @@ void clif_changelook(struct block_list *bl,int type,int val) nullpo_retv(bl); sd = BL_CAST(BL_PC, bl); - sc = status_get_sc(bl); - vd = status_get_viewdata(bl); + sc = iStatus->get_sc(bl); + vd = iStatus->get_viewdata(bl); //nullpo_ret(vd); if( vd ) //temp hack to let Warp Portal change appearance switch(type) { @@ -3661,7 +3661,7 @@ void clif_changeoption(struct block_list* bl) nullpo_retv(bl); - if ( !(sc = status_get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc? + if ( !(sc = iStatus->get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc? sd = BL_CAST(BL_PC, bl); @@ -3707,7 +3707,7 @@ void clif_changeoption2(struct block_list* bl) { unsigned char buf[20]; struct status_change *sc; - if ( !(sc = status_get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc? + if ( !(sc = iStatus->get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc? WBUFW(buf,0) = 0x28a; WBUFL(buf,2) = bl->id; @@ -4357,7 +4357,7 @@ void clif_getareachar_unit(struct map_session_data* sd,struct block_list *bl) { struct unit_data *ud; struct view_data *vd; - vd = status_get_viewdata(bl); + vd = iStatus->get_viewdata(bl); if (!vd || vd->class_ == INVISIBLE_CLASS) return; @@ -4490,7 +4490,7 @@ int clif_damage(struct block_list* src, struct block_list* dst, unsigned int tic nullpo_ret(dst); type = clif_calc_delay(type,div,damage+damage2,ddelay); - sc = status_get_sc(dst); + sc = iStatus->get_sc(dst); if(sc && sc->count) { if(sc->data[SC_ILLUSION]) { if(damage) damage = damage*(sc->data[SC_ILLUSION]->val2) + rnd()%100; @@ -4835,13 +4835,13 @@ int clif_outsight(struct block_list *bl,va_list ap) clif->clearunit_single(bl->id,CLR_OUTSIGHT,tsd->fd); break; default: - if ((vd=status_get_viewdata(bl)) && vd->class_ != INVISIBLE_CLASS) + if ((vd=iStatus->get_viewdata(bl)) && vd->class_ != INVISIBLE_CLASS) clif->clearunit_single(bl->id,CLR_OUTSIGHT,tsd->fd); break; } } if (sd && sd->fd) { //sd is watching tbl go out of view. - if (((vd=status_get_viewdata(tbl)) && vd->class_ != INVISIBLE_CLASS) && + if (((vd=iStatus->get_viewdata(tbl)) && vd->class_ != INVISIBLE_CLASS) && !(tbl->type == BL_NPC && (((TBL_NPC*)tbl)->option&OPTION_INVISIBLE))) clif->clearunit_single(tbl->id,CLR_OUTSIGHT,sd->fd); } @@ -5168,7 +5168,7 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int nullpo_ret(dst); type = clif_calc_delay(type,div,damage,ddelay); - sc = status_get_sc(dst); + sc = iStatus->get_sc(dst); if(sc && sc->count) { if(sc->data[SC_ILLUSION] && damage) damage = damage*(sc->data[SC_ILLUSION]->val2) + rnd()%100; @@ -5256,7 +5256,7 @@ int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned in type = (type>0)?type:skill_get_hit(skill_id); type = clif_calc_delay(type,div,damage,ddelay); - sc = status_get_sc(dst); + sc = iStatus->get_sc(dst); if(sc && sc->count) { if(sc->data[SC_ILLUSION] && damage) @@ -5507,11 +5507,11 @@ void clif_skill_estimation(struct map_session_data *sd,struct block_list *dst) if( dst->type != BL_MOB ) return; - status = status_get_status_data(dst); + status = iStatus->get_status_data(dst); WBUFW(buf, 0)=0x18c; - WBUFW(buf, 2)=status_get_class(dst); - WBUFW(buf, 4)=status_get_lv(dst); + WBUFW(buf, 2)=iStatus->get_class(dst); + WBUFW(buf, 4)=iStatus->get_lv(dst); WBUFW(buf, 6)=status->size; WBUFL(buf, 8)=status->hp; WBUFW(buf,12)= (battle_config.estimation_type&1?status->def:0) @@ -5639,7 +5639,7 @@ void clif_status_change_notick(struct block_list *bl,int type,int flag,int tick, nullpo_retv(bl); - if (!(status_type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client + if (!(iStatus->type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client return; if (type == SI_BLANK) //It shows nothing on the client... @@ -5670,7 +5670,7 @@ void clif_status_change(struct block_list *bl,int type,int flag,int tick,int val nullpo_retv(bl); - if (!(status_type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client + if (!(iStatus->type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client return; if ( tick < 0 ) @@ -7725,8 +7725,8 @@ void clif_guild_emblem_area(struct block_list* bl) // (emblem in the flag npcs and emblem over the head in agit maps) [FlavioJS] WBUFW(buf,0) = 0x1b4; WBUFL(buf,2) = bl->id; - WBUFL(buf,6) = status_get_guild_id(bl); - WBUFW(buf,10) = status_get_emblem_id(bl); + WBUFL(buf,6) = iStatus->get_guild_id(bl); + WBUFW(buf,10) = iStatus->get_emblem_id(bl); clif->send(buf, 12, bl, AREA_WOS); } @@ -9655,7 +9655,7 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd) sd->areanpc_id = 0; /* it broke at some point (e.g. during a crash), so we make it visibly dead again. */ - if( !sd->status.hp && !pc_isdead(sd) && status_isdead(&sd->bl) ) + if( !sd->status.hp && !pc_isdead(sd) && iStatus->isdead(&sd->bl) ) pc_setdead(sd); // If player is dead, and is spawned (such as @refresh) send death packet. [Valaris] @@ -9873,7 +9873,7 @@ void clif_parse_GetCharNameRequest(int fd, struct map_session_data *sd) // 'see people in GM hide' cheat detection /* disabled due to false positives (network lag + request name of char that's about to hide = race condition) - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (sc && sc->option&OPTION_INVISIBLE && !disguised(bl) && bl->type != BL_NPC && //Skip hidden NPCs which can be seen using Maya Purple pc->get_group_level(sd) < battle_config.hack_info_GM_level @@ -13232,7 +13232,7 @@ void clif_parse_GMKick(int fd, struct map_session_data *sd) case BL_PC: { char command[NAME_LENGTH+6]; - sprintf(command, "%ckick %s", atcommand->at_symbol, status_get_name(target)); + sprintf(command, "%ckick %s", atcommand->at_symbol, iStatus->get_name(target)); atcommand->parse(fd, sd, command, 1); } break; @@ -13247,7 +13247,7 @@ void clif_parse_GMKick(int fd, struct map_session_data *sd) clif->GM_kickack(sd, 0); return; } - sprintf(command, "/kick %s (%d)", status_get_name(target), status_get_class(target)); + sprintf(command, "/kick %s (%d)", iStatus->get_name(target), iStatus->get_class(target)); logs->atcommand(sd, command); status_percent_damage(&sd->bl, target, 100, 0, true); // can invalidate 'target' } @@ -13256,7 +13256,7 @@ void clif_parse_GMKick(int fd, struct map_session_data *sd) case BL_NPC: { char command[NAME_LENGTH+11]; - sprintf(command, "%cunloadnpc %s", atcommand->at_symbol, status_get_name(target)); + sprintf(command, "%cunloadnpc %s", atcommand->at_symbol, iStatus->get_name(target)); atcommand->parse(fd, sd, command, 1); } break; @@ -13637,7 +13637,7 @@ void clif_parse_NoviceExplosionSpirits(int fd, struct map_session_data *sd) int percent = (int)( ( (float)sd->status.base_exp/(float)next )*1000. ); if( percent && ( percent%100 ) == 0 ) {// 10.0%, 20.0%, ..., 90.0% - sc_start(&sd->bl, status_skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex] + sc_start(&sd->bl, iStatus->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex] clif->skill_nodamage(&sd->bl, &sd->bl, MO_EXPLOSIONSPIRITS, 5, 1); // prayer always shows successful Lv5 cast and disregards noskill restrictions } } @@ -14280,7 +14280,7 @@ void clif_parse_AutoRevive(int fd, struct map_session_data *sd) if (sd->sc.data[SC_HELLPOWER]) //Cannot res while under the effect of SC_HELLPOWER. return; - if (!status_revive(&sd->bl, 100, 100)) + if (!iStatus->revive(&sd->bl, 100, 100)) return; clif->skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1); diff --git a/src/map/elemental.c b/src/map/elemental.c index 53c85577b..839fa3640 100644 --- a/src/map/elemental.c +++ b/src/map/elemental.c @@ -244,9 +244,9 @@ int elemental_data_received(struct s_elemental *ele, bool flag) { ed->master = sd; ed->db = db; memcpy(&ed->elemental, ele, sizeof(struct s_elemental)); - status_set_viewdata(&ed->bl, ed->elemental.class_); + iStatus->set_viewdata(&ed->bl, ed->elemental.class_); ed->vd->head_mid = 10; // Why? - status_change_init(&ed->bl); + iStatus->change_init(&ed->bl); unit_dataset(&ed->bl); ed->ud.dir = sd->ud.dir; @@ -283,7 +283,7 @@ int elemental_data_received(struct s_elemental *ele, bool flag) { int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) { struct block_list *bl; - sc_type type = status_skill2sc(skill_id); + sc_type type = iStatus->skill2sc(skill_id); nullpo_ret(ed); @@ -432,9 +432,9 @@ int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned ed->ud.skill_lv = skill_lv; if( skill->get_inf(skill_id) & INF_GROUND_SKILL ) - ed->ud.skilltimer = iTimer->add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 ); + ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 ); else - ed->ud.skilltimer = iTimer->add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 ); + ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 ); } return 1; @@ -591,7 +591,7 @@ int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) { if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) ) return 0; - if( !status_check_skilluse(&ed->bl, bl, 0, 0) ) + if( !iStatus->check_skilluse(&ed->bl, bl, 0, 0) ) return 0; if( ed->target_id == 0 ) @@ -611,7 +611,7 @@ static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap target = va_arg(ap,struct block_list**); //If can't seek yet, not an enemy, or you can't attack it, skip. - if( (*target) == bl || !status_check_skilluse(&ed->bl, bl, 0, 0) ) + if( (*target) == bl || !iStatus->check_skilluse(&ed->bl, bl, 0, 0) ) return 0; if( battle->check_target(&ed->bl,bl,BCT_ENEMY) <= 0 ) diff --git a/src/map/guild.c b/src/map/guild.c index aa1d8c7a9..5ff0254dc 100644 --- a/src/map/guild.c +++ b/src/map/guild.c @@ -1363,7 +1363,7 @@ int guild_skillupack(int guild_id,uint16 skill_id,int account_id) void guild_guildaura_refresh(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv) { struct skill_unit_group* group = NULL; - int type = status_skill2sc(skill_id); + int type = iStatus->skill2sc(skill_id); if( !(battle_config.guild_aura&((iMap->agit_flag || iMap->agit2_flag)?2:1)) && !(battle_config.guild_aura&(map_flag_gvg2(sd->bl.m)?8:4)) ) return; diff --git a/src/map/homunculus.c b/src/map/homunculus.c index 0d1b6ebcb..9bf752ef7 100644 --- a/src/map/homunculus.c +++ b/src/map/homunculus.c @@ -143,7 +143,7 @@ int homunculus_vaporize(struct map_session_data *sd, int flag) { if (!hd || hd->homunculus.vaporize) return 0; - if (status_isdead(&hd->bl)) + if (iStatus->isdead(&hd->bl)) return 0; //Can't vaporize a dead homun. if (flag && get_percentage(hd->battle_status.hp, hd->battle_status.max_hp) < 80) @@ -364,7 +364,7 @@ int homunculus_change_class(struct homun_data *hd, short class_) { return 0; hd->homunculusDB = &homun->db[i]; hd->homunculus.class_ = class_; - status_set_viewdata(&hd->bl, class_); + iStatus->set_viewdata(&hd->bl, class_); homun->calc_skilltree(hd, 1); return 1; } @@ -743,8 +743,8 @@ bool homunculus_create(struct map_session_data *sd, struct s_homunculus *hom) { memcpy(&hd->homunculus, hom, sizeof(struct s_homunculus)); hd->exp_next = homun->exptable[hd->homunculus.level - 1]; - status_set_viewdata(&hd->bl, hd->homunculus.class_); - status_change_init(&hd->bl); + iStatus->set_viewdata(&hd->bl, hd->homunculus.class_); + iStatus->change_init(&hd->bl); unit_dataset(&hd->bl); hd->ud.dir = sd->ud.dir; @@ -911,7 +911,7 @@ bool homunculus_ressurect(struct map_session_data* sd, unsigned char per, short if (hd->homunculus.vaporize) return false; // vaporized homunculi need to be 'called' - if (!status_isdead(&hd->bl)) + if (!iStatus->isdead(&hd->bl)) return false; // already alive homun->init_timers(hd); @@ -924,7 +924,7 @@ bool homunculus_ressurect(struct map_session_data* sd, unsigned char per, short iMap->addblock(&hd->bl); clif->spawn(&hd->bl); } - status_revive(&hd->bl, per, 0); + iStatus->revive(&hd->bl, per, 0); return true; } diff --git a/src/map/map.c b/src/map/map.c index 10d413676..2770a8af7 100644 --- a/src/map/map.c +++ b/src/map/map.c @@ -357,7 +357,7 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick) //TODO: Perhaps some outs of bounds checking should be placed here? if (bl->type&BL_CHAR) { - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); skill->unit_move(bl,tick,2); status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); @@ -1672,7 +1672,7 @@ int map_quit(struct map_session_data *sd) { if( sd->sc.count ) { //Status that are not saved... for(i=0; i < SC_MAX; i++){ - if ( status_get_sc_type(i)&SC_NO_SAVE ){ + if ( iStatus->get_sc_type(i)&SC_NO_SAVE ){ if ( !sd->sc.data[i] ) continue; switch( i ){ @@ -5043,7 +5043,7 @@ void do_final(void) homun->final(); atcommand->final_msg(); skill->final(); - do_final_status(); + iStatus->do_final_status(); do_final_unit(); do_final_battleground(); do_final_duel(); @@ -5254,6 +5254,7 @@ void map_hp_symbols(void) { HPM->share(party,"party"); HPM->share(storage,"storage"); HPM->share(trade,"trade"); + HPM->share(iStatus,"iStatus"); /* partial */ HPM->share(mapit,"mapit"); /* sql link */ @@ -5289,6 +5290,7 @@ void load_defaults(void) { party_defaults(); storage_defaults(); trade_defaults(); + status_defaults(); } int do_init(int argc, char *argv[]) { @@ -5476,7 +5478,7 @@ int do_init(int argc, char *argv[]) read_map_zone_db();/* read after item and skill initalization */ do_init_mob(); pc->do_init_pc(); - do_init_status(); + iStatus->do_init_status(); party->do_init_party(); guild->init(); storage->init(); diff --git a/src/map/mercenary.c b/src/map/mercenary.c index 566f68409..a08b587e7 100644 --- a/src/map/mercenary.c +++ b/src/map/mercenary.c @@ -307,8 +307,8 @@ int merc_data_received(struct s_mercenary *merc, bool flag) md->master = sd; md->db = db; memcpy(&md->mercenary, merc, sizeof(struct s_mercenary)); - status_set_viewdata(&md->bl, md->mercenary.class_); - status_change_init(&md->bl); + iStatus->set_viewdata(&md->bl, md->mercenary.class_); + iStatus->change_init(&md->bl); unit_dataset(&md->bl); md->ud.dir = sd->ud.dir; diff --git a/src/map/mob.c b/src/map/mob.c index 93ef81811..1e79d6b93 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -159,7 +159,7 @@ void mvptomb_create(struct mob_data *md, char *killer, time_t time) iMap->addnpc(nd->bl.m, nd); iMap->addblock(&nd->bl); - status_set_viewdata(&nd->bl, nd->class_); + iStatus->set_viewdata(&nd->bl, nd->class_); clif->spawn(&nd->bl); } @@ -284,8 +284,8 @@ struct mob_data* mob_spawn_dataset(struct spawn_data *data) { md->spawn_timer = INVALID_TIMER; md->deletetimer = INVALID_TIMER; md->skill_idx = -1; - status_set_viewdata(&md->bl, md->class_); - status_change_init(&md->bl); + iStatus->set_viewdata(&md->bl, md->class_); + iStatus->change_init(&md->bl); unit_dataset(&md->bl); iMap->addiddb(&md->bl); @@ -413,7 +413,7 @@ bool mob_ksprotected (struct block_list *src, struct block_list *target) return true; } while(0); - status_change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0); + iStatus->change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0); return false; } @@ -908,7 +908,7 @@ int mob_spawn (struct mob_data *md) if (md->spawn && md->class_ != md->spawn->class_) { md->class_ = md->spawn->class_; - status_set_viewdata(&md->bl, md->class_); + iStatus->set_viewdata(&md->bl, md->class_); md->db = mob_db(md->class_); memcpy(md->name,md->spawn->name,NAME_LENGTH); } @@ -1031,7 +1031,7 @@ int mob_target(struct mob_data *md,struct block_list *bl,int dist) if(md->target_id && !mob_can_changetarget(md, bl, status_get_mode(&md->bl))) return 0; - if(!status_check_skilluse(&md->bl, bl, 0, 0)) + if(!iStatus->check_skilluse(&md->bl, bl, 0, 0)) return 0; md->target_id = bl->id; // Since there was no disturbance, it locks on to target. @@ -1059,10 +1059,10 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) mode= va_arg(ap,int); //If can't seek yet, not an enemy, or you can't attack it, skip. - if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0)) + if ((*target) == bl || !iStatus->check_skilluse(&md->bl, bl, 0, 0)) return 0; - if ((mode&MD_TARGETWEAK) && status_get_lv(bl) >= md->level-5) + if ((mode&MD_TARGETWEAK) && iStatus->get_lv(bl) >= md->level-5) return 0; if(battle->check_target(&md->bl,bl,BCT_ENEMY)<=0) @@ -1120,7 +1120,7 @@ static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap) //If can't seek yet, not an enemy, or you can't attack it, skip. if ((*target) == bl || battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 || - !status_check_skilluse(&md->bl, bl, 0, 0)) + !iStatus->check_skilluse(&md->bl, bl, 0, 0)) return 0; if(battle->check_range (&md->bl, bl, md->status.rhw.range)) { @@ -1142,7 +1142,7 @@ static int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) { md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); - if( status_check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) { + if( iStatus->check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) { (*target) = bl; } return 1; @@ -1208,7 +1208,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) bl=iMap->id2bl(md->master_id); - if (!bl || status_isdead(bl)) { + if (!bl || iStatus->isdead(bl)) { status_kill(&md->bl); return 1; } @@ -1268,7 +1268,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) if (tbl && battle->check_target(&md->bl, tbl, BCT_ENEMY) <= 0) tbl = NULL; } - if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) { + if (tbl && iStatus->check_skilluse(&md->bl, tbl, 0, 0)) { md->target_id=tbl->id; md->min_chase=md->db->range3+distance_bl(&md->bl, tbl); if(md->min_chase>MAX_MINCHASE) @@ -1361,7 +1361,7 @@ int mob_randomwalk(struct mob_data *md,unsigned int tick) } return 0; } - speed=status_get_speed(&md->bl); + speed=iStatus->get_speed(&md->bl); for(i=c=0;i<md->ud.walkpath.path_len;i++){ // The next walk start time is calculated. if(md->ud.walkpath.path[i]&1) c+=speed*14/10; @@ -1439,7 +1439,7 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick) { //Check validity of current target. [Skotlex] tbl = iMap->id2bl(md->target_id); if (!tbl || tbl->m != md->bl.m || - (md->ud.attacktimer == INVALID_TIMER && !status_check_skilluse(&md->bl, tbl, 0, 0)) || + (md->ud.attacktimer == INVALID_TIMER && !iStatus->check_skilluse(&md->bl, tbl, 0, 0)) || (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) || ( tbl->type == BL_PC && @@ -1480,7 +1480,7 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick) if( md->bl.m != abl->m || abl->prev == NULL || (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area || battle->check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob - || (battle_config.mob_ai&0x2 && !status_check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker + || (battle_config.mob_ai&0x2 && !iStatus->check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker || (!battle->check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ... && ( // Reach check (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1) @@ -1500,7 +1500,7 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick) } } else - if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(&md->bl, abl, 0, 0)) + if (!(battle_config.mob_ai&0x2) && !iStatus->check_skilluse(&md->bl, abl, 0, 0)) { //Can't attack back, but didn't invoke a rude attacked skill... } @@ -1917,7 +1917,7 @@ int mob_respawn(int tid, unsigned int tick, int id, intptr_t data) struct block_list *bl = iMap->id2bl(id); if(!bl) return 0; - status_revive(bl, (uint8)data, 0); + iStatus->revive(bl, (uint8)data, 0); return 1; } @@ -2184,7 +2184,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) if (md->sc.data[SC_RICHMANKIM]) bonus += md->sc.data[SC_RICHMANKIM]->val2; if(sd) { - temp = status_get_class(&md->bl); + temp = iStatus->get_class(&md->bl); if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets else ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] && @@ -2625,7 +2625,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) } - if(!md->spawn) //Tell status_damage to remove it from memory. + if(!md->spawn) //Tell iStatus->damage to remove it from memory. return 5; // Note: Actually, it's 4. Oh well... // MvP tomb [GreenBox] @@ -2633,7 +2633,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL)); if( !rebirth ) { - status_change_clear(&md->bl,1); + iStatus->change_clear(&md->bl,1); mob_setdelayspawn(md); //Set respawning. } return 3; //Remove from map. @@ -2761,7 +2761,7 @@ int mob_class_change (struct mob_data *md, int class_) mob_stop_attack(md); mob_stop_walking(md, 0); unit_skillcastcancel(&md->bl, 0); - status_set_viewdata(&md->bl, class_); + iStatus->set_viewdata(&md->bl, class_); clif->class_change(&md->bl, md->vd->class_, 1); status_calc_mob(md, 1); md->ud.state.speed_changed = 1; //Speed change update. @@ -3355,7 +3355,7 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons strcpy(db->sprite,sd->status.name); strcpy(db->name,sd->status.name); strcpy(db->jname,sd->status.name); - db->lv=status_get_lv(&sd->bl); + db->lv=iStatus->get_lv(&sd->bl); memcpy(status, &sd->base_status, sizeof(struct status_data)); status->rhw.atk2= status->dex + status->rhw.atk + status->rhw.atk2; //Max ATK status->rhw.atk = status->dex; //Min ATK @@ -3751,7 +3751,7 @@ static bool mob_parse_dbrow(char** str) data.bl.type = BL_MOB; data.level = db->lv; memcpy(&data.status, status, sizeof(struct status_data)); - status_calc_misc(&data.bl, status, db->lv); + iStatus->calc_misc(&data.bl, status, db->lv); // MVP EXP Bonus: MEXP // Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza] diff --git a/src/map/npc.c b/src/map/npc.c index 33d0c48f1..97f84d73d 100644 --- a/src/map/npc.c +++ b/src/map/npc.c @@ -2085,7 +2085,7 @@ struct npc_data* npc_add_warp(char* name, short from_mapid, short from_x, short nd->subtype = WARP; npc_setcells(nd); iMap->addblock(&nd->bl); - status_set_viewdata(&nd->bl, nd->class_); + iStatus->set_viewdata(&nd->bl, nd->class_); nd->ud = &npc_base_ud; if( map[nd->bl.m].users ) clif->spawn(&nd->bl); @@ -2150,7 +2150,7 @@ static const char* npc_parse_warp(char* w1, char* w2, char* w3, char* w4, const nd->subtype = WARP; npc_setcells(nd); iMap->addblock(&nd->bl); - status_set_viewdata(&nd->bl, nd->class_); + iStatus->set_viewdata(&nd->bl, nd->class_); nd->ud = &npc_base_ud; if( map[nd->bl.m].users ) clif->spawn(&nd->bl); @@ -2262,7 +2262,7 @@ static const char* npc_parse_shop(char* w1, char* w2, char* w3, char* w4, const if( m >= 0 ) {// normal shop npc iMap->addnpc(m,nd); iMap->addblock(&nd->bl); - status_set_viewdata(&nd->bl, nd->class_); + iStatus->set_viewdata(&nd->bl, nd->class_); nd->ud = &npc_base_ud; nd->dir = dir; if( map[nd->bl.m].users ) @@ -2454,7 +2454,7 @@ static const char* npc_parse_script(char* w1, char* w2, char* w3, char* w4, cons npc_setcells(nd); iMap->addblock(&nd->bl); if( class_ >= 0 ) { - status_set_viewdata(&nd->bl, nd->class_); + iStatus->set_viewdata(&nd->bl, nd->class_); if( map[nd->bl.m].users ) clif->spawn(&nd->bl); } @@ -2610,7 +2610,7 @@ const char* npc_parse_duplicate(char* w1, char* w2, char* w3, char* w4, const ch npc_setcells(nd); iMap->addblock(&nd->bl); if( class_ >= 0 ) { - status_set_viewdata(&nd->bl, nd->class_); + iStatus->set_viewdata(&nd->bl, nd->class_); if( map[nd->bl.m].users ) clif->spawn(&nd->bl); } @@ -2680,7 +2680,7 @@ int npc_duplicate4instance(struct npc_data *snd, int16 m) { wnd->subtype = WARP; npc_setcells(wnd); iMap->addblock(&wnd->bl); - status_set_viewdata(&wnd->bl, wnd->class_); + iStatus->set_viewdata(&wnd->bl, wnd->class_); wnd->ud = &npc_base_ud; if( map[wnd->bl.m].users ) clif->spawn(&wnd->bl); @@ -2813,7 +2813,7 @@ void npc_setclass(struct npc_data* nd, short class_) if( map[nd->bl.m].users ) clif->clearunit_area(&nd->bl, CLR_OUTSIGHT);// fade out nd->class_ = class_; - status_set_viewdata(&nd->bl, class_); + iStatus->set_viewdata(&nd->bl, class_); if( map[nd->bl.m].users ) clif->spawn(&nd->bl);// fade in } diff --git a/src/map/pc.c b/src/map/pc.c index f2c0ddc37..04f72bfaa 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -262,7 +262,7 @@ static int pc_check_banding( struct block_list *bl, va_list ap ) { if(pc_isdead(tsd)) return 0; - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if( bl == src ) return 0; @@ -291,10 +291,10 @@ int pc_banding(struct map_session_data *sd, uint16 skill_lv) { if( c < 1 ) //just recalc status no need to recalc hp { // No more Royal Guards in Banding found. - if( (sc = status_get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] ) + if( (sc = iStatus->get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] ) { sc->data[SC_BANDING]->val2 = 0; // Reset the counter - status_calc_bl(&sd->bl, status_sc2scb_flag(SC_BANDING)); + status_calc_bl(&sd->bl, iStatus->sc2scb_flag(SC_BANDING)); } return 0; } @@ -333,11 +333,11 @@ int pc_banding(struct map_session_data *sd, uint16 skill_lv) { bsd = iMap->id2sd(b_sd[j]); if( bsd != NULL ) { - status_set_hp(&bsd->bl,hp,0); // Set hp - if( (sc = status_get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] ) + iStatus->set_hp(&bsd->bl,hp,0); // Set hp + if( (sc = iStatus->get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] ) { sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self. - status_calc_bl(&bsd->bl, status_sc2scb_flag(SC_BANDING)); // Set atk and def. + status_calc_bl(&bsd->bl, iStatus->sc2scb_flag(SC_BANDING)); // Set atk and def. } } } @@ -403,10 +403,10 @@ int pc_setrestartvalue(struct map_session_data *sd,int type) { status = &sd->battle_status; if (type&1) { //Normal resurrection - status->hp = 1; //Otherwise status_heal may fail if dead. - status_heal(&sd->bl, b_status->hp, 0, 1); + status->hp = 1; //Otherwise iStatus->heal may fail if dead. + iStatus->heal(&sd->bl, b_status->hp, 0, 1); if( status->sp < b_status->sp ) - status_set_sp(&sd->bl, b_status->sp, 1); + iStatus->set_sp(&sd->bl, b_status->sp, 1); } else { //Just for saving on the char-server (with values as if respawned) sd->status.hp = b_status->hp; sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp; @@ -1021,12 +1021,12 @@ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_tim if( sd->status.option & OPTION_INVISIBLE && !pc->can_use_command(sd, "@hide") ) sd->status.option &=~ OPTION_INVISIBLE; - status_change_init(&sd->bl); + iStatus->change_init(&sd->bl); sd->sc.option = sd->status.option; //This is the actual option used in battle. //Set here because we need the inventory data for weapon sprite parsing. - status_set_viewdata(&sd->bl, sd->status.class_); + iStatus->set_viewdata(&sd->bl, sd->status.class_); unit_dataset(&sd->bl); sd->guild_x = -1; @@ -1151,7 +1151,7 @@ int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl) return 0; } - class_ = status_get_class(bl); + class_ = iStatus->get_class(bl); if (!pcdb_checkid(class_)) { unsigned int max_hp = status_get_max_hp(bl); if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000)) @@ -1689,7 +1689,7 @@ int pc_disguise(struct map_session_data *sd, int class_) { } else sd->disguise = class_; - status_set_viewdata(&sd->bl, class_); + iStatus->set_viewdata(&sd->bl, class_); clif->changeoption(&sd->bl); if (sd->bl.prev != NULL) { @@ -3279,7 +3279,7 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), - target?-type2:type2, type3, val, 0, current_equip_card_id); + target?-type2:type2, type3, val, 0, iStatus->current_equip_card_id); } break; case SP_AUTOSPELL_WHENHIT: @@ -3288,7 +3288,7 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val) int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF)); pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), - target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id); + target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, iStatus->current_equip_card_id); } break; case SP_SP_DRAIN_RATE: @@ -3390,12 +3390,12 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4 switch(type){ case SP_AUTOSPELL: if(sd->state.lr_flag != 2) - pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id); + pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, iStatus->current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) - pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, current_equip_card_id); + pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, iStatus->current_equip_card_id); break; case SP_AUTOSPELL_ONSKILL: @@ -3404,7 +3404,7 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4 int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self. target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF)); - pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id); + pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, iStatus->current_equip_card_id); } break; @@ -3432,17 +3432,17 @@ int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4 switch(type){ case SP_AUTOSPELL: if(sd->state.lr_flag != 2) - pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); + pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, iStatus->current_equip_card_id); break; case SP_AUTOSPELL_WHENHIT: if(sd->state.lr_flag != 2) - pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id); + pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, iStatus->current_equip_card_id); break; case SP_AUTOSPELL_ONSKILL: if(sd->state.lr_flag != 2) - pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id); + pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, iStatus->current_equip_card_id); break; default: @@ -4320,7 +4320,7 @@ int pc_useitem(struct map_session_data *sd,int n) { //perform a skill-use check before going through. [Skotlex] //resurrection was picked as testing skill, as a non-offensive, generic skill, it will do. //FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish] - if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) ) + if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !iStatus->check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) ) return 0; if( sd->inventory_data[n]->delay > 0 ) { @@ -4618,8 +4618,8 @@ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skil if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check return 0; - sd_status= status_get_status_data(&sd->bl); - md_status= status_get_status_data(bl); + sd_status= iStatus->get_status_data(&sd->bl); + md_status= iStatus->get_status_data(bl); if( md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) || map[bl->m].flag.nomobloot || // check noloot map flag [Lorky] @@ -4810,8 +4810,8 @@ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y if (sd->sc.data[SC_KNOWLEDGE]) { struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE]; if (sce->timer != INVALID_TIMER) - iTimer->delete_timer(sce->timer, status_change_timer); - sce->timer = iTimer->add_timer(iTimer->gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE); + iTimer->delete_timer(sce->timer, iStatus->change_timer); + sce->timer = iTimer->add_timer(iTimer->gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), iStatus->change_timer, sd->bl.id, SC_KNOWLEDGE); } status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER); status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER); @@ -5089,7 +5089,7 @@ int pc_checkallowskill(struct map_session_data *sd) if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix ) continue; if(sd->sc.data[scw_list[i]] && - !pc_check_weapontype(sd,skill->get_weapontype(status_sc2skill(scw_list[i])))) + !pc_check_weapontype(sd,skill->get_weapontype(iStatus->sc2skill(scw_list[i])))) status_change_end(&sd->bl, scw_list[i], INVALID_TIMER); } @@ -5638,7 +5638,7 @@ int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data) sd->followtimer = INVALID_TIMER; tbl = iMap->id2bl(sd->followtarget); - if (tbl == NULL || pc_isdead(sd) || status_isdead(tbl)) + if (tbl == NULL || pc_isdead(sd) || iStatus->isdead(tbl)) { pc->stop_following(sd); return 0; @@ -5720,16 +5720,16 @@ int pc_checkbaselevelup(struct map_session_data *sd) { status_percent_heal(&sd->bl,100,100); if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) { - sc_start(&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1)); - sc_start(&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1)); - sc_start(&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1)); - sc_start(&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1)); - sc_start(&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1)); + sc_start(&sd->bl,iStatus->skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1)); + sc_start(&sd->bl,iStatus->skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1)); + sc_start(&sd->bl,iStatus->skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1)); + sc_start(&sd->bl,iStatus->skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1)); + sc_start(&sd->bl,iStatus->skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1)); if (sd->state.snovice_dead_flag) sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead. } else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) { - sc_start(&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000); - sc_start(&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000); + sc_start(&sd->bl,iStatus->skill2sc(AL_INCAGI),100,10,600000); + sc_start(&sd->bl,iStatus->skill2sc(AL_BLESSING),100,10,600000); } clif->misceffect(&sd->bl,0); npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT @@ -5791,14 +5791,14 @@ int pc_checkjoblevelup(struct map_session_data *sd) static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src) { int bonus = 0; - struct status_data *status = status_get_status_data(src); + struct status_data *status = iStatus->get_status_data(src); if (sd->expaddrace[status->race]) bonus += sd->expaddrace[status->race]; bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (battle_config.pk_mode && - (int)(status_get_lv(src) - sd->status.base_level) >= 20) + (int)(iStatus->get_lv(src) - sd->status.base_level) >= 20) bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris] if (sd->sc.data[SC_CASH_PLUSEXP]) @@ -6830,7 +6830,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) { clif->resurrection(&sd->bl, 1); if(battle_config.pc_invincible_time) pc->setinvincibletimer(sd, battle_config.pc_invincible_time); - sc_start(&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1)); + sc_start(&sd->bl,iStatus->skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1)); if(map_flag_gvg(sd->bl.m)) pc_respawn_timer(INVALID_TIMER, iTimer->gettick(), sd->bl.id, 0); return 0; @@ -7375,7 +7375,7 @@ int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp) #endif } - return status_heal(&sd->bl, hp, sp, 1); + return iStatus->heal(&sd->bl, hp, sp, 1); } /*========================================== @@ -7507,7 +7507,7 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper) short id; for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) { //Remove status specific to your current tree skills. - enum sc_type sc = status_skill2sc(id); + enum sc_type sc = iStatus->skill2sc(id); if (sc > SC_COMMON_MAX && sd->sc.data[sc]) status_change_end(&sd->bl, sc, INVALID_TIMER); } @@ -7549,7 +7549,7 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper) if (sd->disguise != -1) pc->disguise(sd, -1); - status_set_viewdata(&sd->bl, job); + iStatus->set_viewdata(&sd->bl, job); clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris] if(sd->vd.cloth_color) clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); @@ -7644,7 +7644,7 @@ int pc_changelook(struct map_session_data *sd,int type,int val) switch(type){ case LOOK_BASE: - status_set_viewdata(&sd->bl, val); + iStatus->set_viewdata(&sd->bl, val); clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_); clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); if (sd->vd.cloth_color) @@ -7759,9 +7759,9 @@ int pc_setoption(struct map_session_data *sd,int type) else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR ) status_calc_pc(sd, 0); for( i = 0; i < SC_MAX; i++ ){ - if ( !sd->sc.data[i] || !status_get_sc_type(i) ) + if ( !sd->sc.data[i] || !iStatus->get_sc_type(i) ) continue; - if ( status_get_sc_type(i)&SC_MADO_NO_RESET ) + if ( iStatus->get_sc_type(i)&SC_MADO_NO_RESET ) continue; switch (i) { case SC_BERSERK: @@ -7782,7 +7782,7 @@ int pc_setoption(struct map_session_data *sd,int type) return 0; //Disguises break sprite changes if (new_look < 0) { //Restore normal look. - status_set_viewdata(&sd->bl, sd->status.class_); + iStatus->set_viewdata(&sd->bl, sd->status.class_); new_look = sd->vd.class_; } @@ -9183,7 +9183,7 @@ void pc_regen (struct map_session_data *sd, unsigned int diff_tick) } if (hp > 0 || sp > 0) - status_heal(&sd->bl, hp, sp, 0); + iStatus->heal(&sd->bl, hp, sp, 0); return; } diff --git a/src/map/pc.h b/src/map/pc.h index 0bc1f7325..7eedf813c 100644 --- a/src/map/pc.h +++ b/src/map/pc.h @@ -659,7 +659,7 @@ enum equip_pos { #define pc_rightside_def(sd) ((sd)->battle_status.def) #define pc_leftside_mdef(sd) ((sd)->battle_status.mdef2) #define pc_rightside_mdef(sd) ((sd)->battle_status.mdef) -#define pc_leftside_matk(sd) (status_base_matk(status_get_status_data(&(sd)->bl), (sd)->status.base_level)) +#define pc_leftside_matk(sd) (iStatus->base_matk(iStatus->get_status_data(&(sd)->bl), (sd)->status.base_level)) #define pc_rightside_matk(sd) ((sd)->battle_status.rhw.matk+(sd)->battle_status.lhw.matk+(sd)->bonus.ematk) #else #define pc_leftside_atk(sd) ((sd)->battle_status.batk + (sd)->battle_status.rhw.atk + (sd)->battle_status.lhw.atk) diff --git a/src/map/pet.c b/src/map/pet.c index e6ef0a488..2697e8128 100644 --- a/src/map/pet.c +++ b/src/map/pet.c @@ -115,7 +115,7 @@ int pet_attackskill(struct pet_data *pd, int target_id) struct block_list *bl; bl=iMap->id2bl(target_id); - if(bl == NULL || pd->bl.m != bl->m || bl->prev == NULL || status_isdead(bl) || + if(bl == NULL || pd->bl.m != bl->m || bl->prev == NULL || iStatus->isdead(bl) || !check_distance_bl(&pd->bl, bl, pd->db->range3)) return 0; @@ -141,14 +141,14 @@ int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type) if(bl == NULL || bl->type != BL_MOB || bl->prev == NULL || pd->pet.intimate < battle_config.pet_support_min_friendly || pd->pet.hungry < 1 || - pd->pet.class_ == status_get_class(bl)) + pd->pet.class_ == iStatus->get_class(bl)) return 0; if(pd->bl.m != bl->m || !check_distance_bl(&pd->bl, bl, pd->db->range2)) return 0; - if (!status_check_skilluse(&pd->bl, bl, 0, 0)) + if (!iStatus->check_skilluse(&pd->bl, bl, 0, 0)) return 0; if(!type) { @@ -355,7 +355,7 @@ int pet_data_init(struct map_session_data *sd, struct s_pet *pet) pd->petDB = &pet_db[i]; pd->db = mob_db(pet->class_); memcpy(&pd->pet, pet, sizeof(struct s_pet)); - status_set_viewdata(&pd->bl, pet->class_); + iStatus->set_viewdata(&pd->bl, pet->class_); unit_dataset(&pd->bl); pd->ud.dir = sd->ud.dir; @@ -676,7 +676,7 @@ int pet_equipitem(struct map_session_data *sd,int index) pc->delitem(sd,index,1,0,0,LOG_TYPE_OTHER); pd->pet.equip = nameid; - status_set_viewdata(&pd->bl, pd->pet.class_); //Updates view_data. + iStatus->set_viewdata(&pd->bl, pd->pet.class_); //Updates view_data. clif->send_petdata(NULL, sd->pd, 3, sd->pd->vd.head_bottom); if (battle_config.pet_equip_required) { //Skotlex: start support timers if need @@ -705,7 +705,7 @@ static int pet_unequipitem(struct map_session_data *sd, struct pet_data *pd) nameid = pd->pet.equip; pd->pet.equip = 0; - status_set_viewdata(&pd->bl, pd->pet.class_); + iStatus->set_viewdata(&pd->bl, pd->pet.class_); clif->send_petdata(NULL, sd->pd, 3, sd->pd->vd.head_bottom); memset(&tmp_item,0,sizeof(tmp_item)); tmp_item.nameid = nameid; @@ -877,7 +877,7 @@ static int pet_ai_sub_hard(struct pet_data *pd, struct map_session_data *sd, uns if (pd->target_id) { target= iMap->id2bl(pd->target_id); - if (!target || pd->bl.m != target->m || status_isdead(target) || + if (!target || pd->bl.m != target->m || iStatus->isdead(target) || !check_distance_bl(&pd->bl, target, pd->db->range3)) { target = NULL; @@ -1139,7 +1139,7 @@ int pet_heal_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } - status = status_get_status_data(&sd->bl); + status = iStatus->get_status_data(&sd->bl); if(pc_isdead(sd) || (rate = get_percentage(status->sp, status->max_sp)) > pd->s_skill->sp || @@ -1152,7 +1152,7 @@ int pet_heal_timer(int tid, unsigned int tick, int id, intptr_t data) pet_stop_attack(pd); pet_stop_walking(pd,1); clif->skill_nodamage(&pd->bl,&sd->bl,AL_HEAL,pd->s_skill->lv,1); - status_heal(&sd->bl, pd->s_skill->lv,0, 0); + iStatus->heal(&sd->bl, pd->s_skill->lv,0, 0); pd->s_skill->timer=iTimer->add_timer(tick+pd->s_skill->delay*1000,pet_heal_timer,sd->bl.id,0); return 0; } @@ -1176,7 +1176,7 @@ int pet_skill_support_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } - status = status_get_status_data(&sd->bl); + status = iStatus->get_status_data(&sd->bl); if (DIFF_TICK(pd->ud.canact_tick, tick) > 0) { //Wait until the pet can act again. diff --git a/src/map/script.c b/src/map/script.c index ee1143f05..4a90290cf 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -170,7 +170,7 @@ const char* parse_syntax_close_sub(const char* p,int* flag); const char* parse_syntax(const char* p); static int parse_syntax_for_flag = 0; -extern int current_equip_item_index; //for New CARDS Scripts. It contains Inventory Index of the EQUIP_SCRIPT caller item. [Lupus] +extern int status_current_equip_item_index; //for New CARDS Scripts. It contains Inventory Index of the EQUIP_SCRIPT caller item. [Lupus] int potion_flag=0; //For use on Alchemist improved potions/Potion Pitcher. [Skotlex] int potion_hp=0, potion_per_hp=0, potion_sp=0, potion_per_sp=0; int potion_target=0; @@ -355,9 +355,9 @@ static void script_reportsrc(struct script_state *st) break; default: if( bl->m >= 0 ) - ShowDebug("Source (Non-NPC type %d): name %s at %s (%d,%d)\n", bl->type, status_get_name(bl), map[bl->m].name, bl->x, bl->y); + ShowDebug("Source (Non-NPC type %d): name %s at %s (%d,%d)\n", bl->type, iStatus->get_name(bl), map[bl->m].name, bl->x, bl->y); else - ShowDebug("Source (Non-NPC type %d): name %s (invisible/not on a map)\n", bl->type, status_get_name(bl)); + ShowDebug("Source (Non-NPC type %d): name %s (invisible/not on a map)\n", bl->type, iStatus->get_name(bl)); break; } } @@ -3616,7 +3616,7 @@ void script_run_autobonus(const char *autobonus, int id, int pos) if( script ) { - current_equip_item_index = pos; + iStatus->current_equip_item_index = pos; run_script(script,0,id,0); } } @@ -4850,7 +4850,7 @@ BUILDIN(heal) hp=script_getnum(st,2); sp=script_getnum(st,3); - status_heal(&sd->bl, hp, sp, 1); + iStatus->heal(&sd->bl, hp, sp, 1); return true; } /*========================================== @@ -7226,7 +7226,7 @@ BUILDIN(getequippercentrefinery) if (num > 0 && num <= ARRAYLENGTH(equip)) i=pc->checkequip(sd,equip[num-1]); if(i >= 0 && sd->status.inventory[i].nameid && sd->status.inventory[i].refine < MAX_REFINE) - script_pushint(st,status_get_refine_chance(itemdb_wlv(sd->status.inventory[i].nameid), (int)sd->status.inventory[i].refine)); + script_pushint(st,iStatus->get_refine_chance(itemdb_wlv(sd->status.inventory[i].nameid), (int)sd->status.inventory[i].refine)); else script_pushint(st,0); @@ -7516,7 +7516,7 @@ BUILDIN(autobonus) if( sd == NULL ) return true; // no player attached - if( sd->state.autobonus&sd->status.inventory[current_equip_item_index].equip ) + if( sd->state.autobonus&sd->status.inventory[iStatus->current_equip_item_index].equip ) return true; rate = script_getnum(st,3); @@ -7531,7 +7531,7 @@ BUILDIN(autobonus) other_script = script_getstr(st,6); if( pc->addautobonus(sd->autobonus,ARRAYLENGTH(sd->autobonus), - bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[current_equip_item_index].equip,false) ) + bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[iStatus->current_equip_item_index].equip,false) ) { script_add_autobonus(bonus_script); if( other_script ) @@ -7553,7 +7553,7 @@ BUILDIN(autobonus2) if( sd == NULL ) return true; // no player attached - if( sd->state.autobonus&sd->status.inventory[current_equip_item_index].equip ) + if( sd->state.autobonus&sd->status.inventory[iStatus->current_equip_item_index].equip ) return true; rate = script_getnum(st,3); @@ -7568,7 +7568,7 @@ BUILDIN(autobonus2) other_script = script_getstr(st,6); if( pc->addautobonus(sd->autobonus2,ARRAYLENGTH(sd->autobonus2), - bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[current_equip_item_index].equip,false) ) + bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[iStatus->current_equip_item_index].equip,false) ) { script_add_autobonus(bonus_script); if( other_script ) @@ -7589,7 +7589,7 @@ BUILDIN(autobonus3) if( sd == NULL ) return true; // no player attached - if( sd->state.autobonus&sd->status.inventory[current_equip_item_index].equip ) + if( sd->state.autobonus&sd->status.inventory[iStatus->current_equip_item_index].equip ) return true; rate = script_getnum(st,3); @@ -7603,7 +7603,7 @@ BUILDIN(autobonus3) other_script = script_getstr(st,6); if( pc->addautobonus(sd->autobonus3,ARRAYLENGTH(sd->autobonus3), - bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[current_equip_item_index].equip,true) ) + bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[iStatus->current_equip_item_index].equip,true) ) { script_add_autobonus(bonus_script); if( other_script ) @@ -9472,9 +9472,9 @@ BUILDIN(sc_start) else bl = iMap->id2bl(st->rid); - if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && status_sc2skill(type) != 0 ) + if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && iStatus->sc2skill(type) != 0 ) {// When there isn't a duration specified, try to get it from the skill_db - tick = skill->get_time(status_sc2skill(type), val1); + tick = skill->get_time(iStatus->sc2skill(type), val1); } if( potion_flag == 1 && potion_target ) @@ -9485,7 +9485,7 @@ BUILDIN(sc_start) } if( bl ) - status_change_start(bl, type, 10000, val1, 0, 0, val4, tick, 2); + iStatus->change_start(bl, type, 10000, val1, 0, 0, val4, tick, 2); return true; } @@ -9511,9 +9511,9 @@ BUILDIN(sc_start2) else bl = iMap->id2bl(st->rid); - if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && status_sc2skill(type) != 0 ) + if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && iStatus->sc2skill(type) != 0 ) {// When there isn't a duration specified, try to get it from the skill_db - tick = skill->get_time(status_sc2skill(type), val1); + tick = skill->get_time(iStatus->sc2skill(type), val1); } if( potion_flag == 1 && potion_target ) @@ -9524,7 +9524,7 @@ BUILDIN(sc_start2) } if( bl ) - status_change_start(bl, type, rate, val1, 0, 0, val4, tick, 2); + iStatus->change_start(bl, type, rate, val1, 0, 0, val4, tick, 2); return true; } @@ -9553,9 +9553,9 @@ BUILDIN(sc_start4) else bl = iMap->id2bl(st->rid); - if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && status_sc2skill(type) != 0 ) + if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && iStatus->sc2skill(type) != 0 ) {// When there isn't a duration specified, try to get it from the skill_db - tick = skill->get_time(status_sc2skill(type), val1); + tick = skill->get_time(iStatus->sc2skill(type), val1); } if( potion_flag == 1 && potion_target ) @@ -9565,7 +9565,7 @@ BUILDIN(sc_start4) } if( bl ) - status_change_start(bl, type, 10000, val1, val2, val3, val4, tick, 2); + iStatus->change_start(bl, type, 10000, val1, val2, val3, val4, tick, 2); return true; } @@ -9592,7 +9592,7 @@ BUILDIN(sc_end) if (type >= 0 && type < SC_MAX) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); struct status_change_entry *sce = sc ? sc->data[type] : NULL; if (!sce) @@ -9616,7 +9616,7 @@ BUILDIN(sc_end) status_change_end(bl, (sc_type)type, INVALID_TIMER); } else - status_change_clear(bl, 3); // remove all effects + iStatus->change_clear(bl, 3); // remove all effects return true; } @@ -9637,7 +9637,7 @@ BUILDIN(getscrate) bl = iMap->id2bl(st->rid); if (bl) - rate = status_get_sc_def(bl, (sc_type)type, 10000, 10000, 0); + rate = iStatus->get_sc_def(bl, (sc_type)type, 10000, 10000, 0); script_pushint(st,rate); return true; @@ -9943,7 +9943,7 @@ BUILDIN(changebase) } if(sd->disguise == -1 && vclass != sd->vd.class_) { - status_set_viewdata(&sd->bl, vclass); + iStatus->set_viewdata(&sd->bl, vclass); //Updated client view. Base, Weapon and Cloth Colors. clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_); clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); @@ -12322,7 +12322,7 @@ BUILDIN(recovery) for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) ) { if(pc_isdead(sd)) - status_revive(&sd->bl, 100, 100); + iStatus->revive(&sd->bl, 100, 100); else status_percent_heal(&sd->bl, 100, 100); clif->message(sd->fd,msg_txt(680)); @@ -13065,7 +13065,7 @@ BUILDIN(cardscnt) if (id <= 0) continue; - index = current_equip_item_index; //we get CURRENT WEAPON inventory index from status.c [Lupus] + index = iStatus->current_equip_item_index; //we get CURRENT WEAPON inventory index from status.c [Lupus] if(index < 0) continue; if(!sd->inventory_data[index]) @@ -13084,7 +13084,7 @@ BUILDIN(cardscnt) } } script_pushint(st,ret); - // script_pushint(st,current_equip_item_index); + // script_pushint(st,iStatus->current_equip_item_index); return true; } @@ -13096,7 +13096,7 @@ BUILDIN(getrefine) { TBL_PC *sd; if ((sd = script_rid2sd(st))!= NULL) - script_pushint(st,sd->status.inventory[current_equip_item_index].refine); + script_pushint(st,sd->status.inventory[iStatus->current_equip_item_index].refine); else script_pushint(st,0); return true; @@ -15031,7 +15031,7 @@ BUILDIN(unittalk) { struct StringBuf sbuf; StrBuf->Init(&sbuf); - StrBuf->Printf(&sbuf, "%s : %s", status_get_name(bl), message); + StrBuf->Printf(&sbuf, "%s : %s", iStatus->get_name(bl), message); clif->disp_overhead(bl, StrBuf->Value(&sbuf)); if( bl->type == BL_PC ) clif->message(((TBL_PC*)bl)->fd, StrBuf->Value(&sbuf)); @@ -15396,7 +15396,7 @@ BUILDIN(mercenary_heal) hp = script_getnum(st,2); sp = script_getnum(st,3); - status_heal(&sd->md->bl, hp, sp, 0); + iStatus->heal(&sd->md->bl, hp, sp, 0); return true; } @@ -15413,7 +15413,7 @@ BUILDIN(mercenary_sc_start) tick = script_getnum(st,3); val1 = script_getnum(st,4); - status_change_start(&sd->md->bl, type, 10000, val1, 0, 0, 0, tick, 2); + iStatus->change_start(&sd->md->bl, type, 10000, val1, 0, 0, 0, tick, 2); return true; } diff --git a/src/map/skill.c b/src/map/skill.c index 9823fec0a..b8ac90225 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -397,9 +397,9 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk * Renewal Heal Formula * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK **/ - hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; + hp = (iStatus->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; #else - hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); + hp = ( iStatus->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8); #endif if( sd && ((skill = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) hp += hp * skill * 2 / 100; @@ -417,7 +417,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk if( tsd && (skill = pc->skillheal2_bonus(tsd, skill_id)) ) hp += hp*skill/100; - sc = status_get_sc(target); + sc = iStatus->get_sc(target); if( sc && sc->count ) { if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish] hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100; @@ -438,7 +438,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk case BA_APPLEIDUN: case PR_SANCTUARY: case NPC_EVILLAND: break; default: - hp += status_get_matk(src, 3); + hp += iStatus->get_matk(src, 3); } #endif return hp; @@ -707,10 +707,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint dstsd = BL_CAST(BL_PC, bl); dstmd = BL_CAST(BL_MOB, bl); - sc = status_get_sc(src); - tsc = status_get_sc(bl); - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(bl); + sc = iStatus->get_sc(src); + tsc = iStatus->get_sc(bl); + sstatus = iStatus->get_status_data(src); + tstatus = iStatus->get_status_data(bl); if (!tsc) //skill additional effect is about adding effects to the target... //So if the target can't be inflicted with statuses, this is pointless. return 0; @@ -743,13 +743,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } type = sd->addeff[i].id; - temp = skill->get_time2(status_sc2skill(type),7); + temp = skill->get_time2(iStatus->sc2skill(type),7); if (sd->addeff[i].flag&ATF_TARGET) - status_change_start(bl,type,rate,7,0,0,0,temp,0); + iStatus->change_start(bl,type,rate,7,0,0,0,temp,0); if (sd->addeff[i].flag&ATF_SELF) - status_change_start(src,type,rate,7,0,0,0,temp,0); + iStatus->change_start(src,type,rate,7,0,0,0,temp,0); } } @@ -761,12 +761,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate ) continue; type = sd->addeff3[i].id; - temp = skill->get_time2(status_sc2skill(type),7); + temp = skill->get_time2(iStatus->sc2skill(type),7); if( sd->addeff3[i].target&ATF_TARGET ) - status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + iStatus->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); if( sd->addeff3[i].target&ATF_SELF ) - status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + iStatus->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); } } } @@ -829,7 +829,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint struct status_change_entry *sce; // Enchant Poison gives a chance to poison attacked enemies if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate. - status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, + iStatus->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, skill->get_time2(AS_ENCHANTPOISON,sce->val1),0); // Enchant Deadly Poison gives a chance to deadly poison attacked enemies if((sce=sc->data[SC_EDP])) @@ -841,7 +841,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint case SM_BASH: if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 ) - status_change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, + iStatus->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0); break; @@ -1008,7 +1008,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case NPC_PETRIFYATTACK: - sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv, + sc_start4(bl,iStatus->skill2sc(skill_id),50+10*skill_lv, skill_lv,0,0,skill->get_time(skill_id,skill_lv), skill->get_time2(skill_id,skill_lv)); break; @@ -1019,11 +1019,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint case NPC_SILENCEATTACK: case NPC_STUNATTACK: case NPC_HELLPOWER: - sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,iStatus->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_ACIDBREATH: case NPC_ICEBREATH: - sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,iStatus->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); break; case NPC_BLEEDING: sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); @@ -1031,7 +1031,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint case NPC_MENTALBREAKER: { //Based on observations by Tharis, Mental Breaker should do SP damage //equal to Matk*skLevel. - rate = status_get_matk(src, 2); + rate = iStatus->get_matk(src, 2); rate*=skill_lv; status_zap(bl, 0, rate); break; @@ -1074,7 +1074,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case LK_JOINTBEAT: - status = status_skill2sc(skill_id); + status = iStatus->skill2sc(skill_id); if (tsc->jb_flag) { sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv)); tsc->jb_flag = 0; @@ -1128,7 +1128,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case GS_BULLSEYE: //0.1% coma rate. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN) - status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); + iStatus->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); break; case GS_PIERCINGSHOT: sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv)); @@ -1185,7 +1185,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint { // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett] const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC }; - skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + status_get_lv(src) / 4 + status_get_dex(src) / 10, + skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + iStatus->get_lv(src) / 4 + status_get_dex(src) / 10, skill_lv, skill->get_time2(skill_id,skill_lv)); } break; @@ -1242,7 +1242,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv)); break; case LG_PINPOINTATTACK: - rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10); + rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + iStatus->get_lv(src))) / 10); switch( skill_lv ) { case 1: sc_start2(bl,SC_BLOODING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv)); @@ -1284,7 +1284,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3)); break; case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10] - sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + iStatus->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); break; case SR_EARTHSHAKER: sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); @@ -1367,7 +1367,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case EL_ROCK_CRUSHER: case EL_ROCK_CRUSHER_ATK: - sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); + sc_start(bl,iStatus->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); break; case EL_TYPOON_MIS: sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv)); @@ -1407,7 +1407,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint rate += sd->weapon_coma_race[tstatus->race]; rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (rate) - status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); + iStatus->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); } if( sd && battle_config.equip_self_break_rate ) { // Self weapon breaking @@ -1446,7 +1446,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } } - if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){ + if( sd && sd->ed && sc && !iStatus->isdead(bl) && !skill_id ){ struct unit_data *ud = unit_bl2ud(src); if( sc->data[SC_WILD_STORM_OPTION] ) @@ -1475,7 +1475,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } // Autospell when attacking - if( sd && !status_isdead(bl) && sd->autospell[0].id ) + if( sd && !iStatus->isdead(bl) && sd->autospell[0].id ) { struct block_list *tbl; struct unit_data *ud; @@ -1745,13 +1745,13 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * continue; //Range Failed. } type = dstsd->addeff2[i].id; - time = skill->get_time2(status_sc2skill(type),7); + time = skill->get_time2(iStatus->sc2skill(type),7); if (dstsd->addeff2[i].flag&ATF_TARGET) - status_change_start(src,type,rate,7,0,0,0,time,0); + iStatus->change_start(src,type,rate,7,0,0,0,time,0); - if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl)) - status_change_start(bl,type,rate,7,0,0,0,time,0); + if (dstsd->addeff2[i].flag&ATF_SELF && !iStatus->isdead(bl)) + iStatus->change_start(bl,type,rate,7,0,0,0,time,0); } } @@ -1781,16 +1781,16 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka] sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); - if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) && + if(sd && skill_id && attack_type&BF_MAGIC && iStatus->isdead(bl) && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) && (rate=pc->checkskill(sd,HW_SOULDRAIN))>0 ){ //Soul Drain should only work on targetted spells [Skotlex] if (pc_issit(sd)) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); - status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2); + iStatus->heal(src, 0, iStatus->get_lv(bl)*(95+15*rate)/100, 2); } - if( sd && status_isdead(bl) ) { + if( sd && iStatus->isdead(bl) ) { int sp = 0, hp = 0; if( attack_type&BF_WEAPON ) { sp += sd->bonus.sp_gain_value; @@ -1803,7 +1803,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * hp += sd->bonus.magic_hp_gain_value; if( skill_id == WZ_WATERBALL ) {//(bugreport:5303) struct status_change *sc = NULL; - if( ( sc = status_get_sc(src) ) ) { + if( ( sc = iStatus->get_sc(src) ) ) { if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL) @@ -1812,12 +1812,12 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } } if( hp || sp ) { // updated to force healing to allow healing through berserk - status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); + iStatus->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); } } // Trigger counter-spells to retaliate against damage causing skills. - if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { + if(dstsd && !iStatus->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { struct block_list *tbl; struct unit_data *ud; int i, skill_id, skill_lv, rate, type, notok; @@ -1908,7 +1908,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } //Autobonus when attacked - if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { + if( dstsd && !iStatus->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { int i; for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) { if( rnd()%1000 >= dstsd->autobonus2[i].rate ) @@ -1935,7 +1935,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM}; const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM}; const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM}; - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); int i,j; TBL_PC *sd; sd = BL_CAST(BL_PC, bl); @@ -1977,7 +1977,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in else if (rnd()%10000 >= rate) where&=~where_list[i]; else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect. - sc_start(bl,scatk[i],100,0,skill->get_time(status_sc2skill(scatk[i]),1)); + sc_start(bl,scatk[i],100,0,skill->get_time(iStatus->sc2skill(scatk[i]),1)); } } if (!where) //Nothing to break. @@ -2031,7 +2031,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int if (rnd()%100 >= rate) return 0; - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind] return 0; @@ -2107,7 +2107,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in //Checks if 'bl' should reflect back a spell cast by 'src'. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted) int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); struct map_session_data* sd = BL_CAST(BL_PC, bl); if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability @@ -2127,7 +2127,7 @@ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 ) return 1; - if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) ) + if( sc->data[SC_KAITE] && (src->type == BL_PC || iStatus->get_lv(src) <= 80) ) {// Kaite only works against non-players if they are low-level. clif->specialeffect(bl, 438, AREA); if( --sc->data[SC_KAITE]->val2 <= 0 ) @@ -2170,20 +2170,20 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if (src != dsrc) { //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex] - if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) + if (!iStatus->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) return 0; } else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) { //Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex] - if (!status_check_skilluse(src, bl, skill_id, 2)) + if (!iStatus->check_skilluse(src, bl, skill_id, 2)) return 0; } sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); - sstatus = status_get_status_data(src); - tstatus = status_get_status_data(bl); - sc= status_get_sc(bl); + sstatus = iStatus->get_status_data(src); + tstatus = iStatus->get_status_data(bl); + sc= iStatus->get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? @@ -2222,7 +2222,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds dsrc = tbl; sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. /* bugreport:2564 flag&2 disables double casting trigger */ @@ -2252,18 +2252,18 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if (s_ele == -1) // the skill takes the weapon's element s_ele = sstatus->rhw.ele; else if (s_ele == -2) //Use status element - s_ele = status_get_attack_sc_element(src,status_get_sc(src)); + s_ele = status_get_attack_sc_element(src,iStatus->get_sc(src)); else if( s_ele == -3 ) //Use random element s_ele = rnd()%ELE_MAX; dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl)); if( sc && sc->data[SC_ENERGYCOAT] ) { - struct status_data *status = status_get_status_data(bl); + 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 per /=20; //Uses 20% SP intervals. //SP Cost: 1% + 0.5% per every 20% SP - if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000)) + if (!iStatus->charge(bl, 0, (10+5*per)*status->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); //Reduction: 6% + 6% every 20% dmg.damage -= dmg.damage * (6 * (1+per)) / 100; @@ -2279,7 +2279,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds sp = sp * sc->data[SC_MAGICROD]->val2 / 100; if(skill_id == WZ_WATERBALL && skill_lv > 1) sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball - status_heal(bl, 0, sp, 2); + iStatus->heal(bl, 0, sp, 2); } } @@ -2330,8 +2330,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds sce->val1 = skill_id; //Update combo-skill sce->val3 = skill_id; if( sce->timer != INVALID_TIMER ) - iTimer->delete_timer(sce->timer, status_change_timer); - sce->timer = iTimer->add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBOATTACK); + iTimer->delete_timer(sce->timer, iStatus->change_timer); + sce->timer = iTimer->add_timer(tick+sce->val4, iStatus->change_timer, src->id, SC_COMBOATTACK); break; } unit_cancel_combo(src); // Cancel combo wait @@ -2622,7 +2622,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //Instant damage if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) ) status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo. - if( !status_isdead(bl) && additional_effects ) + if( !iStatus->isdead(bl) && additional_effects ) skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick); if( damage > 0 ) //Counter status effects [Skotlex] skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick); @@ -2636,7 +2636,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex] //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills) - if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) { + if (dmg.blewcount > 0 && bl!=dsrc && !iStatus->isdead(bl)) { int8 dir = -1; // default switch(skill_id) {//direction case MG_FIREWALL: @@ -2727,7 +2727,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if(damage > 0 && !(tstatus->mode&MD_BOSS)) { if( skill_id == RG_INTIMIDATE ) { int rate = 50 + skill_lv * 5; - rate = rate + (status_get_lv(src) - status_get_lv(bl)); + rate = rate + (iStatus->get_lv(src) - iStatus->get_lv(bl)); if(rnd()%100 < rate) skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag); } else if( skill_id == SC_FATALMENACE ) @@ -2756,7 +2756,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon. break; case GC_VENOMPRESSURE: { - struct status_change *ssc = status_get_sc(src); + struct status_change *ssc = iStatus->get_sc(src); if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) { sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1)); status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); @@ -2779,7 +2779,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds ( skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT ) && - (sc = status_get_sc(src)) && + (sc = iStatus->get_sc(src)) && sc->data[SC_DOUBLECASTING] && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2) { @@ -2910,7 +2910,7 @@ int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { skill_id = va_arg(ap,int); - if( status_isdead(bl) && skill_id != AL_WARP ) + if( iStatus->isdead(bl) && skill_id != AL_WARP ) return 0; if( skill_id == HP_BASILICA && bl->type == BL_PC ) @@ -2961,7 +2961,7 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag if( sce->val3 != strvit || sce->val4 != agidex ) { sce->val3 = strvit; sce->val4 = agidex; - status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA)); + status_calc_bl(&sd->bl, iStatus->sc2scb_flag(SC_GUILDAURA)); } return 0; } @@ -2992,7 +2992,7 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, case BL_MER: sd = ((TBL_MER*)bl)->master; break; } - status = status_get_status_data(bl); + status = iStatus->get_status_data(bl); if( (idx = skill->get_index(skill_id)) == 0 ) return 0; @@ -3118,9 +3118,9 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { break; // Target not on Map if(src->m != target->m) break; // Different Maps - if(status_isdead(src)) + if(iStatus->isdead(src)) break; // Caster is Dead - if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) + if(iStatus->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) break; switch(skl->skill_id) { @@ -3128,7 +3128,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) { short x,y; iMap->search_freecell(src, 0, &x, &y, 1, 1, 0); - if (target != src && !status_isdead(target)) + if (target != src && !iStatus->isdead(target)) unit_warp(target, -1, x, y, CLR_TELEPORT); } break; @@ -3148,12 +3148,12 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { break; case WZ_WATERBALL: skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify - if (!status_isdead(target)) + if (!iStatus->isdead(target)) skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) { + if (skl->type>1 && !iStatus->isdead(target) && !iStatus->isdead(src)) { skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag); } else { - struct status_change *sc = status_get_sc(src); + struct status_change *sc = iStatus->get_sc(src); if(sc) { if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD && @@ -3251,8 +3251,8 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { break; case CH_PALMSTRIKE: { - struct status_change* tsc = status_get_sc(target); - struct status_change* sc = status_get_sc(src); + struct status_change* tsc = iStatus->get_sc(target); + struct status_change* sc = iStatus->get_sc(src); if( ( tsc && tsc->option&OPTION_HIDE ) || ( sc && sc->option&OPTION_HIDE ) ){ skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 ); @@ -3391,23 +3391,23 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint sd = BL_CAST(BL_PC, src); - if (status_isdead(bl)) + if (iStatus->isdead(bl)) return 1; - if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) { + if (skill_id && skill->get_type(skill_id) == BF_MAGIC && iStatus->isimmune(bl) == 100) { //GTB makes all targetted magic display miss with a single bolt. - sc_type sct = status_skill2sc(skill_id); + sc_type sct = iStatus->skill2sc(skill_id); if(sct != SC_NONE) status_change_end(bl, sct, INVALID_TIMER); clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id)); return 1; } - sc = status_get_sc(src); + sc = iStatus->get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded - tstatus = status_get_status_data(bl); + tstatus = iStatus->get_status_data(bl); iMap->freeblock_lock(); @@ -3553,7 +3553,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case 5: flag |= BREAK_NECK; break; } //TODO: is there really no cleaner way to do this? - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (sc) sc->jb_flag = flag; skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; @@ -3670,7 +3670,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint { mbl = src; i = 3; // for Asura(from caster) - status_set_sp(src, 0, 0); + iStatus->set_sp(src, 0, 0); status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL @@ -3679,7 +3679,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint }else{ status_change_end(src, SC_NJ_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); - status_set_hp(src, + iStatus->set_hp(src, #ifdef RENEWAL max(status_get_max_hp(src)/100, 1) #else @@ -3770,7 +3770,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag); if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) { clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status_heal(src,heal,0,0); + iStatus->heal(src,heal,0,0); } } else { switch ( skill_id ) { @@ -3926,7 +3926,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NPC_MAGICALATTACK: skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); - sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,iStatus->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case HVAN_CAPRICE: //[blackhole89] @@ -3991,7 +3991,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case SL_STIN: case SL_STUN: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } @@ -4020,7 +4020,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case RK_DRAGONBREATH_WATER: case RK_DRAGONBREATH: { struct status_change *tsc = NULL; - if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) { + if( (tsc = iStatus->get_sc(bl)) && (tsc->data[SC_HIDING] )) { clif->skill_nodamage(src,src,skill_id,skill_lv,1); } else skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag); @@ -4029,7 +4029,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NPC_SELFDESTRUCTION: { struct status_change *tsc = NULL; - if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] ) + if( (tsc = iStatus->get_sc(bl)) && tsc->data[SC_HIDING] ) break; } case HVAN_EXPLOSION: @@ -4059,7 +4059,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint src, src, bl, skill_id, skill_lv, tick, flag); if (heal > 0){ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - status_heal(src, heal, 0, 0); + iStatus->heal(src, heal, 0, 0); } } break; @@ -4135,7 +4135,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case GC_PHANTOMMENACE: if( flag&1 ) { // Only Hits Invisible Targets - struct status_change *tsc = status_get_sc(bl); + struct status_change *tsc = iStatus->get_sc(bl); if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) ) skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); } @@ -4156,7 +4156,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint if( heal && rnd()%100 < rate ) { - status_heal(src, heal, 0, 0); + iStatus->heal(src, heal, 0, 0); clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); } } @@ -4292,7 +4292,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case RA_SENSITIVEKEEN: if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets - struct status_change * tsc = status_get_sc(bl); + struct status_change * tsc = iStatus->get_sc(bl); if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){ skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); @@ -4416,7 +4416,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case SO_POISON_BUSTER: { - struct status_change *tsc = status_get_sc(bl); + struct status_change *tsc = iStatus->get_sc(bl); if( tsc && tsc->data[SC_POISON] ) { skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); status_change_end(bl, SC_POISON, INVALID_TIMER); @@ -4488,9 +4488,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case EL_TIDAL_WEAPON: if( src->type == BL_ELEM ) { struct elemental_data *ele = BL_CAST(BL_ELEM,src); - struct status_change *sc = status_get_sc(&ele->bl); - struct status_change *tsc = status_get_sc(bl); - sc_type type = status_skill2sc(skill_id), type2; + struct status_change *sc = iStatus->get_sc(&ele->bl); + struct status_change *tsc = iStatus->get_sc(bl); + sc_type type = iStatus->skill2sc(skill_id), type2; type2 = type-1; clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); @@ -4641,7 +4641,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) do { if(!target || target->prev==NULL) break; - if(src->m != target->m || status_isdead(src)) break; + if(src->m != target->m || iStatus->isdead(src)) break; switch (ud->skill_id) { //These should become skill_castend_pos @@ -4676,7 +4676,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) } if( ud->skill_id == PR_TURNUNDEAD ) { - struct status_data *tstatus = status_get_status_data(target); + struct status_data *tstatus = iStatus->get_status_data(target); if( !battle->check_undead(tstatus->race, tstatus->def_ele) ) break; } @@ -4688,7 +4688,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) { - sc = status_get_sc(target); + sc = iStatus->get_sc(target); if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) ) { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex] clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0); @@ -4733,7 +4733,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) break; } - if(inf&BCT_ENEMY && (sc = status_get_sc(target)) && + if(inf&BCT_ENEMY && (sc = iStatus->get_sc(target)) && sc->data[SC_FOGWALL] && rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75% if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0); @@ -4742,7 +4742,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) } //Avoid doing double checks for instant-cast skills. - if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1)) + if (tid != INVALID_TIMER && !iStatus->check_skilluse(src, target, ud->skill_id, 1)) break; if(md) { @@ -4809,10 +4809,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: - if( (sc = status_get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) + if( (sc = iStatus->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) { const struct TimerData *timer = iTimer->get_timer(sc->data[SC_NOEQUIPSHIELD]->timer); - if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,iTimer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) + if( timer && timer->func == iStatus->change_timer && DIFF_TICK(timer->tick,iTimer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) break; } sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv)); @@ -4838,7 +4838,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) else skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag); - sc = status_get_sc(src); + sc = iStatus->get_sc(src); if(sc && sc->count) { if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD && @@ -4867,7 +4867,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) { //When Asura fails... (except when it fails from Fog of Wall) //Consume SP/spheres skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1); - status_set_sp(src, 0, 0); + iStatus->set_sp(src, 0, 0); sc = &sd->sc; if (sc->count) { //End states @@ -4943,10 +4943,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if(bl->prev == NULL) return 1; - if(status_isdead(src)) + if(iStatus->isdead(src)) return 1; - if( src != bl && status_isdead(bl) ) { + if( src != bl && iStatus->isdead(bl) ) { /** * Skills that may be cast on dead targets **/ @@ -4961,8 +4961,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } } - tstatus = status_get_status_data(bl); - sstatus = status_get_status_data(src); + tstatus = iStatus->get_status_data(bl); + sstatus = iStatus->get_status_data(src); //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skill_id) { @@ -5013,7 +5013,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case RK_FIGHTINGSPIRIT: case RK_ABUNDANCE: if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){ - if( status_change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ + if( iStatus->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ skill->consume_requirement(sd,skill_id,skill_lv,2); iMap->freeblock_unlock(); return 0; @@ -5026,8 +5026,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0); } - type = status_skill2sc(skill_id); - tsc = status_get_sc(bl); + type = iStatus->skill2sc(skill_id); + tsc = iStatus->get_sc(bl); tsce = (tsc && type != -1)?tsc->data[type]:NULL; if (src!=bl && type > -1 && @@ -5051,7 +5051,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( skill_id == AB_HIGHNESSHEAL ) { heal = heal * ( 15 + 5 * skill_lv ) / 10; } - if( status_isimmune(bl) || + if( iStatus->isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) || (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal heal=0; @@ -5078,7 +5078,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_nodamage (src, bl, skill_id, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL ) heal = ~heal + 1; - heal_get_jobexp = status_heal(bl,heal,0,0); + heal_get_jobexp = iStatus->heal(bl,heal,0,0); if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){ heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; @@ -5111,10 +5111,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_JOBEXP); } - status_set_hp(src, 1, 0); - status_set_sp(src, 0, 0); + iStatus->set_hp(src, 1, 0); + iStatus->set_sp(src, 0, 0); break; - } else if (status_isdead(bl) && flag&1) { //Revive + } else if (iStatus->isdead(bl) && flag&1) { //Revive skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. skill_lv = 3; //Resurrection level 3 is used } else //Invalid target, skip resurrection. @@ -5126,7 +5126,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if (!status_isdead(bl)) + if (!iStatus->isdead(bl)) break; { int per = 0, sper = 0; @@ -5144,7 +5144,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } if(dstsd && dstsd->special_state.restart_full_recover) per = sper = 100; - if (status_revive(bl, per, sper)) + if (iStatus->revive(bl, per, sper)) { clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation. if(sd && dstsd && battle_config.resurrection_exp > 0) @@ -5169,12 +5169,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case AL_DECAGI: case MER_DECAGI: clif->skill_nodamage (src, bl, skill_id, skill_lv, - sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); + sc_start(bl, type, (40 + skill_lv * 2 + (iStatus->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv))); break; case AL_CRUCIS: if (flag&1) - sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(bl,type, 23+skill_lv*4 +iStatus->get_lv(src) -iStatus->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv)); else { iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); @@ -5248,14 +5248,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case SA_FULLRECOVERY: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if (status_isimmune(bl)) + if (iStatus->isimmune(bl)) break; status_percent_heal(bl, 100, 100); break; case NPC_ALLHEAL: { int heal; - if( status_isimmune(bl) ) + if( iStatus->isimmune(bl) ) break; heal = status_percent_heal(bl, 100, 0); clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); @@ -5276,7 +5276,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case SA_INSTANTDEATH: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - status_set_hp(bl,1,0); + iStatus->set_hp(bl,1,0); break; case SA_QUESTION: case SA_GRAVITY: @@ -5321,7 +5321,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case SA_FORTUNE: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(sd) pc->getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL); + if(sd) pc->getzeny(sd,iStatus->get_lv(bl)*100,LOG_TYPE_STEAL,NULL); break; case SA_TAMINGMONSTER: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -5346,7 +5346,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case CG_MARIONETTE: { - struct status_change* sc = status_get_sc(src); + struct status_change* sc = iStatus->get_sc(src); if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex ) {// Cannot cast on another bard/dancer-type class of the same gender as caster @@ -5700,7 +5700,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - iMap->foreachinrange( status_change_timer_sub, src, + iMap->foreachinrange( iStatus->change_timer_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR, src,NULL,type,tick); } @@ -5716,7 +5716,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex] clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv, - (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); + (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + iStatus->get_lv(src) - iStatus->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); if( !i ) { if( sd ) @@ -5753,7 +5753,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; } - if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 ) + if( (lv = iStatus->get_lv(src) - dstsd->status.base_level) < 0 ) lv = -lv; if( lv > battle_config.devotion_level_difference || // Level difference requeriments (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source @@ -5840,7 +5840,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui i = 2 * dstmd->level; mob_target(dstmd,src,0); } - if (i) status_heal(src, 0, i, 3); + if (i) iStatus->heal(src, 0, i, 3); clif->skill_nodamage(src,bl,skill_id,skill_lv,i?1:0); break; @@ -5952,7 +5952,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui src, skill_id, skill_lv, tick, flag|i, skill->castend_damage_id); iMap->addblock(src); - status_damage(src, src, sstatus->max_hp,0,0,1); + iStatus->damage(src, src, sstatus->max_hp,0,0,1); break; case AL_ANGELUS: @@ -6028,7 +6028,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui dstsd->status.char_id == sd->status.partner_id || dstsd->status.char_id == sd->status.child )) { - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8); + iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } @@ -6124,7 +6124,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui else if( dstmd ) { - if( status_get_lv(src) > status_get_lv(bl) + if( iStatus->get_lv(src) > iStatus->get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL) && !(tstatus->mode&MD_BOSS) ) clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv))); @@ -6166,7 +6166,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if(status_isimmune(bl) || !tsc) + if(iStatus->isimmune(bl) || !tsc) break; if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) @@ -6195,11 +6195,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case NV_FIRSTAID: clif->skill_nodamage(src,bl,skill_id,5,1); - status_heal(bl,5,0,0); + iStatus->heal(bl,5,0,0); break; case AL_CURE: - if(status_isimmune(bl)) { + if(iStatus->isimmune(bl)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } @@ -6216,7 +6216,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case PR_STRECOVERY: - if(status_isimmune(bl)) { + if(iStatus->isimmune(bl)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } @@ -6229,7 +6229,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } //Is this equation really right? It looks so... special. if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { - status_change_start(bl, SC_BLIND, + iStatus->change_start(bl, SC_BLIND, 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0); @@ -6272,8 +6272,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case MER_SCAPEGOAT: if( mer && mer->master ) { - status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2); - status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1); + iStatus->heal(&mer->master->bl, mer->battle_status.hp, 0, 2); + iStatus->damage(src, src, mer->battle_status.max_hp, 0, 0, 1); } break; @@ -6580,7 +6580,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( tsc && tsc->data[SC_EXTREMITYFIST2] ) sp = 0; #endif - status_heal(bl,(int)hp,sp,0); + iStatus->heal(bl,(int)hp,sp,0); } break; case AM_CP_WEAPON: @@ -6648,7 +6648,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if(status_isimmune(bl) || !tsc || !tsc->count) + if(iStatus->isimmune(bl) || !tsc || !tsc->count) break; if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) { @@ -6661,7 +6661,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if ( !tsc->data[i] ) continue; if( SC_COMMON_MAX < i ){ - if ( status_get_sc_type(i)&SC_NO_DISPELL ) + if ( iStatus->get_sc_type(i)&SC_NO_DISPELL ) continue; } switch (i) { @@ -6749,7 +6749,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sp = skill->get_sp(skill_id,skill_lv); sp = sp * tsc->data[SC_MAGICROD]->val2 / 100; if(sp < 1) sp = 1; - status_heal(bl,0,sp,2); + iStatus->heal(bl,0,sp,2); status_percent_damage(bl, src, 0, -20, false); //20% max SP damage. } else { struct unit_data *ud = unit_bl2ud(bl); @@ -6782,7 +6782,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sp = sp*(25*(skill_lv-1))/100; if(hp || sp) - status_heal(src, hp, sp, 2); + iStatus->heal(src, hp, sp, 2); } } break; @@ -7022,14 +7022,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1]; int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1); + clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, gain_hp, 0, 0),1); } break; case WE_FEMALE: { int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1]; int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex] - clif->skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1); + clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, 0, gain_sp, 0),1); } break; @@ -7044,7 +7044,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui iMap->freeblock_unlock(); return 0; } - status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); + iStatus->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); } @@ -7055,12 +7055,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui int hp, sp; hp = sstatus->max_hp/10; sp = hp * 10 * skill_lv / 100; - if (!status_charge(src,hp,0)) { + if (!iStatus->charge(src,hp,0)) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); - status_heal(bl,0,sp,2); + iStatus->heal(bl,0,sp,2); } break; @@ -7218,7 +7218,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } dstmd->state.soul_change_flag = 1; sp2 = sstatus->max_sp * 3 /100; - status_heal(src, 0, sp2, 2); + iStatus->heal(src, 0, sp2, 2); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; } @@ -7230,8 +7230,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( tsc && tsc->data[SC_EXTREMITYFIST2] ) sp1 = tstatus->sp; #endif - status_set_sp(src, sp2, 3); - status_set_sp(bl, sp1, 3); + iStatus->set_sp(src, sp2, 3); + iStatus->set_sp(bl, sp1, 3); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; @@ -7269,7 +7269,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1); if(sp > 0) clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1); - status_heal(bl,hp,sp,0); + iStatus->heal(bl,hp,sp,0); } break; // Full Chemical Protection @@ -7339,13 +7339,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 2: // all buffs removed - status_change_clear_buffs(bl,1); + iStatus->change_clear_buffs(bl,1); break; case 3: // 1000 damage, random armor destroyed { status_fix_damage(src, bl, 1000, 0); clif->damage(src,bl,tick,0,0,1000,0,0,0); - if( !status_isdead(bl) ) { + if( !iStatus->isdead(bl) ) { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); } @@ -7355,7 +7355,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv)); break; case 5: // 2000HP heal, random teleported - status_heal(src, 2000, 0, 0); + iStatus->heal(src, 2000, 0, 0); if( !map_flag_vs(bl->m) ) unit_warp(bl, -1,-1,-1, CLR_TELEPORT); break; @@ -7454,7 +7454,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (tsce) { if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); + iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); status_change_end(bl, SC_SWOO, INVALID_TIMER); break; } @@ -7462,7 +7462,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SL_SKE: if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); - status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); break; } clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); @@ -7473,9 +7473,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui // New guild skills [Celest] case GD_BATTLEORDER: if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) + if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl)) sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status_get_guild_id(src)) { + } else if (iStatus->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_PC, @@ -7487,9 +7487,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case GD_REGENERATION: if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) + if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl)) sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (status_get_guild_id(src)) { + } else if (iStatus->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_PC, @@ -7501,9 +7501,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case GD_RESTORE: if(flag&1) { - if (status_get_guild_id(src) == status_get_guild_id(bl)) + if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl)) clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); - } else if (status_get_guild_id(src)) { + } else if (iStatus->get_guild_id(src)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,1); iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_PC, @@ -7520,7 +7520,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui int j = 0; struct guild *g; // i don't know if it actually summons in a circle, but oh well. ;P - g = sd?sd->state.gmaster_flag:guild->search(status_get_guild_id(src)); + g = sd?sd->state.gmaster_flag:guild->search(iStatus->get_guild_id(src)); if (!g) break; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -7638,7 +7638,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui //Eh? why double skill packet? clif->skill_nodamage(src,bl,AL_HEAL,i,1); clif->skill_nodamage(src,bl,skill_id,i,1); - status_heal(bl, i, 0, 0); + iStatus->heal(bl, i, 0, 0); } break; //Homun single-target support skills [orn] @@ -7743,7 +7743,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case RK_ENCHANTBLADE: clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed - sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv))); + sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+iStatus->get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv))); break; case RK_DRAGONHOWLING: if( flag&1) @@ -7773,7 +7773,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( sd ) { int heal = sstatus->hp / 4; // 25% HP - if( status_charge(bl,heal,0) ) + if( iStatus->charge(bl,heal,0) ) clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv))); else clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); @@ -7784,8 +7784,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui int heal = status_get_max_hp(bl) * 25 / 100; clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); - status_heal(bl,heal,0,1); - status_change_clear_buffs(bl,4); + iStatus->heal(bl,heal,0,1); + iStatus->change_clear_buffs(bl,4); } break; @@ -7831,9 +7831,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } }else if( skill_area_temp[5]&0x20 ){ i = status_get_max_hp(bl) * 25 / 100; - status_change_clear_buffs(bl,4); + iStatus->change_clear_buffs(bl,4); skill_area_temp[5] &= ~0x20; - status_heal(bl,i,0,1); + iStatus->heal(bl,i,0,1); type = SC_REFRESH; }else if( skill_area_temp[5]&0x40 ){ skill_area_temp[5] &= ~0x40; @@ -7841,7 +7841,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui }else if( skill_area_temp[5]&0x80 ){ if( dstsd ){ i = sstatus->hp / 4; - if( status_charge(bl,i,0) ) + if( iStatus->charge(bl,i,0) ) type = SC_STONEHARDSKIN; skill_area_temp[5] &= ~0x80; } @@ -7947,7 +7947,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } - if( !status_charge(bl,heal,0) ) + if( !iStatus->charge(bl,heal,0) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; @@ -7971,11 +7971,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui i = skill_id == AB_CLEMENTIA ? pc->checkskill(sd,AL_BLESSING) : pc->checkskill(sd,AL_INCAGI); if( sd == NULL || sd->status.party_id == 0 || flag&1 ) clif->skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(bl, type, 100, i + (sd?(sd->status.job_level / 10):0), skill->get_time(skill_id,skill_lv))); - else if( sd ) + else if( sd ) { if( !i ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); else party_foreachsamemap(skill->area_sub, sd, skill->get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill->castend_nodamage_id); + } break; case AB_PRAEFATIO: @@ -7990,13 +7991,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) { i = skill->calc_heal(src, bl, AL_HEAL, pc->checkskill(sd, AL_HEAL), true); - if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl)) + if( (dstsd && pc_ismadogear(dstsd)) || iStatus->isimmune(bl)) i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett] clif->skill_nodamage(bl, bl, skill_id, i, 1); if( tsc && tsc->data[SC_AKAITSUKI] && i ) i = ~i + 1; - status_heal(bl, i, 0, 0); + iStatus->heal(bl, i, 0, 0); } } else if( sd ) @@ -8061,14 +8062,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if(status_isimmune(bl) || !tsc || !tsc->count) + if(iStatus->isimmune(bl) || !tsc || !tsc->count) break; for(i = 0; i < SC_MAX; i++) { if ( !tsc->data[i] ) continue; if( SC_COMMON_MAX > i ) - if ( status_get_sc_type(i)&SC_NO_CLEARANCE ) + if ( iStatus->get_sc_type(i)&SC_NO_CLEARANCE ) continue; switch (i) { case SC_ASSUMPTIO: @@ -8143,12 +8144,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WL_SIENNAEXECRATE: if( flag&1 ) { - if( status_isimmune(bl) || !tsc ) + if( iStatus->isimmune(bl) || !tsc ) break; if( tsc && tsc->data[SC_STONE] ) status_change_end(bl,SC_STONE,INVALID_TIMER); else - status_change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); + iStatus->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); } else { int rate = 45 + 5 * skill_lv; if( rnd()%100 < rate ){ @@ -8175,7 +8176,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WL_READING_SB: if( sd ) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) @@ -8257,7 +8258,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui pc->setmadogear(sd, 0); clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag); - status_set_sp(src, 0, 0); + iStatus->set_sp(src, 0, 0); } break; @@ -8285,10 +8286,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( dstsd && pc_ismadogear(dstsd) ) { heal = dstsd->status.max_hp * (3+3*skill_lv) / 100; - status_heal(bl,heal,0,2); + iStatus->heal(bl,heal,0,2); } else { heal = sd->status.max_hp * (3+3*skill_lv) / 100; - status_heal(src,heal,0,2); + iStatus->heal(src,heal,0,2); } clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); @@ -8355,8 +8356,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SC_WEAKNESS: if( !(tsc && tsc->data[type]) ) { //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3)) - int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 - - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); + int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10 + - iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); rate = cap_value(rate, skill_lv+sstatus->dex/20, 100); clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv))); } else if( sd ) @@ -8365,14 +8366,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SC_IGNORANCE: if( !(tsc && tsc->data[type]) ) { - int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10 - - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); + int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10 + - iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3); rate = cap_value(rate, skill_lv+sstatus->dex/20, 100); if (clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) { int sp = 200 * skill_lv; if( dstmd ) sp = dstmd->level * 2; if( status_zap(bl,0,sp) ) - status_heal(src,0,sp/2,3); + iStatus->heal(src,0,sp/2,3); } else if( sd ) clif->skill_fail(sd,skill_id,0,0); } else if( sd ) @@ -8489,7 +8490,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( rate < brate ) { val = sstatus->max_hp * (11 + it->refine) / 100; - status_heal(bl, val, 0, 3); + iStatus->heal(bl, val, 0, 3); } break; /*case 3: @@ -8614,16 +8615,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { int heal; - if( status_isimmune(bl) ) + if( iStatus->isimmune(bl) ) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100; - status_heal(bl, heal, 0, 0); + iStatus->heal(bl, heal, 0, 0); - if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) + if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + iStatus->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) { status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_FREEZE, INVALID_TIMER); @@ -8678,7 +8679,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WM_DEADHILLHERE: if( bl->type == BL_PC ) { - if( !status_isdead(bl) ) + if( !iStatus->isdead(bl) ) break; if( rnd()%100 < 88 + 2 * skill_lv ) { @@ -8749,7 +8750,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WM_DANCE_WITH_WUG: case WM_LERADS_DEW: if( flag&1 ) { // These affect to to all party members near the caster. - struct status_change *sc = status_get_sc(src); + struct status_change *sc = iStatus->get_sc(src); if( sc && sc->data[type] ) { sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv)); } @@ -8875,7 +8876,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WM_LULLABY_DEEPSLEEP: if( flag&1 ){ //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster?s Base Level / 15) + (Caster?s Job Level / 5)] % - int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15; + int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + iStatus->get_lv(src) / 15; if( bl != src ) sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)); }else { @@ -8955,13 +8956,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui int e_hp, e_sp; if( !ed ) break; - if( !status_charge(&sd->bl,s_hp,s_sp) ) { + if( !iStatus->charge(&sd->bl,s_hp,s_sp) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } e_hp = ed->battle_status.max_hp * 10 / 100; e_sp = ed->battle_status.max_sp * 10 / 100; - status_heal(&ed->bl,e_hp,e_sp,3); + iStatus->heal(&ed->bl,e_hp,e_sp,3); clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); } break; @@ -8985,7 +8986,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case GN_BLOOD_SUCKER: { - struct status_change *sc = status_get_sc(src); + struct status_change *sc = iStatus->get_sc(src); if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { if( tsc && tsc->data[type] ){ @@ -9079,7 +9080,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui struct elemental_data *ele = BL_CAST(BL_ELEM, src); if( ele ) { sc_type type2 = type-1; - struct status_change *sc = status_get_sc(&ele->bl); + struct status_change *sc = iStatus->get_sc(&ele->bl); if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { elemental_clean_single_effect(ele, skill_id); @@ -9107,7 +9108,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case EL_WATER_SCREEN: { struct elemental_data *ele = BL_CAST(BL_ELEM, src); if( ele ) { - struct status_change *sc = status_get_sc(&ele->bl); + struct status_change *sc = iStatus->get_sc(&ele->bl); sc_type type2 = type-1; clif->skill_nodamage(src,src,skill_id,skill_lv,1); @@ -9141,7 +9142,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if(sd){ struct mob_data *md; - md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE); + md = mob_once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), 2308, "", SZ_SMALL, AI_NONE); if( md ) { md->master_id = src->id; @@ -9176,10 +9177,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( dstsd && tsc && !tsc->data[type] && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ){ clif->skill_nodamage(src, bl, skill_id, skill_lv, - status_change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1)); + iStatus->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1)); status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0); - if( status_get_lv(bl) <= status_get_lv(src) ) - status_change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0); + if( iStatus->get_lv(bl) <= iStatus->get_lv(src) ) + iStatus->change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0); }else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; @@ -9249,7 +9250,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case MH_SILENT_BREEZE: { - struct status_change *ssc = status_get_sc(src); + struct status_change *ssc = iStatus->get_sc(src); struct block_list *m_bl = battle->get_master(src); const enum sc_type scs[] = { SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION @@ -9260,18 +9261,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); } if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target - status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + iStatus->change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); } heal = status_get_matk_min(src)*4; - status_heal(bl, heal, 0, 7); + iStatus->heal(bl, heal, 0, 7); //now inflict silence on everyone if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun - status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + iStatus->change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); if(m_bl){ - struct status_change *msc = status_get_sc(m_bl); + struct status_change *msc = iStatus->get_sc(m_bl); if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master - status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + iStatus->change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); } if (hd) skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); @@ -9285,7 +9286,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui else hd->homunculus.hunger = min(1,hd->homunculus.hunger); if(s_bl && s_bl->type==BL_PC){ - status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp + iStatus->set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus } @@ -9329,7 +9330,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; for(i=0; i<qty[skill_lv - 1]; i++){ //easy way - md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); + md = mob_once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK); if (md) { md->master_id = src->id; if (md->deletetimer != INVALID_TIMER) @@ -9351,7 +9352,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } if(skill_id != SR_CURSEDCIRCLE){ - struct status_change *sc = status_get_sc(src); + struct status_change *sc = iStatus->get_sc(src); if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER); } @@ -9412,7 +9413,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) ud->skilltimer = INVALID_TIMER; do { - if( status_isdead(src) ) + if( iStatus->isdead(src) ) break; if( !(src->type&battle_config.skill_reiteration) && @@ -9448,7 +9449,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) if(tid != INVALID_TIMER) { //Avoid double checks on instant cast skills. [Skotlex] - if (!status_check_skilluse(src, NULL, ud->skill_id, 1)) + if (!iStatus->check_skilluse(src, NULL, ud->skill_id, 1)) break; if(battle_config.skill_add_range && !check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) { @@ -9695,13 +9696,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui nullpo_ret(src); - if(status_isdead(src)) + if(iStatus->isdead(src)) return 0; sd = BL_CAST(BL_PC, src); - sc = status_get_sc(src); - type = status_skill2sc(skill_id); + sc = iStatus->get_sc(src); + type = iStatus->skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { //Skill effect. @@ -9746,7 +9747,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case HT_DETECTING: i = skill->get_splash(skill_id, skill_lv); - iMap->foreachinarea( status_change_timer_sub, + iMap->foreachinarea( iStatus->change_timer_sub, src->m, x-i, y-i, x+i,y+i,BL_CHAR, src,NULL,SC_SIGHT,tick); if(battle_config.traps_setting&1) @@ -9989,7 +9990,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui struct mob_data *md; // Correct info, don't change any of this! [celest] - md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); + md = mob_once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE); if (md) { md->master_id = src->id; md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; @@ -10122,7 +10123,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if (!sg) break; if (sce) status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] - status_change_clear_buffs(src,3); + iStatus->change_clear_buffs(src,3); sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv)); clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet } @@ -10222,7 +10223,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui int class_ = 2042; struct mob_data *md; - md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE); + md = mob_once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE); if( md ) { md->master_id = src->id; @@ -10275,7 +10276,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui break; case LG_RAYOFGENESIS: - if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { + if( iStatus->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { i = skill->get_splash(skill_id,skill_lv); iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src), src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); @@ -10529,8 +10530,8 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill } sd = BL_CAST(BL_PC, src); - status = status_get_status_data(src); - sc = status_get_sc(src); // for traps, firewall and fogwall - celest + status = iStatus->get_status_data(src); + sc = iStatus->get_sc(src); // for traps, firewall and fogwall - celest switch( skill_id ) { case MH_STEINWAND: @@ -11010,7 +11011,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned nullpo_ret(src); nullpo_ret(bl); - if(bl->prev==NULL || !src->alive || status_isdead(bl)) + if(bl->prev==NULL || !src->alive || iStatus->isdead(bl)) return 0; nullpo_ret(sg=src->group); @@ -11019,12 +11020,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned if( skill->get_type(sg->skill_id) == BF_MAGIC && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR ) return 0; //AoE skills are ineffective. [Skotlex] - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN ) return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex] - type = status_skill2sc(sg->skill_id); + type = iStatus->skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still. switch (sg->unit_id) { @@ -11035,7 +11036,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned break; } else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) { int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { + if( iStatus->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { const struct TimerData* td = sc->data[type]?iTimer->get_timer(sc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK(td->tick, tick); @@ -11127,7 +11128,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned case UNT_HERMODE: if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0) - status_change_clear_buffs(bl,1); //Should dispell only allies. + iStatus->change_clear_buffs(bl,1); //Should dispell only allies. case UNT_RICHMANKIM: case UNT_ETERNALCHAOS: case UNT_DRUMBATTLEFIELD: @@ -11158,8 +11159,8 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned else if (sce->val4 == 1) { //Readjust timers since the effect will not last long. sce->val4 = 0; - iTimer->delete_timer(sce->timer, status_change_timer); - sce->timer = iTimer->add_timer(tick+sg->limit, status_change_timer, bl->id, type); + iTimer->delete_timer(sce->timer, iStatus->change_timer); + sce->timer = iTimer->add_timer(tick+sg->limit, iStatus->change_timer, bl->id, type); } break; @@ -11233,19 +11234,19 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns nullpo_ret(src); nullpo_ret(bl); - if (bl->prev==NULL || !src->alive || status_isdead(bl)) + if (bl->prev==NULL || !src->alive || iStatus->isdead(bl)) return 0; nullpo_ret(sg=src->group); nullpo_ret(ss=iMap->id2bl(sg->src_id)); tsd = BL_CAST(BL_PC, bl); - tsc = status_get_sc(bl); + tsc = iStatus->get_sc(bl); if ( tsc && tsc->data[SC_HOVERING] ) return 0; //Under hovering characters are immune to trap and ground target skills. - tstatus = status_get_status_data(bl); - type = status_skill2sc(sg->skill_id); + tstatus = iStatus->get_status_data(bl); + type = iStatus->skill2sc(sg->skill_id); skill_id = sg->skill_id; if (sg->interval == -1) { @@ -11285,7 +11286,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns do skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0); while(--src->val2 && x == bl->x && y == bl->y && - ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl)); + ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl)); if (src->val2<=0) skill->delunit(src); @@ -11308,12 +11309,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; if( tstatus->hp >= tstatus->max_hp ) break; - if( status_isimmune(bl) ) + if( iStatus->isimmune(bl) ) heal = 0; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; - status_heal(bl, heal, 0, 0); + iStatus->heal(bl, heal, 0, 0); if( diff >= 500 ) sg->val1--; } @@ -11331,10 +11332,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); if (tstatus->hp >= tstatus->max_hp) break; - if (status_isimmune(bl)) + if (iStatus->isimmune(bl)) heal = 0; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - status_heal(bl, heal, 0, 0); + iStatus->heal(bl, heal, 0, 0); } break; @@ -11360,10 +11361,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( bl->type == BL_PC ) status_zap(bl, 0, 15); // sp damage to players else // mobs - if( status_charge(ss, 0, 2) ) // costs 2 SP per hit + if( iStatus->charge(ss, 0, 2) ) // costs 2 SP per hit { if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) ) - status_charge(ss, 0, 8); //costs additional 8 SP if miss + iStatus->charge(ss, 0, 8); //costs additional 8 SP if miss } else { //should end when out of sp. @@ -11371,7 +11372,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; } } while( x == bl->x && y == bl->y && - ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) ); + ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl) ); } break; /** @@ -11418,7 +11419,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_MANHOLE: if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) { int sec = skill->get_time2(sg->skill_id,sg->skill_lv); - if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { + if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { const struct TimerData* td = tsc->data[type]?iTimer->get_timer(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK(td->tick, tick); @@ -11448,7 +11449,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( bl->id != ss->id ) { if( status_get_mode(bl)&MD_BOSS ) break; - if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) { + if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) { iMap->moveblock(bl, src->bl.x, src->bl.y, tick); clif->fixpos(bl); @@ -11462,7 +11463,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_VENOMDUST: if(tsc && !tsc->data[type]) - status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); + iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); break; @@ -11537,7 +11538,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if( tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - status_heal(bl, heal, 0, 0); + iStatus->heal(bl, heal, 0, 0); break; } @@ -11559,10 +11560,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case 0: // Heal 1~9999 HP heal = rnd() %9999+1; clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); - status_heal(bl,heal,0,0); + iStatus->heal(bl,heal,0,0); break; case 1: // End all negative status - status_change_clear_buffs(bl,2); + iStatus->change_clear_buffs(bl,2); if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status @@ -11702,7 +11703,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } hp = tstatus->max_hp * hp / 100; sp = tstatus->max_sp * sp / 100; - status_heal(bl, hp, sp, 2); + iStatus->heal(bl, hp, sp, 2); sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); } // Reveal hidden players every 5 seconds. @@ -11791,11 +11792,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; case UNT_FIRE_EXPANSION_SMOKE_POWDER: - sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); + sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); break; case UNT_FIRE_EXPANSION_TEAR_GAS: - sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); + sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); break; case UNT_HELLS_PLANT: @@ -11807,21 +11808,21 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_CLOUD_KILL: if(tsc && !tsc->data[type]) - status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8); + iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8); skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break; case UNT_WARMER: if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) { int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv. - struct status_change *ssc = status_get_sc(ss); + struct status_change *ssc = iStatus->get_sc(ss); if( ssc && ssc->data[SC_HEATER_OPTION] ) hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100; if( tstatus->hp != tstatus->max_hp ) clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); if( tsc && tsc->data[SC_AKAITSUKI] && hp ) hp = ~hp + 1; - status_heal(bl, hp, 0, 0); + iStatus->heal(bl, hp, 0, 0); sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } break; @@ -11836,13 +11837,13 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns int hp = tstatus->max_hp / 100; //+1% each 5s if ((sg->val3) % 5) { //each 5s if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)){ - status_heal(bl, hp, 0, 2); + iStatus->heal(bl, hp, 0, 2); } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH) ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE) ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER) ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND) ){ - status_heal(bl, -hp, 0, 0); + iStatus->heal(bl, -hp, 0, 0); } } sg->val3++; //timer @@ -11920,7 +11921,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_POISON_MIST: skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); - status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8); + iStatus->change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8); break; } @@ -11941,12 +11942,12 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in nullpo_ret(src); nullpo_ret(bl); nullpo_ret(sg=src->group); - sc = status_get_sc(bl); - type = status_skill2sc(sg->skill_id); + sc = iStatus->get_sc(bl); + type = iStatus->skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; if( bl->prev==NULL || - (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died. + (iStatus->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died. return 0; switch(sg->unit_id){ @@ -11991,11 +11992,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i struct status_change_entry *sce; enum sc_type type; - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (sc && !sc->count) sc = NULL; - type = status_skill2sc(skill_id); + type = iStatus->skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { @@ -12046,7 +12047,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i case SC_BLOODYLUST: if (sce) { status_change_end(bl, type, INVALID_TIMER); - status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone + iStatus->set_sp(bl, 0, 0); //set sp to 0 when quitting zone } break; @@ -12059,11 +12060,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i case DC_FORTUNEKISS: case DC_SERVICEFORYOU: if (sce) { - iTimer->delete_timer(sce->timer, status_change_timer); + iTimer->delete_timer(sce->timer, iStatus->change_timer); //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas... //not possible on our current implementation. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect. - sce->timer = iTimer->add_timer(tick+skill->get_time2(skill_id,1), status_change_timer, bl->id, type); + sce->timer = iTimer->add_timer(tick+skill->get_time2(skill_id,1), iStatus->change_timer, bl->id, type); } break; case PF_FOGWALL: @@ -12073,8 +12074,8 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex] status_change_end(bl, SC_BLIND, INVALID_TIMER); else { - iTimer->delete_timer(sce->timer, status_change_timer); - sce->timer = iTimer->add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND); + iTimer->delete_timer(sce->timer, iStatus->change_timer); + sce->timer = iTimer->add_timer(30000+tick, iStatus->change_timer, bl->id, SC_BLIND); } } } @@ -12271,13 +12272,13 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short* case PR_BENEDICTIO: for (i = 0; i < c; i++) { if ((tsd = iMap->id2sd(p_sd[i])) != NULL) - status_charge(&tsd->bl, 0, 10); + iStatus->charge(&tsd->bl, 0, 10); } return c; case AB_ADORAMUS: if( c > 0 && (tsd = iMap->id2sd(p_sd[0])) != NULL ) { i = 2 * (*skill_lv); - status_charge(&tsd->bl, 0, i); + iStatus->charge(&tsd->bl, 0, i); } break; case WM_GREAT_ECHO: @@ -12429,7 +12430,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO: - if( sc && sc->data[status_skill2sc(skill_id)] ) + if( sc && sc->data[iStatus->skill2sc(skill_id)] ) return 1; } @@ -13534,7 +13535,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL: case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN: case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO: - if( sc && sc->data[status_skill2sc(skill_id)] ) + if( sc && sc->data[iStatus->skill2sc(skill_id)] ) return req; } @@ -13832,7 +13833,7 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { *------------------------------------------*/ int skill_castfix_sc (struct block_list *bl, int time) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); if( time < 0 ) return 0; @@ -13867,7 +13868,7 @@ int skill_castfix_sc (struct block_list *bl, int time) #ifdef RENEWAL_CAST int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); struct map_session_data *sd = BL_CAST(BL_PC,bl); int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0; @@ -13961,7 +13962,7 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 if( sc->data[SC_SECRAMENT] ) fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2); if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) ) - fixcast_r = max(fixcast_r, (status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % + fixcast_r = max(fixcast_r, (status_get_int(bl) + iStatus->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % // Fixed cast non percentage bonuses if( sc->data[SC_MANDRAGORA] ) fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2; @@ -13995,7 +13996,7 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) int delaynodex = skill->get_delaynodex(skill_id, skill_lv); int time = skill->get_delay(skill_id, skill_lv); struct map_session_data *sd; - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); @@ -14348,7 +14349,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) return; } - per = status_get_refine_chance(ditem->wlv, (int)item->refine) * 10; + per = iStatus->get_refine_chance(ditem->wlv, (int)item->refine) * 10; // Aegis leaked formula. [malufett] if( sd->status.class_ == JOB_MECHANIC_T ) @@ -14478,8 +14479,8 @@ int skill_sit_in (struct block_list *bl, va_list ap) { if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) { sd->state.rest=1; - status_calc_regen(bl, &sd->battle_status, &sd->regen); - status_calc_regen_rate(bl, &sd->regen, &sd->sc); + iStatus->calc_regen(bl, &sd->battle_status, &sd->regen); + iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; @@ -14493,8 +14494,8 @@ int skill_sit_out (struct block_list *bl, va_list ap) { sd->state.gangsterparadise=0; if(sd->state.rest && type&2) { sd->state.rest=0; - status_calc_regen(bl, &sd->battle_status, &sd->regen); - status_calc_regen_rate(bl, &sd->regen, &sd->sc); + iStatus->calc_regen(bl, &sd->battle_status, &sd->regen); + iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } @@ -14553,7 +14554,7 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap) { if(!skill_lv) return 0; tick=va_arg(ap,unsigned int); - if (src == bl || status_isdead(bl)) + if (src == bl || iStatus->isdead(bl)) return 0; if (bl->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)bl; @@ -14590,7 +14591,7 @@ int skill_attack_area (struct block_list *bl, va_list ap) int atk_type,skill_id,skill_lv,flag,type; unsigned int tick; - if(status_isdead(bl)) + if(iStatus->isdead(bl)) return 0; atk_type = va_arg(ap,int); @@ -14607,7 +14608,7 @@ int skill_attack_area (struct block_list *bl, va_list ap) return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); if(battle->check_target(dsrc,bl,type) <= 0 || - !status_check_skilluse(NULL, bl, skill_id, 2)) + !iStatus->check_skilluse(NULL, bl, skill_id, 2)) return 0; @@ -15004,7 +15005,7 @@ int skill_enchant_elemental_end (struct block_list *bl, int type) const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS, SC_EXEEDBREAK }; int i; nullpo_ret(bl); - nullpo_ret(sc= status_get_sc(bl)); + nullpo_ret(sc= iStatus->get_sc(bl)); if (!sc->count) return 0; @@ -15182,7 +15183,7 @@ int skill_delunit (struct skill_unit* unit) { break; case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) if( group->val2 ) { // Someone Traped - struct status_change *tsc = status_get_sc( iMap->id2bl(group->val2)); + struct status_change *tsc = iStatus->get_sc( iMap->id2bl(group->val2)); if( tsc && tsc->data[SC__MANHOLE] ) tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID } @@ -15264,8 +15265,8 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, group = ers_alloc(skill_unit_ers, struct skill_unit_group); group->src_id = src->id; - group->party_id = status_get_party_id(src); - group->guild_id = status_get_guild_id(src); + group->party_id = iStatus->get_party_id(src); + group->guild_id = iStatus->get_guild_id(src); group->bg_id = bg_team_get_id(src); group->group_id = skill_get_new_group_id(); group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); @@ -15314,7 +15315,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin return 0; } - if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { + if( !iStatus->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { switch( group->skill_id ) { case BA_DISSONANCE: case BA_POEMBRAGI: @@ -15333,7 +15334,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { - struct status_change* sc = status_get_sc(src); + struct status_change* sc = iStatus->get_sc(src); if (sc && sc->data[SC_DANCING]) { sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex] @@ -15344,7 +15345,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin // end Gospel's status change on 'src' // (needs to be done when the group is deleted by other means than skill deactivation) if (group->unit_id == UNT_GOSPEL) { - struct status_change *sc = status_get_sc(src); + struct status_change *sc = iStatus->get_sc(src); if(sc && sc->data[SC_GOSPEL]) { sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex] status_change_end(src, SC_GOSPEL, INVALID_TIMER); @@ -15357,7 +15358,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin case SG_STAR_WARM: { struct status_change *sc = NULL; - if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) { + if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_WARM] ) { sc->data[SC_WARM]->val4 = 0; status_change_end(src, SC_WARM, INVALID_TIMER); } @@ -15366,7 +15367,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin case NC_NEUTRALBARRIER: { struct status_change *sc = NULL; - if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { + if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) { sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0; status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER); } @@ -15375,7 +15376,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin case NC_STEALTHFIELD: { struct status_change *sc = NULL; - if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { + if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) { sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0; status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER); } @@ -15384,7 +15385,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin case LG_BANDING: { struct status_change *sc = NULL; - if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) { + if( (sc = iStatus->get_sc(src)) && sc->data[SC_BANDING] ) { sc->data[SC_BANDING]->val4 = 0; status_change_end(src,SC_BANDING,INVALID_TIMER); } @@ -15634,7 +15635,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) { { struct block_list *src = iMap->id2bl(group->src_id); struct status_change *sc; - if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) + if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { skill->delunit(unit); break; @@ -16026,7 +16027,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, struct item_data* data; nullpo_ret(sd); - status = status_get_status_data(&sd->bl); + status = iStatus->get_status_data(&sd->bl); if( sd->skill_id_old == skill_id ) skill_lv = sd->skill_lv_old; @@ -16671,7 +16672,7 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) { } void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); // non-offensive and non-magic skills do not affect the status if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC)) @@ -16682,7 +16683,7 @@ void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) { status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER); } else { sc->data[SC_MAGICPOWER]->val4 = 1; - status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER)); + status_calc_bl(bl, iStatus->sc2scb_flag(SC_MAGICPOWER)); #ifndef RENEWAL if(bl->type == BL_PC){// update current display. clif->updatestatus(((TBL_PC *)bl),SP_MATK1); @@ -16737,7 +16738,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { nullpo_ret(sd); - sc = status_get_sc(&sd->bl); + sc = iStatus->get_sc(&sd->bl); status_change_end(&sd->bl, SC_STOP, INVALID_TIMER); for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break; @@ -17455,7 +17456,7 @@ void skill_init_unit_layout (void) { int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) { int inf = 0; - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); if( !sc || !bl || !skill_id ) return 0; // Can do it diff --git a/src/map/status.c b/src/map/status.c index fb843da0c..682d7410c 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -55,9 +55,9 @@ static int hp_coefficient2[CLASS_COUNT]; static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1]; static int sp_coefficient[CLASS_COUNT]; #ifdef RENEWAL_ASPD - static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1]; +static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1]; #else - static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89] +static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89] #endif // bonus values and upgrade chances for refining equipment @@ -74,16 +74,11 @@ static sc_conf_type sc_conf[SC_MAX]; static struct eri *sc_data_ers; //For sc_data entries static struct status_data dummy_status; -int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] -int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] -//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only -//to avoid cards exploits - /** - * Returns the status change associated with a skill. - * @param skill The skill to look up - * @return The status registered for this skill - **/ +* Returns the status change associated with a skill. +* @param skill The skill to look up +* @return The status registered for this skill +**/ sc_type status_skill2sc(int skill_id) { int idx; if( (idx = skill->get_index(skill_id)) == 0 ) { @@ -94,11 +89,11 @@ sc_type status_skill2sc(int skill_id) { } /** - * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change. - * Utilized for various duration lookups. Use with caution! - * @param sc The status to look up - * @return A skill associated with the status - **/ +* Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change. +* Utilized for various duration lookups. Use with caution! +* @param sc The status to look up +* @return A skill associated with the status +**/ int status_sc2skill(sc_type sc) { if( sc < 0 || sc >= SC_MAX ) { @@ -110,10 +105,10 @@ int status_sc2skill(sc_type sc) } /** - * Returns the status calculation flag associated with a given status change. - * @param sc The status to look up - * @return The scb_flag registered for this status (see enum scb_flag) - **/ +* Returns the status calculation flag associated with a given status change. +* @param sc The status to look up +* @return The scb_flag registered for this status (see enum scb_flag) +**/ unsigned int status_sc2scb_flag(sc_type sc) { if( sc < 0 || sc >= SC_MAX ) { @@ -125,10 +120,10 @@ unsigned int status_sc2scb_flag(sc_type sc) } /** - * Returns the bl types which require a status change packet to be sent for a given client status identifier. - * @param type The client-side status identifier to look up (see enum si_type) - * @return The bl types relevant to the type (see enum bl_type) - **/ +* Returns the bl types which require a status change packet to be sent for a given client status identifier. +* @param type The client-side status identifier to look up (see enum si_type) +* @return The bl types relevant to the type (see enum bl_type) +**/ int status_type2relevant_bl_types(int type) { if( type < 0 || type >= SI_MAX ) { @@ -155,9 +150,9 @@ static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { } if( StatusSkillChangeTable[sc] == 0 ) - StatusSkillChangeTable[sc] = skill_id; + StatusSkillChangeTable[sc] = skill_id; if( StatusIconChangeTable[sc] == SI_BLANK ) - StatusIconChangeTable[sc] = icon; + StatusIconChangeTable[sc] = icon; StatusChangeFlagTable[sc] |= flag; if( SkillStatusChangeTable[idx] == SC_NONE ) @@ -216,9 +211,9 @@ void initChangeTables(void) { add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER ); set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , #ifdef RENEWAL - SCB_NONE ); + SCB_NONE ); #else - SCB_WATK ); + SCB_WATK ); #endif set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); @@ -520,7 +515,7 @@ void initChangeTables(void) { set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD); add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE); - set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); + set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); @@ -556,8 +551,8 @@ void initChangeTables(void) { set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN ); /** - * Rune Knight - **/ + * Rune Knight + **/ set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); @@ -573,8 +568,8 @@ void initChangeTables(void) { set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE ); add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY ); /** - * GC Guillotine Cross - **/ + * GC Guillotine Cross + **/ set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE ); set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); @@ -583,8 +578,8 @@ void initChangeTables(void) { set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE ); /** - * Arch Bishop - **/ + * Arch Bishop + **/ set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); add_sc( AB_CLEMENTIA , SC_BLESSING ); add_sc( AB_CANTO , SC_INC_AGI ); @@ -599,17 +594,17 @@ void initChangeTables(void) { set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE ); /** - * Warlock - **/ + * Warlock + **/ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON ); set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF ); set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); - set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); + set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK ); /** - * Ranger - **/ + * Ranger + **/ set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); @@ -622,8 +617,8 @@ void initChangeTables(void) { add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY ); set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE ); /** - * Mechanic - **/ + * Mechanic + **/ set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); @@ -633,8 +628,8 @@ void initChangeTables(void) { set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE ); set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE ); /** - * Royal Guard - **/ + * Royal Guard + **/ set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF ); set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); @@ -647,8 +642,8 @@ void initChangeTables(void) { set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF ); set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE ); /** - * Shadow Chaser - **/ + * Shadow Chaser + **/ set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE ); set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); @@ -666,8 +661,8 @@ void initChangeTables(void) { add_sc( SC_CHAOSPANIC , SC_CONFUSION ); set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN ); /** - * Sura - **/ + * Sura + **/ add_sc( SR_DRAGONCOMBO , SC_STUN ); add_sc( SR_EARTHSHAKER , SC_STUN ); set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE ); @@ -678,8 +673,8 @@ void initChangeTables(void) { set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN ); /** - * Wanderer / Minstrel - **/ + * Wanderer / Minstrel + **/ set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF ); set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK ); @@ -699,10 +694,10 @@ void initChangeTables(void) { set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK ); set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP ); - + /** - * Sorcerer - **/ + * Sorcerer + **/ set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE ); @@ -717,8 +712,8 @@ void initChangeTables(void) { set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); /** - * Genetic - **/ + * Genetic + **/ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE ); set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE ); @@ -774,35 +769,35 @@ void initChangeTables(void) { add_sc( ALL_REVERSEORCISH , SC_ORCISH ); set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN ); - + add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR ); add_sc( NPC_WIDEBODYBURNNING , SC_BURNING ); add_sc( NPC_WIDEFROSTMISTY , SC_FROSTMISTY ); add_sc( NPC_WIDECOLD , SC_COLD ); add_sc( NPC_WIDE_DEEP_SLEEP , SC_DEEP_SLEEP ); add_sc( NPC_WIDESIREN , SC_SIREN ); - - set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT ); + set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT ); + // Storing the target job rather than simply SC_SOULLINK simplifies code later on. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, - SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK, - SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, - SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE, - SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, - SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, - SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, - SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, - SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, - SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, - SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, - SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, - SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, - SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, - SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, - - //Status that don't have a skill associated. - StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; + SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK, + SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, + SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE, + SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, + SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, + SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, + SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, + SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, + SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, + SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, + SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, + SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, + SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, + SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, + + //Status that don't have a skill associated. + StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; StatusIconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; StatusIconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; StatusIconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2; @@ -1026,7 +1021,7 @@ void initChangeTables(void) { StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN; StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED; - + /* StatusDisplayType Table [Ind/Hercules] */ StatusDisplayType[SC_ALL_RIDING] = true; StatusDisplayType[SC_PUSH_CART] = true; @@ -1051,7 +1046,7 @@ void initChangeTables(void) { StatusDisplayType[SC__SHADOWFORM] = true; StatusDisplayType[SC__MANHOLE] = true; StatusDisplayType[SC_MONSTER_TRANSFORM] = true; - + #ifdef RENEWAL_EDP // renewal EDP increases your weapon atk StatusChangeFlagTable[SC_EDP] |= SCB_WATK; @@ -1065,15 +1060,15 @@ static void initDummyData(void) { memset(&dummy_status, 0, sizeof(dummy_status)); dummy_status.hp = - dummy_status.max_hp = - dummy_status.max_sp = - dummy_status.str = - dummy_status.agi = - dummy_status.vit = - dummy_status.int_ = - dummy_status.dex = - dummy_status.luk = - dummy_status.hit = 1; + dummy_status.max_hp = + dummy_status.max_sp = + dummy_status.str = + dummy_status.agi = + dummy_status.vit = + dummy_status.int_ = + dummy_status.dex = + dummy_status.luk = + dummy_status.hit = 1; dummy_status.speed = 2000; dummy_status.adelay = 4000; dummy_status.amotion = 2000; @@ -1089,39 +1084,39 @@ static inline void status_cpy(struct status_data* a, const struct status_data* b memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp))); } -//Sets HP to given value. Flag is the flag passed to status_heal in case +//Sets HP to given value. Flag is the flag passed to iStatus->heal in case //final value is higher than current (use 2 to make a healing effect display //on players) It will always succeed (overrides Berserk block), but it can't kill. int status_set_hp(struct block_list *bl, unsigned int hp, int flag) { struct status_data *status; if (hp < 1) return 0; - status = status_get_status_data(bl); + status = iStatus->get_status_data(bl); if (status == &dummy_status) return 0; if (hp > status->max_hp) hp = status->max_hp; if (hp == status->hp) return 0; if (hp > status->hp) - return status_heal(bl, hp - status->hp, 0, 1|flag); + return iStatus->heal(bl, hp - status->hp, 0, 1|flag); return status_zap(bl, status->hp - hp, 0); } -//Sets SP to given value. Flag is the flag passed to status_heal in case +//Sets SP to given value. Flag is the flag passed to iStatus->heal in case //final value is higher than current (use 2 to make a healing effect display //on players) int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { struct status_data *status; - status = status_get_status_data(bl); + status = iStatus->get_status_data(bl); if (status == &dummy_status) return 0; if (sp > status->max_sp) sp = status->max_sp; if (sp == status->sp) return 0; if (sp > status->sp) - return status_heal(bl, 0, sp - status->sp, 1|flag); + return iStatus->heal(bl, 0, sp - status->sp, 1|flag); return status_zap(bl, 0, status->sp - sp); } @@ -1129,7 +1124,7 @@ int status_charge(struct block_list* bl, int hp, int sp) { if(!(bl->type&BL_CONSUME)) return hp+sp; //Assume all was charged so there are no 'not enough' fails. - return status_damage(NULL, bl, hp, sp, 0, 3); + return iStatus->damage(NULL, bl, hp, sp, 0, 3); } //Inflicts damage on the target with the according walkdelay. @@ -1146,19 +1141,19 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s sp = 0; //Not a valid SP target. if (hp < 0) { //Assume absorbed damage. - status_heal(target, -hp, 0, 1); + iStatus->heal(target, -hp, 0, 1); hp = 0; } if (sp < 0) { - status_heal(target, 0, -sp, 1); + iStatus->heal(target, 0, -sp, 1); sp = 0; } if (target->type == BL_SKILL) return skill->unit_ondamaged((struct skill_unit *)target, src, hp, iTimer->gettick()); - status = status_get_status_data(target); + status = iStatus->get_status_data(target); if( status == &dummy_status ) return 0; @@ -1178,12 +1173,12 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s if( !status->hp ) flag |= 8; -// Let through. battle.c/skill.c have the whole logic of when it's possible or -// not to hurt someone (and this check breaks pet catching) [Skotlex] -// if (!target->prev && !(flag&2)) -// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp + // Let through. battle.c/skill.c have the whole logic of when it's possible or + // not to hurt someone (and this check breaks pet catching) [Skotlex] + // if (!target->prev && !(flag&2)) + // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp - sc = status_get_sc(target); + sc = iStatus->get_sc(target); if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) hp = 1; @@ -1246,11 +1241,11 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s } switch (target->type) { - case BL_PC: pc->damage((TBL_PC*)target,src,hp,sp); break; - case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break; - case BL_HOM: homun->damaged((TBL_HOM*)target); break; - case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break; - case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break; + case BL_PC: pc->damage((TBL_PC*)target,src,hp,sp); break; + case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break; + case BL_HOM: homun->damaged((TBL_HOM*)target); break; + case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break; + case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break; } if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug @@ -1258,7 +1253,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s } if( status->hp || (flag&8) ) - { //Still lives or has been dead before this damage. + { //Still lives or has been dead before this damage. if (walkdelay) unit_set_walkdelay(target, iTimer->gettick(), walkdelay, 0); return hp+sp; @@ -1271,14 +1266,14 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s //&2: Also remove object from map. //&4: Also delete object from memory. switch (target->type) { - case BL_PC: flag = pc->dead((TBL_PC*)target,src); break; - case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break; - case BL_HOM: flag = homun->dead((TBL_HOM*)target); break; - case BL_MER: flag = mercenary_dead((TBL_MER*)target); break; - case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break; - default: //Unhandled case, do nothing to object. - flag = 0; - break; + case BL_PC: flag = pc->dead((TBL_PC*)target,src); break; + case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break; + case BL_HOM: flag = homun->dead((TBL_HOM*)target); break; + case BL_MER: flag = mercenary_dead((TBL_MER*)target); break; + case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break; + default: //Unhandled case, do nothing to object. + flag = 0; + break; } if(!flag) //Death cancelled. @@ -1292,7 +1287,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s if(target->type&BL_REGEN) { //Reset regen ticks. - struct regen_data *regen = status_get_regen_data(target); + struct regen_data *regen = iStatus->get_regen_data(target); if (regen) { memset(®en->tick, 0, sizeof(regen->tick)); if (regen->sregen) @@ -1307,54 +1302,54 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover ) - status_revive(target, 100, 100); + iStatus->revive(target, 100, 100); else - status_revive(target, sc->data[SC_KAIZEL]->val2, 0); - status_change_clear(target,0); + iStatus->revive(target, sc->data[SC_KAIZEL]->val2, 0); + iStatus->change_clear(target,0); clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1); - sc_start(target,status_skill2sc(PR_KYRIE),100,10,time); + sc_start(target,iStatus->skill2sc(PR_KYRIE),100,10,time); if( target->type == BL_MOB ) ((TBL_MOB*)target)->state.rebirth = 1; return hp+sp; } - if(target->type == BL_PC){ - TBL_PC *sd = BL_CAST(BL_PC,target); - TBL_HOM *hd = sd->hd; - if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){ - clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage - clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0)); - status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER); - return hp + sp; - } - } - if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so. - status_revive(target, sc->data[SC_REBIRTH]->val2, 0); - status_change_clear(target,0); + if(target->type == BL_PC){ + TBL_PC *sd = BL_CAST(BL_PC,target); + TBL_HOM *hd = sd->hd; + if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){ + clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage + clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, iStatus->revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0)); + status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER); + return hp + sp; + } + } + if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so. + iStatus->revive(target, sc->data[SC_REBIRTH]->val2, 0); + iStatus->change_clear(target,0); ((TBL_MOB*)target)->state.rebirth = 1; return hp+sp; } - status_change_clear(target,0); + iStatus->change_clear(target,0); if(flag&4) //Delete from memory. (also invokes map removal code) unit_free(target,CLR_DEAD); else - if(flag&2) //remove from map - unit_remove_map(target,CLR_DEAD); - else - { //Some death states that would normally be handled by unit_remove_map - unit_stop_attack(target); - unit_stop_walking(target,1); - unit_skillcastcancel(target,0); - clif->clearunit_area(target,CLR_DEAD); - skill->unit_move(target,iTimer->gettick(),4); - skill->cleartimerskill(target); - } + if(flag&2) //remove from map + unit_remove_map(target,CLR_DEAD); + else + { //Some death states that would normally be handled by unit_remove_map + unit_stop_attack(target); + unit_stop_walking(target,1); + unit_skillcastcancel(target,0); + clif->clearunit_area(target,CLR_DEAD); + skill->unit_move(target,iTimer->gettick(),4); + skill->cleartimerskill(target); + } - return hp+sp; + return hp+sp; } //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) @@ -1364,18 +1359,18 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) struct status_data *status; struct status_change *sc; - status = status_get_status_data(bl); + status = iStatus->get_status_data(bl); if (status == &dummy_status || !status->hp) return 0; - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (sc && !sc->count) sc = NULL; if (hp < 0) { if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures! - status_damage(NULL, bl, -hp, 0, 0, 1); + iStatus->damage(NULL, bl, -hp, 0, 0, 1); hp = 0; } @@ -1393,7 +1388,7 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) if(sp < 0) { if (sp==INT_MIN) sp++; - status_damage(NULL, bl, 0, -sp, 0, 1); + iStatus->damage(NULL, bl, 0, -sp, 0, 1); sp = 0; } @@ -1412,16 +1407,16 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2==1 && status->hp>=status->max_hp>>2 - ) //End auto berserk. + ) //End auto berserk. status_change_end(bl, SC_PROVOKE, INVALID_TIMER); // send hp update to client switch(bl->type) { - case BL_PC: pc->heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break; - case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break; - case BL_HOM: homun->healed((TBL_HOM*)bl); break; - case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break; - case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break; + case BL_PC: pc->heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break; + case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break; + case BL_HOM: homun->healed((TBL_HOM*)bl); break; + case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break; + case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break; } return hp+sp; @@ -1438,7 +1433,7 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe struct status_data *status; unsigned int hp =0, sp = 0; - status = status_get_status_data(target); + status = iStatus->get_status_data(target); //It's safe now [MarkZD] @@ -1446,14 +1441,14 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe hp = status->hp; else if (hp_rate > 0) hp = status->hp>10000? - hp_rate*(status->hp/100): - ((int64)hp_rate*status->hp)/100; + hp_rate*(status->hp/100): + ((int64)hp_rate*status->hp)/100; else if (hp_rate < -99) hp = status->max_hp; else if (hp_rate < 0) hp = status->max_hp>10000? - (-hp_rate)*(status->max_hp/100): - ((int64)-hp_rate*status->max_hp)/100; + (-hp_rate)*(status->max_hp/100): + ((int64)-hp_rate*status->max_hp)/100; if (hp_rate && !hp) hp = 1; @@ -1472,33 +1467,33 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe sp = 1; //Ugly check in case damage dealt is too much for the received args of - //status_heal / status_damage. [Skotlex] + //iStatus->heal / iStatus->damage. [Skotlex] if (hp > INT_MAX) { - hp -= INT_MAX; + hp -= INT_MAX; if (flag) - status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); + iStatus->damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); else - status_heal(target, INT_MAX, 0, 0); + iStatus->heal(target, INT_MAX, 0, 0); } - if (sp > INT_MAX) { + if (sp > INT_MAX) { sp -= INT_MAX; if (flag) - status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); + iStatus->damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); else - status_heal(target, 0, INT_MAX, 0); + iStatus->heal(target, 0, INT_MAX, 0); } if (flag) - return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); - return status_heal(target, hp, sp, 0); + return iStatus->damage(src, target, hp, sp, 0, (!src||src==target?5:1)); + return iStatus->heal(target, hp, sp, 0); } int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) { struct status_data *status; unsigned int hp, sp; - if (!status_isdead(bl)) return 0; + if (!iStatus->isdead(bl)) return 0; - status = status_get_status_data(bl); + status = iStatus->get_status_data(bl); if (status == &dummy_status) return 0; //Invalid target. @@ -1521,33 +1516,33 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per if (bl->prev) //Animation only if character is already on a map. clif->resurrection(bl, 1); switch (bl->type) { - case BL_PC: pc->revive((TBL_PC*)bl, hp, sp); break; - case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break; - case BL_HOM: homun->revive((TBL_HOM*)bl, hp, sp); break; + case BL_PC: pc->revive((TBL_PC*)bl, hp, sp); break; + case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break; + case BL_HOM: homun->revive((TBL_HOM*)bl, hp, sp); break; } return 1; } /*========================================== - * Checks whether the src can use the skill on the target, - * taking into account status/option of both source/target. [Skotlex] - * flag: - * 0 - Trying to use skill on target. - * 1 - Cast bar is done. - * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. - * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. - * target MAY Be null, in which case the checks are only to see - * whether the source can cast or not the skill on the ground. - *------------------------------------------*/ +* Checks whether the src can use the skill on the target, +* taking into account status/option of both source/target. [Skotlex] +* flag: +* 0 - Trying to use skill on target. +* 1 - Cast bar is done. +* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. +* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. +* target MAY Be null, in which case the checks are only to see +* whether the source can cast or not the skill on the ground. +*------------------------------------------*/ int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) { struct status_data *status; struct status_change *sc=NULL, *tsc; int hide_flag; - status = src?status_get_status_data(src):&dummy_status; + status = src?iStatus->get_status_data(src):&dummy_status; - if (src && src->type != BL_PC && status_isdead(src)) + if (src && src->type != BL_PC && iStatus->isdead(src)) return 0; if (!skill_id) { //Normal attack checks. @@ -1555,17 +1550,17 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin return 0; //This mode is only needed for melee attacking. //Dead state is not checked for skills as some skills can be used //on dead characters, said checks are left to skill.c [Skotlex] - if (target && status_isdead(target)) + if (target && iStatus->isdead(target)) return 0; - if( src && (sc = status_get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB) + if( src && (sc = iStatus->get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB) return 0; } if( skill_id ) { - + if( src && !(src->type == BL_PC && ((TBL_PC*)src)->skillitem)) { // Items that cast skills using 'itemskill' will not be handled by map_zone_db. int i; - + for(i = 0; i < map[src->m].zone->disabled_skills_count; i++) { if( skill_id == map[src->m].zone->disabled_skills[i]->nameid && (map[src->m].zone->disabled_skills[i]->type&src->type) ) { if( src->type == BL_PC ) @@ -1580,31 +1575,31 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin } switch( skill_id ) { - case PA_PRESSURE: - if( flag && target ) { - //Gloria Avoids pretty much everything.... - tsc = status_get_sc(target); - if(tsc && tsc->option&OPTION_HIDE) - return 0; - } - break; - case GN_WALLOFTHORN: - if( target && status_isdead(target) ) + case PA_PRESSURE: + if( flag && target ) { + //Gloria Avoids pretty much everything.... + tsc = iStatus->get_sc(target); + if(tsc && tsc->option&OPTION_HIDE) return 0; - break; - case AL_TELEPORT: - //Should fail when used on top of Land Protector [Skotlex] - if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) - && !(status->mode&MD_BOSS) - && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)) - return 0; - break; - default: - break; + } + break; + case GN_WALLOFTHORN: + if( target && iStatus->isdead(target) ) + return 0; + break; + case AL_TELEPORT: + //Should fail when used on top of Land Protector [Skotlex] + if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) + && !(status->mode&MD_BOSS) + && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)) + return 0; + break; + default: + break; } } - if ( src ) sc = status_get_sc(src); + if ( src ) sc = iStatus->get_sc(src); if( sc && sc->count ) { @@ -1620,7 +1615,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin || (sc->data[SC_AUTOCOUNTER] && !flag) || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL) || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2) - ) + ) return 0; if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage @@ -1633,11 +1628,11 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if (sc->data[SC_BLADESTOP]) { switch (sc->data[SC_BLADESTOP]->val1) { - case 5: if (skill_id == MO_EXTREMITYFIST) break; - case 4: if (skill_id == MO_CHAINCOMBO) break; - case 3: if (skill_id == MO_INVESTIGATE) break; - case 2: if (skill_id == MO_FINGEROFFENSIVE) break; - default: return 0; + case 5: if (skill_id == MO_EXTREMITYFIST) break; + case 4: if (skill_id == MO_CHAINCOMBO) break; + case 3: if (skill_id == MO_INVESTIGATE) break; + case 2: if (skill_id == MO_FINGEROFFENSIVE) break; + default: return 0; } } @@ -1649,17 +1644,17 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex] if (skill_id == BD_ENCORE || skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) - ) + ) return 0; } else { switch (skill_id) { - case BD_ADAPTATION: - case CG_LONGINGFREEDOM: - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - break; - default: - return 0; + case BD_ADAPTATION: + case CG_LONGINGFREEDOM: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + break; + default: + return 0; } } if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION) @@ -1668,46 +1663,46 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if (skill_id && //Do not block item-casted skills. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id) - ) { //Skills blocked through status changes... - if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through - sc->data[SC_SILENCE] || - sc->data[SC_STEELBODY] || - sc->data[SC_BERSERK] || - sc->data[SC__BLOODYLUST] || - sc->data[SC_OBLIVIONCURSE] || - sc->data[SC_WHITEIMPRISON] || - sc->data[SC__INVISIBILITY] || - (sc->data[SC_COLD] && src->type != BL_MOB) || - sc->data[SC__IGNORANCE] || - sc->data[SC_DEEP_SLEEP] || - sc->data[SC_SATURDAY_NIGHT_FEVER] || - sc->data[SC_CURSEDCIRCLE_TARGET] || - (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it - (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another - (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) || - (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id)) - )) - return 0; + ) { //Skills blocked through status changes... + if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through + sc->data[SC_SILENCE] || + sc->data[SC_STEELBODY] || + sc->data[SC_BERSERK] || + sc->data[SC__BLOODYLUST] || + sc->data[SC_OBLIVIONCURSE] || + sc->data[SC_WHITEIMPRISON] || + sc->data[SC__INVISIBILITY] || + (sc->data[SC_COLD] && src->type != BL_MOB) || + sc->data[SC__IGNORANCE] || + sc->data[SC_DEEP_SLEEP] || + sc->data[SC_SATURDAY_NIGHT_FEVER] || + sc->data[SC_CURSEDCIRCLE_TARGET] || + (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it + (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another + (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) || + (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id)) + )) + return 0; - //Skill blocking. - if ( - (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) || - (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) || - (sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) || - (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) - ) - return 0; + //Skill blocking. + if ( + (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) || + (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) || + (sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) || + (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) + ) + return 0; - if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) { - switch(skill_id) {//##TODO## make this a flag in skill_db? - // Skills that can be used even under Man Hole effects. + if( sc->data[SC__MANHOLE] || ((tsc = iStatus->get_sc(target)) && tsc->data[SC__MANHOLE]) ) { + switch(skill_id) {//##TODO## make this a flag in skill_db? + // Skills that can be used even under Man Hole effects. case SC_SHADOWFORM: case SC_STRIPACCESSARY: break; default: return 0; + } } - } } } @@ -1715,18 +1710,18 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if (sc && sc->option) { if (sc->option&OPTION_HIDE) { switch (skill_id) { //Usable skills while hiding. - case TF_HIDING: - case AS_GRIMTOOTH: - case RG_BACKSTAP: - case RG_RAID: - case NJ_SHADOWJUMP: - case NJ_KIRIKAGE: - case KO_YAMIKUMO: - break; - default: - //Non players can use all skills while hidden. - if (!skill_id || src->type == BL_PC) - return 0; + case TF_HIDING: + case AS_GRIMTOOTH: + case RG_BACKSTAP: + case RG_RAID: + case NJ_SHADOWJUMP: + case NJ_KIRIKAGE: + case KO_YAMIKUMO: + break; + default: + //Non players can use all skills while hidden. + if (!skill_id || src->type == BL_PC) + return 0; } } if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK) @@ -1738,7 +1733,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if (target == NULL || target == src) //No further checking needed. return 1; - tsc = status_get_sc(target); + tsc = iStatus->get_sc(target); if(tsc && tsc->count) { /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */ @@ -1756,49 +1751,49 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin //If targetting, cloak+hide protect you, otherwise only hiding does. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); - //You cannot hide from ground skills. + //You cannot hide from ground skills. if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/ hide_flag &= ~OPTION_HIDE; switch( target->type ) { - case BL_PC: { - struct map_session_data *sd = (TBL_PC*) target; - bool is_boss = (status->mode&MD_BOSS); - bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens - if (pc_isinvisible(sd)) - return 0; - if (tsc->option&hide_flag && !is_boss && - ((sd->special_state.perfect_hiding || !is_detect) || - (tsc->data[SC_CLOAKINGEXCEED] && is_detect))) - return 0; - if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id ) - return 0; - if( tsc->data[SC_STEALTHFIELD] && !is_boss ) - return 0; - } - break; - case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). - //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] - if (status->mode&MD_LOOTER) - return 1; + case BL_PC: { + struct map_session_data *sd = (TBL_PC*) target; + bool is_boss = (status->mode&MD_BOSS); + bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens + if (pc_isinvisible(sd)) return 0; - case BL_HOM: - case BL_MER: - case BL_ELEM: - if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src ) - return 0; // Can't use support skills on Homunculus (only Master/Self) - if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src ) - return 0; // Can't use Weapon endow skills on Mercenary (only Master) - if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) ) - return 0; // Can't use Potion Pitcher on Mercenaries - default: - //Check for chase-walk/hiding/cloaking opponents. - if( tsc ) { - if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) - return 0; - if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) ) - return 0; - } + if (tsc->option&hide_flag && !is_boss && + ((sd->special_state.perfect_hiding || !is_detect) || + (tsc->data[SC_CLOAKINGEXCEED] && is_detect))) + return 0; + if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id ) + return 0; + if( tsc->data[SC_STEALTHFIELD] && !is_boss ) + return 0; + } + break; + case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). + //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] + if (status->mode&MD_LOOTER) + return 1; + return 0; + case BL_HOM: + case BL_MER: + case BL_ELEM: + if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src ) + return 0; // Can't use support skills on Homunculus (only Master/Self) + if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src ) + return 0; // Can't use Weapon endow skills on Mercenary (only Master) + if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) ) + return 0; // Can't use Potion Pitcher on Mercenaries + default: + //Check for chase-walk/hiding/cloaking opponents. + if( tsc ) { + if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) + return 0; + if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) ) + return 0; + } } return 1; } @@ -1807,8 +1802,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin int status_check_visibility(struct block_list *src, struct block_list *target) { int view_range; - struct status_data* status = status_get_status_data(src); - struct status_change* tsc = status_get_sc(target); + struct status_data* status = iStatus->get_status_data(src); + struct status_change* tsc = iStatus->get_sc(target); switch (src->type) { case BL_MOB: view_range = ((TBL_MOB*)src)->min_chase; @@ -1852,29 +1847,29 @@ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* stat short mod = -1; switch( sd->weapontype2 ){ // adjustment for dual weilding - case W_DAGGER: mod = 0; break; // 0, 1, 1 - case W_1HSWORD: - case W_1HAXE: mod = 1; - if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3 - mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ; + case W_DAGGER: mod = 0; break; // 0, 1, 1 + case W_1HSWORD: + case W_1HAXE: mod = 1; + if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3 + mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ; } amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 ) - ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon - : ((aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield - + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod - - aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] - + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]); + ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon + : ((aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield + + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod + - aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] + + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]); if ( sd->status.shield ) - amotion += ( 2000 - aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) + - ( aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 ); + amotion += ( 2000 - aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) + + ( aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 ); #else // base weapon delay amotion = (sd->status.weapon < MAX_WEAPON_TYPE) - ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon - : (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield + ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon + : (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield // percentual delay reduction from stats amotion -= amotion * (4*status->agi + status->dex)/1000; @@ -1882,7 +1877,7 @@ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* stat // raw delay adjustment from bAspd bonus amotion += sd->bonus.aspd_add; - return amotion; + return amotion; } static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status) @@ -1898,7 +1893,7 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct return 0; if (bl->type == BL_PC) - switch(((TBL_PC*)bl)->status.weapon){ + switch(((TBL_PC*)bl)->status.weapon){ case W_BOW: case W_MUSICAL: case W_WHIP: @@ -1913,13 +1908,13 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct #ifdef RENEWAL rstr = #endif - str = status->dex; + str = status->dex; dex = status->str; } else { #ifdef RENEWAL rstr = #endif - str = status->str; + str = status->str; dex = status->dex; } //Normally only players have base-atk, but homunc have a different batk @@ -1955,14 +1950,14 @@ void status_calc_misc(struct block_list *bl, struct status_data *status, int lev status->cri = status->flee2 = 0; #ifdef RENEWAL // renewal formulas - status->matk_min = status->matk_max = bl->type == BL_PC ? status_base_matk(status, level) : level + status->int_; - status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 - status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 - status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) - status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) + status->matk_min = status->matk_max = bl->type == BL_PC ? iStatus->base_matk(status, level) : level + status->int_; + status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 + status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 + status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) + status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) #else - status->matk_min = status_base_matk_min(status); - status->matk_max = status_base_matk_max(status); + status->matk_min = status_base_matk_min(status); + status->matk_max = status_base_matk_max(status); status->hit += level + status->dex; status->flee += level + status->agi; status->def2 += status->vit; @@ -1985,31 +1980,31 @@ void status_calc_misc(struct block_list *bl, struct status_data *status, int lev } else status->batk = status_base_atk(bl, status); if (status->cri) - switch (bl->type) { - case BL_MOB: - if(battle_config.mob_critical_rate != 100) - status->cri = status->cri*battle_config.mob_critical_rate/100; - if(!status->cri && battle_config.mob_critical_rate) - status->cri = 10; - break; - case BL_PC: - //Players don't have a critical adjustment setting as of yet. - break; - case BL_MER: + switch (bl->type) { + case BL_MOB: + if(battle_config.mob_critical_rate != 100) + status->cri = status->cri*battle_config.mob_critical_rate/100; + if(!status->cri && battle_config.mob_critical_rate) + status->cri = 10; + break; + case BL_PC: + //Players don't have a critical adjustment setting as of yet. + break; + case BL_MER: #ifdef RENEWAL - status->matk_min = status->matk_max = status_base_matk_max(status); - status->def2 = status->vit + level / 10 + status->vit / 5; - status->mdef2 = level / 10 + status->int_ / 5; + status->matk_min = status->matk_max = status_base_matk_max(status); + status->def2 = status->vit + level / 10 + status->vit / 5; + status->mdef2 = level / 10 + status->int_ / 5; #endif - break; - default: - if(battle_config.critical_rate != 100) - status->cri = status->cri*battle_config.critical_rate/100; - if (!status->cri && battle_config.critical_rate) - status->cri = 10; + break; + default: + if(battle_config.critical_rate != 100) + status->cri = status->cri*battle_config.critical_rate/100; + if (!status->cri && battle_config.critical_rate) + status->cri = 10; } if(bl->type&BL_REGEN) - status_calc_regen(bl, status, status_get_regen_data(bl)); + iStatus->calc_regen(bl, status, iStatus->get_regen_data(bl)); } //Skotlex: Calculates the initial status for the given mob @@ -2066,7 +2061,7 @@ int status_calc_mob_(struct mob_data* md, bool first) mbl = iMap->id2bl(md->master_id); if (flag&8 && mbl) { - struct status_data *mstatus = status_get_base_status(mbl); + struct status_data *mstatus = iStatus->get_base_status(mbl); if (mstatus && battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2)) status->speed = mstatus->speed; @@ -2087,7 +2082,7 @@ int status_calc_mob_(struct mob_data* md, bool first) } else if(ud->skill_id == KO_ZANZOU){ status->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl)); } else { //AM_CANNIBALIZE - status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl); + status->max_hp = 1500 + 200*ud->skill_lv + 10*iStatus->get_lv(mbl); status->mode|= MD_CANATTACK|MD_AGGRESSIVE; } status->hp = status->max_hp; @@ -2146,7 +2141,7 @@ int status_calc_mob_(struct mob_data* md, bool first) } } - status_calc_misc(&md->bl, status, md->level); + iStatus->calc_misc(&md->bl, status, md->level); if(flag&4) { // Strengthen Guardians - custom value +10% / lv @@ -2155,25 +2150,25 @@ int status_calc_mob_(struct mob_data* md, bool first) if (!gc) ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); else - if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) { + if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) { #ifdef RENEWAL - status->max_hp += 50 * gc->defense; - status->max_sp += 70 * gc->defense; + status->max_hp += 50 * gc->defense; + status->max_sp += 70 * gc->defense; #else - status->max_hp += 1000 * gc->defense; - status->max_sp += 200 * gc->defense; + status->max_hp += 1000 * gc->defense; + status->max_sp += 200 * gc->defense; #endif - status->hp = status->max_hp; - status->sp = status->max_sp; - status->def += (gc->defense+2)/3; - status->mdef += (gc->defense+2)/3; - } - if(md->class_ != MOBID_EMPERIUM) { - status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; - status->aspd_rate -= 100*md->guardian_data->guardup_lv; - } + status->hp = status->max_hp; + status->sp = status->max_sp; + status->def += (gc->defense+2)/3; + status->mdef += (gc->defense+2)/3; + } + if(md->class_ != MOBID_EMPERIUM) { + status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; + status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; + status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; + status->aspd_rate -= 100*md->guardian_data->guardup_lv; + } } if( first ) //Initial battle status @@ -2230,13 +2225,13 @@ int status_calc_pet_(struct pet_data *pd, bool first) status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); - status_calc_misc(&pd->bl, &pd->status, lv); + iStatus->calc_misc(&pd->bl, &pd->status, lv); if (!first) //Not done the first time because the pet is not visible yet clif->send_petstatus(sd); } } else if (first) { - status_calc_misc(&pd->bl, &pd->status, pd->db->lv); + iStatus->calc_misc(&pd->bl, &pd->status, pd->db->lv); if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv) pd->pet.level = pd->db->lv; } @@ -2322,7 +2317,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) const struct status_change *sc = &sd->sc; struct s_skill b_skill[MAX_SKILL]; // previous skill tree int b_weight, b_max_weight, b_cart_weight_max, // previous weight - i, k, index, skill,refinedef=0; + i, k, index, skill,refinedef=0; int64 i64; if (++calculating > 10) //Too many recursive calls! @@ -2424,8 +2419,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if (battle_config.character_size&SZ_BIG) status->size++; } else - if(battle_config.character_size&SZ_MEDIUM) - status->size++; + if(battle_config.character_size&SZ_MEDIUM) + status->size++; } status->aspd_rate = 1000; status->ele_lv = 1; @@ -2459,7 +2454,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) + sizeof(sd->skillfixcast) + sizeof(sd->skillvarcast) + sizeof(sd->skillfixcastrate) - ); + ); memset (&sd->bonus, 0,sizeof(sd->bonus)); @@ -2470,7 +2465,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) // Parse equipment. for(i=0;i<EQI_MAX-1;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] + iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) @@ -2491,14 +2486,14 @@ int status_calc_pc_(struct map_session_data* sd, bool first) break; } } - + if( k < map[sd->bl.m].zone->disabled_items_count ) continue; - + status->def += sd->inventory_data[index]->def; if(first && sd->inventory_data[index]->equip_script) - { //Execute equip-script on login + { //Execute equip-script on login run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); if (!calculating) return 1; @@ -2526,10 +2521,10 @@ int status_calc_pc_(struct map_session_data* sd, bool first) wa->atk2 = refine_info[wlv].bonus[r-1] / 100; #ifdef RENEWAL - wa->matk += sd->inventory_data[index]->matk; - wa->wlv = wlv; + wa->matk += sd->inventory_data[index]->matk; + wa->wlv = wlv; if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus - wa->matk += refine_info[wlv].bonus[r-1] / 100; + wa->matk += refine_info[wlv].bonus[r-1] / 100; #endif //Overrefine bonus. @@ -2605,7 +2600,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) //Parse Cards for(i=0;i<EQI_MAX-1;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] + iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) @@ -2623,31 +2618,31 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if(itemdb_isspecial(sd->status.inventory[index].card[0])) continue; for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish] - current_equip_card_id= c= sd->status.inventory[index].card[j]; + iStatus->current_equip_card_id= c= sd->status.inventory[index].card[j]; if(!c) continue; data = itemdb->exists(c); if(!data) continue; - + for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) { if( map[sd->bl.m].zone->disabled_items[k] == data->nameid ) { break; } } - + if( k < map[sd->bl.m].zone->disabled_items_count ) continue; - + if(first && data->equip_script) {//Execute equip-script on login run_script(data->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } - + if(!data->script) continue; - + if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status. sd->state.lr_flag = 1; run_script(data->script,0,sd->bl.id,0); @@ -2700,7 +2695,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; } -// ----- STATS CALCULATION ----- + // ----- STATS CALCULATION ----- // Job bonuses index = pc->class2idx(sd->status.class_); @@ -2708,12 +2703,12 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if(!job_bonus[index][i]) continue; switch(job_bonus[index][i]) { - case 1: status->str++; break; - case 2: status->agi++; break; - case 3: status->vit++; break; - case 4: status->int_++; break; - case 5: status->dex++; break; - case 6: status->luk++; break; + case 1: status->str++; break; + case 2: status->agi++; break; + case 3: status->vit++; break; + case 4: status->int_++; break; + case 5: status->dex++; break; + case 6: status->luk++; break; } } @@ -2751,9 +2746,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; status->luk = cap_value(i,0,USHRT_MAX); -// ------ BASE ATTACK CALCULATION ------ + // ------ BASE ATTACK CALCULATION ------ - // Base batk value is set on status_calc_misc + // Base batk value is set on iStatus->calc_misc // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) status->batk += sd->weapon_atk[sd->status.weapon]; @@ -2763,7 +2758,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) status->batk += 4; #endif -// ----- HP MAX CALCULATION ----- + // ----- HP MAX CALCULATION ----- // Basic MaxHP value //We hold the standard Max HP here to make it faster to recalculate on vit changes. @@ -2789,7 +2784,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) else if(!status->max_hp) status->max_hp = 1; -// ----- SP MAX CALCULATION ----- + // ----- SP MAX CALCULATION ----- // Basic MaxSP value sd->status.max_sp = status_base_pc_maxsp(sd,status); @@ -2823,8 +2818,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first) else if(!status->max_sp) status->max_sp = 1; -// ----- RESPAWN HP/SP ----- -// + // ----- RESPAWN HP/SP ----- + // //Calc respawn hp and store it on base_status if (sd->special_state.restart_full_recover) { @@ -2845,8 +2840,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first) status->sp = 1; } -// ----- MISC CALCULATION ----- - status_calc_misc(&sd->bl, status, sd->status.base_level); + // ----- MISC CALCULATION ----- + iStatus->calc_misc(&sd->bl, status, sd->status.base_level); //Equipment modifiers for misc settings if(sd->matk_rate < 0) @@ -2887,7 +2882,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if(sd->flee2_rate != 100) status->flee2 = status->flee2 * sd->flee2_rate/100; -// ----- HIT CALCULATION ----- + // ----- HIT CALCULATION ----- // Absolute modifiers from passive skills if((skill=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) @@ -2900,7 +2895,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) status->rhw.range += skill; } if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) - { + { if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0) status->hit += 2*skill; if((skill=pc->checkskill(sd,GS_SNAKEEYE))>0) { @@ -2909,14 +2904,14 @@ int status_calc_pc_(struct map_session_data* sd, bool first) } } -// ----- FLEE CALCULATION ----- + // ----- FLEE CALCULATION ----- // Absolute modifiers from passive skills if((skill=pc->checkskill(sd,TF_MISS))>0) status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); if((skill=pc->checkskill(sd,MO_DODGE))>0) status->flee += (skill*3)>>1; -// ----- EQUIPMENT-DEF CALCULATION ----- + // ----- EQUIPMENT-DEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->def_rate < 0) @@ -2934,7 +2929,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) } #endif -// ----- EQUIPMENT-MDEF CALCULATION ----- + // ----- EQUIPMENT-MDEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->mdef_rate < 0) @@ -2952,8 +2947,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first) } #endif -// ----- ASPD CALCULATION ----- -// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied + // ----- ASPD CALCULATION ----- + // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value i = status_base_amotion_pc(sd,status); @@ -2988,14 +2983,14 @@ int status_calc_pc_(struct map_session_data* sd, bool first) status->adelay = 2*status->amotion; -// ----- DMOTION ----- -// + // ----- DMOTION ----- + // i = 800-status->agi*4; status->dmotion = cap_value(i, 400, 800); if(battle_config.pc_damage_delay_rate != 100) status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; -// ----- MISC CALCULATIONS ----- + // ----- MISC CALCULATIONS ----- // Weight if((skill=pc->checkskill(sd,MC_INCCARRY))>0) @@ -3062,11 +3057,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first) } if(sc->count){ - if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data + if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex } - if(sc->data[SC_SIEGFRIED]){ + if(sc->data[SC_SIEGFRIED]){ i = sc->data[SC_SIEGFRIED]->val2; sd->subele[ELE_WATER] += i; sd->subele[ELE_EARTH] += i; @@ -3125,7 +3120,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) } status_cpy(&sd->battle_status, status); -// ----- CLIENT-SIDE REFRESH ----- + // ----- CLIENT-SIDE REFRESH ----- if(!sd->bl.prev) { //Will update on LoadEndAck calculating = 0; @@ -3163,7 +3158,7 @@ int status_calc_mercenary_(struct mercenary_data *md, bool first) md->battle_status.sp = merc->sp; } - status_calc_misc(&md->bl, status, md->db->lv); + iStatus->calc_misc(&md->bl, status, md->db->lv); status_cpy(&md->battle_status, status); return 0; @@ -3193,7 +3188,7 @@ int status_calc_homunculus_(struct homun_data *hd, bool first) status->mode = MD_CANMOVE|MD_CANATTACK; status->speed = DEFAULT_WALK_SPEED; if (battle_config.hom_setting&0x8 && hd->master) - status->speed = status_get_speed(&hd->master->bl); + status->speed = iStatus->get_speed(&hd->master->bl); status->hp = 1; status->sp = 1; @@ -3237,7 +3232,7 @@ int status_calc_homunculus_(struct homun_data *hd, bool first) status->amotion = cap_value(amotion,battle_config.max_aspd,2000); status->adelay = status->amotion; //It seems adelay = amotion for Homunculus. - status_calc_misc(&hd->bl, status, hom->level); + iStatus->calc_misc(&hd->bl, status, hom->level); #ifdef RENEWAL status->matk_max = status->matk_min; @@ -3262,7 +3257,7 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) { else status->mode = ele->mode; - status_calc_misc(&ed->bl, status, 0); + iStatus->calc_misc(&ed->bl, status, 0); status->max_hp = ele->max_hp; status->max_sp = ele->max_sp; @@ -3279,7 +3274,7 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) { memcpy(&ed->battle_status,status,sizeof(struct status_data)); } else { - status_calc_misc(&ed->bl, status, 0); + iStatus->calc_misc(&ed->bl, status, 0); status_cpy(&ed->battle_status, status); } @@ -3314,7 +3309,7 @@ int status_calc_npc_(struct npc_data *nd, bool first) { status->dex = nd->stat_point; status->luk = nd->stat_point; - status_calc_misc(&nd->bl, status, nd->level); + iStatus->calc_misc(&nd->bl, status, nd->level); status_cpy(&nd->status, status); return 0; @@ -3486,26 +3481,26 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST] - || sc->data[SC_TRICKDEAD] - || sc->data[SC_BLOODING] - || sc->data[SC_MAGICMUSHROOM] - || sc->data[SC_RAISINGDRAGON] - || sc->data[SC_SATURDAY_NIGHT_FEVER] + || sc->data[SC_TRICKDEAD] + || sc->data[SC_BLOODING] + || sc->data[SC_MAGICMUSHROOM] + || sc->data[SC_RAISINGDRAGON] + || sc->data[SC_SATURDAY_NIGHT_FEVER] ) //No regen regen->flag = 0; if ( sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND] - || ( - (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && - (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK))) - ) - ) //No natural SP regen + || ( + (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && + (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK))) + ) + ) //No natural SP regen regen->flag &=~RGN_SP; if( sc->data[SC_TENSIONRELAX] - ) { + ) { regen->rate.hp += 2; if (regen->sregen) regen->sregen->rate.hp += 3; @@ -3529,20 +3524,20 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX); regen->state.walk= 1; } - if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1 - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1) - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)) - regen->rate.hp *= 2; + if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1 + || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) + || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1) + || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)) + regen->rate.hp *= 2; } /// Recalculates parts of an object's battle status according to the specified flags. /// @param flag bitfield of values from enum scb_flag void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { - const struct status_data *b_status = status_get_base_status(bl); - struct status_data *status = status_get_status_data(bl); - struct status_change *sc = status_get_sc(bl); + const struct status_data *b_status = iStatus->get_base_status(bl); + struct status_data *status = iStatus->get_status_data(bl); + struct status_change *sc = iStatus->get_sc(bl); TBL_PC *sd = BL_CAST(BL_PC,bl); int temp; @@ -3620,7 +3615,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) temp += status->batk; status->batk = cap_value(temp, 0, USHRT_MAX); } - status->batk = status_calc_batk(bl, sc, status->batk, true); + status->batk = iStatus->calc_batk(bl, sc, status->batk, true); } if(flag&SCB_WATK) { @@ -3658,9 +3653,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) else status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex) #ifdef RENEWAL - + (status->luk/3 - b_status->luk/3) + + (status->luk/3 - b_status->luk/3) #endif - , true); + , true); } if(flag&SCB_FLEE) { @@ -3680,7 +3675,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) if(flag&SCB_DEF) { - status->def = status_calc_def(bl, sc, b_status->def, true); + status->def = iStatus->calc_def(bl, sc, b_status->def, true); if( bl->type&BL_HOM ) status->def += (status->vit/5 - b_status->vit/5); @@ -3692,20 +3687,20 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) && status->agi == b_status->agi #endif ) - status->def2 = status_calc_def2(bl, sc, b_status->def2, true); + status->def2 = iStatus->calc_def2(bl, sc, b_status->def2, true); else - status->def2 = status_calc_def2(bl, sc, b_status->def2 + status->def2 = iStatus->calc_def2(bl, sc, b_status->def2 #ifdef RENEWAL + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) ) #else + (status->vit - b_status->vit) #endif - , true); + , true); } if(flag&SCB_MDEF) { - status->mdef = status_calc_mdef(bl, sc, b_status->mdef, true); + status->mdef = iStatus->calc_mdef(bl, sc, b_status->mdef, true); if( bl->type&BL_HOM ) status->mdef += (status->int_/5 - b_status->int_/5); @@ -3717,9 +3712,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) && status->dex == b_status->dex #endif ) - status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2, true); + status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2, true); else - status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) + status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) #ifdef RENEWAL + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) ) #else @@ -3735,14 +3730,14 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER //because if you step on something while walking, the moment this //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex] - if (ud) + if (ud) ud->state.change_walk_target = ud->state.speed_changed = 1; if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed ) status->speed = battle_config.max_walk_speed; if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master) - status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl); + status->speed = iStatus->get_speed(&((TBL_HOM*)bl)->master->bl); } @@ -3753,8 +3748,8 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) else status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk), true); /** - * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 - **/ + * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 + **/ if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR ) status->cri <<= 1; @@ -3768,9 +3763,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_ATK_ELE) { - status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); + status->rhw.ele = iStatus->calc_attack_element(bl, sc, b_status->rhw.ele); if (sd) sd->state.lr_flag = 1; - status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele); + status->lhw.ele = iStatus->calc_attack_element(bl, sc, b_status->lhw.ele); if (sd) sd->state.lr_flag = 0; } @@ -3789,10 +3784,10 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) unit_stop_walking(bl,1); } -// No status changes alter these yet. -// if(flag&SCB_SIZE) -// if(flag&SCB_RACE) -// if(flag&SCB_RANGE) + // No status changes alter these yet. + // if(flag&SCB_SIZE) + // if(flag&SCB_RACE) + // if(flag&SCB_RANGE) if(flag&SCB_MAXHP) { if( bl->type&BL_PC ) @@ -3841,7 +3836,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_MATK) { - status_get_matk(bl, 0); + iStatus->get_matk(bl, 0); } if(flag&SCB_ASPD) { @@ -3860,7 +3855,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) ) - * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10; + * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10; if(status->aspd_rate != 1000) // absolute percentage modifier amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10; @@ -3871,33 +3866,33 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) status->adelay = 2*status->amotion; } else - if( bl->type&BL_HOM ) - { - amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000; - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); + if( bl->type&BL_HOM ) + { + amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000; + status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; + if(status->aspd_rate != 1000) + amotion = amotion*status->aspd_rate/1000; - amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion,battle_config.max_aspd,2000); + amotion = status_calc_fix_aspd(bl, sc, amotion); + status->amotion = cap_value(amotion,battle_config.max_aspd,2000); - status->adelay = status->amotion; - } - else // mercenary and mobs - { - amotion = b_status->amotion; - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); + status->adelay = status->amotion; + } + else // mercenary and mobs + { + amotion = b_status->amotion; + status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; + if(status->aspd_rate != 1000) + amotion = amotion*status->aspd_rate/1000; - amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); + amotion = status_calc_fix_aspd(bl, sc, amotion); + status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); - temp = b_status->adelay*status->aspd_rate/1000; - status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); - } + temp = b_status->adelay*status->aspd_rate/1000; + status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); + } } if(flag&SCB_DSPD) { @@ -3923,10 +3918,10 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN) - status_calc_regen(bl, status, status_get_regen_data(bl)); + iStatus->calc_regen(bl, status, iStatus->get_regen_data(bl)); if(flag&SCB_REGEN && bl->type&BL_REGEN) - status_calc_regen_rate(bl, status_get_regen_data(bl), sc); + iStatus->calc_regen_rate(bl, iStatus->get_regen_data(bl), sc); } /// Recalculates parts of an object's base status and battle status according to the specified flags. /// Also sends updates to the client wherever applicable. @@ -3938,18 +3933,18 @@ void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) struct status_data* status; // pointer to current battle status // remember previous values - status = status_get_status_data(bl); + status = iStatus->get_status_data(bl); memcpy(&b_status, status, sizeof(struct status_data)); if( flag&SCB_BASE ) {// calculate the object's base status too switch( bl->type ) { - case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break; - case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break; - case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break; - case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break; - case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break; - case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break; - case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break; + case BL_PC: iStatus->calc_pc_(BL_CAST(BL_PC,bl), first); break; + case BL_MOB: iStatus->calc_mob_(BL_CAST(BL_MOB,bl), first); break; + case BL_PET: iStatus->calc_pet_(BL_CAST(BL_PET,bl), first); break; + case BL_HOM: iStatus->calc_homunculus_(BL_CAST(BL_HOM,bl), first); break; + case BL_MER: iStatus->calc_mercenary_(BL_CAST(BL_MER,bl), first); break; + case BL_ELEM: iStatus->calc_elemental_(BL_CAST(BL_ELEM,bl), first); break; + case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break; } } @@ -4005,7 +4000,7 @@ void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2 #ifdef RENEWAL - || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk + || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk #endif ) clif->updatestatus(sd,SP_ATK2); @@ -4024,7 +4019,7 @@ void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) if(b_status.matk_max != status->matk_max) clif->updatestatus(sd,SP_MATK1); if(b_status.matk_min != status->matk_min) - clif->updatestatus(sd,SP_MATK2); + clif->updatestatus(sd,SP_MATK2); #else if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){ clif->updatestatus(sd,SP_MATK2); @@ -4097,8 +4092,8 @@ void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) } /*========================================== - * Apply shared stat mods from status changes [DracoRPG] - *------------------------------------------*/ +* Apply shared stat mods from status changes [DracoRPG] +*------------------------------------------*/ static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) { if(!sc || !sc->count) @@ -4437,7 +4432,7 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan { if(!sc || !sc->count) return cap_value(batk,0,USHRT_MAX); - + if( !viewable ){ /* some statuses that are hidden in the status window */ if(sc->data[SC_PLUSATTACKPOWER]) @@ -4457,11 +4452,11 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) batk += 50; if(bl->type == BL_ELEM - && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)) - ) + && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) + || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) + || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) + || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)) + ) batk += batk / 5; if(sc->data[SC_FULL_SWING_K]) batk += sc->data[SC_FULL_SWING_K]->val1; @@ -4494,9 +4489,9 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan batk -= batk * 25/100; if( sc->data[SC_ZANGETSU] ) batk += sc->data[SC_ZANGETSU]->val2; -//Curse shouldn't effect on this? <- Curse OR Bleeding?? -// if(sc->data[SC_BLOODING]) -// batk -= batk * 25/100; + //Curse shouldn't effect on this? <- Curse OR Bleeding?? + // if(sc->data[SC_BLOODING]) + // batk -= batk * 25/100; if(sc->data[SC_HLIF_FLEET]) batk += batk * sc->data[SC_HLIF_FLEET]->val3/100; if(sc->data[SC__ENERVATION]) @@ -4554,7 +4549,7 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan watk -= sc->data[SC_WATER_BARRIER]->val3; if( sc->data[SC_PYROTECHNIC_OPTION] ) watk += sc->data[SC_PYROTECHNIC_OPTION]->val2; - + #ifndef RENEWAL if(sc->data[SC_NIBELUNGEN]) { if (bl->type != BL_PC) @@ -4590,10 +4585,10 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) - ) + || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) + || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) + || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) + ) watk += watk / 10; if( sc && sc->data[SC_TIDAL_WEAPON] ) watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100; @@ -4606,12 +4601,12 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) { - if (!sc || !sc->count) - return cap_value(matk,0,USHRT_MAX); - if (sc->data[SC_PLUSMAGICPOWER]) - matk += sc->data[SC_PLUSMAGICPOWER]->val1; - if (sc->data[SC_MATKFOOD]) - matk += sc->data[SC_MATKFOOD]->val1; + if (!sc || !sc->count) + return cap_value(matk,0,USHRT_MAX); + if (sc->data[SC_PLUSMAGICPOWER]) + matk += sc->data[SC_PLUSMAGICPOWER]->val1; + if (sc->data[SC_MATKFOOD]) + matk += sc->data[SC_MATKFOOD]->val1; if(sc->data[SC_MANA_PLUS]) matk += sc->data[SC_MANA_PLUS]->val1; if(sc->data[SC_AQUAPLAY_OPTION]) @@ -4626,7 +4621,7 @@ static unsigned short status_calc_ematk(struct block_list *bl, struct status_cha matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 if(sc->data[SC_IZAYOI]) matk += 25 * sc->data[SC_IZAYOI]->val1; - return (unsigned short)cap_value(matk,0,USHRT_MAX); + return (unsigned short)cap_value(matk,0,USHRT_MAX); } #endif static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) @@ -4641,39 +4636,39 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan #ifndef RENEWAL // take note fixed value first before % modifiers - if (sc->data[SC_PLUSMAGICPOWER]) - matk += sc->data[SC_PLUSMAGICPOWER]->val1; - if (sc->data[SC_MATKFOOD]) - matk += sc->data[SC_MATKFOOD]->val1; - if (sc->data[SC_MANA_PLUS]) - matk += sc->data[SC_MANA_PLUS]->val1; - if (sc->data[SC_AQUAPLAY_OPTION]) - matk += sc->data[SC_AQUAPLAY_OPTION]->val2; - if (sc->data[SC_CHILLY_AIR_OPTION]) - matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; - if (sc->data[SC_WATER_BARRIER]) - matk -= sc->data[SC_WATER_BARRIER]->val3; - if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) - matk += 50; - if (sc->data[SC_ODINS_POWER]) - matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 - if (sc->data[SC_IZAYOI]) - matk += 25 * sc->data[SC_IZAYOI]->val1; + if (sc->data[SC_PLUSMAGICPOWER]) + matk += sc->data[SC_PLUSMAGICPOWER]->val1; + if (sc->data[SC_MATKFOOD]) + matk += sc->data[SC_MATKFOOD]->val1; + if (sc->data[SC_MANA_PLUS]) + matk += sc->data[SC_MANA_PLUS]->val1; + if (sc->data[SC_AQUAPLAY_OPTION]) + matk += sc->data[SC_AQUAPLAY_OPTION]->val2; + if (sc->data[SC_CHILLY_AIR_OPTION]) + matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; + if (sc->data[SC_WATER_BARRIER]) + matk -= sc->data[SC_WATER_BARRIER]->val3; + if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) + matk += 50; + if (sc->data[SC_ODINS_POWER]) + matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 + if (sc->data[SC_IZAYOI]) + matk += 25 * sc->data[SC_IZAYOI]->val1; #endif if( sc->data[SC_ZANGETSU] ) matk += sc->data[SC_ZANGETSU]->val3; - if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) - matk += matk * sc->data[SC_MAGICPOWER]->val3/100; - if (sc->data[SC_MINDBREAKER]) - matk += matk * sc->data[SC_MINDBREAKER]->val2/100; - if (sc->data[SC_INCMATKRATE]) - matk += matk * sc->data[SC_INCMATKRATE]->val1/100; - if (sc->data[SC_MOONLIT_SERENADE]) - matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100; - if (sc->data[SC_MELODYOFSINK]) - matk += matk * sc->data[SC_MELODYOFSINK]->val3/100; - if (sc->data[SC_BEYOND_OF_WARCRY]) - matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100; + if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) + matk += matk * sc->data[SC_MAGICPOWER]->val3/100; + if (sc->data[SC_MINDBREAKER]) + matk += matk * sc->data[SC_MINDBREAKER]->val2/100; + if (sc->data[SC_INCMATKRATE]) + matk += matk * sc->data[SC_INCMATKRATE]->val1/100; + if (sc->data[SC_MOONLIT_SERENADE]) + matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100; + if (sc->data[SC_MELODYOFSINK]) + matk += matk * sc->data[SC_MELODYOFSINK]->val3/100; + if (sc->data[SC_BEYOND_OF_WARCRY]) + matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100; return (unsigned short)cap_value(matk,0,USHRT_MAX); } @@ -4751,11 +4746,11 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change hit -= hit * sc->data[SC__GROOMY]->val3 / 100; if(sc->data[SC_FEAR]) hit -= hit * 20 / 100; - if(sc->data[SC_VOLCANIC_ASH]) + if (sc->data[SC_VOLCANIC_ASH]) hit /= 2; if(sc->data[SC_ILLUSIONDOPING]) hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; //custom - + return (short)cap_value(hit,1,SHRT_MAX); } @@ -5001,7 +4996,7 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i def2 -= def2 * sc->data[SC_PROVOKE]->val4/100; if(sc->data[SC_JOINTBEAT]) def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100 - + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100; + + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100; if(sc->data[SC_FLING]) def2 -= def2 * (sc->data[SC_FLING]->val3)/100; if(sc->data[SC_ANALYZE]) @@ -5157,68 +5152,68 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha if( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 ) val = 120 - 6 * pc->checkskill(sd,RG_TUNNELDRIVE); else - if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 ) - val = sc->data[SC_CHASEWALK]->val3; - else - { - // Longing for Freedom cancels song/dance penalty - if( sc->data[SC_LONGING] ) - val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 ); + if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 ) + val = sc->data[SC_CHASEWALK]->val3; else - if( sd && sc->data[SC_DANCING] ) - val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); - - if( sc->data[SC_DEC_AGI] ) - val = max( val, 25 ); - if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) ) - val = max( val, 50 ); - if( sc->data[SC_DONTFORGETME] ) - val = max( val, sc->data[SC_DONTFORGETME]->val3 ); - if( sc->data[SC_CURSE] ) - val = max( val, 300 ); - if( sc->data[SC_CHASEWALK] ) - val = max( val, sc->data[SC_CHASEWALK]->val3 ); - if( sc->data[SC_WEDDING] ) - val = max( val, 100 ); - if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) ) - val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) ); - if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 ) - val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 ); - if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY ) - val = max( val, 75 ); - if( sc->data[SC_SLOWDOWN] ) // Slow Potion - val = max( val, 100 ); - if( sc->data[SC_GS_GATLINGFEVER] ) - val = max( val, 100 ); - if( sc->data[SC_NJ_SUITON] ) - val = max( val, sc->data[SC_NJ_SUITON]->val3 ); - if( sc->data[SC_SWOO] ) - val = max( val, 300 ); - if( sc->data[SC_FROSTMISTY] ) - val = max( val, 50 ); - if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 ) - val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) ); - if( sc->data[SC__GROOMY] ) - val = max( val, sc->data[SC__GROOMY]->val2); - if( sc->data[SC_STEALTHFIELD_MASTER] ) - val = max( val, 30 ); - if( sc->data[SC_BANDING_DEFENCE] ) - val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed. - if( sc->data[SC_ROCK_CRUSHER_ATK] ) - val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 ); - if( sc->data[SC_POWER_OF_GAIA] ) - val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 ); - if( sc->data[SC_MELON_BOMB] ) - val = max( val, sc->data[SC_MELON_BOMB]->val1 ); - - if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end. - val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 ); - - if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup - val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate ); - } + { + // Longing for Freedom cancels song/dance penalty + if( sc->data[SC_LONGING] ) + val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 ); + else + if( sd && sc->data[SC_DANCING] ) + val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); + + if( sc->data[SC_DEC_AGI] ) + val = max( val, 25 ); + if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) ) + val = max( val, 50 ); + if( sc->data[SC_DONTFORGETME] ) + val = max( val, sc->data[SC_DONTFORGETME]->val3 ); + if( sc->data[SC_CURSE] ) + val = max( val, 300 ); + if( sc->data[SC_CHASEWALK] ) + val = max( val, sc->data[SC_CHASEWALK]->val3 ); + if( sc->data[SC_WEDDING] ) + val = max( val, 100 ); + if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) ) + val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) ); + if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 ) + val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 ); + if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY ) + val = max( val, 75 ); + if( sc->data[SC_SLOWDOWN] ) // Slow Potion + val = max( val, 100 ); + if( sc->data[SC_GS_GATLINGFEVER] ) + val = max( val, 100 ); + if( sc->data[SC_NJ_SUITON] ) + val = max( val, sc->data[SC_NJ_SUITON]->val3 ); + if( sc->data[SC_SWOO] ) + val = max( val, 300 ); + if( sc->data[SC_FROSTMISTY] ) + val = max( val, 50 ); + if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 ) + val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) ); + if( sc->data[SC__GROOMY] ) + val = max( val, sc->data[SC__GROOMY]->val2); + if( sc->data[SC_STEALTHFIELD_MASTER] ) + val = max( val, 30 ); + if( sc->data[SC_BANDING_DEFENCE] ) + val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed. + if( sc->data[SC_ROCK_CRUSHER_ATK] ) + val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 ); + if( sc->data[SC_POWER_OF_GAIA] ) + val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 ); + if( sc->data[SC_MELON_BOMB] ) + val = max( val, sc->data[SC_MELON_BOMB]->val1 ); + + if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end. + val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 ); + + if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup + val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate ); + } - speed_rate += val; + speed_rate += val; } //GetMoveHasteValue1() @@ -5394,7 +5389,7 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s if (bl->type!=BL_PC) skills2 += sc->data[SC_ASSNCROS]->val2; else - switch(((TBL_PC*)bl)->status.weapon) + switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: @@ -5412,21 +5407,21 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s #endif static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) { - if (!sc || !sc->count) - return cap_value(aspd, 0, 2000); + if (!sc || !sc->count) + return cap_value(aspd, 0, 2000); - if (!sc->data[SC_QUAGMIRE]) { - if (sc->data[SC_OVERED_BOOST]) + if (!sc->data[SC_QUAGMIRE]) { + if (sc->data[SC_OVERED_BOOST]) aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10; - } + } if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] - || sc->data[SC_WILD_STORM_OPTION])) + || sc->data[SC_WILD_STORM_OPTION])) aspd -= 50; // +5 ASPD if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40; - return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway + return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway } /// Calculates an object's ASPD modifier (alters the base amotion value). @@ -5481,7 +5476,7 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * if (bl->type!=BL_PC) max = sc->data[SC_ASSNCROS]->val2; else - switch(((TBL_PC*)bl)->status.weapon) + switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: @@ -5573,8 +5568,8 @@ static unsigned short status_calc_dmotion(struct block_list *bl, struct status_c if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground ) return cap_value(dmotion,0,USHRT_MAX); /** - * It has been confirmed on official servers that MvP mobs have no dmotion even without endure - **/ + * It has been confirmed on official servers that MvP mobs have no dmotion even without endure + **/ if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) ) return 0; if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] ) @@ -5719,16 +5714,16 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch if(sc->data[SC_ENCHANTARMS]) return sc->data[SC_ENCHANTARMS]->val2; if(sc->data[SC_PROPERTYWATER] - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) + || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) return ELE_WATER; if(sc->data[SC_PROPERTYGROUND] - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) + || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) return ELE_EARTH; if(sc->data[SC_PROPERTYFIRE] - || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) + || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) return ELE_FIRE; if(sc->data[SC_PROPERTYWIND] - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) + || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) return ELE_WIND; if(sc->data[SC_ENCHANTPOISON]) return ELE_POISON; @@ -5740,8 +5735,8 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch return ELE_GHOST; if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] ) return ELE_WATER; - if(sc->data[SC_PYROCLASTIC]) - return ELE_FIRE; + if(sc->data[SC_PYROCLASTIC]) + return ELE_FIRE; return (unsigned char)cap_value(element,0,UCHAR_MAX); } @@ -5773,40 +5768,40 @@ const char* status_get_name(struct block_list *bl) { } /*========================================== - * Get the class of the current bl - * return - * 0 = fail - * class_id = success - *------------------------------------------*/ +* Get the class of the current bl +* return +* 0 = fail +* class_id = success +*------------------------------------------*/ int status_get_class(struct block_list *bl) { nullpo_ret(bl); switch( bl->type ) { - case BL_PC: return ((TBL_PC*)bl)->status.class_; - case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob. - case BL_PET: return ((TBL_PET*)bl)->pet.class_; - case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_; - case BL_MER: return ((TBL_MER*)bl)->mercenary.class_; - case BL_NPC: return ((TBL_NPC*)bl)->class_; - case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_; + case BL_PC: return ((TBL_PC*)bl)->status.class_; + case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob. + case BL_PET: return ((TBL_PET*)bl)->pet.class_; + case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_; + case BL_MER: return ((TBL_MER*)bl)->mercenary.class_; + case BL_NPC: return ((TBL_NPC*)bl)->class_; + case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_; } return 0; } /*========================================== - * Get the base level of the current bl - * return - * 1 = fail - * level = success - *------------------------------------------*/ +* Get the base level of the current bl +* return +* 1 = fail +* level = success +*------------------------------------------*/ int status_get_lv(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { - case BL_PC: return ((TBL_PC*)bl)->status.base_level; - case BL_MOB: return ((TBL_MOB*)bl)->level; - case BL_PET: return ((TBL_PET*)bl)->pet.level; - case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level; - case BL_MER: return ((TBL_MER*)bl)->db->lv; - case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv; - case BL_NPC: return ((TBL_NPC*)bl)->level; + case BL_PC: return ((TBL_PC*)bl)->status.base_level; + case BL_MOB: return ((TBL_MOB*)bl)->level; + case BL_PET: return ((TBL_PET*)bl)->pet.level; + case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level; + case BL_MER: return ((TBL_MER*)bl)->db->lv; + case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv; + case BL_NPC: return ((TBL_NPC*)bl)->level; } return 1; } @@ -5815,12 +5810,12 @@ struct regen_data *status_get_regen_data(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->regen; - case BL_HOM: return &((TBL_HOM*)bl)->regen; - case BL_MER: return &((TBL_MER*)bl)->regen; - case BL_ELEM: return &((TBL_ELEM*)bl)->regen; - default: - return NULL; + case BL_PC: return &((TBL_PC*)bl)->regen; + case BL_HOM: return &((TBL_HOM*)bl)->regen; + case BL_MER: return &((TBL_MER*)bl)->regen; + case BL_ELEM: return &((TBL_ELEM*)bl)->regen; + default: + return NULL; } } @@ -5829,15 +5824,15 @@ struct status_data *status_get_status_data(struct block_list *bl) nullpo_retr(&dummy_status, bl); switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->battle_status; - case BL_MOB: return &((TBL_MOB*)bl)->status; - case BL_PET: return &((TBL_PET*)bl)->status; - case BL_HOM: return &((TBL_HOM*)bl)->battle_status; - case BL_MER: return &((TBL_MER*)bl)->battle_status; - case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status; - case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status); - default: - return &dummy_status; + case BL_PC: return &((TBL_PC*)bl)->battle_status; + case BL_MOB: return &((TBL_MOB*)bl)->status; + case BL_PET: return &((TBL_PET*)bl)->status; + case BL_HOM: return &((TBL_HOM*)bl)->battle_status; + case BL_MER: return &((TBL_MER*)bl)->battle_status; + case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status; + case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status); + default: + return &dummy_status; } } @@ -5845,20 +5840,20 @@ struct status_data *status_get_base_status(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->base_status; - case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status; - case BL_PET: return &((TBL_PET*)bl)->db->status; - case BL_HOM: return &((TBL_HOM*)bl)->base_status; - case BL_MER: return &((TBL_MER*)bl)->base_status; - case BL_ELEM: return &((TBL_ELEM*)bl)->base_status; - case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL); - default: - return NULL; + case BL_PC: return &((TBL_PC*)bl)->base_status; + case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status; + case BL_PET: return &((TBL_PET*)bl)->db->status; + case BL_HOM: return &((TBL_HOM*)bl)->base_status; + case BL_MER: return &((TBL_MER*)bl)->base_status; + case BL_ELEM: return &((TBL_ELEM*)bl)->base_status; + case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL); + default: + return NULL; } } defType status_get_def(struct block_list *bl) { struct unit_data *ud; - struct status_data *status = status_get_status_data(bl); + struct status_data *status = iStatus->get_status_data(bl); int def = status?status->def:0; ud = unit_bl2ud(bl); if (ud && ud->skilltimer != INVALID_TIMER) @@ -5871,42 +5866,42 @@ unsigned short status_get_speed(struct block_list *bl) { if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] return ((struct npc_data *)bl)->speed; - return status_get_status_data(bl)->speed; + return iStatus->get_status_data(bl)->speed; } int status_get_party_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { - case BL_PC: - return ((TBL_PC*)bl)->status.party_id; - case BL_PET: - if (((TBL_PET*)bl)->msd) - return ((TBL_PET*)bl)->msd->status.party_id; - break; - case BL_MOB: { - struct mob_data *md=(TBL_MOB*)bl; - if( md->master_id > 0 ) { - struct map_session_data *msd; - if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) - return msd->status.party_id; - return -md->master_id; - } - } - break; - case BL_HOM: - if (((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->status.party_id; - break; - case BL_MER: - if (((TBL_MER*)bl)->master) - return ((TBL_MER*)bl)->master->status.party_id; - break; - case BL_SKILL: - return ((TBL_SKILL*)bl)->group->party_id; - case BL_ELEM: - if (((TBL_ELEM*)bl)->master) - return ((TBL_ELEM*)bl)->master->status.party_id; - break; + case BL_PC: + return ((TBL_PC*)bl)->status.party_id; + case BL_PET: + if (((TBL_PET*)bl)->msd) + return ((TBL_PET*)bl)->msd->status.party_id; + break; + case BL_MOB: { + struct mob_data *md=(TBL_MOB*)bl; + if( md->master_id > 0 ) { + struct map_session_data *msd; + if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) + return msd->status.party_id; + return -md->master_id; + } + } + break; + case BL_HOM: + if (((TBL_HOM*)bl)->master) + return ((TBL_HOM*)bl)->master->status.party_id; + break; + case BL_MER: + if (((TBL_MER*)bl)->master) + return ((TBL_MER*)bl)->master->status.party_id; + break; + case BL_SKILL: + return ((TBL_SKILL*)bl)->group->party_id; + case BL_ELEM: + if (((TBL_ELEM*)bl)->master) + return ((TBL_ELEM*)bl)->master->status.party_id; + break; } return 0; } @@ -5914,39 +5909,39 @@ int status_get_party_id(struct block_list *bl) { int status_get_guild_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { - case BL_PC: - return ((TBL_PC*)bl)->status.guild_id; - case BL_PET: - if (((TBL_PET*)bl)->msd) - return ((TBL_PET*)bl)->msd->status.guild_id; - break; - case BL_MOB: { - struct map_session_data *msd; - struct mob_data *md = (struct mob_data *)bl; - if (md->guardian_data) //Guardian's guild [Skotlex] - return md->guardian_data->guild_id; - if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) - return msd->status.guild_id; //Alchemist's mobs [Skotlex] - } - break; - case BL_HOM: - if (((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->status.guild_id; - break; - case BL_MER: - if (((TBL_MER*)bl)->master) - return ((TBL_MER*)bl)->master->status.guild_id; - break; - case BL_NPC: - if (((TBL_NPC*)bl)->subtype == SCRIPT) - return ((TBL_NPC*)bl)->u.scr.guild_id; - break; - case BL_SKILL: - return ((TBL_SKILL*)bl)->group->guild_id; - case BL_ELEM: - if (((TBL_ELEM*)bl)->master) - return ((TBL_ELEM*)bl)->master->status.guild_id; - break; + case BL_PC: + return ((TBL_PC*)bl)->status.guild_id; + case BL_PET: + if (((TBL_PET*)bl)->msd) + return ((TBL_PET*)bl)->msd->status.guild_id; + break; + case BL_MOB: { + struct map_session_data *msd; + struct mob_data *md = (struct mob_data *)bl; + if (md->guardian_data) //Guardian's guild [Skotlex] + return md->guardian_data->guild_id; + if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) + return msd->status.guild_id; //Alchemist's mobs [Skotlex] + } + break; + case BL_HOM: + if (((TBL_HOM*)bl)->master) + return ((TBL_HOM*)bl)->master->status.guild_id; + break; + case BL_MER: + if (((TBL_MER*)bl)->master) + return ((TBL_MER*)bl)->master->status.guild_id; + break; + case BL_NPC: + if (((TBL_NPC*)bl)->subtype == SCRIPT) + return ((TBL_NPC*)bl)->u.scr.guild_id; + break; + case BL_SKILL: + return ((TBL_SKILL*)bl)->group->guild_id; + case BL_ELEM: + if (((TBL_ELEM*)bl)->master) + return ((TBL_ELEM*)bl)->master->status.guild_id; + break; } return 0; } @@ -5954,40 +5949,40 @@ int status_get_guild_id(struct block_list *bl) { int status_get_emblem_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { - case BL_PC: - return ((TBL_PC*)bl)->guild_emblem_id; - case BL_PET: - if (((TBL_PET*)bl)->msd) - return ((TBL_PET*)bl)->msd->guild_emblem_id; - break; - case BL_MOB: { - struct map_session_data *msd; - struct mob_data *md = (struct mob_data *)bl; - if (md->guardian_data) //Guardian's guild [Skotlex] - return md->guardian_data->emblem_id; - if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) - return msd->guild_emblem_id; //Alchemist's mobs [Skotlex] - } - break; - case BL_HOM: - if (((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->guild_emblem_id; - break; - case BL_MER: - if (((TBL_MER*)bl)->master) - return ((TBL_MER*)bl)->master->guild_emblem_id; - break; - case BL_NPC: - if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { - struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id); - if (g) - return g->emblem_id; - } - break; - case BL_ELEM: - if (((TBL_ELEM*)bl)->master) - return ((TBL_ELEM*)bl)->master->guild_emblem_id; - break; + case BL_PC: + return ((TBL_PC*)bl)->guild_emblem_id; + case BL_PET: + if (((TBL_PET*)bl)->msd) + return ((TBL_PET*)bl)->msd->guild_emblem_id; + break; + case BL_MOB: { + struct map_session_data *msd; + struct mob_data *md = (struct mob_data *)bl; + if (md->guardian_data) //Guardian's guild [Skotlex] + return md->guardian_data->emblem_id; + if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) + return msd->guild_emblem_id; //Alchemist's mobs [Skotlex] + } + break; + case BL_HOM: + if (((TBL_HOM*)bl)->master) + return ((TBL_HOM*)bl)->master->guild_emblem_id; + break; + case BL_MER: + if (((TBL_MER*)bl)->master) + return ((TBL_MER*)bl)->master->guild_emblem_id; + break; + case BL_NPC: + if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { + struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id); + if (g) + return g->emblem_id; + } + break; + case BL_ELEM: + if (((TBL_ELEM*)bl)->master) + return ((TBL_ELEM*)bl)->master->guild_emblem_id; + break; } return 0; } @@ -6014,12 +6009,12 @@ int status_get_race2(struct block_list *bl) int status_isdead(struct block_list *bl) { nullpo_ret(bl); - return status_get_status_data(bl)->hp == 0; + return iStatus->get_status_data(bl)->hp == 0; } int status_isimmune(struct block_list *bl) { - struct status_change *sc =status_get_sc(bl); + struct status_change *sc =iStatus->get_sc(bl); if (sc && sc->data[SC_HERMODE]) return 100; @@ -6033,13 +6028,13 @@ struct view_data* status_get_viewdata(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->vd; - case BL_MOB: return ((TBL_MOB*)bl)->vd; - case BL_PET: return &((TBL_PET*)bl)->vd; - case BL_NPC: return ((TBL_NPC*)bl)->vd; - case BL_HOM: return ((TBL_HOM*)bl)->vd; - case BL_MER: return ((TBL_MER*)bl)->vd; - case BL_ELEM: return ((TBL_ELEM*)bl)->vd; + case BL_PC: return &((TBL_PC*)bl)->vd; + case BL_MOB: return ((TBL_MOB*)bl)->vd; + case BL_PET: return &((TBL_PET*)bl)->vd; + case BL_NPC: return ((TBL_NPC*)bl)->vd; + case BL_HOM: return ((TBL_HOM*)bl)->vd; + case BL_MER: return ((TBL_MER*)bl)->vd; + case BL_ELEM: return ((TBL_ELEM*)bl)->vd; } return NULL; } @@ -6062,121 +6057,121 @@ void status_set_viewdata(struct block_list *bl, int class_) vd = NULL; switch (bl->type) { - case BL_PC: - { - TBL_PC* sd = (TBL_PC*)bl; - if (pcdb_checkid(class_)) { - if (sd->sc.option&OPTION_RIDING) { - switch (class_) { //Adapt class to a Mounted one. - case JOB_KNIGHT: - class_ = JOB_KNIGHT2; - break; - case JOB_CRUSADER: - class_ = JOB_CRUSADER2; - break; - case JOB_LORD_KNIGHT: - class_ = JOB_LORD_KNIGHT2; - break; - case JOB_PALADIN: - class_ = JOB_PALADIN2; - break; - case JOB_BABY_KNIGHT: - class_ = JOB_BABY_KNIGHT2; - break; - case JOB_BABY_CRUSADER: - class_ = JOB_BABY_CRUSADER2; - break; - } - } - sd->vd.class_ = class_; - clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); - sd->vd.head_top = sd->status.head_top; - sd->vd.head_mid = sd->status.head_mid; - sd->vd.head_bottom = sd->status.head_bottom; - sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style); - sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color); - sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color); - sd->vd.robe = sd->status.robe; - sd->vd.sex = sd->status.sex; - - if ( sd->vd.cloth_color ) { - if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette ) - sd->vd.cloth_color = 0; - if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette ) - sd->vd.cloth_color = 0; - if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette ) - sd->vd.cloth_color = 0; - if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette ) - sd->vd.cloth_color = 0; + case BL_PC: + { + TBL_PC* sd = (TBL_PC*)bl; + if (pcdb_checkid(class_)) { + if (sd->sc.option&OPTION_RIDING) { + switch (class_) { //Adapt class to a Mounted one. + case JOB_KNIGHT: + class_ = JOB_KNIGHT2; + break; + case JOB_CRUSADER: + class_ = JOB_CRUSADER2; + break; + case JOB_LORD_KNIGHT: + class_ = JOB_LORD_KNIGHT2; + break; + case JOB_PALADIN: + class_ = JOB_PALADIN2; + break; + case JOB_BABY_KNIGHT: + class_ = JOB_BABY_KNIGHT2; + break; + case JOB_BABY_CRUSADER: + class_ = JOB_BABY_CRUSADER2; + break; } - } else if (vd) - memcpy(&sd->vd, vd, sizeof(struct view_data)); - else - ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); - } + } + sd->vd.class_ = class_; + clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); + sd->vd.head_top = sd->status.head_top; + sd->vd.head_mid = sd->status.head_mid; + sd->vd.head_bottom = sd->status.head_bottom; + sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style); + sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color); + sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color); + sd->vd.robe = sd->status.robe; + sd->vd.sex = sd->status.sex; + + if ( sd->vd.cloth_color ) { + if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette ) + sd->vd.cloth_color = 0; + if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette ) + sd->vd.cloth_color = 0; + } + } else if (vd) + memcpy(&sd->vd, vd, sizeof(struct view_data)); + else + ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); + } break; - case BL_MOB: - { - TBL_MOB* md = (TBL_MOB*)bl; - if (vd) - md->vd = vd; - else - ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); - } + case BL_MOB: + { + TBL_MOB* md = (TBL_MOB*)bl; + if (vd) + md->vd = vd; + else + ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); + } break; - case BL_PET: - { - TBL_PET* pd = (TBL_PET*)bl; - if (vd) { - memcpy(&pd->vd, vd, sizeof(struct view_data)); - if (!pcdb_checkid(vd->class_)) { - pd->vd.hair_style = battle_config.pet_hair_style; - if(pd->pet.equip) { - pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); - if (!pd->vd.head_bottom) - pd->vd.head_bottom = pd->pet.equip; - } + case BL_PET: + { + TBL_PET* pd = (TBL_PET*)bl; + if (vd) { + memcpy(&pd->vd, vd, sizeof(struct view_data)); + if (!pcdb_checkid(vd->class_)) { + pd->vd.hair_style = battle_config.pet_hair_style; + if(pd->pet.equip) { + pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); + if (!pd->vd.head_bottom) + pd->vd.head_bottom = pd->pet.equip; } - } else - ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); - } + } + } else + ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); + } break; - case BL_NPC: - { - TBL_NPC* nd = (TBL_NPC*)bl; - if (vd) - nd->vd = vd; - else - ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); - } + case BL_NPC: + { + TBL_NPC* nd = (TBL_NPC*)bl; + if (vd) + nd->vd = vd; + else + ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); + } + break; + case BL_HOM: //[blackhole89] + { + struct homun_data *hd = (struct homun_data*)bl; + if (vd) + hd->vd = vd; + else + ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); + } + break; + case BL_MER: + { + struct mercenary_data *md = (struct mercenary_data*)bl; + if (vd) + md->vd = vd; + else + ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); + } + break; + case BL_ELEM: + { + struct elemental_data *ed = (struct elemental_data*)bl; + if (vd) + ed->vd = vd; + else + ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); + } break; - case BL_HOM: //[blackhole89] - { - struct homun_data *hd = (struct homun_data*)bl; - if (vd) - hd->vd = vd; - else - ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); - } - break; - case BL_MER: - { - struct mercenary_data *md = (struct mercenary_data*)bl; - if (vd) - md->vd = vd; - else - ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); - } - break; - case BL_ELEM: - { - struct elemental_data *ed = (struct elemental_data*)bl; - if (vd) - ed->vd = vd; - else - ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); - } - break; } } @@ -6184,12 +6179,12 @@ void status_set_viewdata(struct block_list *bl, int class_) struct status_change *status_get_sc(struct block_list *bl) { if( bl ) { switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->sc; - case BL_MOB: return &((TBL_MOB*)bl)->sc; - case BL_NPC: return NULL; - case BL_HOM: return &((TBL_HOM*)bl)->sc; - case BL_MER: return &((TBL_MER*)bl)->sc; - case BL_ELEM: return &((TBL_ELEM*)bl)->sc; + case BL_PC: return &((TBL_PC*)bl)->sc; + case BL_MOB: return &((TBL_MOB*)bl)->sc; + case BL_NPC: return NULL; + case BL_HOM: return &((TBL_HOM*)bl)->sc; + case BL_MER: return &((TBL_MER*)bl)->sc; + case BL_ELEM: return &((TBL_ELEM*)bl)->sc; } } return NULL; @@ -6197,14 +6192,14 @@ struct status_change *status_get_sc(struct block_list *bl) { void status_change_init(struct block_list *bl) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); nullpo_retv(sc); memset(sc, 0, sizeof (struct status_change)); } //Applies SC defense to a given status change. //Returns the adjusted duration based on flag values. -//the flag values are the same as in status_change_start. +//the flag values are the same as in iStatus->change_start. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) { //Percentual resistance: 10000 = 100% Resist @@ -6220,160 +6215,160 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti nullpo_ret(bl); //Status that are blocked by Golden Thief Bug card or Wand of Hermod - if (status_isimmune(bl)) + if (iStatus->isimmune(bl)) switch (type) { - case SC_DEC_AGI: - case SC_SILENCE: - case SC_COMA: - case SC_INC_AGI: - case SC_BLESSING: - case SC_SLOWPOISON: - case SC_IMPOSITIO: - case SC_LEXAETERNA: - case SC_SUFFRAGIUM: - case SC_BENEDICTIO: - case SC_PROVIDENCE: - case SC_KYRIE: - case SC_ASSUMPTIO: - case SC_ANGELUS: - case SC_MAGNIFICAT: - case SC_GLORIA: - case SC_WINDWALK: - case SC_MAGICROD: - case SC_ILLUSION: - case SC_STONE: - case SC_QUAGMIRE: - case SC_NJ_SUITON: - case SC_SWING: - case SC__ENERVATION: - case SC__GROOMY: - case SC__IGNORANCE: - case SC__LAZINESS: - case SC__UNLUCKY: - case SC__WEAKNESS: - case SC__BLOODYLUST: - return 0; - } + case SC_DEC_AGI: + case SC_SILENCE: + case SC_COMA: + case SC_INC_AGI: + case SC_BLESSING: + case SC_SLOWPOISON: + case SC_IMPOSITIO: + case SC_LEXAETERNA: + case SC_SUFFRAGIUM: + case SC_BENEDICTIO: + case SC_PROVIDENCE: + case SC_KYRIE: + case SC_ASSUMPTIO: + case SC_ANGELUS: + case SC_MAGNIFICAT: + case SC_GLORIA: + case SC_WINDWALK: + case SC_MAGICROD: + case SC_ILLUSION: + case SC_STONE: + case SC_QUAGMIRE: + case SC_NJ_SUITON: + case SC_SWING: + case SC__ENERVATION: + case SC__GROOMY: + case SC__IGNORANCE: + case SC__LAZINESS: + case SC__UNLUCKY: + case SC__WEAKNESS: + case SC__BLOODYLUST: + return 0; + } sd = BL_CAST(BL_PC,bl); - status = status_get_status_data(bl); - sc = status_get_sc(bl); + status = iStatus->get_status_data(bl); + sc = iStatus->get_sc(bl); if( sc && !sc->count ) sc = NULL; switch (type) { - case SC_STUN: - case SC_POISON: - if( sc && sc->data[SC__UNLUCKY] ) - return tick; - case SC_DPOISON: - case SC_SILENCE: - case SC_BLOODING: - sc_def = status->vit*100; - sc_def2 = status->luk*10; - break; - case SC_SLEEP: - sc_def = status->int_*100; - sc_def2 = status->luk*10; - break; - case SC_DEEP_SLEEP: - sc_def = status->int_*50; - tick_def = status->int_*10 + status_get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int. - break; - case SC_DEC_AGI: - case SC_ADORAMUS: //Arch Bishop - if (sd) tick>>=1; //Half duration for players. - case SC_STONE: - //Impossible to reduce duration with stats - tick_def = 0; - tick_def2 = 0; - case SC_FREEZE: - sc_def = status->mdef*100; - sc_def2 = status->luk*10; - break; - case SC_CURSE: - //Special property: inmunity when luk is greater than level or zero - if (status->luk > status_get_lv(bl) || status->luk == 0) - return 0; - sc_def = status->luk*100; - sc_def2 = status->luk*10; - tick_def = status->vit*100; - break; - case SC_BLIND: - if( sc && sc->data[SC__UNLUCKY] ) - return tick; - sc_def = (status->vit + status->int_)*50; - sc_def2 = status->luk*10; - break; - case SC_CONFUSION: - sc_def = (status->str + status->int_)*50; - sc_def2 = status->luk*10; - break; - case SC_ANKLESNARE: - if(status->mode&MD_BOSS) // Lasts 5 times less on bosses - tick /= 5; - sc_def = status->agi*50; - break; - case SC_MAGICMIRROR: - case SC_STONESKIN: - if (sd) //Duration greatly reduced for players. - tick /= 15; - sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate - tick_def2 = 0; //No duration reduction - break; - case SC_MARSHOFABYSS: - //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second } - tick_def2 = (status->int_ + status->luk)*50; - break; - case SC_STASIS: - //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 } - tick_def2 = (status->vit + status->dex)*50; - break; + case SC_STUN: + case SC_POISON: + if( sc && sc->data[SC__UNLUCKY] ) + return tick; + case SC_DPOISON: + case SC_SILENCE: + case SC_BLOODING: + sc_def = status->vit*100; + sc_def2 = status->luk*10; + break; + case SC_SLEEP: + sc_def = status->int_*100; + sc_def2 = status->luk*10; + break; + case SC_DEEP_SLEEP: + sc_def = status->int_*50; + tick_def = status->int_*10 + iStatus->get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int. + break; + case SC_DEC_AGI: + case SC_ADORAMUS: //Arch Bishop + if (sd) tick>>=1; //Half duration for players. + case SC_STONE: + //Impossible to reduce duration with stats + tick_def = 0; + tick_def2 = 0; + case SC_FREEZE: + sc_def = status->mdef*100; + sc_def2 = status->luk*10; + break; + case SC_CURSE: + //Special property: inmunity when luk is greater than level or zero + if (status->luk > iStatus->get_lv(bl) || status->luk == 0) + return 0; + sc_def = status->luk*100; + sc_def2 = status->luk*10; + tick_def = status->vit*100; + break; + case SC_BLIND: + if( sc && sc->data[SC__UNLUCKY] ) + return tick; + sc_def = (status->vit + status->int_)*50; + sc_def2 = status->luk*10; + break; + case SC_CONFUSION: + sc_def = (status->str + status->int_)*50; + sc_def2 = status->luk*10; + break; + case SC_ANKLESNARE: + if(status->mode&MD_BOSS) // Lasts 5 times less on bosses + tick /= 5; + sc_def = status->agi*50; + break; + case SC_MAGICMIRROR: + case SC_STONESKIN: + if (sd) //Duration greatly reduced for players. + tick /= 15; + sc_def2 = iStatus->get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate + tick_def2 = 0; //No duration reduction + break; + case SC_MARSHOFABYSS: + //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second } + tick_def2 = (status->int_ + status->luk)*50; + break; + case SC_STASIS: + //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 } + tick_def2 = (status->vit + status->dex)*50; + break; if( bl->type == BL_PC ) - tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; + tick -= (iStatus->get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; else tick -= (status->vit + status->luk) / 20 * 1000; break; - case SC_BURNING: - tick -= 75 * status->luk + 125 * status->agi; - tick = max(tick,5000); // Minimum Duration 5s. - break; - case SC_FROSTMISTY: - tick -= 1000 * ((status->vit + status->dex) / 20); - tick = max(tick,6000); // Minimum Duration 6s. - break; - case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT) - sc_def = 100 - ( 100 - status->int_* 8 / 10 ); - sc_def = max(sc_def, 5); // minimum of 5% - break; - case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)} - rate -= status->agi*100/4; - rate = max(rate,5000); // minimum of 50% - break; - case SC_ELECTRICSHOCKER: - if( bl->type == BL_MOB ) - tick -= 1000 * (status->agi/10); - break; - case SC_COLD: - tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50); - break; - case SC_SIREN: - tick -= 1000 * ((status_get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5)); - tick = max(tick,10000); - break; - case SC_MANDRAGORA: - sc_def = (status->vit+status->luk)/5; - break; - case SC_KYOUGAKU: - tick -= 1000 * status_get_int(bl) / 20; - break; - case SC_NEEDLE_OF_PARALYZE: - tick -= 50 * (status->vit + status->luk); //(1000/20); - break; - default: - //Effect that cannot be reduced? Likely a buff. - if (!(rnd()%10000 < rate)) - return 0; - return tick?tick:1; + case SC_BURNING: + tick -= 75 * status->luk + 125 * status->agi; + tick = max(tick,5000); // Minimum Duration 5s. + break; + case SC_FROSTMISTY: + tick -= 1000 * ((status->vit + status->dex) / 20); + tick = max(tick,6000); // Minimum Duration 6s. + break; + case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT) + sc_def = 100 - ( 100 - status->int_* 8 / 10 ); + sc_def = max(sc_def, 5); // minimum of 5% + break; + case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)} + rate -= status->agi*100/4; + rate = max(rate,5000); // minimum of 50% + break; + case SC_ELECTRICSHOCKER: + if( bl->type == BL_MOB ) + tick -= 1000 * (status->agi/10); + break; + case SC_COLD: + tick -= (1000*(status->vit/10))+(iStatus->get_lv(bl)/50); + break; + case SC_SIREN: + tick -= 1000 * ((iStatus->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5)); + tick = max(tick,10000); + break; + case SC_MANDRAGORA: + sc_def = (status->vit+status->luk)/5; + break; + case SC_KYOUGAKU: + tick -= 1000 * status_get_int(bl) / 20; + break; + case SC_NEEDLE_OF_PARALYZE: + tick -= 50 * (status->vit + status->luk); //(1000/20); + break; + default: + //Effect that cannot be reduced? Likely a buff. + if (!(rnd()%10000 < rate)) + return 0; + return tick?tick:1; } if (sd) { @@ -6426,9 +6421,9 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti //Minimum chances switch (type) { - case SC_WUGBITE: - rate = max(rate, 5000); //Minimum of 50% - break; + case SC_WUGBITE: + rate = max(rate, 5000); //Minimum of 50% + break; } //Item resistance (only applies to rate%) @@ -6456,19 +6451,19 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti //Minimum durations switch (type) { - case SC_ANKLESNARE: - case SC_MARSHOFABYSS: - case SC_STASIS: - tick = max(tick, 5000); //Minimum duration 5s - break; - case SC_BURNING: - case SC_FROSTMISTY: - tick = max(tick, 10000); //Minimum duration 10s - break; - default: - //Skills need to trigger even if the duration is reduced below 1ms - tick = max(tick, 1); - break; + case SC_ANKLESNARE: + case SC_MARSHOFABYSS: + case SC_STASIS: + tick = max(tick, 5000); //Minimum duration 5s + break; + case SC_BURNING: + case SC_FROSTMISTY: + tick = max(tick, 10000); //Minimum duration 10s + break; + default: + //Skills need to trigger even if the duration is reduced below 1ms + tick = max(tick, 1); + break; } return tick; @@ -6476,41 +6471,41 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti /* [Ind/Hercules] fast-checkin sc-display array */ void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) { struct sc_display_entry *entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry); - + entry->type = type; entry->val1 = dval1; entry->val2 = dval2; entry->val3 = dval3; - + RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count); sd->sc_display[ sd->sc_display_count - 1 ] = entry; } void status_display_remove(struct map_session_data *sd, enum sc_type type) { int i; - + for( i = 0; i < sd->sc_display_count; i++ ) { if( sd->sc_display[i]->type == type ) break; } - + if( i != sd->sc_display_count ) { int cursor; - + ers_free(pc_sc_display_ers, sd->sc_display[i]); sd->sc_display[i] = NULL; - + /* the all-mighty compact-o-matic */ for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) { if( sd->sc_display[i] == NULL ) continue; - + if( i != cursor ) { sd->sc_display[cursor] = sd->sc_display[i]; } - + cursor++; } - + if( !(sd->sc_display_count = cursor) ) { aFree(sd->sc_display); sd->sc_display = NULL; @@ -6518,16 +6513,16 @@ void status_display_remove(struct map_session_data *sd, enum sc_type type) { } } /*========================================== - * Starts a status change. - * 'type' = type, 'val1~4' depend on the type. - * 'rate' = base success rate. 10000 = 100% - * 'tick' is base duration - * 'flag': - * &1: Cannot be avoided (it has to start) - * &2: Tick should not be reduced (by vit, luk, lv, etc) - * &4: sc_data loaded, no value has to be altered. - * &8: rate should not be reduced - *------------------------------------------*/ +* Starts a status change. +* 'type' = type, 'val1~4' depend on the type. +* 'rate' = base success rate. 10000 = 100% +* 'tick' is base duration +* 'flag': +* &1: Cannot be avoided (it has to start) +* &2: Tick should not be reduced (by vit, luk, lv, etc) +* &4: sc_data loaded, no value has to be altered. +* &8: rate should not be reduced +*------------------------------------------*/ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) { struct map_session_data *sd = NULL; struct status_change* sc; @@ -6537,8 +6532,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0; nullpo_ret(bl); - sc = status_get_sc(bl); - status = status_get_status_data(bl); + sc = iStatus->get_sc(bl); + status = iStatus->get_status_data(bl); if( type <= SC_NONE || type >= SC_MAX ) { @@ -6549,7 +6544,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( !sc ) return 0; //Unable to receive status changes - if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters + if( iStatus->isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters return 0; if( bl->type == BL_MOB) @@ -6557,54 +6552,54 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val struct mob_data *md = BL_CAST(BL_MOB,bl); if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA) return 0; //Emperium/BG Monsters can't be afflicted by status changes - // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) - // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc... + // if(md && mob_is_gvg(md) && iStatus->sc2scb_flag(type)&SCB_MAXHP) + // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc... } if( sc->data[SC_REFRESH] ) { if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed. return 0; // Immune to status ailements switch( type ) { - case SC_QUAGMIRE://Tester said it protects against this and decrease agi. - case SC_DEC_AGI: - case SC_BURNING: - case SC_FROSTMISTY: + case SC_QUAGMIRE://Tester said it protects against this and decrease agi. + case SC_DEC_AGI: + case SC_BURNING: + case SC_FROSTMISTY: //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech] - case SC_MARSHOFABYSS: - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - case SC_COLD: ////08/31/2011 - Class Balance Changes - case SC_DEEP_SLEEP: - case SC_MANDRAGORA: + case SC_MARSHOFABYSS: + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: + case SC_COLD: ////08/31/2011 - Class Balance Changes + case SC_DEEP_SLEEP: + case SC_MANDRAGORA: return 0; } } else if( sc->data[SC_INSPIRATION] ) { if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX ) return 0; // Immune to status ailements switch( type ) { - case SC_DEEP_SLEEP: - case SC_SATURDAY_NIGHT_FEVER: - case SC_PYREXIA: - case SC_DEATHHURT: - case SC_MAGICMUSHROOM: - case SC_VENOMBLEED: - case SC_TOXIN: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - case SC__ENERVATION: - case SC__GROOMY: - case SC__LAZINESS: - case SC__UNLUCKY: - case SC__WEAKNESS: - case SC__BODYPAINT: - case SC__IGNORANCE: - return 0; + case SC_DEEP_SLEEP: + case SC_SATURDAY_NIGHT_FEVER: + case SC_PYREXIA: + case SC_DEATHHURT: + case SC_MAGICMUSHROOM: + case SC_VENOMBLEED: + case SC_TOXIN: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: + case SC__ENERVATION: + case SC__GROOMY: + case SC__LAZINESS: + case SC__UNLUCKY: + case SC__WEAKNESS: + case SC__BODYPAINT: + case SC__IGNORANCE: + return 0; } } @@ -6613,132 +6608,132 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val //Adjust tick according to status resistances if( !(flag&(1|4)) ) { - tick = status_get_sc_def(bl, type, rate, tick, flag); + tick = iStatus->get_sc_def(bl, type, rate, tick, flag); if( !tick ) return 0; } undead_flag = battle->check_undead(status->race,status->def_ele); //Check for inmunities / sc fails switch (type) { - case SC_DRUMBATTLE: - case SC_NIBELUNGEN: - case SC_INTOABYSS: - case SC_SIEGFRIED: - if( bl->type == BL_PC) { - struct map_session_data *sd = BL_CAST(BL_PC,bl); - if (!sd->status.party_id) return 0; - } - break; - case SC_ANGRIFFS_MODUS: - case SC_GOLDENE_FERSE: - if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS]) - || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE]) - ) - return 0; - case SC_STONE: - if(sc->data[SC_POWER_OF_GAIA]) - return 0; - case SC_FREEZE: - //Undead are immune to Freeze/Stone - if (undead_flag && !(flag&1)) - return 0; - case SC_DEEP_SLEEP: - case SC_SLEEP: - case SC_STUN: - case SC_FROSTMISTY: - case SC_COLD: - if (sc->opt1) - return 0; //Cannot override other opt1 status changes. [Skotlex] - if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER]) - return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] + case SC_DRUMBATTLE: + case SC_NIBELUNGEN: + case SC_INTOABYSS: + case SC_SIEGFRIED: + if( bl->type == BL_PC) { + struct map_session_data *sd = BL_CAST(BL_PC,bl); + if (!sd->status.party_id) return 0; + } + break; + case SC_ANGRIFFS_MODUS: + case SC_GOLDENE_FERSE: + if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS]) + || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE]) + ) + return 0; + case SC_STONE: + if(sc->data[SC_POWER_OF_GAIA]) + return 0; + case SC_FREEZE: + //Undead are immune to Freeze/Stone + if (undead_flag && !(flag&1)) + return 0; + case SC_DEEP_SLEEP: + case SC_SLEEP: + case SC_STUN: + case SC_FROSTMISTY: + case SC_COLD: + if (sc->opt1) + return 0; //Cannot override other opt1 status changes. [Skotlex] + if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER]) + return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] break; - //There all like berserk, do not everlap each other - case SC__BLOODYLUST: - if(!sd) return 0; //should only affect player - case SC_BERSERK: - if (((type == SC_BERSERK) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC__BLOODYLUST])) + //There all like berserk, do not everlap each other + case SC__BLOODYLUST: + if(!sd) return 0; //should only affect player + case SC_BERSERK: + if (((type == SC_BERSERK) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC__BLOODYLUST])) || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC_BERSERK])) ) - return 0; - break; + return 0; + break; - case SC_BURNING: - if(sc->opt1 || sc->data[SC_FROSTMISTY]) - return 0; + case SC_BURNING: + if(sc->opt1 || sc->data[SC_FROSTMISTY]) + return 0; break; - case SC_CRUCIS: - //Only affects demons and undead element (but not players) - if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) - return 0; + case SC_CRUCIS: + //Only affects demons and undead element (but not players) + if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) + return 0; break; - case SC_LEXAETERNA: - if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] ) - return 0; + case SC_LEXAETERNA: + if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] ) + return 0; break; - case SC_KYRIE: - if (bl->type == BL_MOB) - return 0; + case SC_KYRIE: + if (bl->type == BL_MOB) + return 0; break; - case SC_OVERTHRUST: - if (sc->data[SC_OVERTHRUSTMAX]) - return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] - case SC_OVERTHRUSTMAX: - if( sc->option&OPTION_MADOGEAR ) - return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind] + case SC_OVERTHRUST: + if (sc->data[SC_OVERTHRUSTMAX]) + return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] + case SC_OVERTHRUSTMAX: + if( sc->option&OPTION_MADOGEAR ) + return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind] break; - case SC_ADRENALINE: - if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE))) - return 0; - if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DEC_AGI] || - sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind] + case SC_ADRENALINE: + if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE))) + return 0; + if (sc->data[SC_QUAGMIRE] || + sc->data[SC_DEC_AGI] || + sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind] ) - return 0; + return 0; break; - case SC_ADRENALINE2: - if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2))) - return 0; - if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DEC_AGI] - ) - return 0; + case SC_ADRENALINE2: + if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2))) + return 0; + if (sc->data[SC_QUAGMIRE] || + sc->data[SC_DEC_AGI] + ) + return 0; break; - case SC_MAGNIFICAT: - if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat - return 0; - break; - case SC_ONEHANDQUICKEN: - case SC_MER_QUICKEN: - case SC_TWOHANDQUICKEN: - if(sc->data[SC_DEC_AGI]) - return 0; + case SC_MAGNIFICAT: + if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat + return 0; + break; + case SC_ONEHANDQUICKEN: + case SC_MER_QUICKEN: + case SC_TWOHANDQUICKEN: + if(sc->data[SC_DEC_AGI]) + return 0; - case SC_INC_AGI: - case SC_CONCENTRATION: - case SC_SPEARQUICKEN: - case SC_TRUESIGHT: - case SC_WINDWALK: - case SC_CARTBOOST: - case SC_ASSNCROS: - if (sc->data[SC_QUAGMIRE]) - return 0; - if(sc->option&OPTION_MADOGEAR) - return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind] + case SC_INC_AGI: + case SC_CONCENTRATION: + case SC_SPEARQUICKEN: + case SC_TRUESIGHT: + case SC_WINDWALK: + case SC_CARTBOOST: + case SC_ASSNCROS: + if (sc->data[SC_QUAGMIRE]) + return 0; + if(sc->option&OPTION_MADOGEAR) + return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind] break; - case SC_CLOAKING: - //Avoid cloaking with no wall and low skill level. [Skotlex] - //Due to the cloaking card, we have to check the wall versus to known - //skill level rather than the used one. [Skotlex] - //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) - if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) ) - return 0; + case SC_CLOAKING: + //Avoid cloaking with no wall and low skill level. [Skotlex] + //Due to the cloaking card, we have to check the wall versus to known + //skill level rather than the used one. [Skotlex] + //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) + if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) ) + return 0; break; - case SC_MODECHANGE: + case SC_MODECHANGE: { int mode; - struct status_data *bstatus = status_get_base_status(bl); + struct status_data *bstatus = iStatus->get_base_status(bl); if (!bstatus) return 0; if (sc->data[type]) { //Pile up with previous values. @@ -6757,25 +6752,25 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } break; //Strip skills, need to divest something or it fails. - case SC_NOEQUIPWEAPON: - if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data - int i; - opt_flag = 0; //Reuse to check success condition. - if(sd->bonus.unstripable_equip&EQP_WEAPON) - return 0; + case SC_NOEQUIPWEAPON: + if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data + int i; + opt_flag = 0; //Reuse to check success condition. + if(sd->bonus.unstripable_equip&EQP_WEAPON) + return 0; - i = sd->equip_index[EQI_HAND_R]; - if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { - opt_flag|=2; - pc->unequipitem(sd,i,3); - } - if (!opt_flag) return 0; + i = sd->equip_index[EQI_HAND_R]; + if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { + opt_flag|=2; + pc->unequipitem(sd,i,3); } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + if (!opt_flag) return 0; + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; - case SC_NOEQUIPSHIELD: - if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. - else + case SC_NOEQUIPSHIELD: + if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. + else if (sd && !(flag&4)) { int i; if(sd->bonus.unstripable_equip&EQP_SHIELD) @@ -6786,755 +6781,755 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val pc->unequipitem(sd,i,3); } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_NOEQUIPARMOR: + if (sd && !(flag&4)) { + int i; + if(sd->bonus.unstripable_equip&EQP_ARMOR) + return 0; + i = sd->equip_index[EQI_ARMOR]; + if ( i < 0 || !sd->inventory_data[i] ) + return 0; + pc->unequipitem(sd,i,3); + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; - case SC_NOEQUIPARMOR: - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_ARMOR) - return 0; - i = sd->equip_index[EQI_ARMOR]; - if ( i < 0 || !sd->inventory_data[i] ) - return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + case SC_NOEQUIPHELM: + if (sd && !(flag&4)) { + int i; + if(sd->bonus.unstripable_equip&EQP_HELM) + return 0; + i = sd->equip_index[EQI_HEAD_TOP]; + if ( i < 0 || !sd->inventory_data[i] ) + return 0; + pc->unequipitem(sd,i,3); + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; - case SC_NOEQUIPHELM: - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_HELM) - return 0; - i = sd->equip_index[EQI_HEAD_TOP]; - if ( i < 0 || !sd->inventory_data[i] ) - return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HP: + case SC_MER_SP: + case SC_MER_HIT: + if( bl->type != BL_MER ) + return 0; // Stats only for Mercenaries break; - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HP: - case SC_MER_SP: - case SC_MER_HIT: - if( bl->type != BL_MER ) - return 0; // Stats only for Mercenaries + case SC_FOOD_STR: + if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) + return 0; break; - case SC_FOOD_STR: - if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) - return 0; + case SC_FOOD_AGI: + if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) + return 0; break; - case SC_FOOD_AGI: - if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) - return 0; + case SC_FOOD_VIT: + if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) + return 0; break; - case SC_FOOD_VIT: - if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) - return 0; + case SC_FOOD_INT: + if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) + return 0; break; - case SC_FOOD_INT: - if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) - return 0; + case SC_FOOD_DEX: + if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) + return 0; break; - case SC_FOOD_DEX: - if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) - return 0; + case SC_FOOD_LUK: + if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) + return 0; break; - case SC_FOOD_LUK: - if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) - return 0; + case SC_FOOD_STR_CASH: + if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1) + return 0; break; - case SC_FOOD_STR_CASH: - if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1) - return 0; + case SC_FOOD_AGI_CASH: + if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1) + return 0; break; - case SC_FOOD_AGI_CASH: - if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1) - return 0; + case SC_FOOD_VIT_CASH: + if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1) + return 0; break; - case SC_FOOD_VIT_CASH: - if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1) - return 0; + case SC_FOOD_INT_CASH: + if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1) + return 0; break; - case SC_FOOD_INT_CASH: - if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1) - return 0; + case SC_FOOD_DEX_CASH: + if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1) + return 0; break; - case SC_FOOD_DEX_CASH: - if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1) - return 0; + case SC_FOOD_LUK_CASH: + if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1) + return 0; break; - case SC_FOOD_LUK_CASH: - if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1) - return 0; + case SC_CAMOUFLAGE: + if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) ) + return 0; break; - case SC_CAMOUFLAGE: - if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) ) + case SC__STRIPACCESSARY: + if( sd ) { + int i = -1; + if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) { + i = sd->equip_index[EQI_ACC_L]; + if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) + pc->unequipitem(sd,i,3); //L-Accessory + } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) { + i = sd->equip_index[EQI_ACC_R]; + if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) + pc->unequipitem(sd,i,3); //R-Accessory + } + if( i < 0 ) return 0; + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; - case SC__STRIPACCESSARY: - if( sd ) { - int i = -1; - if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) { - i = sd->equip_index[EQI_ACC_L]; - if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) - pc->unequipitem(sd,i,3); //L-Accessory - } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) { - i = sd->equip_index[EQI_ACC_R]; - if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) - pc->unequipitem(sd,i,3); //R-Accessory - } - if( i < 0 ) - return 0; - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: + { // it doesn't stack or even renewed + int i = SC_TOXIN; + for(; i<= SC_LEECHESEND; i++) + if(sc->data[i]) return 0; + } break; - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - { // it doesn't stack or even renewed - int i = SC_TOXIN; - for(; i<= SC_LEECHESEND; i++) - if(sc->data[i]) return 0; - } + case SC_SATURDAY_NIGHT_FEVER: + if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST]) + return 0; + break; + case SC_OFFERTORIUM: + if (sc->data[SC_MAGNIFICAT]) + return 0; break; - case SC_SATURDAY_NIGHT_FEVER: - if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST]) - return 0; - break; - case SC_OFFERTORIUM: - if (sc->data[SC_MAGNIFICAT]) - return 0; - break; } //Check for BOSS resistances if(status->mode&MD_BOSS && !(flag&1)) { - if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) - return 0; - switch (type) { - case SC_BLESSING: - case SC_DEC_AGI: - case SC_PROVOKE: - case SC_COMA: - case SC_GRAVITATION: - case SC_NJ_SUITON: - case SC_RICHMANKIM: - case SC_ROKISWEIL: - case SC_FOGWALL: - case SC_FROSTMISTY: - case SC_BURNING: - case SC_MARSHOFABYSS: - case SC_ADORAMUS: - case SC_NEEDLE_OF_PARALYZE: - case SC_DEEP_SLEEP: - case SC_COLD: + if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) + return 0; + switch (type) { + case SC_BLESSING: + case SC_DEC_AGI: + case SC_PROVOKE: + case SC_COMA: + case SC_GRAVITATION: + case SC_NJ_SUITON: + case SC_RICHMANKIM: + case SC_ROKISWEIL: + case SC_FOGWALL: + case SC_FROSTMISTY: + case SC_BURNING: + case SC_MARSHOFABYSS: + case SC_ADORAMUS: + case SC_NEEDLE_OF_PARALYZE: + case SC_DEEP_SLEEP: + case SC_COLD: // Exploit prevention - kRO Fix - case SC_PYREXIA: - case SC_DEATHHURT: - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: + case SC_PYREXIA: + case SC_DEATHHURT: + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: // Ranger Effects - case SC_WUGBITE: - case SC_ELECTRICSHOCKER: - case SC_MAGNETICFIELD: + case SC_WUGBITE: + case SC_ELECTRICSHOCKER: + case SC_MAGNETICFIELD: - return 0; + return 0; } } //Before overlapping fail, one must check for status cured. switch (type) { - case SC_BLESSING: - //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM - //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { - status_change_end(bl, SC_CURSE, INVALID_TIMER); - if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - status_change_end(bl, SC_STONE, INVALID_TIMER); - } - break; - case SC_INC_AGI: - status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); - break; - case SC_QUAGMIRE: - status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); - status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - //Also blocks the ones below... - case SC_DEC_AGI: - status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); - //Also blocks the ones below... - case SC_DONTFORGETME: - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); - status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + case SC_BLESSING: + //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM + //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] + if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { + status_change_end(bl, SC_CURSE, INVALID_TIMER); + if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) + status_change_end(bl, SC_STONE, INVALID_TIMER); + } + break; + case SC_INC_AGI: + status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); + break; + case SC_QUAGMIRE: + status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); + status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); + status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + //Also blocks the ones below... + case SC_DEC_AGI: + status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); + //Also blocks the ones below... + case SC_DONTFORGETME: + status_change_end(bl, SC_INC_AGI, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); + status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); + break; + case SC_ONEHANDQUICKEN: + //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] + status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); + break; + case SC_OVERTHRUSTMAX: + //Cancels Normal Overthrust. [Skotlex] + status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); + break; + case SC_KYRIE: + //Cancels Assumptio + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + break; + case SC_DELUGE: + if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) + status_change_end(bl, SC_BLIND, INVALID_TIMER); + break; + case SC_SILENCE: + if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) + status_change_end(bl, SC_GOSPEL, INVALID_TIMER); + break; + case SC_HIDING: + status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); + status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); + break; + case SC__BLOODYLUST: + case SC_BERSERK: + if(battle_config.berserk_cancels_buffs) { status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); + status_change_end(bl, SC_PARRYING, INVALID_TIMER); + status_change_end(bl, SC_AURABLADE, INVALID_TIMER); status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); - break; - case SC_ONEHANDQUICKEN: - //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); - break; - case SC_OVERTHRUSTMAX: - //Cancels Normal Overthrust. [Skotlex] - status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); - break; - case SC_KYRIE: - //Cancels Assumptio - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + } +#ifdef RENEWAL + else { + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + } +#endif + break; + case SC_ASSUMPTIO: + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + status_change_end(bl, SC_KAITE, INVALID_TIMER); + break; + case SC_KAITE: + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + break; + case SC_CARTBOOST: + if(sc->data[SC_DEC_AGI]) + { //Cancel Decrease Agi, but take no further effect [Skotlex] + status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); + return 0; + } + break; + case SC_FUSION: + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); + break; + case SC_GS_ADJUSTMENT: + status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); + break; + case SC_GS_MADNESSCANCEL: + status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); + break; + //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up + case SC_PROPERTYUNDEAD: + status_change_end(bl, SC_BLESSING, INVALID_TIMER); + status_change_end(bl, SC_INC_AGI, INVALID_TIMER); + break; + case SC_FOOD_STR: + status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); + break; + case SC_FOOD_AGI: + status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); + break; + case SC_FOOD_VIT: + status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); + break; + case SC_FOOD_INT: + status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); + break; + case SC_FOOD_DEX: + status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); + break; + case SC_FOOD_LUK: + status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); + break; + case SC_FOOD_STR_CASH: + status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); + break; + case SC_FOOD_AGI_CASH: + status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); + break; + case SC_FOOD_VIT_CASH: + status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); + break; + case SC_FOOD_INT_CASH: + status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); + break; + case SC_FOOD_DEX_CASH: + status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); + break; + case SC_FOOD_LUK_CASH: + status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); + break; + case SC_ENDURE: + if( val4 ) + status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); + break; + case SC_FIGHTINGSPIRIT: + status_change_end(bl, type, INVALID_TIMER); // Remove previous one. + break; + case SC_MARSHOFABYSS: + status_change_end(bl, SC_INCAGI, INVALID_TIMER); + status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); + break; + case SC_SWING: + case SC_SYMPHONY_LOVE: + case SC_MOONLIT_SERENADE: + case SC_RUSH_WINDMILL: + case SC_ECHOSONG: + case SC_HARMONIZE: //group A doesn't overlap + if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); + if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + break; + case SC_SIREN: + case SC_DEEP_SLEEP: + case SC_GLOOMYDAY: + case SC_SONG_OF_MANA: + case SC_DANCE_WITH_WUG: + case SC_SATURDAY_NIGHT_FEVER: + case SC_LERADS_DEW: + case SC_MELODYOFSINK: + case SC_BEYOND_OF_WARCRY: + case SC_UNLIMITED_HUMMING_VOICE: //group B + if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); + if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + if (type != SC_GLOOMYDAY) { + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER); + } + if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + if (type != SC_SATURDAY_NIGHT_FEVER) { + if (sc->data[SC_SATURDAY_NIGHT_FEVER]) { + sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); + } + } + break; + case SC_REFLECTSHIELD: + status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); + break; + case SC_LG_REFLECTDAMAGE: + status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); + break; + case SC_SHIELDSPELL_DEF: + case SC_SHIELDSPELL_MDEF: + case SC_SHIELDSPELL_REF: + status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); + if( type != SC_SHIELDSPELL_DEF ) + status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER); + if( type != SC_SHIELDSPELL_MDEF ) + status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER); + if( type != SC_SHIELDSPELL_REF ) + status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); + break; + case SC_GENTLETOUCH_ENERGYGAIN: + case SC_GENTLETOUCH_CHANGE: + case SC_GENTLETOUCH_REVITALIZE: + if( type != SC_GENTLETOUCH_REVITALIZE ) + status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); + if( type != SC_GENTLETOUCH_ENERGYGAIN ) + status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); + if( type != SC_GENTLETOUCH_CHANGE ) + status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); + break; + case SC_INVINCIBLE: + status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); + break; + case SC_INVINCIBLEOFF: + status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); + break; + case SC_MAGICPOWER: + status_change_end(bl, type, INVALID_TIMER); + break; + } + + //Check for overlapping fails + if( (sce = sc->data[type]) ) { + switch( type ) { + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HP: + case SC_MER_SP: + case SC_MER_HIT: + if( sce->val1 > val1 ) + val1 = sce->val1; break; - case SC_DELUGE: - if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) - status_change_end(bl, SC_BLIND, INVALID_TIMER); + case SC_ADRENALINE: + case SC_ADRENALINE2: + case SC_WEAPONPERFECT: + case SC_OVERTHRUST: + if (sce->val2 > val2) + return 0; break; + case SC_S_LIFEPOTION: + case SC_L_LIFEPOTION: + case SC_CASH_BOSS_ALARM: + case SC_STUN: + case SC_SLEEP: + case SC_POISON: + case SC_CURSE: case SC_SILENCE: - if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) - status_change_end(bl, SC_GOSPEL, INVALID_TIMER); + case SC_CONFUSION: + case SC_BLIND: + case SC_BLOODING: + case SC_DPOISON: + case SC_RG_CCONFINE_S: //Can't be re-closed in. + case SC_MARIONETTE_MASTER: + case SC_MARIONETTE: + case SC_NOCHAT: + case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. + case SC__INVISIBILITY: + case SC__ENERVATION: + case SC__GROOMY: + case SC__IGNORANCE: + case SC__LAZINESS: + case SC__WEAKNESS: + case SC__UNLUCKY: + return 0; + case SC_COMBOATTACK: + case SC_DANCING: + case SC_DEVOTION: + case SC_ATTHASTE_POTION1: + case SC_ATTHASTE_POTION2: + case SC_ATTHASTE_POTION3: + case SC_ATTHASTE_INFINITY: + case SC_PLUSATTACKPOWER: + case SC_PLUSMAGICPOWER: + case SC_ENCHANTARMS: + case SC_ARMORPROPERTY: + case SC_ARMOR_RESIST: break; - case SC_HIDING: - status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); - status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); + case SC_GOSPEL: + //Must not override a casting gospel char. + if(sce->val4 == BCT_SELF) + return 0; + if(sce->val1 > val1) + return 1; break; - case SC__BLOODYLUST: - case SC_BERSERK: - if(battle_config.berserk_cancels_buffs) { - status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); - status_change_end(bl, SC_PARRYING, INVALID_TIMER); - status_change_end(bl, SC_AURABLADE, INVALID_TIMER); - status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); - } - #ifdef RENEWAL - else { - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - } - #endif + case SC_ENDURE: + if(sce->val4 && !val4) + return 1; //Don't let you override infinite endure. + if(sce->val1 > val1) + return 1; break; - case SC_ASSUMPTIO: - status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_KAITE, INVALID_TIMER); + case SC_KAAHI: + //Kaahi overwrites previous level regardless of existing level. + //Delete timer if it exists. + if (sce->val4 != INVALID_TIMER) { + iTimer->delete_timer(sce->val4,iStatus->kaahi_heal_timer); + sce->val4 = INVALID_TIMER; + } break; - case SC_KAITE: - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + case SC_JAILED: + //When a player is already jailed, do not edit the jail data. + val2 = sce->val2; + val3 = sce->val3; + val4 = sce->val4; break; - case SC_CARTBOOST: - if(sc->data[SC_DEC_AGI]) - { //Cancel Decrease Agi, but take no further effect [Skotlex] - status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); + case SC_LERADS_DEW: + if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) + return 0; + case SC_SHAPESHIFT: + case SC_PROPERTYWALK: + break; + case SC_LEADERSHIP: + case SC_GLORYWOUNDS: + case SC_SOULCOLD: + case SC_HAWKEYES: + if( sce->val4 && !val4 )//you cannot override master guild aura return 0; - } break; - case SC_FUSION: - status_change_end(bl, SC_SOULLINK, INVALID_TIMER); + case SC_JOINTBEAT: + val2 |= sce->val2; // stackable ailments + default: + if(sce->val1 > val1) + return 1; //Return true to not mess up skill animations. [Skotlex] + } + } + + vd = iStatus->get_viewdata(bl); + calc_flag = StatusChangeFlagTable[type]; + if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs + switch(type) { + case SC_DEC_AGI: + case SC_INC_AGI: + val2 = 2 + val1; //Agi change break; - case SC_GS_ADJUSTMENT: - status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); + case SC_ENDURE: + val2 = 7; // Hit-count [Celest] + if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) + { + struct map_session_data *tsd; + if( sd ) + { + int i; + for( i = 0; i < 5; i++ ) + { + if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) + iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + } + } + else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) + iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + } + //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) + if( val4 ) + tick = -1; break; - case SC_GS_MADNESSCANCEL: - status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); + case SC_AUTOBERSERK: + if (status->hp < status->max_hp>>2 && + (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) + sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); + tick = -1; break; - //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up - case SC_PROPERTYUNDEAD: - status_change_end(bl, SC_BLESSING, INVALID_TIMER); - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); + case SC_CRUCIS: + val2 = 10 + 4*val1; //Def reduction + tick = -1; + clif->emotion(bl,E_SWT); break; - case SC_FOOD_STR: - status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); + case SC_MAXIMIZEPOWER: + tick_time = val2 = tick>0?tick:60000; + tick = -1; // duration sent to the client should be infinite break; - case SC_FOOD_AGI: - status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); + case SC_EDP: // [Celest] + val2 = val1 + 2; //Chance to Poison enemies. + val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) +#ifdef RENEWAL_EDP + val4 = 100 * ((val1 + 1)/2 + 2); +#endif + if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds + tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000; break; - case SC_FOOD_VIT: - status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); + case SC_POISONREACT: + val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] + val3=50; // + 5*val1; //Chance to counter. [Skotlex] break; - case SC_FOOD_INT: - status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); + case SC_MAGICROD: + val2 = val1*20; //SP gained break; - case SC_FOOD_DEX: - status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); + case SC_KYRIE: + val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb + val3 = (val1 / 2 + 5); //Hits break; - case SC_FOOD_LUK: - status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); + case SC_MAGICPOWER: + //val1: Skill lv + val2 = 1; //Lasts 1 invocation + val3 = 5*val1; //Matk% increase + val4 = 0; // 0 = ready to be used, 1 = activated and running + break; + case SC_SACRIFICE: + val2 = 5; //Lasts 5 hits + tick = -1; + break; + case SC_ENCHANTPOISON: + val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate + case SC_ASPERSIO: + case SC_PROPERTYFIRE: + case SC_PROPERTYWATER: + case SC_PROPERTYWIND: + case SC_PROPERTYGROUND: + case SC_PROPERTYDARK: + case SC_PROPERTYTELEKINESIS: + skill->enchant_elemental_end(bl,type); + break; + case SC_ARMOR_PROPERTY: + // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) + // val2 : Element (When no element, random one is picked) + // val3 : 0 = called by skill 1 = called by script (fixed level) + if( !val2 ) val2 = rnd()%ELE_MAX; + + if( val1 == 1 && val3 == 0 ) + val1 = 1 + rnd()%4; + else if( val1 > 4 ) + val1 = 4; // Max Level + val3 = 0; // Not need to keep this info. + break; + case SC_PROVIDENCE: + val2=val1*5; //Race/Ele resist break; - case SC_FOOD_STR_CASH: - status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); + case SC_REFLECTSHIELD: + val2=10+val1*3; // %Dmg reflected + if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) + { + struct map_session_data *tsd; + if( sd ) + { + int i; + for( i = 0; i < 5; i++ ) + { + if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) + iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + } + } + else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) + iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + } break; - case SC_FOOD_AGI_CASH: - status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); + case SC_NOEQUIPWEAPON: + if (!sd) //Watk reduction + val2 = 25; break; - case SC_FOOD_VIT_CASH: - status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); + case SC_NOEQUIPSHIELD: + if (!sd) //Def reduction + val2 = 15; break; - case SC_FOOD_INT_CASH: - status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); + case SC_NOEQUIPARMOR: + if (!sd) //Vit reduction + val2 = 40; break; - case SC_FOOD_DEX_CASH: - status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); + case SC_NOEQUIPHELM: + if (!sd) //Int reduction + val2 = 40; break; - case SC_FOOD_LUK_CASH: - status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); + case SC_AUTOSPELL: + //Val1 Skill LV of Autospell + //Val2 Skill ID to cast + //Val3 Max Lv to cast + val4 = 5 + val1*2; //Chance of casting break; - case SC_ENDURE: - if( val4 ) - status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); + case SC_VOLCANO: + val2 = val1*10; //Watk increase +#ifndef RENEWAL + if (status->def_ele != ELE_FIRE) + val2 = 0; +#endif break; - case SC_FIGHTINGSPIRIT: - status_change_end(bl, type, INVALID_TIMER); // Remove previous one. + case SC_VIOLENTGALE: + val2 = val1*3; //Flee increase +#ifndef RENEWAL + if (status->def_ele != ELE_WIND) + val2 = 0; +#endif break; - case SC_MARSHOFABYSS: - status_change_end(bl, SC_INCAGI, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); + case SC_DELUGE: + val2 = deluge_eff[val1-1]; //HP increase +#ifndef RENEWAL + if(status->def_ele != ELE_WATER) + val2 = 0; +#endif break; - case SC_SWING: - case SC_SYMPHONY_LOVE: - case SC_MOONLIT_SERENADE: - case SC_RUSH_WINDMILL: - case SC_ECHOSONG: - case SC_HARMONIZE: //group A doesn't overlap - if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); - if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + case SC_NJ_SUITON: + if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { + //No penalties. + val2 = 0; //Agi penalty + val3 = 0; //Walk speed penalty break; - case SC_SIREN: - case SC_DEEP_SLEEP: - case SC_GLOOMYDAY: - case SC_SONG_OF_MANA: - case SC_DANCE_WITH_WUG: - case SC_SATURDAY_NIGHT_FEVER: - case SC_LERADS_DEW: - case SC_MELODYOFSINK: - case SC_BEYOND_OF_WARCRY: - case SC_UNLIMITED_HUMMING_VOICE: //group B - if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); - if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - if (type != SC_GLOOMYDAY) { - status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); - status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER); - } - if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - if (type != SC_SATURDAY_NIGHT_FEVER) { - if (sc->data[SC_SATURDAY_NIGHT_FEVER]) { - sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - } - } - break; - case SC_REFLECTSHIELD: - status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); + } + val3 = 50; + val2 = 3*((val1+1)/3); + if (val1 > 4) val2--; break; - case SC_LG_REFLECTDAMAGE: - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); + case SC_ONEHANDQUICKEN: + case SC_TWOHANDQUICKEN: + val2 = 300; + if (val1 > 10) //For boss casted skills [Skotlex] + val2 += 20*(val1-10); break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); - if( type != SC_SHIELDSPELL_DEF ) - status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER); - if( type != SC_SHIELDSPELL_MDEF ) - status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER); - if( type != SC_SHIELDSPELL_REF ) - status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); - break; - case SC_GENTLETOUCH_ENERGYGAIN: - case SC_GENTLETOUCH_CHANGE: - case SC_GENTLETOUCH_REVITALIZE: - if( type != SC_GENTLETOUCH_REVITALIZE ) - status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); - if( type != SC_GENTLETOUCH_ENERGYGAIN ) - status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); - if( type != SC_GENTLETOUCH_CHANGE ) - status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); + case SC_MER_QUICKEN: + val2 = 300; break; - case SC_INVINCIBLE: - status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); +#ifndef RENEWAL_ASPD + case SC_SPEARQUICKEN: + val2 = 200+10*val1; break; - case SC_INVINCIBLEOFF: - status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); +#endif + case SC_DANCING: + //val1 : Skill ID + LV + //val2 : Skill Group of the Dance. + //val3 : Brings the skill_lv (merged into val1 here) + //val4 : Partner + if (val1 == CG_MOONLIT) + clif->status_change(bl,SI_MOON,1,tick,0, 0, 0); + val1|= (val3<<16); + val3 = tick/1000; //Tick duration + tick_time = 1000; // [GodLesZ] tick time break; - case SC_MAGICPOWER: - status_change_end(bl, type, INVALID_TIMER); + case SC_LONGING: +#ifdef RENEWAL + val2 = 50 + 10 * val1; +#else + val2 = 500-100*val1; //Aspd penalty. +#endif + break; + case SC_EXPLOSIONSPIRITS: + val2 = 75 + 25*val1; //Cri bonus break; - } - - //Check for overlapping fails - if( (sce = sc->data[type]) ) { - switch( type ) { - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HP: - case SC_MER_SP: - case SC_MER_HIT: - if( sce->val1 > val1 ) - val1 = sce->val1; - break; - case SC_ADRENALINE: - case SC_ADRENALINE2: - case SC_WEAPONPERFECT: - case SC_OVERTHRUST: - if (sce->val2 > val2) - return 0; - break; - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - case SC_CASH_BOSS_ALARM: - case SC_STUN: - case SC_SLEEP: - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_CONFUSION: - case SC_BLIND: - case SC_BLOODING: - case SC_DPOISON: - case SC_RG_CCONFINE_S: //Can't be re-closed in. - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: - case SC_NOCHAT: - case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. - case SC__INVISIBILITY: - case SC__ENERVATION: - case SC__GROOMY: - case SC__IGNORANCE: - case SC__LAZINESS: - case SC__WEAKNESS: - case SC__UNLUCKY: - return 0; - case SC_COMBOATTACK: - case SC_DANCING: - case SC_DEVOTION: - case SC_ATTHASTE_POTION1: - case SC_ATTHASTE_POTION2: - case SC_ATTHASTE_POTION3: - case SC_ATTHASTE_INFINITY: - case SC_PLUSATTACKPOWER: - case SC_PLUSMAGICPOWER: - case SC_ENCHANTARMS: - case SC_ARMORPROPERTY: - case SC_ARMOR_RESIST: - break; - case SC_GOSPEL: - //Must not override a casting gospel char. - if(sce->val4 == BCT_SELF) - return 0; - if(sce->val1 > val1) - return 1; - break; - case SC_ENDURE: - if(sce->val4 && !val4) - return 1; //Don't let you override infinite endure. - if(sce->val1 > val1) - return 1; - break; - case SC_KAAHI: - //Kaahi overwrites previous level regardless of existing level. - //Delete timer if it exists. - if (sce->val4 != INVALID_TIMER) { - iTimer->delete_timer(sce->val4,kaahi_heal_timer); - sce->val4 = INVALID_TIMER; - } - break; - case SC_JAILED: - //When a player is already jailed, do not edit the jail data. - val2 = sce->val2; - val3 = sce->val3; - val4 = sce->val4; - break; - case SC_LERADS_DEW: - if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) - return 0; - case SC_SHAPESHIFT: - case SC_PROPERTYWALK: - break; - case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES: - if( sce->val4 && !val4 )//you cannot override master guild aura - return 0; - break; - case SC_JOINTBEAT: - val2 |= sce->val2; // stackable ailments - default: - if(sce->val1 > val1) - return 1; //Return true to not mess up skill animations. [Skotlex] - } - } - - vd = status_get_viewdata(bl); - calc_flag = StatusChangeFlagTable[type]; - if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs - switch(type) { - case SC_DEC_AGI: - case SC_INC_AGI: - val2 = 2 + val1; //Agi change - break; - case SC_ENDURE: - val2 = 7; // Hit-count [Celest] - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) - { - struct map_session_data *tsd; - if( sd ) - { - int i; - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); - } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); - } - //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) - if( val4 ) - tick = -1; - break; - case SC_AUTOBERSERK: - if (status->hp < status->max_hp>>2 && - (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) - sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); - tick = -1; - break; - case SC_CRUCIS: - val2 = 10 + 4*val1; //Def reduction - tick = -1; - clif->emotion(bl,E_SWT); - break; - case SC_MAXIMIZEPOWER: - tick_time = val2 = tick>0?tick:60000; - tick = -1; // duration sent to the client should be infinite - break; - case SC_EDP: // [Celest] - val2 = val1 + 2; //Chance to Poison enemies. - val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) - #ifdef RENEWAL_EDP - val4 = 100 * ((val1 + 1)/2 + 2); - #endif - if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds - tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000; - break; - case SC_POISONREACT: - val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] - val3=50; // + 5*val1; //Chance to counter. [Skotlex] - break; - case SC_MAGICROD: - val2 = val1*20; //SP gained - break; - case SC_KYRIE: - val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb - val3 = (val1 / 2 + 5); //Hits - break; - case SC_MAGICPOWER: - //val1: Skill lv - val2 = 1; //Lasts 1 invocation - val3 = 5*val1; //Matk% increase - val4 = 0; // 0 = ready to be used, 1 = activated and running - break; - case SC_SACRIFICE: - val2 = 5; //Lasts 5 hits - tick = -1; - break; - case SC_ENCHANTPOISON: - val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate - case SC_ASPERSIO: - case SC_PROPERTYFIRE: - case SC_PROPERTYWATER: - case SC_PROPERTYWIND: - case SC_PROPERTYGROUND: - case SC_PROPERTYDARK: - case SC_PROPERTYTELEKINESIS: - skill->enchant_elemental_end(bl,type); - break; - case SC_ARMOR_PROPERTY: - // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) - // val2 : Element (When no element, random one is picked) - // val3 : 0 = called by skill 1 = called by script (fixed level) - if( !val2 ) val2 = rnd()%ELE_MAX; - - if( val1 == 1 && val3 == 0 ) - val1 = 1 + rnd()%4; - else if( val1 > 4 ) - val1 = 4; // Max Level - val3 = 0; // Not need to keep this info. - break; - case SC_PROVIDENCE: - val2=val1*5; //Race/Ele resist - break; - case SC_REFLECTSHIELD: - val2=10+val1*3; // %Dmg reflected - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) - { - struct map_session_data *tsd; - if( sd ) - { - int i; - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } - break; - case SC_NOEQUIPWEAPON: - if (!sd) //Watk reduction - val2 = 25; - break; - case SC_NOEQUIPSHIELD: - if (!sd) //Def reduction - val2 = 15; - break; - case SC_NOEQUIPARMOR: - if (!sd) //Vit reduction - val2 = 40; - break; - case SC_NOEQUIPHELM: - if (!sd) //Int reduction - val2 = 40; - break; - case SC_AUTOSPELL: - //Val1 Skill LV of Autospell - //Val2 Skill ID to cast - //Val3 Max Lv to cast - val4 = 5 + val1*2; //Chance of casting - break; - case SC_VOLCANO: - val2 = val1*10; //Watk increase - #ifndef RENEWAL - if (status->def_ele != ELE_FIRE) - val2 = 0; - #endif - break; - case SC_VIOLENTGALE: - val2 = val1*3; //Flee increase - #ifndef RENEWAL - if (status->def_ele != ELE_WIND) - val2 = 0; - #endif - break; - case SC_DELUGE: - val2 = deluge_eff[val1-1]; //HP increase - #ifndef RENEWAL - if(status->def_ele != ELE_WATER) - val2 = 0; - #endif - break; - case SC_NJ_SUITON: - if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { - //No penalties. - val2 = 0; //Agi penalty - val3 = 0; //Walk speed penalty - break; - } - val3 = 50; - val2 = 3*((val1+1)/3); - if (val1 > 4) val2--; - break; - case SC_ONEHANDQUICKEN: - case SC_TWOHANDQUICKEN: - val2 = 300; - if (val1 > 10) //For boss casted skills [Skotlex] - val2 += 20*(val1-10); - break; - case SC_MER_QUICKEN: - val2 = 300; - break; - #ifndef RENEWAL_ASPD - case SC_SPEARQUICKEN: - val2 = 200+10*val1; - break; - #endif - case SC_DANCING: - //val1 : Skill ID + LV - //val2 : Skill Group of the Dance. - //val3 : Brings the skill_lv (merged into val1 here) - //val4 : Partner - if (val1 == CG_MOONLIT) - clif->status_change(bl,SI_MOON,1,tick,0, 0, 0); - val1|= (val3<<16); - val3 = tick/1000; //Tick duration - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_LONGING: - #ifdef RENEWAL - val2 = 50 + 10 * val1; - #else - val2 = 500-100*val1; //Aspd penalty. - #endif - break; - case SC_EXPLOSIONSPIRITS: - val2 = 75 + 25*val1; //Cri bonus - break; - case SC_ATTHASTE_POTION1: - case SC_ATTHASTE_POTION2: - case SC_ATTHASTE_POTION3: - case SC_ATTHASTE_INFINITY: - val2 = 50*(2+type-SC_ATTHASTE_POTION1); + case SC_ATTHASTE_POTION1: + case SC_ATTHASTE_POTION2: + case SC_ATTHASTE_POTION3: + case SC_ATTHASTE_INFINITY: + val2 = 50*(2+type-SC_ATTHASTE_POTION1); break; - case SC_WEDDING: - case SC_XMAS: - case SC_SUMMER: - case SC_HANBOK: - if (!vd) return 0; - //Store previous values as they could be removed. - unit_stop_attack(bl); - break; - case SC_NOCHAT: - // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? - tick = 60000; - val1 = battle_config.manner_system; //Mute filters. - if (sd) - { - clif->changestatus(sd,SP_MANNER,sd->status.manner); - clif->updatestatus(sd,SP_MANNER); - } - break; + case SC_WEDDING: + case SC_XMAS: + case SC_SUMMER: + case SC_HANBOK: + if (!vd) return 0; + //Store previous values as they could be removed. + unit_stop_attack(bl); + break; + case SC_NOCHAT: + // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? + tick = 60000; + val1 = battle_config.manner_system; //Mute filters. + if (sd) + { + clif->changestatus(sd,SP_MANNER,sd->status.manner); + clif->updatestatus(sd,SP_MANNER); + } + break; - case SC_STONE: - val3 = tick/1000; //Petrified HP-damage iterations. - if(val3 < 1) val3 = 1; - tick = val4; //Petrifying time. - if(val4 > 500) // not with WL_SIENNAEXECRATE - tick = max(tick, 1000); //Min time - calc_flag = 0; //Actual status changes take effect on petrified state. - break; + case SC_STONE: + val3 = tick/1000; //Petrified HP-damage iterations. + if(val3 < 1) val3 = 1; + tick = val4; //Petrifying time. + if(val4 > 500) // not with WL_SIENNAEXECRATE + tick = max(tick, 1000); //Min time + calc_flag = 0; //Actual status changes take effect on petrified state. + break; - case SC_DPOISON: + case SC_DPOISON: //Lose 10/15% of your life as long as it doesn't brings life below 25% if (status->hp > status->max_hp>>2) { int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; @@ -7548,7 +7543,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val status_zap(bl, diff, 0); } // fall through - case SC_POISON: + case SC_POISON: val3 = tick/1000; //Damage iterations if(val3 < 1) val3 = 1; tick_time = 1000; // [GodLesZ] tick time @@ -7559,207 +7554,207 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; break; - case SC_CONFUSION: - clif->emotion(bl,E_WHAT); - break; - case SC_BLOODING: - val4 = tick/10000; - if (!val4) val4 = 1; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - if( val1 == 0 ) return 0; - // val1 = heal percent/amout - // val2 = seconds between heals - // val4 = total of heals - if( val2 < 1 ) val2 = 1; - if( (val4 = tick/(val2 * 1000)) < 1 ) - val4 = 1; - tick_time = val2 * 1000; // [GodLesZ] tick time - break; - case SC_CASH_BOSS_ALARM: - if( sd != NULL ) - { - struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map - if( boss_md == NULL || boss_md->bl.prev == NULL ) - { // No MVP on this map - MVP is dead - clif->bossmapinfo(sd->fd, boss_md, 1); - return 0; // No need to start SC - } - val1 = boss_md->bl.id; - if( (val4 = tick/1000) < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time + case SC_CONFUSION: + clif->emotion(bl,E_WHAT); + break; + case SC_BLOODING: + val4 = tick/10000; + if (!val4) val4 = 1; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_S_LIFEPOTION: + case SC_L_LIFEPOTION: + if( val1 == 0 ) return 0; + // val1 = heal percent/amout + // val2 = seconds between heals + // val4 = total of heals + if( val2 < 1 ) val2 = 1; + if( (val4 = tick/(val2 * 1000)) < 1 ) + val4 = 1; + tick_time = val2 * 1000; // [GodLesZ] tick time + break; + case SC_CASH_BOSS_ALARM: + if( sd != NULL ) + { + struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map + if( boss_md == NULL || boss_md->bl.prev == NULL ) + { // No MVP on this map - MVP is dead + clif->bossmapinfo(sd->fd, boss_md, 1); + return 0; // No need to start SC } - break; - case SC_HIDING: - val2 = tick/1000; + val1 = boss_md->bl.id; + if( (val4 = tick/1000) < 1 ) + val4 = 1; tick_time = 1000; // [GodLesZ] tick time - val3 = 0; // unused, previously speed adjustment - val4 = val1+3; //Seconds before SP substraction happen. - break; - case SC_CHASEWALK: - val2 = tick>0?tick:10000; //Interval at which SP is drained. - val3 = 35 - 5 * val1; //Speed adjustment. - if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE) - val3 -= 40; - val4 = 10+val1*2; //SP cost. - if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5; - break; - case SC_CLOAKING: - if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] - val1 = 10; - tick_time = val2 = tick>0?tick:60000; //SP consumption rate. - tick = -1; // duration sent to the client should be infinite - val3 = 0; // unused, previously walk speed adjustment - //val4&1 signals the presence of a wall. - //val4&2 makes cloak not end on normal attacks [Skotlex] - //val4&4 makes cloak not end on using skills - if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking. - val4 |= battle_config.pc_cloak_check_type&7; - else - val4 |= battle_config.monster_cloak_check_type&7; - break; - case SC_SIGHT: /* splash status */ - case SC_RUWACH: - case SC_WZ_SIGHTBLASTER: - val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. - val2 = tick/250; - tick_time = 10; // [GodLesZ] tick time - break; + } + break; + case SC_HIDING: + val2 = tick/1000; + tick_time = 1000; // [GodLesZ] tick time + val3 = 0; // unused, previously speed adjustment + val4 = val1+3; //Seconds before SP substraction happen. + break; + case SC_CHASEWALK: + val2 = tick>0?tick:10000; //Interval at which SP is drained. + val3 = 35 - 5 * val1; //Speed adjustment. + if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE) + val3 -= 40; + val4 = 10+val1*2; //SP cost. + if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5; + break; + case SC_CLOAKING: + if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] + val1 = 10; + tick_time = val2 = tick>0?tick:60000; //SP consumption rate. + tick = -1; // duration sent to the client should be infinite + val3 = 0; // unused, previously walk speed adjustment + //val4&1 signals the presence of a wall. + //val4&2 makes cloak not end on normal attacks [Skotlex] + //val4&4 makes cloak not end on using skills + if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking. + val4 |= battle_config.pc_cloak_check_type&7; + else + val4 |= battle_config.monster_cloak_check_type&7; + break; + case SC_SIGHT: /* splash status */ + case SC_RUWACH: + case SC_WZ_SIGHTBLASTER: + val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. + val2 = tick/250; + tick_time = 10; // [GodLesZ] tick time + break; //Permanent effects. - case SC_LEXAETERNA: - case SC_MODECHANGE: - case SC_WEIGHTOVER50: - case SC_WEIGHTOVER90: - case SC_BROKENWEAPON: - case SC_BROKENARMOR: - case SC_STORMKICK_READY: - case SC_DOWNKICK_READY: - case SC_COUNTERKICK_READY: - case SC_TURNKICK_READY: - case SC_DODGE_READY: - case SC_PUSH_CART: - case SC_ALL_RIDING: - tick = -1; - break; + case SC_LEXAETERNA: + case SC_MODECHANGE: + case SC_WEIGHTOVER50: + case SC_WEIGHTOVER90: + case SC_BROKENWEAPON: + case SC_BROKENARMOR: + case SC_STORMKICK_READY: + case SC_DOWNKICK_READY: + case SC_COUNTERKICK_READY: + case SC_TURNKICK_READY: + case SC_DODGE_READY: + case SC_PUSH_CART: + case SC_ALL_RIDING: + tick = -1; + break; - case SC_AUTOGUARD: - if( !(flag&1) ) + case SC_AUTOGUARD: + if( !(flag&1) ) + { + struct map_session_data *tsd; + int i,t; + for( i = val2 = 0; i < val1; i++) { - struct map_session_data *tsd; - int i,t; - for( i = val2 = 0; i < val1; i++) - { - t = 5-(i>>1); - val2 += (t < 0)? 1:t; - } + t = 5-(i>>1); + val2 += (t < 0)? 1:t; + } - if( bl->type&(BL_PC|BL_MER) ) + if( bl->type&(BL_PC|BL_MER) ) + { + if( sd ) { - if( sd ) + for( i = 0; i < 5; i++ ) { - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } + if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) + iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } + else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) + iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } - break; + } + break; - case SC_DEFENDER: - if (!(flag&1)) - { - val2 = 5 + 15*val1; //Damage reduction - val3 = 0; // unused, previously speed adjustment - val4 = 250 - 50*val1; //Aspd adjustment + case SC_DEFENDER: + if (!(flag&1)) + { + val2 = 5 + 15*val1; //Damage reduction + val3 = 0; // unused, previously speed adjustment + val4 = 250 - 50*val1; //Aspd adjustment - if (sd) - { - struct map_session_data *tsd; - int i; - for (i = 0; i < 5; i++) - { //See if there are devoted characters, and pass the status to them. [Skotlex] - if (sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i]))) - status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); - } + if (sd) + { + struct map_session_data *tsd; + int i; + for (i = 0; i < 5; i++) + { //See if there are devoted characters, and pass the status to them. [Skotlex] + if (sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i]))) + iStatus->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); } } - break; + } + break; - case SC_TENSIONRELAX: - if (sd) { - pc_setsit(sd); - clif->sitting(&sd->bl); - } - val2 = 12; //SP cost - val4 = 10000; //Decrease at 10secs intervals. - val3 = tick/val4; - tick = -1; // duration sent to the client should be infinite - tick_time = val4; // [GodLesZ] tick time - break; - case SC_PARRYING: - val2 = 20 + val1*3; //Block Chance - break; + case SC_TENSIONRELAX: + if (sd) { + pc_setsit(sd); + clif->sitting(&sd->bl); + } + val2 = 12; //SP cost + val4 = 10000; //Decrease at 10secs intervals. + val3 = tick/val4; + tick = -1; // duration sent to the client should be infinite + tick_time = val4; // [GodLesZ] tick time + break; + case SC_PARRYING: + val2 = 20 + val1*3; //Block Chance + break; - case SC_WINDWALK: - val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 - break; + case SC_WINDWALK: + val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 + break; - case SC_JOINTBEAT: - if( val2&BREAK_NECK ) - sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1)); - break; + case SC_JOINTBEAT: + if( val2&BREAK_NECK ) + sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(iStatus->sc2skill(type),val1)); + break; - case SC_BERSERK: - if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) - sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); - case SC__BLOODYLUST: - //HP healing is performing after the calc_status call. - //Val2 holds HP penalty - if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); - if (!val4) val4 = 10000; //Val4 holds damage interval - val3 = tick/val4; //val3 holds skill duration - tick_time = val4; // [GodLesZ] tick time - break; + case SC_BERSERK: + if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) + sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); + case SC__BLOODYLUST: + //HP healing is performing after the calc_status call. + //Val2 holds HP penalty + if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1); + if (!val4) val4 = 10000; //Val4 holds damage interval + val3 = tick/val4; //val3 holds skill duration + tick_time = val4; // [GodLesZ] tick time + break; - case SC_GOSPEL: - if(val4 == BCT_SELF) { // self effect - val2 = tick/10000; - tick_time = 10000; // [GodLesZ] tick time - status_change_clear_buffs(bl,3); //Remove buffs/debuffs - } - break; + case SC_GOSPEL: + if(val4 == BCT_SELF) { // self effect + val2 = tick/10000; + tick_time = 10000; // [GodLesZ] tick time + iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs + } + break; - case SC_MARIONETTE_MASTER: + case SC_MARIONETTE_MASTER: { int stat; val3 = 0; val4 = 0; - stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); - stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); + stat = ( sd ? sd->status.str : iStatus->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; + stat = ( sd ? sd->status.agi : iStatus->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; + stat = ( sd ? sd->status.vit : iStatus->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); + stat = ( sd ? sd->status.int_: iStatus->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; + stat = ( sd ? sd->status.dex : iStatus->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; + stat = ( sd ? sd->status.luk : iStatus->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); break; } - case SC_MARIONETTE: + case SC_MARIONETTE: { int stat,max_stat; // fetch caster information struct block_list *pbl = iMap->id2bl(val1); - struct status_change *psc = pbl?status_get_sc(pbl):NULL; + struct status_change *psc = pbl?iStatus->get_sc(pbl):NULL; struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL; // fetch target's stats - struct status_data* status = status_get_status_data(bl); // battle status + struct status_data* status = iStatus->get_status_data(bl); // battle status if (!psce) return 0; @@ -7775,36 +7770,36 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF); break; } - case SC_SWORDREJECT: - val2 = 15*val1; //Reflect chance - val3 = 3; //Reflections - tick = -1; - break; + case SC_SWORDREJECT: + val2 = 15*val1; //Reflect chance + val3 = 3; //Reflections + tick = -1; + break; - case SC_MEMORIZE: - val2 = 5; //Memorized casts. - tick = -1; - break; + case SC_MEMORIZE: + val2 = 5; //Memorized casts. + tick = -1; + break; - case SC_GRAVITATION: - val2 = 50*val1; //aspd reduction - break; + case SC_GRAVITATION: + val2 = 50*val1; //aspd reduction + break; - case SC_GDSKILL_REGENERATION: - if (val1 == 1) - val2 = 2; - else - val2 = val1; //HP Regerenation rate: 200% 200% 300% - val3 = val1; //SP Regeneration Rate: 100% 200% 300% - //if val4 comes set, this blocks regen rather than increase it. - break; + case SC_GDSKILL_REGENERATION: + if (val1 == 1) + val2 = 2; + else + val2 = val1; //HP Regerenation rate: 200% 200% 300% + val3 = val1; //SP Regeneration Rate: 100% 200% 300% + //if val4 comes set, this blocks regen rather than increase it. + break; - case SC_DEVOTION: + case SC_DEVOTION: { struct block_list *d_bl; struct status_change *d_sc; - if( (d_bl = iMap->id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) + if( (d_bl = iMap->id2bl(val1)) && (d_sc = iStatus->get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; enum sc_type type2; @@ -7813,952 +7808,952 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val { type2 = types[i]; if( d_sc->data[type2] ) - sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status_sc2skill(type2),d_sc->data[type2]->val1)); + sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(iStatus->sc2skill(type2),d_sc->data[type2]->val1)); i--; } } break; } - case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp - if( val3 && bl->type == BL_MOB ) { - struct block_list* src = iMap->id2bl(val3); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,status->hp - 1); - } - status_zap(bl, status->hp-1, val2?0:status->sp); - return 1; - break; - case SC_RG_CCONFINE_S: + case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp + if( val3 && bl->type == BL_MOB ) { + struct block_list* src = iMap->id2bl(val3); + if( src ) + mob_log_damage((TBL_MOB*)bl,src,status->hp - 1); + } + status_zap(bl, status->hp-1, val2?0:status->sp); + return 1; + break; + case SC_RG_CCONFINE_S: { struct block_list *src = val2?iMap->id2bl(val2):NULL; - struct status_change *sc2 = src?status_get_sc(src):NULL; + struct status_change *sc2 = src?iStatus->get_sc(src):NULL; struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL; if (src && sc2) { if (!sce2) //Start lock on caster. sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); else { //Increase count of locked enemies and refresh time. (sce2->val2)++; - iTimer->delete_timer(sce2->timer, status_change_timer); - sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, status_change_timer, src->id, SC_RG_CCONFINE_M); + iTimer->delete_timer(sce2->timer, iStatus->change_timer); + sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, iStatus->change_timer, src->id, SC_RG_CCONFINE_M); } } else //Status failed. return 0; } + break; + case SC_KAITE: + val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5 + break; + case SC_KAUPE: + switch (val1) { + case 3: //33*3 + 1 -> 100% + val2++; + case 1: + case 2: //33, 66% + val2 += 33*val1; + val3 = 1; //Dodge 1 attack total. break; - case SC_KAITE: - val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5 - break; - case SC_KAUPE: - switch (val1) { - case 3: //33*3 + 1 -> 100% - val2++; - case 1: - case 2: //33, 66% - val2 += 33*val1; - val3 = 1; //Dodge 1 attack total. - break; - default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] - val2 = 100; - val3 = val1-2; - break; - } + default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] + val2 = 100; + val3 = val1-2; break; + } + break; - case SC_COMBOATTACK: { - //val1: Skill ID - //val2: When given, target (for autotargetting skills) - //val3: When set, this combo time should NOT delay attack/movement - //val3: TK: Last used kick - //val4: TK: Combo time - struct unit_data *ud = unit_bl2ud(bl); - if (ud && !val3) { - tick += 300 * battle_config.combo_delay_rate/100; - ud->attackabletime = iTimer->gettick()+tick; - unit_set_walkdelay(bl, iTimer->gettick(), tick, 1); - } - val3 = 0; - val4 = tick; - } - break; - case SC_EARTHSCROLL: - val2 = 11-val1; //Chance to consume: 11-skill_lv% - break; - case SC_RUN: - val4 = iTimer->gettick(); //Store time at which you started running. - tick = -1; - break; - case SC_KAAHI: - val2 = 200*val1; //HP heal - val3 = 5*val1; //SP cost - val4 = INVALID_TIMER; //Kaahi Timer. - break; - case SC_BLESSING: - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) - val2 = val1; - else - val2 = 0; //0 -> Half stat. - break; - case SC_TRICKDEAD: - if (vd) vd->dead_sit = 1; - tick = -1; - break; - case SC_CONCENTRATION: - val2 = 2 + val1; - if (sd) { //Store the card-bonus data that should not count in the % - val3 = sd->param_bonus[1]; //Agi - val4 = sd->param_bonus[4]; //Dex - } else { - val3 = val4 = 0; - } - break; - case SC_OVERTHRUSTMAX: - val2 = 20*val1; //Power increase - break; - case SC_OVERTHRUST: - //val2 holds if it was casted on self, or is bonus received from others - val3 = 5*val1; //Power increase - if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_ADRENALINE2: - case SC_ADRENALINE: - val3 = (val2) ? 300 : 200; // aspd increase - case SC_WEAPONPERFECT: - if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_LKCONCENTRATION: - val2 = 5*val1; //Batk/Watk Increase - val3 = 10*val1; //Hit Increase - val4 = 5*val1; //Def reduction - sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect - break; - case SC_ANGELUS: - val2 = 5*val1; //def increase - break; - case SC_IMPOSITIO: - val2 = 5*val1; //watk increase - break; - case SC_MELTDOWN: - val2 = 100*val1; //Chance to break weapon - val3 = 70*val1; //Change to break armor - break; - case SC_TRUESIGHT: - val2 = 10*val1; //Critical increase - val3 = 3*val1; //Hit increase - break; - case SC_SUN_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase - break; - case SC_MOON_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase - break; - case SC_STAR_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase - break; - case SC_QUAGMIRE: - val2 = (sd?5:10)*val1; //Agi/Dex decrease. - break; + case SC_COMBOATTACK: { + //val1: Skill ID + //val2: When given, target (for autotargetting skills) + //val3: When set, this combo time should NOT delay attack/movement + //val3: TK: Last used kick + //val4: TK: Combo time + struct unit_data *ud = unit_bl2ud(bl); + if (ud && !val3) { + tick += 300 * battle_config.combo_delay_rate/100; + ud->attackabletime = iTimer->gettick()+tick; + unit_set_walkdelay(bl, iTimer->gettick(), tick, 1); + } + val3 = 0; + val4 = tick; + } + break; + case SC_EARTHSCROLL: + val2 = 11-val1; //Chance to consume: 11-skill_lv% + break; + case SC_RUN: + val4 = iTimer->gettick(); //Store time at which you started running. + tick = -1; + break; + case SC_KAAHI: + val2 = 200*val1; //HP heal + val3 = 5*val1; //SP cost + val4 = INVALID_TIMER; //Kaahi Timer. + break; + case SC_BLESSING: + if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) + val2 = val1; + else + val2 = 0; //0 -> Half stat. + break; + case SC_TRICKDEAD: + if (vd) vd->dead_sit = 1; + tick = -1; + break; + case SC_CONCENTRATION: + val2 = 2 + val1; + if (sd) { //Store the card-bonus data that should not count in the % + val3 = sd->param_bonus[1]; //Agi + val4 = sd->param_bonus[4]; //Dex + } else { + val3 = val4 = 0; + } + break; + case SC_OVERTHRUSTMAX: + val2 = 20*val1; //Power increase + break; + case SC_OVERTHRUST: + //val2 holds if it was casted on self, or is bonus received from others + val3 = 5*val1; //Power increase + if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) + tick += tick / 10; + break; + case SC_ADRENALINE2: + case SC_ADRENALINE: + val3 = (val2) ? 300 : 200; // aspd increase + case SC_WEAPONPERFECT: + if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) + tick += tick / 10; + break; + case SC_LKCONCENTRATION: + val2 = 5*val1; //Batk/Watk Increase + val3 = 10*val1; //Hit Increase + val4 = 5*val1; //Def reduction + sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect + break; + case SC_ANGELUS: + val2 = 5*val1; //def increase + break; + case SC_IMPOSITIO: + val2 = 5*val1; //watk increase + break; + case SC_MELTDOWN: + val2 = 100*val1; //Chance to break weapon + val3 = 70*val1; //Change to break armor + break; + case SC_TRUESIGHT: + val2 = 10*val1; //Critical increase + val3 = 3*val1; //Hit increase + break; + case SC_SUN_COMFORT: + val2 = (iStatus->get_lv(bl) + status->dex + status->luk)/2; //def increase + break; + case SC_MOON_COMFORT: + val2 = (iStatus->get_lv(bl) + status->dex + status->luk)/10; //flee increase + break; + case SC_STAR_COMFORT: + val2 = (iStatus->get_lv(bl) + status->dex + status->luk); //Aspd increase + break; + case SC_QUAGMIRE: + val2 = (sd?5:10)*val1; //Agi/Dex decrease. + break; // gs_something1 [Vicious] - case SC_GS_GATLINGFEVER: - val2 = 20*val1; //Aspd increase - val4 = 5*val1; //Flee decrease + case SC_GS_GATLINGFEVER: + val2 = 20*val1; //Aspd increase + val4 = 5*val1; //Flee decrease #ifndef RENEWAL - val3 = 20+10*val1; //Batk increase + val3 = 20+10*val1; //Batk increase #endif - break; + break; - case SC_FLING: - if (bl->type == BL_PC) - val2 = 0; //No armor reduction to players. - else - val2 = 5*val1; //Def reduction - val3 = 5*val1; //Def2 reduction - break; - case SC_PROVOKE: - //val2 signals autoprovoke. - val3 = 2+3*val1; //Atk increase - val4 = 5+5*val1; //Def reduction. - break; - case SC_HLIF_AVOID: - //val2 = 10*val1; //Speed change rate. - break; - case SC_HAMI_DEFENCE: - val2 = 2*val1; //Def bonus - break; - case SC_HAMI_BLOODLUST: - val2 = 20+10*val1; //Atk rate change. - val3 = 3*val1; //Leech chance - val4 = 20; //Leech percent - break; - case SC_HLIF_FLEET: - val2 = 30*val1; //Aspd change - val3 = 5+5*val1; //bAtk/wAtk rate change - break; - case SC_MINDBREAKER: - val2 = 20*val1; //matk increase. - val3 = 12*val1; //mdef2 reduction. - break; - case SC_SKA: - val2 = tick/1000; - val3 = rnd()%100; //Def changes randomly every second... - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_JAILED: - //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. - tick = val1>0?1000:250; - if (sd) + case SC_FLING: + if (bl->type == BL_PC) + val2 = 0; //No armor reduction to players. + else + val2 = 5*val1; //Def reduction + val3 = 5*val1; //Def2 reduction + break; + case SC_PROVOKE: + //val2 signals autoprovoke. + val3 = 2+3*val1; //Atk increase + val4 = 5+5*val1; //Def reduction. + break; + case SC_HLIF_AVOID: + //val2 = 10*val1; //Speed change rate. + break; + case SC_HAMI_DEFENCE: + val2 = 2*val1; //Def bonus + break; + case SC_HAMI_BLOODLUST: + val2 = 20+10*val1; //Atk rate change. + val3 = 3*val1; //Leech chance + val4 = 20; //Leech percent + break; + case SC_HLIF_FLEET: + val2 = 30*val1; //Aspd change + val3 = 5+5*val1; //bAtk/wAtk rate change + break; + case SC_MINDBREAKER: + val2 = 20*val1; //matk increase. + val3 = 12*val1; //mdef2 reduction. + break; + case SC_SKA: + val2 = tick/1000; + val3 = rnd()%100; //Def changes randomly every second... + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_JAILED: + //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. + tick = val1>0?1000:250; + if (sd) + { + if (sd->mapindex != val2) { - if (sd->mapindex != val2) - { - int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates + int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates map = sd->mapindex; //Current Map - //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y - pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); - //2. Set restore point (val3 -> return map, val4 return coords - val3 = map; - val4 = pos; - } else if (!val3 || val3 == sd->mapindex) { //Use save point. - val3 = sd->status.save_point.map; - val4 = (sd->status.save_point.x&0xFFFF) - |(sd->status.save_point.y<<16); - } + //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y + pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); + //2. Set restore point (val3 -> return map, val4 return coords + val3 = map; + val4 = pos; + } else if (!val3 || val3 == sd->mapindex) { //Use save point. + val3 = sd->status.save_point.map; + val4 = (sd->status.save_point.x&0xFFFF) + |(sd->status.save_point.y<<16); } - break; - case SC_NJ_UTSUSEMI: - val2=(val1+1)/2; // number of hits blocked - val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value. - break; - case SC_NJ_BUNSINJYUTSU: - val2=(val1+1)/2; // number of hits blocked - break; - case SC_HLIF_CHANGE: - val2= 30*val1; //Vit increase - val3= 20*val1; //Int increase - break; - case SC_SWOO: - if(status->mode&MD_BOSS) - tick /= 5; //TODO: Reduce skill's duration. But for how long? - break; - case SC_SPIDERWEB: - if( bl->type == BL_PC ) - tick /= 2; - break; - case SC_ARMOR: - //NPC_DEFENDER: - val2 = 80; //Damage reduction - //Attack requirements to be blocked: - val3 = BF_LONG; //Range - val4 = BF_WEAPON|BF_MISC; //Type - break; - case SC_ENCHANTARMS: - //end previous enchants - skill->enchant_elemental_end(bl,type); - //Make sure the received element is valid. - if (val2 >= ELE_MAX) - val2 = val2%ELE_MAX; - else if (val2 < 0) - val2 = rnd()%ELE_MAX; - break; - case SC_CRITICALWOUND: - val2 = 20*val1; //Heal effectiveness decrease - break; - case SC_MAGICMIRROR: - case SC_SLOWCAST: - val2 = 20*val1; //Magic reflection/cast rate - break; + } + break; + case SC_NJ_UTSUSEMI: + val2=(val1+1)/2; // number of hits blocked + val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value. + break; + case SC_NJ_BUNSINJYUTSU: + val2=(val1+1)/2; // number of hits blocked + break; + case SC_HLIF_CHANGE: + val2= 30*val1; //Vit increase + val3= 20*val1; //Int increase + break; + case SC_SWOO: + if(status->mode&MD_BOSS) + tick /= 5; //TODO: Reduce skill's duration. But for how long? + break; + case SC_SPIDERWEB: + if( bl->type == BL_PC ) + tick /= 2; + break; + case SC_ARMOR: + //NPC_DEFENDER: + val2 = 80; //Damage reduction + //Attack requirements to be blocked: + val3 = BF_LONG; //Range + val4 = BF_WEAPON|BF_MISC; //Type + break; + case SC_ENCHANTARMS: + //end previous enchants + skill->enchant_elemental_end(bl,type); + //Make sure the received element is valid. + if (val2 >= ELE_MAX) + val2 = val2%ELE_MAX; + else if (val2 < 0) + val2 = rnd()%ELE_MAX; + break; + case SC_CRITICALWOUND: + val2 = 20*val1; //Heal effectiveness decrease + break; + case SC_MAGICMIRROR: + case SC_SLOWCAST: + val2 = 20*val1; //Magic reflection/cast rate + break; - case SC_STONESKIN: - if (val2 == NPC_ANTIMAGIC) - { //Boost mdef - val2 =-20; - val3 = 20; - } else { //Boost def - val2 = 20; - val3 =-20; - } - val2*=val1; //20% per level - val3*=val1; - break; - case SC_CASH_PLUSEXP: - case SC_CASH_PLUSONLYJOBEXP: - if (val1 < 0) - val1 = 0; - break; - case SC_PLUSAVOIDVALUE: - case SC_CRITICALPERCENT: - val2 = val1*10; //Actual boost (since 100% = 1000) - break; - case SC_SUFFRAGIUM: - val2 = 15 * val1; //Speed cast decrease - break; - case SC_HEALPLUS: - if (val1 < 1) - val1 = 1; - break; - case SC_ILLUSION: - val2 = 5+val1; //Factor by which displayed damage is increased by - break; - case SC_DOUBLECASTING: - val2 = 30+10*val1; //Trigger rate - break; - case SC_KAIZEL: - val2 = 10*val1; //% of life to be revived with - break; + case SC_STONESKIN: + if (val2 == NPC_ANTIMAGIC) + { //Boost mdef + val2 =-20; + val3 = 20; + } else { //Boost def + val2 = 20; + val3 =-20; + } + val2*=val1; //20% per level + val3*=val1; + break; + case SC_CASH_PLUSEXP: + case SC_CASH_PLUSONLYJOBEXP: + if (val1 < 0) + val1 = 0; + break; + case SC_PLUSAVOIDVALUE: + case SC_CRITICALPERCENT: + val2 = val1*10; //Actual boost (since 100% = 1000) + break; + case SC_SUFFRAGIUM: + val2 = 15 * val1; //Speed cast decrease + break; + case SC_HEALPLUS: + if (val1 < 1) + val1 = 1; + break; + case SC_ILLUSION: + val2 = 5+val1; //Factor by which displayed damage is increased by + break; + case SC_DOUBLECASTING: + val2 = 30+10*val1; //Trigger rate + break; + case SC_KAIZEL: + val2 = 10*val1; //% of life to be revived with + break; // case SC_ARMORPROPERTY: // case SC_ARMOR_RESIST: - // Mod your resistance against elements: - // val1 = water | val2 = earth | val3 = fire | val4 = wind - // break; + // Mod your resistance against elements: + // val1 = water | val2 = earth | val3 = fire | val4 = wind + // break; //case ????: - //Place here SCs that have no SCB_* data, no skill associated, no ICON - //associated, and yet are not wrong/unknown. [Skotlex] - //break; - - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HIT: - val2 = 15 * val1; - break; - case SC_MER_HP: - case SC_MER_SP: - val2 = 5 * val1; - break; - case SC_REBIRTH: - val2 = 20*val1; //% of life to be revived with - break; + //Place here SCs that have no SCB_* data, no skill associated, no ICON + //associated, and yet are not wrong/unknown. [Skotlex] + //break; - case SC_MANU_DEF: - case SC_MANU_ATK: - case SC_MANU_MATK: - val2 = 1; // Manuk group - break; - case SC_SPL_DEF: - case SC_SPL_ATK: - case SC_SPL_MATK: - val2 = 2; // Splendide group - break; + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HIT: + val2 = 15 * val1; + break; + case SC_MER_HP: + case SC_MER_SP: + val2 = 5 * val1; + break; + case SC_REBIRTH: + val2 = 20*val1; //% of life to be revived with + break; + + case SC_MANU_DEF: + case SC_MANU_ATK: + case SC_MANU_MATK: + val2 = 1; // Manuk group + break; + case SC_SPL_DEF: + case SC_SPL_ATK: + case SC_SPL_MATK: + val2 = 2; // Splendide group + break; /** - * General - **/ - case SC_FEAR: - val2 = 2; - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_BURNING: - val4 = tick / 3000; // Total Ticks to Burn!! - tick_time = 3000; // [GodLesZ] tick time - break; + * General + **/ + case SC_FEAR: + val2 = 2; + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_BURNING: + val4 = tick / 3000; // Total Ticks to Burn!! + tick_time = 3000; // [GodLesZ] tick time + break; /** - * Rune Knight - **/ - case SC_DEATHBOUND: - val2 = 500 + 100 * val1; - break; - case SC_STONEHARDSKIN: - if( sd ) - val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase - break; - case SC_FIGHTINGSPIRIT: - val_flag |= 1|2; - break; - case SC_ABUNDANCE: - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_GIANTGROWTH: - val2 = 10; // Triple damage success rate. - break; + * Rune Knight + **/ + case SC_DEATHBOUND: + val2 = 500 + 100 * val1; + break; + case SC_STONEHARDSKIN: + if( sd ) + val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase + break; + case SC_FIGHTINGSPIRIT: + val_flag |= 1|2; + break; + case SC_ABUNDANCE: + val4 = tick / 10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_GIANTGROWTH: + val2 = 10; // Triple damage success rate. + break; /** - * Arch Bishop - **/ - case SC_RENOVATIO: - val4 = tick / 5000; - tick_time = 5000; - break; - case SC_SECRAMENT: - val2 = 10 * val1; - break; - case SC_VENOMIMPRESS: - val2 = 10 * val1; - val_flag |= 1|2; - break; - case SC_POISONINGWEAPON: - val_flag |= 1|2|4; - break; - case SC_WEAPONBLOCKING: - val2 = 10 + 2 * val1; // Chance - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - val_flag |= 1|2; - break; - case SC_TOXIN: - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_MAGICMUSHROOM: - val4 = tick / 4000; - tick_time = 4000; // [GodLesZ] tick time - break; - case SC_PYREXIA: - status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_LEECHESEND: - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_OBLIVIONCURSE: - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_ROLLINGCUTTER: - val_flag |= 1; - break; - case SC_CLOAKINGEXCEED: - val2 = ( val1 + 1 ) / 2; // Hits - val3 = 90 + val1 * 10; // Walk speed - val_flag |= 1|2|4; - if (bl->type == BL_PC) - val4 |= battle_config.pc_cloak_check_type&7; - else - val4 |= battle_config.monster_cloak_check_type&7; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_HALLUCINATIONWALK: - val2 = 50 * val1; // Evasion rate of physical attacks. Flee - val3 = 10 * val1; // Evasion rate of magical attacks. - val_flag |= 1|2|4; - break; - case SC_WHITEIMPRISON: - status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - break; - case SC_MARSHOFABYSS: - val2 = 6 * val1; - if( sd ) // half on players - val2 >>= 1; - break; - case SC_FROSTMISTY: - status_change_end(bl, SC_BURNING, INVALID_TIMER); - break; - case SC_READING_SB: - // val2 = sp reduction per second - tick_time = 5000; // [GodLesZ] tick time - break; - case SC_SUMMON1: - case SC_SUMMON2: - case SC_SUMMON3: - case SC_SUMMON4: - case SC_SUMMON5: - val4 = tick / 1000; - if( val4 < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1; - break; - case SC_SHAPESHIFT: - switch( val1 ) - { - case 1: val2 = ELE_FIRE; break; - case 2: val2 = ELE_EARTH; break; - case 3: val2 = ELE_WIND; break; - case 4: val2 = ELE_WATER; break; - } - break; - case SC_ELECTRICSHOCKER: - case SC_COLD: - case SC_MEIKYOUSISUI: - val4 = tick / 1000; - if( val4 < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_CAMOUFLAGE: - val4 = tick/1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_WUGDASH: - val4 = iTimer->gettick(); //Store time at which you started running. - tick = -1; - break; - case SC__SHADOWFORM: { - struct map_session_data * s_sd = iMap->id2sd(val2); - if( s_sd ) - s_sd->shadowform_id = bl->id; - val4 = tick / 1000; - val_flag |= 1|2|4; - tick_time = 1000; // [GodLesZ] tick time - } - break; - case SC__STRIPACCESSARY: - if (!sd) - val2 = 20; - break; - case SC__INVISIBILITY: - val2 = 50 - 10 * val1; // ASPD - val3 = 20 * val1; // CRITICAL - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1|2; - break; - case SC__ENERVATION: - val2 = 20 + 10 * val1; // ATK Reduction - val_flag |= 1|2; - if( sd ) pc->delspiritball(sd,sd->spiritball,0); - break; - case SC__GROOMY: - val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie] - val3 = 20 * val1; //HIT - val_flag |= 1|2|4; - if( sd ) { // Removes Animals - if( pc_isriding(sd) ) pc->setriding(sd, 0); - if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); - if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG); - if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER); - if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON); - if( sd->status.pet_id > 0 ) pet_menu(sd, 3); - if( homun_alive(sd->hd) ) homun->vaporize(sd,1); - if( sd->md ) merc_delete(sd->md,3); - } - break; - case SC__LAZINESS: - val2 = 10 + 10 * val1; // Cast reduction - val3 = 10 * val1; // Flee Reduction - val_flag |= 1|2|4; - break; - case SC__UNLUCKY: - val2 = 10 * val1; // Crit and Flee2 Reduction - val_flag |= 1|2|4; - break; - case SC__WEAKNESS: - val2 = 10 * val1; - val_flag |= 1|2; - // bypasses coating protection and MADO - sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick); - sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick); - break; - break; - case SC_GN_CARTBOOST: - if( val1 < 3 ) - val2 = 50; - else if( val1 < 5 ) - val2 = 75; - else - val2 = 100; - break; - case SC_PROPERTYWALK: - val_flag |= 1|2; - val3 = 0; - break; - case SC_WARMER: - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_COLD, INVALID_TIMER); - break; - case SC_STRIKING: - val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_BLOOD_SUCKER: - { - struct block_list *src = iMap->id2bl(val2); - val3 = 1; - if(src) - val3 = 200 + 100 * val1 + status_get_int(src); - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - } - break; - case SC_VACUUM_EXTREME: - tick -= (status->str / 20) * 1000; - val4 = val3 = tick / 100; - tick_time = 100; // [GodLesZ] tick time - break; - case SC_SWING: - val2 = 4 * val1; // Walk speed and aspd reduction. - break; - case SC_SYMPHONY_LOVE: - case SC_RUSH_WINDMILL: - case SC_ECHOSONG: - val2 = 6 * val1; - val2 += val3; //Adding 1% * Lesson Bonus - val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel - break; - case SC_MOONLIT_SERENADE: - val2 = 10 * val1; - break; - case SC_HARMONIZE: - val2 = 5 + 5 * val1; - break; - case SC_SIREN: - val4 = tick / 2000; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_DEEP_SLEEP: - val4 = tick / 2000; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_SIRCLEOFNATURE: - val2 = 1 + val1; //SP consume - val3 = 40 * val1; //HP recovery + * Arch Bishop + **/ + case SC_RENOVATIO: + val4 = tick / 5000; + tick_time = 5000; + break; + case SC_SECRAMENT: + val2 = 10 * val1; + break; + case SC_VENOMIMPRESS: + val2 = 10 * val1; + val_flag |= 1|2; + break; + case SC_POISONINGWEAPON: + val_flag |= 1|2|4; + break; + case SC_WEAPONBLOCKING: + val2 = 10 + 2 * val1; // Chance + val4 = tick / 3000; + tick_time = 3000; // [GodLesZ] tick time + val_flag |= 1|2; + break; + case SC_TOXIN: + val4 = tick / 10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_MAGICMUSHROOM: + val4 = tick / 4000; + tick_time = 4000; // [GodLesZ] tick time + break; + case SC_PYREXIA: + iStatus->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds + val4 = tick / 3000; + tick_time = 3000; // [GodLesZ] tick time + break; + case SC_LEECHESEND: + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_OBLIVIONCURSE: + val4 = tick / 3000; + tick_time = 3000; // [GodLesZ] tick time + break; + case SC_ROLLINGCUTTER: + val_flag |= 1; + break; + case SC_CLOAKINGEXCEED: + val2 = ( val1 + 1 ) / 2; // Hits + val3 = 90 + val1 * 10; // Walk speed + val_flag |= 1|2|4; + if (bl->type == BL_PC) + val4 |= battle_config.pc_cloak_check_type&7; + else + val4 |= battle_config.monster_cloak_check_type&7; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_HALLUCINATIONWALK: + val2 = 50 * val1; // Evasion rate of physical attacks. Flee + val3 = 10 * val1; // Evasion rate of magical attacks. + val_flag |= 1|2|4; + break; + case SC_WHITEIMPRISON: + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + break; + case SC_MARSHOFABYSS: + val2 = 6 * val1; + if( sd ) // half on players + val2 >>= 1; + break; + case SC_FROSTMISTY: + status_change_end(bl, SC_BURNING, INVALID_TIMER); + break; + case SC_READING_SB: + // val2 = sp reduction per second + tick_time = 5000; // [GodLesZ] tick time + break; + case SC_SUMMON1: + case SC_SUMMON2: + case SC_SUMMON3: + case SC_SUMMON4: + case SC_SUMMON5: + val4 = tick / 1000; + if( val4 < 1 ) + val4 = 1; + tick_time = 1000; // [GodLesZ] tick time + val_flag |= 1; + break; + case SC_SHAPESHIFT: + switch( val1 ) + { + case 1: val2 = ELE_FIRE; break; + case 2: val2 = ELE_EARTH; break; + case 3: val2 = ELE_WIND; break; + case 4: val2 = ELE_WATER; break; + } + break; + case SC_ELECTRICSHOCKER: + case SC_COLD: + case SC_MEIKYOUSISUI: + val4 = tick / 1000; + if( val4 < 1 ) + val4 = 1; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_CAMOUFLAGE: + val4 = tick/1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_WUGDASH: + val4 = iTimer->gettick(); //Store time at which you started running. + tick = -1; + break; + case SC__SHADOWFORM: { + struct map_session_data * s_sd = iMap->id2sd(val2); + if( s_sd ) + s_sd->shadowform_id = bl->id; + val4 = tick / 1000; + val_flag |= 1|2|4; + tick_time = 1000; // [GodLesZ] tick time + } + break; + case SC__STRIPACCESSARY: + if (!sd) + val2 = 20; + break; + case SC__INVISIBILITY: + val2 = 50 - 10 * val1; // ASPD + val3 = 20 * val1; // CRITICAL + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + val_flag |= 1|2; + break; + case SC__ENERVATION: + val2 = 20 + 10 * val1; // ATK Reduction + val_flag |= 1|2; + if( sd ) pc->delspiritball(sd,sd->spiritball,0); + break; + case SC__GROOMY: + val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie] + val3 = 20 * val1; //HIT + val_flag |= 1|2|4; + if( sd ) { // Removes Animals + if( pc_isriding(sd) ) pc->setriding(sd, 0); + if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); + if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG); + if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER); + if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON); + if( sd->status.pet_id > 0 ) pet_menu(sd, 3); + if( homun_alive(sd->hd) ) homun->vaporize(sd,1); + if( sd->md ) merc_delete(sd->md,3); + } + break; + case SC__LAZINESS: + val2 = 10 + 10 * val1; // Cast reduction + val3 = 10 * val1; // Flee Reduction + val_flag |= 1|2|4; + break; + case SC__UNLUCKY: + val2 = 10 * val1; // Crit and Flee2 Reduction + val_flag |= 1|2|4; + break; + case SC__WEAKNESS: + val2 = 10 * val1; + val_flag |= 1|2; + // bypasses coating protection and MADO + sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick); + sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick); + break; + break; + case SC_GN_CARTBOOST: + if( val1 < 3 ) + val2 = 50; + else if( val1 < 5 ) + val2 = 75; + else + val2 = 100; + break; + case SC_PROPERTYWALK: + val_flag |= 1|2; + val3 = 0; + break; + case SC_WARMER: + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); + status_change_end(bl, SC_COLD, INVALID_TIMER); + break; + case SC_STRIKING: + val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_BLOOD_SUCKER: + { + struct block_list *src = iMap->id2bl(val2); + val3 = 1; + if(src) + val3 = 200 + 100 * val1 + status_get_int(src); val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time - break; - case SC_SONG_OF_MANA: - val3 = 10 + (2 * val2); - val4 = tick/3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_SATURDAY_NIGHT_FEVER: - if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); - if (!val4) val4 = 3000; - val3 = tick/val4; - tick_time = val4; // [GodLesZ] tick time - break; - case SC_GLOOMYDAY: - val2 = 20 + 5 * val1; // Flee reduction. - val3 = 15 + 5 * val1; // ASPD reduction. - if( sd && rand()%100 < val1 ){ // (Skill Lv) % - val4 = 1; // reduce walk speed by half. - if( pc_isriding(sd) ) pc->setriding(sd, 0); - if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); - } - break; - case SC_GLOOMYDAY_SK: - // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. - val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 ); - break; - case SC_SITDOWN_FORCE: - case SC_BANANA_BOMB_SITDOWN_POSTDELAY: - if( sd && !pc_issit(sd) ) - { - pc_setsit(sd); - skill->sit(sd,1); - clif->sitting(bl); - } - break; - case SC_DANCE_WITH_WUG: - val3 = (5 * val1) + (1 * val2); //Still need official value. - break; - case SC_LERADS_DEW: - val3 = (5 * val1) + (1 * val2); - break; - case SC_MELODYOFSINK: - val3 = (5 * val1) + (1 * val2); - break; - case SC_BEYOND_OF_WARCRY: - val3 = (5 * val1) + (1 * val2); - break; - case SC_UNLIMITED_HUMMING_VOICE: - { - struct unit_data *ud = unit_bl2ud(bl); - if( ud == NULL ) return 0; - ud->state.skillcastcancel = 0; - val3 = 15 - (2 * val2); - } - break; - case SC_LG_REFLECTDAMAGE: - val2 = 15 + 5 * val1; - val3 = (val1==5)?20:(val1+4)*2; // SP consumption - val4 = tick/10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil] - val2 = 20 + 12 * (val1 - 1); // Chance - val3 = 5 + (2 * val1); // Max rage counters - tick = -1; //endless duration in the client - tick_time = 6000; // [GodLesZ] tick time - val_flag |= 1|2|4; - break; - case SC_EXEEDBREAK: - val1 *= 150; // 150 * skill_lv - if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars. - val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100); + } + break; + case SC_VACUUM_EXTREME: + tick -= (status->str / 20) * 1000; + val4 = val3 = tick / 100; + tick_time = 100; // [GodLesZ] tick time + break; + case SC_SWING: + val2 = 4 * val1; // Walk speed and aspd reduction. + break; + case SC_SYMPHONY_LOVE: + case SC_RUSH_WINDMILL: + case SC_ECHOSONG: + val2 = 6 * val1; + val2 += val3; //Adding 1% * Lesson Bonus + val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel + break; + case SC_MOONLIT_SERENADE: + val2 = 10 * val1; + break; + case SC_HARMONIZE: + val2 = 5 + 5 * val1; + break; + case SC_SIREN: + val4 = tick / 2000; + tick_time = 2000; // [GodLesZ] tick time + break; + case SC_DEEP_SLEEP: + val4 = tick / 2000; + tick_time = 2000; // [GodLesZ] tick time + break; + case SC_SIRCLEOFNATURE: + val2 = 1 + val1; //SP consume + val3 = 40 * val1; //HP recovery + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_SONG_OF_MANA: + val3 = 10 + (2 * val2); + val4 = tick/3000; + tick_time = 3000; // [GodLesZ] tick time + break; + case SC_SATURDAY_NIGHT_FEVER: + if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1); + if (!val4) val4 = 3000; + val3 = tick/val4; + tick_time = val4; // [GodLesZ] tick time + break; + case SC_GLOOMYDAY: + val2 = 20 + 5 * val1; // Flee reduction. + val3 = 15 + 5 * val1; // ASPD reduction. + if( sd && rand()%100 < val1 ){ // (Skill Lv) % + val4 = 1; // reduce walk speed by half. + if( pc_isriding(sd) ) pc->setriding(sd, 0); + if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); + } + break; + case SC_GLOOMYDAY_SK: + // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. + val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 ); + break; + case SC_SITDOWN_FORCE: + case SC_BANANA_BOMB_SITDOWN_POSTDELAY: + if( sd && !pc_issit(sd) ) + { + pc_setsit(sd); + skill->sit(sd,1); + clif->sitting(bl); + } + break; + case SC_DANCE_WITH_WUG: + val3 = (5 * val1) + (1 * val2); //Still need official value. + break; + case SC_LERADS_DEW: + val3 = (5 * val1) + (1 * val2); + break; + case SC_MELODYOFSINK: + val3 = (5 * val1) + (1 * val2); + break; + case SC_BEYOND_OF_WARCRY: + val3 = (5 * val1) + (1 * val2); + break; + case SC_UNLIMITED_HUMMING_VOICE: + { + struct unit_data *ud = unit_bl2ud(bl); + if( ud == NULL ) return 0; + ud->state.skillcastcancel = 0; + val3 = 15 - (2 * val2); + } + break; + case SC_LG_REFLECTDAMAGE: + val2 = 15 + 5 * val1; + val3 = (val1==5)?20:(val1+4)*2; // SP consumption + val4 = tick/10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil] + val2 = 20 + 12 * (val1 - 1); // Chance + val3 = 5 + (2 * val1); // Max rage counters + tick = -1; //endless duration in the client + tick_time = 6000; // [GodLesZ] tick time + val_flag |= 1|2|4; + break; + case SC_EXEEDBREAK: + val1 *= 150; // 150 * skill_lv + if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars. + val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * iStatus->get_lv(bl) / 100); val1 += 15 * (sd ? sd->status.job_level:50) + 100; + } + else // Mobs + val1 += (400 * iStatus->get_lv(bl) / 100) + (15 * (iStatus->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] + break; + case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil] + val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage. + val1 *= 15; // Defence added + if( sd ) + val1 += 10 * pc->checkskill(sd,CR_DEFENDER); + val_flag |= 1|2; + break; + case SC_BANDING: + tick_time = 5000; // [GodLesZ] tick time + val_flag |= 1; + break; + case SC_SHIELDSPELL_DEF: + case SC_SHIELDSPELL_MDEF: + case SC_SHIELDSPELL_REF: + val_flag |= 1|2; + break; + case SC_MAGNETICFIELD: + val3 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_INSPIRATION: + if( sd ) + { + val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus + val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus + } + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs + break; + case SC_SPELLFIST: + case SC_CURSEDCIRCLE_ATKER: + val_flag |= 1|2|4; + break; + case SC_CRESCENTELBOW: + val2 = 94 + val1; + val_flag |= 1|2; + break; + case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % + val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; + val_flag |= 1; + break; + case SC_RAISINGDRAGON: + val3 = tick / 5000; + tick_time = 5000; // [GodLesZ] tick time + break; + case SC_GENTLETOUCH_CHANGE: + {// take note there is no def increase as skill desc says. [malufett] + struct block_list * src; + val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % + if( (src = iMap->id2bl(val2)) ){ + val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] + val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] } - else // Mobs - val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] - break; - case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil] - val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage. - val1 *= 15; // Defence added - if( sd ) - val1 += 10 * pc->checkskill(sd,CR_DEFENDER); - val_flag |= 1|2; - break; - case SC_BANDING: - tick_time = 5000; // [GodLesZ] tick time - val_flag |= 1; - break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - val_flag |= 1|2; - break; - case SC_MAGNETICFIELD: - val3 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_INSPIRATION: - if( sd ) - { - val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus - val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus - } - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - status_change_clear_buffs(bl,3); //Remove buffs/debuffs - break; - case SC_SPELLFIST: - case SC_CURSEDCIRCLE_ATKER: - val_flag |= 1|2|4; - break; - case SC_CRESCENTELBOW: - val2 = 94 + val1; - val_flag |= 1|2; - break; - case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % - val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; - val_flag |= 1; - break; - case SC_RAISINGDRAGON: - val3 = tick / 5000; - tick_time = 5000; // [GodLesZ] tick time - break; - case SC_GENTLETOUCH_CHANGE: - {// take note there is no def increase as skill desc says. [malufett] - struct block_list * src; - val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % - if( (src = iMap->id2bl(val2)) ){ - val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] - val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] - } - } - break; - case SC_GENTLETOUCH_REVITALIZE: - {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] - struct block_list * src; - val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % - if( (src = iMap->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently - val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] - } - break; - case SC_PYROTECHNIC_OPTION: - val_flag |= 1|2|4; - break; - case SC_HEATER_OPTION: - val2 = 120; // Watk. TODO: Renewal (Atk2) - val3 = 33; // % Increase effects. - val4 = 3; // Change into fire element. - val_flag |= 1|2|4; - break; - case SC_TROPIC_OPTION: - val2 = 180; // Watk. TODO: Renewal (Atk2) - val3 = MG_FIREBOLT; - break; - case SC_AQUAPLAY_OPTION: - val2 = 40; - val_flag |= 1|2|4; - break; - case SC_COOLER_OPTION: - val2 = 80; // % Freezing chance - val3 = 33; // % increased damage - val4 = 1; // Change into water elemet - val_flag |= 1|2|4; - break; - case SC_CHILLY_AIR_OPTION: - val2 = 120; // Matk. TODO: Renewal (Matk1) - val3 = MG_COLDBOLT; - val_flag |= 1|2; - break; - case SC_GUST_OPTION: - val_flag |= 1|2; - break; - case SC_WIND_STEP_OPTION: - val2 = 50; // % Increase speed and flee. - break; - case SC_BLAST_OPTION: - val2 = 20; - val3 = ELE_WIND; - val_flag |= 1|2|4; - break; - case SC_WILD_STORM_OPTION: - val2 = MG_LIGHTNINGBOLT; - val_flag |= 1|2; - break; - case SC_PETROLOGY_OPTION: - val2 = 5; - val3 = 50; - val_flag |= 1|2|4; - break; - case SC_CURSED_SOIL_OPTION: - val2 = 10; - val3 = 33; - val4 = 2; - val_flag |= 1|2|4; - break; - case SC_UPHEAVAL_OPTION: - val2 = WZ_EARTHSPIKE; - val_flag |= 1|2; - break; - case SC_CIRCLE_OF_FIRE_OPTION: - val2 = 300; - val_flag |= 1|2; - break; - case SC_FIRE_CLOAK_OPTION: - case SC_WATER_DROP_OPTION: - case SC_WIND_CURTAIN_OPTION: - case SC_STONE_SHIELD_OPTION: - val2 = 20; // Elemental modifier. Not confirmed. - break; - case SC_CIRCLE_OF_FIRE: - case SC_FIRE_CLOAK: - case SC_WATER_DROP: - case SC_WATER_SCREEN: - case SC_WIND_CURTAIN: - case SC_WIND_STEP: - case SC_STONE_SHIELD: - case SC_SOLID_SKIN: - val2 = 10; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_WATER_BARRIER: - val2 = 40; // Increasement. Mdef1 ??? - val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? - val_flag |= 1|2|4; - break; - case SC_ZEPHYR: - val2 = 22; // Flee. - break; - case SC_TIDAL_WEAPON: - val2 = 20; // Increase Elemental's attack. - break; - case SC_ROCK_CRUSHER: - case SC_ROCK_CRUSHER_ATK: - case SC_POWER_OF_GAIA: - val2 = 33; - break; - case SC_MELON_BOMB: - case SC_BANANA_BOMB: - val1 = 15; - break; - case SC_STOMACHACHE: - val2 = 8; // SP consume. - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_KYOUGAKU: - val2 = 2*val1 + rand()%(3 * val1); - clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise - break; - case SC_KAGEMUSYA: - val3 = val1 * 2; - case SC_IZAYOI: - val2 = tick/1000; - tick_time = 1000; - break; - case SC_ZANGETSU: - val2 = status_get_lv(bl) / 3 + 20 * val1; - val3 = status_get_lv(bl) / 2 + 30 * val1; - val2 = (!(status_get_hp(bl)%2) ? val2 : -val3); - val3 = (!(status_get_sp(bl)%2) ? val2 : -val3); - break; - case SC_GENSOU: - { - int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5; - #define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;} + } + break; + case SC_GENTLETOUCH_REVITALIZE: + {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] + struct block_list * src; + val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % + if( (src = iMap->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently + val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] + } + break; + case SC_PYROTECHNIC_OPTION: + val_flag |= 1|2|4; + break; + case SC_HEATER_OPTION: + val2 = 120; // Watk. TODO: Renewal (Atk2) + val3 = 33; // % Increase effects. + val4 = 3; // Change into fire element. + val_flag |= 1|2|4; + break; + case SC_TROPIC_OPTION: + val2 = 180; // Watk. TODO: Renewal (Atk2) + val3 = MG_FIREBOLT; + break; + case SC_AQUAPLAY_OPTION: + val2 = 40; + val_flag |= 1|2|4; + break; + case SC_COOLER_OPTION: + val2 = 80; // % Freezing chance + val3 = 33; // % increased damage + val4 = 1; // Change into water elemet + val_flag |= 1|2|4; + break; + case SC_CHILLY_AIR_OPTION: + val2 = 120; // Matk. TODO: Renewal (Matk1) + val3 = MG_COLDBOLT; + val_flag |= 1|2; + break; + case SC_GUST_OPTION: + val_flag |= 1|2; + break; + case SC_WIND_STEP_OPTION: + val2 = 50; // % Increase speed and flee. + break; + case SC_BLAST_OPTION: + val2 = 20; + val3 = ELE_WIND; + val_flag |= 1|2|4; + break; + case SC_WILD_STORM_OPTION: + val2 = MG_LIGHTNINGBOLT; + val_flag |= 1|2; + break; + case SC_PETROLOGY_OPTION: + val2 = 5; + val3 = 50; + val_flag |= 1|2|4; + break; + case SC_CURSED_SOIL_OPTION: + val2 = 10; + val3 = 33; + val4 = 2; + val_flag |= 1|2|4; + break; + case SC_UPHEAVAL_OPTION: + val2 = WZ_EARTHSPIKE; + val_flag |= 1|2; + break; + case SC_CIRCLE_OF_FIRE_OPTION: + val2 = 300; + val_flag |= 1|2; + break; + case SC_FIRE_CLOAK_OPTION: + case SC_WATER_DROP_OPTION: + case SC_WIND_CURTAIN_OPTION: + case SC_STONE_SHIELD_OPTION: + val2 = 20; // Elemental modifier. Not confirmed. + break; + case SC_CIRCLE_OF_FIRE: + case SC_FIRE_CLOAK: + case SC_WATER_DROP: + case SC_WATER_SCREEN: + case SC_WIND_CURTAIN: + case SC_WIND_STEP: + case SC_STONE_SHIELD: + case SC_SOLID_SKIN: + val2 = 10; + tick_time = 2000; // [GodLesZ] tick time + break; + case SC_WATER_BARRIER: + val2 = 40; // Increasement. Mdef1 ??? + val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? + val_flag |= 1|2|4; + break; + case SC_ZEPHYR: + val2 = 22; // Flee. + break; + case SC_TIDAL_WEAPON: + val2 = 20; // Increase Elemental's attack. + break; + case SC_ROCK_CRUSHER: + case SC_ROCK_CRUSHER_ATK: + case SC_POWER_OF_GAIA: + val2 = 33; + break; + case SC_MELON_BOMB: + case SC_BANANA_BOMB: + val1 = 15; + break; + case SC_STOMACHACHE: + val2 = 8; // SP consume. + val4 = tick / 10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_KYOUGAKU: + val2 = 2*val1 + rand()%(3 * val1); + clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise + break; + case SC_KAGEMUSYA: + val3 = val1 * 2; + case SC_IZAYOI: + val2 = tick/1000; + tick_time = 1000; + break; + case SC_ZANGETSU: + val2 = iStatus->get_lv(bl) / 3 + 20 * val1; + val3 = iStatus->get_lv(bl) / 2 + 30 * val1; + val2 = (!(status_get_hp(bl)%2) ? val2 : -val3); + val3 = (!(status_get_sp(bl)%2) ? val2 : -val3); + break; + case SC_GENSOU: + { + int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5; +#define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;} - if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2) - return 0; + if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2) + return 0; - PER( 100 / (status_get_max_hp(bl) / hp) ); - status_heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1); + PER( 100 / (status_get_max_hp(bl) / hp) ); + iStatus->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1); - PER( 100 / (status_get_max_sp(bl) / sp) ); - status_heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1); - } - break; - case SC_ANGRIFFS_MODUS: - val2 = 50 + 20 * val1; //atk bonus - val3 = 40 + 20 * val1; // Flee reduction. - val4 = tick/1000; // hp/sp reduction timer - tick_time = 1000; - break; - case SC_NEUTRALBARRIER: - tick_time = tick; - tick = -1; - break; - case SC_GOLDENE_FERSE: - val2 = 10 + 10*val1; //max hp bonus - val3 = 6 + 4 * val1; // Aspd Bonus - val4 = 2 + 2 * val1; // Chance of holy attack - break; - case SC_OVERED_BOOST: - val2 = 300 + 40*val1; //flee bonus - val3 = 179 + 2*val1; //aspd bonus - break; - case SC_GRANITIC_ARMOR: - val2 = 2*val1; //dmg reduction - val3 = 6*val1; //dmg on status end - break; - case SC_MAGMA_FLOW: - val2 = 3*val1; //activation chance - break; - case SC_PYROCLASTIC: - val2 += 10*val1; //atk bonus - break; - case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info - val2 = 2*val1; //def reduction - val3 = 500*val1; //varcast augmentation - break; - case SC_PAIN_KILLER: //[Lighta] need real info - val2 = 2*val1; //aspd reduction % - val3 = 2*val1; //dmg reduction % - if(sc->data[SC_NEEDLE_OF_PARALYZE]) + PER( 100 / (status_get_max_sp(bl) / sp) ); + iStatus->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1); + } + break; + case SC_ANGRIFFS_MODUS: + val2 = 50 + 20 * val1; //atk bonus + val3 = 40 + 20 * val1; // Flee reduction. + val4 = tick/1000; // hp/sp reduction timer + tick_time = 1000; + break; + case SC_NEUTRALBARRIER: + tick_time = tick; + tick = -1; + break; + case SC_GOLDENE_FERSE: + val2 = 10 + 10*val1; //max hp bonus + val3 = 6 + 4 * val1; // Aspd Bonus + val4 = 2 + 2 * val1; // Chance of holy attack + break; + case SC_OVERED_BOOST: + val2 = 300 + 40*val1; //flee bonus + val3 = 179 + 2*val1; //aspd bonus + break; + case SC_GRANITIC_ARMOR: + val2 = 2*val1; //dmg reduction + val3 = 6*val1; //dmg on status end + break; + case SC_MAGMA_FLOW: + val2 = 3*val1; //activation chance + break; + case SC_PYROCLASTIC: + val2 += 10*val1; //atk bonus + break; + case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info + val2 = 2*val1; //def reduction + val3 = 500*val1; //varcast augmentation + break; + case SC_PAIN_KILLER: //[Lighta] need real info + val2 = 2*val1; //aspd reduction % + val3 = 2*val1; //dmg reduction % + if(sc->data[SC_NEEDLE_OF_PARALYZE]) sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration - break; - case SC_STYLE_CHANGE: //[Lighta] need real info - tick = -1; - if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; - else val2 = MH_MD_FIGHTING; - break; - case SC_FULL_THROTTLE: - status_percent_heal(bl,100,0); - val2 = 7 - val1; - tick_time = 1000; - val4 = tick / tick_time; - break; - case SC_KINGS_GRACE: - val2 = 3 + val1; - tick_time = 1000; - val4 = tick / tick_time; - break; - case SC_TELEKINESIS_INTENSE: - val2 = 10 * val1; - val3 = 40 * val1; - break; - case SC_OFFERTORIUM: - val2 = 30 * val1; - break; - case SC_FRIGG_SONG: - val2 = 5 * val1; - val3 = 1000 + 100 * val1; - tick_time = 10000; - val4 = tick / tick_time; - break; - case SC_MONSTER_TRANSFORM: - if( !mobdb_checkid(val1) ) - val1 = 1002; // default poring - val_flag |= 1; - break; + break; + case SC_STYLE_CHANGE: //[Lighta] need real info + tick = -1; + if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; + else val2 = MH_MD_FIGHTING; + break; + case SC_FULL_THROTTLE: + status_percent_heal(bl,100,0); + val2 = 7 - val1; + tick_time = 1000; + val4 = tick / tick_time; + break; + case SC_KINGS_GRACE: + val2 = 3 + val1; + tick_time = 1000; + val4 = tick / tick_time; + break; + case SC_TELEKINESIS_INTENSE: + val2 = 10 * val1; + val3 = 40 * val1; + break; + case SC_OFFERTORIUM: + val2 = 30 * val1; + break; + case SC_FRIGG_SONG: + val2 = 5 * val1; + val3 = 1000 + 100 * val1; + tick_time = 10000; + val4 = tick / tick_time; + break; + case SC_MONSTER_TRANSFORM: + if( !mobdb_checkid(val1) ) + val1 = 1002; // default poring + val_flag |= 1; + break; default: if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) { //Status change with no calc, no icon, and no skill associated...? @@ -8768,283 +8763,283 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } } else { //Special considerations when loading SC data. switch( type ) { - case SC_WEDDING: - case SC_XMAS: - case SC_SUMMER: - case SC_HANBOK: - if( !vd ) break; - clif->changelook(bl,LOOK_BASE,vd->class_); - clif->changelook(bl,LOOK_WEAPON,0); - clif->changelook(bl,LOOK_SHIELD,0); - clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); - break; - case SC_KAAHI: - val4 = INVALID_TIMER; - break; - case SC_SUMMON1: - case SC_SUMMON2: - case SC_SUMMON3: - case SC_SUMMON4: - case SC_SUMMON5: - case SC_MONSTER_TRANSFORM: - val_flag |= 1; - break; - case SC_KYOUGAKU: - clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise - break; + case SC_WEDDING: + case SC_XMAS: + case SC_SUMMER: + case SC_HANBOK: + if( !vd ) break; + clif->changelook(bl,LOOK_BASE,vd->class_); + clif->changelook(bl,LOOK_WEAPON,0); + clif->changelook(bl,LOOK_SHIELD,0); + clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); + break; + case SC_KAAHI: + val4 = INVALID_TIMER; + break; + case SC_SUMMON1: + case SC_SUMMON2: + case SC_SUMMON3: + case SC_SUMMON4: + case SC_SUMMON5: + case SC_MONSTER_TRANSFORM: + val_flag |= 1; + break; + case SC_KYOUGAKU: + clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise + break; } } - + /* [Ind/Hercules] */ if( sd && StatusDisplayType[type] ) { int dval1 = 0, dval2 = 0, dval3 = 0; switch( type ) { - case SC_ALL_RIDING: - dval1 = 1; - break; - default: /* all others: just copy val1 */ - dval1 = val1; - break; + case SC_ALL_RIDING: + dval1 = 1; + break; + default: /* all others: just copy val1 */ + dval1 = val1; + break; } status_display_add(sd,type,dval1,dval2,dval3); } //Those that make you stop attacking/walking.... switch (type) { - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - case SC_STONE: - case SC_DEEP_SLEEP: - if (sd && pc_issit(sd)) //Avoid sprite sync problems. - pc->setstand(sd); - case SC_TRICKDEAD: - status_change_end(bl, SC_DANCING, INVALID_TIMER); - // Cancel cast when get status [LuzZza] - if (battle_config.sc_castcancel&bl->type) - unit_skillcastcancel(bl, 0); - case SC_WHITEIMPRISON: - unit_stop_attack(bl); - case SC_STOP: - case SC_CONFUSION: - case SC_RG_CCONFINE_M: - case SC_RG_CCONFINE_S: - case SC_SPIDERWEB: - case SC_ELECTRICSHOCKER: - case SC_WUGBITE: - case SC_THORNS_TRAP: - case SC__MANHOLE: - case SC_COLD: - case SC_CURSEDCIRCLE_ATKER: - case SC_CURSEDCIRCLE_TARGET: - case SC_FEAR: - case SC_NETHERWORLD: - case SC_MEIKYOUSISUI: - case SC_KYOUGAKU: - case SC_NEEDLE_OF_PARALYZE: - case SC_DEATHBOUND: + case SC_FREEZE: + case SC_STUN: + case SC_SLEEP: + case SC_STONE: + case SC_DEEP_SLEEP: + if (sd && pc_issit(sd)) //Avoid sprite sync problems. + pc->setstand(sd); + case SC_TRICKDEAD: + status_change_end(bl, SC_DANCING, INVALID_TIMER); + // Cancel cast when get status [LuzZza] + if (battle_config.sc_castcancel&bl->type) + unit_skillcastcancel(bl, 0); + case SC_WHITEIMPRISON: + unit_stop_attack(bl); + case SC_STOP: + case SC_CONFUSION: + case SC_RG_CCONFINE_M: + case SC_RG_CCONFINE_S: + case SC_SPIDERWEB: + case SC_ELECTRICSHOCKER: + case SC_WUGBITE: + case SC_THORNS_TRAP: + case SC__MANHOLE: + case SC_COLD: + case SC_CURSEDCIRCLE_ATKER: + case SC_CURSEDCIRCLE_TARGET: + case SC_FEAR: + case SC_NETHERWORLD: + case SC_MEIKYOUSISUI: + case SC_KYOUGAKU: + case SC_NEEDLE_OF_PARALYZE: + case SC_DEATHBOUND: + unit_stop_walking(bl,1); + break; + case SC_ANKLESNARE: + if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) ) unit_stop_walking(bl,1); break; - case SC_ANKLESNARE: - if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) ) - unit_stop_walking(bl,1); - break; - case SC_HIDING: - case SC_CLOAKING: - case SC_CLOAKINGEXCEED: - case SC_CHASEWALK: - case SC_WEIGHTOVER90: - case SC_CAMOUFLAGE: - case SC_SIREN: - unit_stop_attack(bl); + case SC_HIDING: + case SC_CLOAKING: + case SC_CLOAKINGEXCEED: + case SC_CHASEWALK: + case SC_WEIGHTOVER90: + case SC_CAMOUFLAGE: + case SC_SIREN: + unit_stop_attack(bl); break; - case SC_SILENCE: - if (battle_config.sc_castcancel&bl->type) - unit_skillcastcancel(bl, 0); + case SC_SILENCE: + if (battle_config.sc_castcancel&bl->type) + unit_skillcastcancel(bl, 0); break; /* */ - case SC_ITEMSCRIPT: - if( sd ) { - switch( val1 ) { - //case 4121://Phree - //case 4047://Ghostring - case 4302://Gunka - clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0); - break; - case 4132://Mistress - clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0); - break; - case 4143://Orc Hero - clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0); - break; - case 4135://Orc Lord - clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0); - break; - } + case SC_ITEMSCRIPT: + if( sd ) { + switch( val1 ) { + //case 4121://Phree + //case 4047://Ghostring + case 4302://Gunka + clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0); + break; + case 4132://Mistress + clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0); + break; + case 4143://Orc Hero + clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0); + break; + case 4135://Orc Lord + clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0); + break; } - break; + } + break; } // Set option as needed. opt_flag = 1; switch(type) { //OPT1 - case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break; - case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; - case SC_STUN: sc->opt1 = OPT1_STUN; break; - case SC_DEEP_SLEEP: opt_flag = 0; - case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break; - case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil] - case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break; - case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break; + case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break; + case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; + case SC_STUN: sc->opt1 = OPT1_STUN; break; + case SC_DEEP_SLEEP: opt_flag = 0; + case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break; + case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil] + case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break; + case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break; //OPT2 - case SC_POISON: sc->opt2 |= OPT2_POISON; break; - case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; - case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; + case SC_POISON: sc->opt2 |= OPT2_POISON; break; + case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; + case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; - case SC_CRUCIS: - sc->opt2 |= OPT2_SIGNUMCRUCIS; - break; + case SC_CRUCIS: + sc->opt2 |= OPT2_SIGNUMCRUCIS; + break; - case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; - case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; - case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break; - case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; + case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; + case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; + case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break; + case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; //OPT3 - case SC_TWOHANDQUICKEN: - case SC_ONEHANDQUICKEN: - case SC_SPEARQUICKEN: - case SC_LKCONCENTRATION: - case SC_MER_QUICKEN: - sc->opt3 |= OPT3_QUICKEN; - opt_flag = 0; - break; - case SC_OVERTHRUSTMAX: - case SC_OVERTHRUST: - case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... - sc->opt3 |= OPT3_OVERTHRUST; - opt_flag = 0; - break; - case SC_ENERGYCOAT: - case SC_SKE: - sc->opt3 |= OPT3_ENERGYCOAT; - opt_flag = 0; - break; - case SC_INCATKRATE: - //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] - if (bl->type != BL_MOB) { - opt_flag = 0; - break; - } - case SC_EXPLOSIONSPIRITS: - sc->opt3 |= OPT3_EXPLOSIONSPIRITS; - opt_flag = 0; - break; - case SC_STEELBODY: - case SC_SKA: - sc->opt3 |= OPT3_STEELBODY; - opt_flag = 0; - break; - case SC_BLADESTOP: - sc->opt3 |= OPT3_BLADESTOP; - opt_flag = 0; - break; - case SC_AURABLADE: - sc->opt3 |= OPT3_AURABLADE; - opt_flag = 0; - break; - case SC_BERSERK: - opt_flag = 0; -// case SC__BLOODYLUST: - sc->opt3 |= OPT3_BERSERK; - break; -// case ???: // doesn't seem to do anything -// sc->opt3 |= OPT3_LIGHTBLADE; -// opt_flag = 0; -// break; - case SC_DANCING: - if ((val1&0xFFFF) == CG_MOONLIT) - sc->opt3 |= OPT3_MOONLIT; - opt_flag = 0; - break; - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: - sc->opt3 |= OPT3_MARIONETTE; - opt_flag = 0; - break; - case SC_ASSUMPTIO: - sc->opt3 |= OPT3_ASSUMPTIO; - opt_flag = 0; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 |= OPT3_WARM; - opt_flag = 0; - break; - case SC_KAITE: - sc->opt3 |= OPT3_KAITE; - opt_flag = 0; - break; - case SC_NJ_BUNSINJYUTSU: - sc->opt3 |= OPT3_BUNSIN; - opt_flag = 0; - break; - case SC_SOULLINK: - sc->opt3 |= OPT3_SOULLINK; - opt_flag = 0; - break; - case SC_PROPERTYUNDEAD: - sc->opt3 |= OPT3_UNDEAD; + case SC_TWOHANDQUICKEN: + case SC_ONEHANDQUICKEN: + case SC_SPEARQUICKEN: + case SC_LKCONCENTRATION: + case SC_MER_QUICKEN: + sc->opt3 |= OPT3_QUICKEN; + opt_flag = 0; + break; + case SC_OVERTHRUSTMAX: + case SC_OVERTHRUST: + case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... + sc->opt3 |= OPT3_OVERTHRUST; + opt_flag = 0; + break; + case SC_ENERGYCOAT: + case SC_SKE: + sc->opt3 |= OPT3_ENERGYCOAT; + opt_flag = 0; + break; + case SC_INCATKRATE: + //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] + if (bl->type != BL_MOB) { opt_flag = 0; break; -// case ???: // from DA_CONTRACT (looks like biolab mobs aura) -// sc->opt3 |= OPT3_CONTRACT; -// opt_flag = 0; -// break; + } + case SC_EXPLOSIONSPIRITS: + sc->opt3 |= OPT3_EXPLOSIONSPIRITS; + opt_flag = 0; + break; + case SC_STEELBODY: + case SC_SKA: + sc->opt3 |= OPT3_STEELBODY; + opt_flag = 0; + break; + case SC_BLADESTOP: + sc->opt3 |= OPT3_BLADESTOP; + opt_flag = 0; + break; + case SC_AURABLADE: + sc->opt3 |= OPT3_AURABLADE; + opt_flag = 0; + break; + case SC_BERSERK: + opt_flag = 0; + // case SC__BLOODYLUST: + sc->opt3 |= OPT3_BERSERK; + break; + // case ???: // doesn't seem to do anything + // sc->opt3 |= OPT3_LIGHTBLADE; + // opt_flag = 0; + // break; + case SC_DANCING: + if ((val1&0xFFFF) == CG_MOONLIT) + sc->opt3 |= OPT3_MOONLIT; + opt_flag = 0; + break; + case SC_MARIONETTE_MASTER: + case SC_MARIONETTE: + sc->opt3 |= OPT3_MARIONETTE; + opt_flag = 0; + break; + case SC_ASSUMPTIO: + sc->opt3 |= OPT3_ASSUMPTIO; + opt_flag = 0; + break; + case SC_WARM: //SG skills [Komurka] + sc->opt3 |= OPT3_WARM; + opt_flag = 0; + break; + case SC_KAITE: + sc->opt3 |= OPT3_KAITE; + opt_flag = 0; + break; + case SC_NJ_BUNSINJYUTSU: + sc->opt3 |= OPT3_BUNSIN; + opt_flag = 0; + break; + case SC_SOULLINK: + sc->opt3 |= OPT3_SOULLINK; + opt_flag = 0; + break; + case SC_PROPERTYUNDEAD: + sc->opt3 |= OPT3_UNDEAD; + opt_flag = 0; + break; + // case ???: // from DA_CONTRACT (looks like biolab mobs aura) + // sc->opt3 |= OPT3_CONTRACT; + // opt_flag = 0; + // break; //OPTION - case SC_HIDING: - sc->option |= OPTION_HIDE; - opt_flag = 2; - break; - case SC_CLOAKING: - case SC_CLOAKINGEXCEED: - case SC__INVISIBILITY: - sc->option |= OPTION_CLOAK; - opt_flag = 2; - break; - case SC_CHASEWALK: - sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; - opt_flag = 2; - break; - case SC_SIGHT: - sc->option |= OPTION_SIGHT; - break; - case SC_RUWACH: - sc->option |= OPTION_RUWACH; - break; - case SC_WEDDING: - sc->option |= OPTION_WEDDING; - opt_flag |= 0x4; - break; - case SC_XMAS: - sc->option |= OPTION_XMAS; - opt_flag |= 0x4; - break; - case SC_SUMMER: - sc->option |= OPTION_SUMMER; - opt_flag |= 0x4; - break; - case SC_HANBOK: - sc->option |= OPTION_HANBOK; - opt_flag |= 0x4; - break; - case SC_ORCISH: - sc->option |= OPTION_ORCISH; - break; - case SC_FUSION: - sc->option |= OPTION_FLYING; - break; - default: - opt_flag = 0; + case SC_HIDING: + sc->option |= OPTION_HIDE; + opt_flag = 2; + break; + case SC_CLOAKING: + case SC_CLOAKINGEXCEED: + case SC__INVISIBILITY: + sc->option |= OPTION_CLOAK; + opt_flag = 2; + break; + case SC_CHASEWALK: + sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; + opt_flag = 2; + break; + case SC_SIGHT: + sc->option |= OPTION_SIGHT; + break; + case SC_RUWACH: + sc->option |= OPTION_RUWACH; + break; + case SC_WEDDING: + sc->option |= OPTION_WEDDING; + opt_flag |= 0x4; + break; + case SC_XMAS: + sc->option |= OPTION_XMAS; + opt_flag |= 0x4; + break; + case SC_SUMMER: + sc->option |= OPTION_SUMMER; + opt_flag |= 0x4; + break; + case SC_HANBOK: + sc->option |= OPTION_HANBOK; + opt_flag |= 0x4; + break; + case SC_ORCISH: + sc->option |= OPTION_ORCISH; + break; + case SC_FUSION: + sc->option |= OPTION_FLYING; + break; + default: + opt_flag = 0; } //On Aegis, when turning on a status change, first goes the option packet, then the sc packet. @@ -9069,15 +9064,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val clif->status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0); /** - * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. - **/ + * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. + **/ if( tick_time ) tick = tick_time; //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here. if((sce=sc->data[type])) {// reuse old sc if( sce->timer != INVALID_TIMER ) - iTimer->delete_timer(sce->timer, status_change_timer); + iTimer->delete_timer(sce->timer, iStatus->change_timer); } else {// new sc ++(sc->count); sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry); @@ -9087,7 +9082,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val sce->val3 = val3; sce->val4 = val4; if (tick >= 0) - sce->timer = iTimer->add_timer(iTimer->gettick() + tick, status_change_timer, bl->id, type); + sce->timer = iTimer->add_timer(iTimer->gettick() + tick, iStatus->change_timer, bl->id, type); else sce->timer = INVALID_TIMER; //Infinite duration @@ -9097,83 +9092,83 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if(sd && sd->pd) pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing - switch (type) { - case SC__BLOODYLUST: - case SC_BERSERK: - if (!(sce->val2)) { //don't heal if already set - status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. - status_set_sp(bl, 0, 0); //Damage all SP - } - sce->val2 = 5 * status->max_hp / 100; - break; - case SC_HLIF_CHANGE: - status_percent_heal(bl, 100, 100); - break; - case SC_RUN: - { - struct unit_data *ud = unit_bl2ud(bl); - if( ud ) - ud->state.running = unit_run(bl); - } - break; - case SC_CASH_BOSS_ALARM: - clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message - break; - case SC_MER_HP: - status_percent_heal(bl, 100, 0); // Recover Full HP - break; - case SC_MER_SP: - status_percent_heal(bl, 0, 100); // Recover Full SP - break; + switch (type) { + case SC__BLOODYLUST: + case SC_BERSERK: + if (!(sce->val2)) { //don't heal if already set + iStatus->heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. + iStatus->set_sp(bl, 0, 0); //Damage all SP + } + sce->val2 = 5 * status->max_hp / 100; + break; + case SC_HLIF_CHANGE: + status_percent_heal(bl, 100, 100); + break; + case SC_RUN: + { + struct unit_data *ud = unit_bl2ud(bl); + if( ud ) + ud->state.running = unit_run(bl); + } + break; + case SC_CASH_BOSS_ALARM: + clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message + break; + case SC_MER_HP: + status_percent_heal(bl, 100, 0); // Recover Full HP + break; + case SC_MER_SP: + status_percent_heal(bl, 0, 100); // Recover Full SP + break; /** - * Ranger - **/ - case SC_WUGDASH: - { - struct unit_data *ud = unit_bl2ud(bl); - if( ud ) - ud->state.running = unit_wugdash(bl, sd); - } - break; - case SC_COMBOATTACK: - switch (sce->val1) { - case TK_STORMKICK: - clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1); - break; - case TK_DOWNKICK: - clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1); - break; - case TK_TURNKICK: - clif->skill_nodamage(bl,bl,TK_READYTURN,1,1); - break; - case TK_COUNTER: - clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); - break; - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - if (sd) - clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL); - break; - case TK_JUMPKICK: - if (sd) - clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL); - break; - case MO_TRIPLEATTACK: - if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0) - clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL); - break; - case SR_FALLENEMPIRE: - if (sd){ - clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL); - clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL); - } - break; + * Ranger + **/ + case SC_WUGDASH: + { + struct unit_data *ud = unit_bl2ud(bl); + if( ud ) + ud->state.running = unit_wugdash(bl, sd); + } + break; + case SC_COMBOATTACK: + switch (sce->val1) { + case TK_STORMKICK: + clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1); + break; + case TK_DOWNKICK: + clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1); + break; + case TK_TURNKICK: + clif->skill_nodamage(bl,bl,TK_READYTURN,1,1); + break; + case TK_COUNTER: + clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); + break; + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + if (sd) + clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL); + break; + case TK_JUMPKICK: + if (sd) + clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL); + break; + case MO_TRIPLEATTACK: + if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0) + clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL); + break; + case SR_FALLENEMPIRE: + if (sd){ + clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL); + clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL); } break; - case SC_RAISINGDRAGON: - sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] - break; + } + break; + case SC_RAISINGDRAGON: + sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] + break; } if( opt_flag&2 && sd && sd->touching_id ) @@ -9183,47 +9178,47 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } /*========================================== - * Ending all status except those listed. - * @TODO maybe usefull for dispel instead reseting a liste there. - * type: - * 0 - PC killed -> Place here statuses that do not dispel on death. - * 1 - If for some reason status_change_end decides to still keep the status when quitting. - * 2 - Do clif - * 3 - Do not remove some permanent/time-independent effects - *------------------------------------------*/ +* Ending all status except those listed. +* @TODO maybe usefull for dispel instead reseting a liste there. +* type: +* 0 - PC killed -> Place here statuses that do not dispel on death. +* 1 - If for some reason status_change_end decides to still keep the status when quitting. +* 2 - Do clif +* 3 - Do not remove some permanent/time-independent effects +*------------------------------------------*/ int status_change_clear(struct block_list* bl, int type) { struct status_change* sc; int i; - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (!sc || !sc->count) return 0; for(i = 0; i < SC_MAX; i++) { if(!sc->data[i]) - continue; - + continue; + if(type == 0){ - if( status_get_sc_type(i)&SC_NO_REM_DEATH ){ + if( iStatus->get_sc_type(i)&SC_NO_REM_DEATH ){ switch (i) { - case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death - if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) - break; - default: - continue; + case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death + if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) + break; + default: + continue; } } } if( type == 3 ) { switch (i) {// TODO: This list may be incomplete - case SC_WEIGHTOVER50: - case SC_WEIGHTOVER90: - case SC_NOCHAT: - case SC_PUSH_CART: - case SC_JAILED: - case SC_ALL_RIDING: - continue; + case SC_WEIGHTOVER50: + case SC_WEIGHTOVER90: + case SC_NOCHAT: + case SC_PUSH_CART: + case SC_JAILED: + case SC_ALL_RIDING: + continue; } } @@ -9233,7 +9228,7 @@ int status_change_clear(struct block_list* bl, int type) { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] (sc->count)--; if (sc->data[i]->timer != INVALID_TIMER) - iTimer->delete_timer(sc->data[i]->timer, status_change_timer); + iTimer->delete_timer(sc->data[i]->timer, iStatus->change_timer); ers_free(sc_data_ers, sc->data[i]); sc->data[i] = NULL; } @@ -9254,8 +9249,8 @@ int status_change_clear(struct block_list* bl, int type) { } /*========================================== - * Special condition we want to effectuate, check before ending a status. - *------------------------------------------*/ +* Special condition we want to effectuate, check before ending a status. +*------------------------------------------*/ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) { struct map_session_data *sd; struct status_change *sc; @@ -9266,8 +9261,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const nullpo_ret(bl); - sc = status_get_sc(bl); - status = status_get_status_data(bl); + sc = iStatus->get_sc(bl); + status = iStatus->get_status_data(bl); if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type])) return 0; @@ -9280,28 +9275,28 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if (tid == INVALID_TIMER) { if (type == SC_ENDURE && sce->val4) //Do not end infinite endure. - return 0; + return 0; if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration - iTimer->delete_timer(sce->timer,status_change_timer); + iTimer->delete_timer(sce->timer,iStatus->change_timer); if (sc->opt1) switch (type) { //"Ugly workaround" [Skotlex] //delays status change ending so that a skill that sets opt1 fails to //trigger when it also removed one - case SC_STONE: - sce->val3 = 0; //Petrify time counter. - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: + case SC_STONE: + sce->val3 = 0; //Petrify time counter. + case SC_FREEZE: + case SC_STUN: + case SC_SLEEP: if (sce->val1) { //Removing the 'level' shouldn't affect anything in the code //since these SC are not affected by it, and it lets us know //if we have already delayed this attack or not. sce->val1 = 0; - sce->timer = iTimer->add_timer(iTimer->gettick()+10, status_change_timer, bl->id, type); + sce->timer = iTimer->add_timer(iTimer->gettick()+10, iStatus->change_timer, bl->id, type); return 1; } - } + } } (sc->count)--; @@ -9311,22 +9306,22 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if( sd && StatusDisplayType[type] ) { status_display_remove(sd,type); } - - vd = status_get_viewdata(bl); + + vd = iStatus->get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; switch(type) { - case SC_GRANITIC_ARMOR:{ - int dammage = status->max_hp*sce->val3/100; - if(status->hp < dammage) //to not kill him - dammage = status->hp-1; - status_damage(NULL, bl, dammage,0,0,1); - break; - } - case SC_PYROCLASTIC: - if(bl->type == BL_PC) - skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF); - break; - case SC_RUN: + case SC_GRANITIC_ARMOR:{ + int dammage = status->max_hp*sce->val3/100; + if(status->hp < dammage) //to not kill him + dammage = status->hp-1; + iStatus->damage(NULL, bl, dammage,0,0,1); + break; + } + case SC_PYROCLASTIC: + if(bl->type == BL_PC) + skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF); + break; + case SC_RUN: { struct unit_data *ud = unit_bl2ud(bl); bool begin_spurt = true; @@ -9340,578 +9335,578 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if (begin_spurt && sce->val1 >= 7 && DIFF_TICK(iTimer->gettick(), sce->val4) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) - ) - sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status_sc2skill(type), sce->val1)); + ) + sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(iStatus->sc2skill(type), sce->val1)); } break; - case SC_AUTOBERSERK: - if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1) - status_change_end(bl, SC_PROVOKE, INVALID_TIMER); - break; + case SC_AUTOBERSERK: + if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1) + status_change_end(bl, SC_PROVOKE, INVALID_TIMER); + break; - case SC_ENDURE: - case SC_DEFENDER: - case SC_REFLECTSHIELD: - case SC_AUTOGUARD: - { - struct map_session_data *tsd; - if( bl->type == BL_PC ) - { // Clear Status from others - int i; - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) && tsd->sc.data[type] ) - status_change_end(&tsd->bl, type, INVALID_TIMER); - } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) - { // Clear Status from Master - tsd = ((TBL_MER*)bl)->master; - if( tsd && tsd->sc.data[type] ) + case SC_ENDURE: + case SC_DEFENDER: + case SC_REFLECTSHIELD: + case SC_AUTOGUARD: + { + struct map_session_data *tsd; + if( bl->type == BL_PC ) + { // Clear Status from others + int i; + for( i = 0; i < 5; i++ ) + { + if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) && tsd->sc.data[type] ) status_change_end(&tsd->bl, type, INVALID_TIMER); } } - break; - case SC_DEVOTION: + else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) + { // Clear Status from Master + tsd = ((TBL_MER*)bl)->master; + if( tsd && tsd->sc.data[type] ) + status_change_end(&tsd->bl, type, INVALID_TIMER); + } + } + break; + case SC_DEVOTION: + { + struct block_list *d_bl = iMap->id2bl(sce->val1); + if( d_bl ) { - struct block_list *d_bl = iMap->id2bl(sce->val1); - if( d_bl ) - { - if( d_bl->type == BL_PC ) - ((TBL_PC*)d_bl)->devotion[sce->val2] = 0; - else if( d_bl->type == BL_MER ) - ((TBL_MER*)d_bl)->devotion_flag = 0; - clif->devotion(d_bl, NULL); - } - - status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); - status_change_end(bl, SC_DEFENDER, INVALID_TIMER); - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); - status_change_end(bl, SC_ENDURE, INVALID_TIMER); + if( d_bl->type == BL_PC ) + ((TBL_PC*)d_bl)->devotion[sce->val2] = 0; + else if( d_bl->type == BL_MER ) + ((TBL_MER*)d_bl)->devotion_flag = 0; + clif->devotion(d_bl, NULL); } - break; - case SC_BLADESTOP: - if(sce->val4) + status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); + status_change_end(bl, SC_DEFENDER, INVALID_TIMER); + status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); + status_change_end(bl, SC_ENDURE, INVALID_TIMER); + } + break; + + case SC_BLADESTOP: + if(sce->val4) + { + int tid = sce->val4; + struct block_list *tbl = iMap->id2bl(tid); + struct status_change *tsc = iStatus->get_sc(tbl); + sce->val4 = 0; + if(tbl && tsc && tsc->data[SC_BLADESTOP]) { - int tid = sce->val4; - struct block_list *tbl = iMap->id2bl(tid); - struct status_change *tsc = status_get_sc(tbl); - sce->val4 = 0; - if(tbl && tsc && tsc->data[SC_BLADESTOP]) - { - tsc->data[SC_BLADESTOP]->val4 = 0; - status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER); - } - clif->bladestop(bl, tid, 0); + tsc->data[SC_BLADESTOP]->val4 = 0; + status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER); } - break; - case SC_DANCING: - { - const char* prevfile = "<unknown>"; - int prevline = 0; - struct map_session_data *dsd; - struct status_change_entry *dsc; - struct skill_unit_group *group; + clif->bladestop(bl, tid, 0); + } + break; + case SC_DANCING: + { + const char* prevfile = "<unknown>"; + int prevline = 0; + struct map_session_data *dsd; + struct status_change_entry *dsc; + struct skill_unit_group *group; - if( sd ) + if( sd ) + { + if( sd->delunit_prevfile ) + {// initially this is NULL, when a character logs in + prevfile = sd->delunit_prevfile; + prevline = sd->delunit_prevline; + } + else { - if( sd->delunit_prevfile ) - {// initially this is NULL, when a character logs in - prevfile = sd->delunit_prevfile; - prevline = sd->delunit_prevline; - } - else - { - prevfile = "<none>"; - } - sd->delunit_prevfile = file; - sd->delunit_prevline = line; + prevfile = "<none>"; } + sd->delunit_prevfile = file; + sd->delunit_prevline = line; + } - if(sce->val4 && sce->val4 != BCT_SELF && (dsd=iMap->id2sd(sce->val4))) - {// end status on partner as well - dsc = dsd->sc.data[SC_DANCING]; - if(dsc) { + if(sce->val4 && sce->val4 != BCT_SELF && (dsd=iMap->id2sd(sce->val4))) + {// end status on partner as well + dsc = dsd->sc.data[SC_DANCING]; + if(dsc) { - //This will prevent recursive loops. - dsc->val2 = dsc->val4 = 0; + //This will prevent recursive loops. + dsc->val2 = dsc->val4 = 0; - status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER); - } + status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER); } + } - if(sce->val2) - {// erase associated land skill - group = skill->id2group(sce->val2); + if(sce->val2) + {// erase associated land skill + group = skill->id2group(sce->val2); - if( group == NULL ) - { - ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n", - sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid, - sd ? sd->status.char_id : 0, - mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y, - prevfile, prevline, - file, line); - } - - sce->val2 = 0; - skill->del_unitgroup(group,ALC_MARK); + if( group == NULL ) + { + ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n", + sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid, + sd ? sd->status.char_id : 0, + mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y, + prevfile, prevline, + file, line); } - if((sce->val1&0xFFFF) == CG_MOONLIT) - clif->sc_end(bl,bl->id,AREA,SI_MOON); - - status_change_end(bl, SC_LONGING, INVALID_TIMER); - } - break; - case SC_NOCHAT: - if (sd && sd->status.manner < 0 && tid != INVALID_TIMER) - sd->status.manner = 0; - if (sd && tid == INVALID_TIMER) - { - clif->changestatus(sd,SP_MANNER,sd->status.manner); - clif->updatestatus(sd,SP_MANNER); - } - break; - case SC_SPLASHER: - { - struct block_list *src=iMap->id2bl(sce->val3); - if(src && tid != INVALID_TIMER) - skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL ); - } - break; - case SC_RG_CCONFINE_S: - { - struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL; - struct status_change *sc2 = src?status_get_sc(src):NULL; - if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) { - //If status was already ended, do nothing. - //Decrease count - if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up. - status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER); - } - } - case SC_RG_CCONFINE_M: - if (sce->val2 > 0) { - //Caster has been unlocked... nearby chars need to be unlocked. - int range = 1 - +skill->get_range2(bl, status_sc2skill(type), sce->val1) - +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... - iMap->foreachinarea(status_change_timer_sub, - bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick()); - } - break; - case SC_COMBOATTACK: - if( sd ) - switch (sce->val1) { - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - clif->skillinfo(sd, MO_EXTREMITYFIST, 0); - break; - case TK_JUMPKICK: - clif->skillinfo(sd, TK_JUMPKICK, 0); - break; - case MO_TRIPLEATTACK: - if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0) - clif->skillinfo(sd, SR_DRAGONCOMBO, 0); - break; - case SR_FALLENEMPIRE: - clif->skillinfo(sd, SR_GATEOFHELL, 0); - clif->skillinfo(sd, SR_TIGERCANNON, 0); - break; + sce->val2 = 0; + skill->del_unitgroup(group,ALC_MARK); } - break; - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: /// Marionette target - if (sce->val1) - { // check for partner and end their marionette status as well - enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER; - struct block_list *pbl = iMap->id2bl(sce->val1); - struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; - - if (sc2 && sc2->data[type2]) - { - sc2->data[type2]->val1 = 0; - status_change_end(pbl, type2, INVALID_TIMER); - } - } - break; + if((sce->val1&0xFFFF) == CG_MOONLIT) + clif->sc_end(bl,bl->id,AREA,SI_MOON); - case SC_BERSERK: - case SC_SATURDAY_NIGHT_FEVER: - //If val2 is removed, no HP penalty (dispelled?) [Skotlex] - if (status->hp > 100 && sce->val2) - status_set_hp(bl, 100, 0); - if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) - { - sc->data[SC_ENDURE]->val4 = 0; - status_change_end(bl, SC_ENDURE, INVALID_TIMER); - } - case SC__BLOODYLUST: - sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); - if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds. - sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); - break; - case SC_GOSPEL: - if (sce->val3) { //Clear the group. - struct skill_unit_group* group = skill->id2group(sce->val3); - sce->val3 = 0; - skill->del_unitgroup(group,ALC_MARK); + status_change_end(bl, SC_LONGING, INVALID_TIMER); + } + break; + case SC_NOCHAT: + if (sd && sd->status.manner < 0 && tid != INVALID_TIMER) + sd->status.manner = 0; + if (sd && tid == INVALID_TIMER) + { + clif->changestatus(sd,SP_MANNER,sd->status.manner); + clif->updatestatus(sd,SP_MANNER); + } + break; + case SC_SPLASHER: + { + struct block_list *src=iMap->id2bl(sce->val3); + if(src && tid != INVALID_TIMER) + skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL ); + } + break; + case SC_RG_CCONFINE_S: + { + struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL; + struct status_change *sc2 = src?iStatus->get_sc(src):NULL; + if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) { + //If status was already ended, do nothing. + //Decrease count + if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up. + status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER); } - break; - case SC_HERMODE: - if(sce->val3 == BCT_SELF) - skill->clear_unitgroup(bl); - break; - case SC_BASILICA: //Clear the skill area. [Skotlex] - skill->clear_unitgroup(bl); + } + case SC_RG_CCONFINE_M: + if (sce->val2 > 0) { + //Caster has been unlocked... nearby chars need to be unlocked. + int range = 1 + +skill->get_range2(bl, iStatus->sc2skill(type), sce->val1) + +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... + iMap->foreachinarea(iStatus->change_timer_sub, + bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick()); + } + break; + case SC_COMBOATTACK: + if( sd ) + switch (sce->val1) { + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + clif->skillinfo(sd, MO_EXTREMITYFIST, 0); break; - case SC_TRICKDEAD: - if (vd) vd->dead_sit = 0; - break; - case SC_WARM: - case SC__MANHOLE: - if (sce->val4) { //Clear the group. - struct skill_unit_group* group = skill->id2group(sce->val4); - sce->val4 = 0; - if( group ) /* might have been cleared before status ended, e.g. land protector */ - skill->del_unitgroup(group,ALC_MARK); - } - break; - case SC_KAAHI: - //Delete timer if it exists. - if (sce->val4 != INVALID_TIMER) - iTimer->delete_timer(sce->val4,kaahi_heal_timer); - break; - case SC_JAILED: - if(tid == INVALID_TIMER) + case TK_JUMPKICK: + clif->skillinfo(sd, TK_JUMPKICK, 0); break; - //natural expiration. - if(sd && sd->mapindex == sce->val2) - pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT); - break; //guess hes not in jail :P - case SC_HLIF_CHANGE: - if (tid == INVALID_TIMER) - break; - // "lose almost all their HP and SP" on natural expiration. - status_set_hp(bl, 10, 0); - status_set_sp(bl, 10, 0); - break; - case SC_AUTOTRADE: - if (tid == INVALID_TIMER) + case MO_TRIPLEATTACK: + if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0) + clif->skillinfo(sd, SR_DRAGONCOMBO, 0); break; - // Note: vending/buying is closed by unit_remove_map, no - // need to do it here. - iMap->quit(sd); - // Because iMap->quit calls status_change_end with tid -1 - // from here it's not neccesary to continue - return 1; - break; - case SC_STOP: - if( sce->val2 ) + case SR_FALLENEMPIRE: + clif->skillinfo(sd, SR_GATEOFHELL, 0); + clif->skillinfo(sd, SR_TIGERCANNON, 0); + break; + } + break; + + case SC_MARIONETTE_MASTER: + case SC_MARIONETTE: /// Marionette target + if (sce->val1) + { // check for partner and end their marionette status as well + enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER; + struct block_list *pbl = iMap->id2bl(sce->val1); + struct status_change* sc2 = pbl?iStatus->get_sc(pbl):NULL; + + if (sc2 && sc2->data[type2]) { - struct block_list* tbl = iMap->id2bl(sce->val2); - sce->val2 = 0; - if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id ) - status_change_end(tbl, SC_STOP, INVALID_TIMER); + sc2->data[type2]->val1 = 0; + status_change_end(pbl, type2, INVALID_TIMER); } - break; - case SC_LKCONCENTRATION: + } + break; + + case SC_BERSERK: + case SC_SATURDAY_NIGHT_FEVER: + //If val2 is removed, no HP penalty (dispelled?) [Skotlex] + if (status->hp > 100 && sce->val2) + iStatus->set_hp(bl, 100, 0); + if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) + { + sc->data[SC_ENDURE]->val4 = 0; status_change_end(bl, SC_ENDURE, INVALID_TIMER); - break; + } + case SC__BLOODYLUST: + sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); + if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds. + sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); + break; + case SC_GOSPEL: + if (sce->val3) { //Clear the group. + struct skill_unit_group* group = skill->id2group(sce->val3); + sce->val3 = 0; + skill->del_unitgroup(group,ALC_MARK); + } + break; + case SC_HERMODE: + if(sce->val3 == BCT_SELF) + skill->clear_unitgroup(bl); + break; + case SC_BASILICA: //Clear the skill area. [Skotlex] + skill->clear_unitgroup(bl); + break; + case SC_TRICKDEAD: + if (vd) vd->dead_sit = 0; + break; + case SC_WARM: + case SC__MANHOLE: + if (sce->val4) { //Clear the group. + struct skill_unit_group* group = skill->id2group(sce->val4); + sce->val4 = 0; + if( group ) /* might have been cleared before status ended, e.g. land protector */ + skill->del_unitgroup(group,ALC_MARK); + } + break; + case SC_KAAHI: + //Delete timer if it exists. + if (sce->val4 != INVALID_TIMER) + iTimer->delete_timer(sce->val4,iStatus->kaahi_heal_timer); + break; + case SC_JAILED: + if(tid == INVALID_TIMER) + break; + //natural expiration. + if(sd && sd->mapindex == sce->val2) + pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT); + break; //guess hes not in jail :P + case SC_HLIF_CHANGE: + if (tid == INVALID_TIMER) + break; + // "lose almost all their HP and SP" on natural expiration. + iStatus->set_hp(bl, 10, 0); + iStatus->set_sp(bl, 10, 0); + break; + case SC_AUTOTRADE: + if (tid == INVALID_TIMER) + break; + // Note: vending/buying is closed by unit_remove_map, no + // need to do it here. + iMap->quit(sd); + // Because iMap->quit calls status_change_end with tid -1 + // from here it's not neccesary to continue + return 1; + break; + case SC_STOP: + if( sce->val2 ) + { + struct block_list* tbl = iMap->id2bl(sce->val2); + sce->val2 = 0; + if( tbl && (sc = iStatus->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id ) + status_change_end(tbl, SC_STOP, INVALID_TIMER); + } + break; + case SC_LKCONCENTRATION: + status_change_end(bl, SC_ENDURE, INVALID_TIMER); + break; /** - * 3rd Stuff - **/ - case SC_MILLENNIUMSHIELD: - clif->millenniumshield(sd,0); - break; - case SC_HALLUCINATIONWALK: - sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1)); - break; - case SC_WHITEIMPRISON: - { - struct block_list* src = iMap->id2bl(sce->val2); - if( tid == -1 || !src) - break; // Terminated by Damage - status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,iTimer->gettick(),0,0,400*sce->val1,0,0,0)); - } - break; - case SC_WUGDASH: - { - struct unit_data *ud = unit_bl2ud(bl); - if (ud) { - ud->state.running = 0; - if (ud->walktimer != -1) - unit_stop_walking(bl,1); - } - } - break; - case SC_ADORAMUS: - status_change_end(bl, SC_BLIND, INVALID_TIMER); - break; - case SC__SHADOWFORM: { - struct map_session_data *s_sd = iMap->id2sd(sce->val2); - if( !s_sd ) - break; - s_sd->shadowform_id = 0; - } - break; - case SC_SITDOWN_FORCE: - if( sd && pc_issit(sd) ) { - pc->setstand(sd); - clif->standing(bl); - } - break; - case SC_NEUTRALBARRIER_MASTER: - case SC_STEALTHFIELD_MASTER: - if( sce->val2 ) { - struct skill_unit_group* group = skill->id2group(sce->val2); - sce->val2 = 0; - if( group ) /* might have been cleared before status ended, e.g. land protector */ - skill->del_unitgroup(group,ALC_MARK); + * 3rd Stuff + **/ + case SC_MILLENNIUMSHIELD: + clif->millenniumshield(sd,0); + break; + case SC_HALLUCINATIONWALK: + sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1)); + break; + case SC_WHITEIMPRISON: + { + struct block_list* src = iMap->id2bl(sce->val2); + if( tid == -1 || !src) + break; // Terminated by Damage + status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,iTimer->gettick(),0,0,400*sce->val1,0,0,0)); + } + break; + case SC_WUGDASH: + { + struct unit_data *ud = unit_bl2ud(bl); + if (ud) { + ud->state.running = 0; + if (ud->walktimer != -1) + unit_stop_walking(bl,1); } - break; - case SC_BANDING: - if(sce->val4) { - struct skill_unit_group *group = skill->id2group(sce->val4); - sce->val4 = 0; - if( group ) /* might have been cleared before status ended, e.g. land protector */ - skill->del_unitgroup(group,ALC_MARK); - } - break; - case SC_CURSEDCIRCLE_ATKER: - if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target. - iMap->foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, iTimer->gettick()); - break; - case SC_RAISINGDRAGON: - if( sd && sce->val2 && !pc_isdead(sd) ) { - int i; - i = min(sd->spiritball,5); - pc->delspiritball(sd, sd->spiritball, 0); - status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER); - while( i > 0 ) { - pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5); - --i; - } + } + break; + case SC_ADORAMUS: + status_change_end(bl, SC_BLIND, INVALID_TIMER); + break; + case SC__SHADOWFORM: { + struct map_session_data *s_sd = iMap->id2sd(sce->val2); + if( !s_sd ) + break; + s_sd->shadowform_id = 0; + } + break; + case SC_SITDOWN_FORCE: + if( sd && pc_issit(sd) ) { + pc->setstand(sd); + clif->standing(bl); + } + break; + case SC_NEUTRALBARRIER_MASTER: + case SC_STEALTHFIELD_MASTER: + if( sce->val2 ) { + struct skill_unit_group* group = skill->id2group(sce->val2); + sce->val2 = 0; + if( group ) /* might have been cleared before status ended, e.g. land protector */ + skill->del_unitgroup(group,ALC_MARK); + } + break; + case SC_BANDING: + if(sce->val4) { + struct skill_unit_group *group = skill->id2group(sce->val4); + sce->val4 = 0; + if( group ) /* might have been cleared before status ended, e.g. land protector */ + skill->del_unitgroup(group,ALC_MARK); + } + break; + case SC_CURSEDCIRCLE_ATKER: + if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target. + iMap->foreachinrange(iStatus->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, iTimer->gettick()); + break; + case SC_RAISINGDRAGON: + if( sd && sce->val2 && !pc_isdead(sd) ) { + int i; + i = min(sd->spiritball,5); + pc->delspiritball(sd, sd->spiritball, 0); + status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER); + while( i > 0 ) { + pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5); + --i; } - break; - case SC_CURSEDCIRCLE_TARGET: - { - struct block_list *src = iMap->id2bl(sce->val2); - struct status_change *sc = status_get_sc(src); - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){ - status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); - clif->bladestop(bl, sce->val2, 0); - } + } + break; + case SC_CURSEDCIRCLE_TARGET: + { + struct block_list *src = iMap->id2bl(sce->val2); + struct status_change *sc = iStatus->get_sc(src); + if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){ + status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); + clif->bladestop(bl, sce->val2, 0); } - break; - case SC_BLOOD_SUCKER: - if( sce->val2 ){ - struct block_list *src = iMap->id2bl(sce->val2); - if(src){ - struct status_change *sc = status_get_sc(src); - sc->bs_counter--; - } + } + break; + case SC_BLOOD_SUCKER: + if( sce->val2 ){ + struct block_list *src = iMap->id2bl(sce->val2); + if(src){ + struct status_change *sc = iStatus->get_sc(src); + sc->bs_counter--; } - break; - case SC_KYOUGAKU: - clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM); - break; - case SC_CLAIRVOYANCE: - calc_flag = SCB_ALL;/* required for overlapping */ - break; - case SC_FULL_THROTTLE: - sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1)); - break; - case SC_ITEMSCRIPT: - if( sd ) { - switch( sce->val1 ) { - //case 4121://Phree - //case 4047://Ghostring - case 4302://Gunka - clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA); - break; - case 4132://Mistress - clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS); - break; - case 4143://Orc Hero - clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO); - break; - case 4135://Orc Lord - clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD); - break; - } + } + break; + case SC_KYOUGAKU: + clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM); + break; + case SC_CLAIRVOYANCE: + calc_flag = SCB_ALL;/* required for overlapping */ + break; + case SC_FULL_THROTTLE: + sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1)); + break; + case SC_ITEMSCRIPT: + if( sd ) { + switch( sce->val1 ) { + //case 4121://Phree + //case 4047://Ghostring + case 4302://Gunka + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA); + break; + case 4132://Mistress + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS); + break; + case 4143://Orc Hero + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO); + break; + case 4135://Orc Lord + clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD); + break; } - break; } + break; + } opt_flag = 1; switch(type){ - case SC_STONE: - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - case SC_DEEP_SLEEP: - case SC_BURNING: - case SC_WHITEIMPRISON: - case SC_COLD: - sc->opt1 = 0; - break; + case SC_STONE: + case SC_FREEZE: + case SC_STUN: + case SC_SLEEP: + case SC_DEEP_SLEEP: + case SC_BURNING: + case SC_WHITEIMPRISON: + case SC_COLD: + sc->opt1 = 0; + break; - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - sc->opt2 &= ~(1<<(type-SC_POISON)); - break; - case SC_DPOISON: - sc->opt2 &= ~OPT2_DPOISON; - break; - case SC_CRUCIS: - sc->opt2 &= ~OPT2_SIGNUMCRUCIS; - break; + case SC_POISON: + case SC_CURSE: + case SC_SILENCE: + case SC_BLIND: + sc->opt2 &= ~(1<<(type-SC_POISON)); + break; + case SC_DPOISON: + sc->opt2 &= ~OPT2_DPOISON; + break; + case SC_CRUCIS: + sc->opt2 &= ~OPT2_SIGNUMCRUCIS; + break; - case SC_HIDING: - sc->option &= ~OPTION_HIDE; - opt_flag|= 2|4; //Check for warp trigger + AoE trigger - break; - case SC_CLOAKING: - case SC_CLOAKINGEXCEED: - case SC__INVISIBILITY: - sc->option &= ~OPTION_CLOAK; - case SC_CAMOUFLAGE: - opt_flag|= 2; - break; - case SC_CHASEWALK: - sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); - opt_flag|= 2; - break; - case SC_SIGHT: - sc->option &= ~OPTION_SIGHT; - break; - case SC_WEDDING: - sc->option &= ~OPTION_WEDDING; - opt_flag |= 0x4; - break; - case SC_XMAS: - sc->option &= ~OPTION_XMAS; - opt_flag |= 0x4; - break; - case SC_SUMMER: - sc->option &= ~OPTION_SUMMER; - opt_flag |= 0x4; - break; - case SC_HANBOK: - sc->option &= ~OPTION_HANBOK; - opt_flag |= 0x4; - break; - case SC_ORCISH: - sc->option &= ~OPTION_ORCISH; - break; - case SC_RUWACH: - sc->option &= ~OPTION_RUWACH; - break; - case SC_FUSION: - sc->option &= ~OPTION_FLYING; - break; + case SC_HIDING: + sc->option &= ~OPTION_HIDE; + opt_flag|= 2|4; //Check for warp trigger + AoE trigger + break; + case SC_CLOAKING: + case SC_CLOAKINGEXCEED: + case SC__INVISIBILITY: + sc->option &= ~OPTION_CLOAK; + case SC_CAMOUFLAGE: + opt_flag|= 2; + break; + case SC_CHASEWALK: + sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); + opt_flag|= 2; + break; + case SC_SIGHT: + sc->option &= ~OPTION_SIGHT; + break; + case SC_WEDDING: + sc->option &= ~OPTION_WEDDING; + opt_flag |= 0x4; + break; + case SC_XMAS: + sc->option &= ~OPTION_XMAS; + opt_flag |= 0x4; + break; + case SC_SUMMER: + sc->option &= ~OPTION_SUMMER; + opt_flag |= 0x4; + break; + case SC_HANBOK: + sc->option &= ~OPTION_HANBOK; + opt_flag |= 0x4; + break; + case SC_ORCISH: + sc->option &= ~OPTION_ORCISH; + break; + case SC_RUWACH: + sc->option &= ~OPTION_RUWACH; + break; + case SC_FUSION: + sc->option &= ~OPTION_FLYING; + break; //opt3 - case SC_TWOHANDQUICKEN: - case SC_ONEHANDQUICKEN: - case SC_SPEARQUICKEN: - case SC_CONCENTRATION: - case SC_MER_QUICKEN: - sc->opt3 &= ~OPT3_QUICKEN; - opt_flag = 0; - break; - case SC_OVERTHRUST: - case SC_OVERTHRUSTMAX: - case SC_SWOO: - sc->opt3 &= ~OPT3_OVERTHRUST; - if( type == SC_SWOO ) - opt_flag = 8; - else - opt_flag = 0; - break; - case SC_ENERGYCOAT: - case SC_SKE: - sc->opt3 &= ~OPT3_ENERGYCOAT; - opt_flag = 0; - break; - case SC_INCATKRATE: //Simulated Explosion spirits effect. - if (bl->type != BL_MOB) - { - opt_flag = 0; - break; - } - case SC_EXPLOSIONSPIRITS: - sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS; - opt_flag = 0; - break; - case SC_STEELBODY: - case SC_SKA: - sc->opt3 &= ~OPT3_STEELBODY; - opt_flag = 0; - break; - case SC_BLADESTOP: - sc->opt3 &= ~OPT3_BLADESTOP; - opt_flag = 0; - break; - case SC_AURABLADE: - sc->opt3 &= ~OPT3_AURABLADE; - opt_flag = 0; - break; - case SC_BERSERK: - opt_flag = 0; - // case SC__BLOODYLUST: - sc->opt3 &= ~OPT3_BERSERK; - break; - // case ???: // doesn't seem to do anything - // sc->opt3 &= ~OPT3_LIGHTBLADE; - // opt_flag = 0; - // break; - case SC_DANCING: - if ((sce->val1&0xFFFF) == CG_MOONLIT) - sc->opt3 &= ~OPT3_MOONLIT; - opt_flag = 0; - break; - case SC_MARIONETTE: - case SC_MARIONETTE_MASTER: - sc->opt3 &= ~OPT3_MARIONETTE; - opt_flag = 0; - break; - case SC_ASSUMPTIO: - sc->opt3 &= ~OPT3_ASSUMPTIO; - opt_flag = 0; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 &= ~OPT3_WARM; - opt_flag = 0; - break; - case SC_KAITE: - sc->opt3 &= ~OPT3_KAITE; - opt_flag = 0; - break; - case SC_NJ_BUNSINJYUTSU: - sc->opt3 &= ~OPT3_BUNSIN; - opt_flag = 0; - break; - case SC_SOULLINK: - sc->opt3 &= ~OPT3_SOULLINK; + case SC_TWOHANDQUICKEN: + case SC_ONEHANDQUICKEN: + case SC_SPEARQUICKEN: + case SC_CONCENTRATION: + case SC_MER_QUICKEN: + sc->opt3 &= ~OPT3_QUICKEN; + opt_flag = 0; + break; + case SC_OVERTHRUST: + case SC_OVERTHRUSTMAX: + case SC_SWOO: + sc->opt3 &= ~OPT3_OVERTHRUST; + if( type == SC_SWOO ) + opt_flag = 8; + else opt_flag = 0; - break; - case SC_PROPERTYUNDEAD: - sc->opt3 &= ~OPT3_UNDEAD; + break; + case SC_ENERGYCOAT: + case SC_SKE: + sc->opt3 &= ~OPT3_ENERGYCOAT; + opt_flag = 0; + break; + case SC_INCATKRATE: //Simulated Explosion spirits effect. + if (bl->type != BL_MOB) + { opt_flag = 0; break; - // case ???: // from DA_CONTRACT (looks like biolab mobs aura) - // sc->opt3 &= ~OPT3_CONTRACT; - // opt_flag = 0; - // break; - default: - opt_flag = 0; + } + case SC_EXPLOSIONSPIRITS: + sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS; + opt_flag = 0; + break; + case SC_STEELBODY: + case SC_SKA: + sc->opt3 &= ~OPT3_STEELBODY; + opt_flag = 0; + break; + case SC_BLADESTOP: + sc->opt3 &= ~OPT3_BLADESTOP; + opt_flag = 0; + break; + case SC_AURABLADE: + sc->opt3 &= ~OPT3_AURABLADE; + opt_flag = 0; + break; + case SC_BERSERK: + opt_flag = 0; + // case SC__BLOODYLUST: + sc->opt3 &= ~OPT3_BERSERK; + break; + // case ???: // doesn't seem to do anything + // sc->opt3 &= ~OPT3_LIGHTBLADE; + // opt_flag = 0; + // break; + case SC_DANCING: + if ((sce->val1&0xFFFF) == CG_MOONLIT) + sc->opt3 &= ~OPT3_MOONLIT; + opt_flag = 0; + break; + case SC_MARIONETTE: + case SC_MARIONETTE_MASTER: + sc->opt3 &= ~OPT3_MARIONETTE; + opt_flag = 0; + break; + case SC_ASSUMPTIO: + sc->opt3 &= ~OPT3_ASSUMPTIO; + opt_flag = 0; + break; + case SC_WARM: //SG skills [Komurka] + sc->opt3 &= ~OPT3_WARM; + opt_flag = 0; + break; + case SC_KAITE: + sc->opt3 &= ~OPT3_KAITE; + opt_flag = 0; + break; + case SC_NJ_BUNSINJYUTSU: + sc->opt3 &= ~OPT3_BUNSIN; + opt_flag = 0; + break; + case SC_SOULLINK: + sc->opt3 &= ~OPT3_SOULLINK; + opt_flag = 0; + break; + case SC_PROPERTYUNDEAD: + sc->opt3 &= ~OPT3_UNDEAD; + opt_flag = 0; + break; + // case ???: // from DA_CONTRACT (looks like biolab mobs aura) + // sc->opt3 &= ~OPT3_CONTRACT; + // opt_flag = 0; + // break; + default: + opt_flag = 0; } if (calc_flag&SCB_DYE) { //Restore DYE color @@ -9958,7 +9953,7 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) int hp; if(!((bl=iMap->id2bl(id))&& - (sc=status_get_sc(bl)) && + (sc=iStatus->get_sc(bl)) && (sce = sc->data[SC_KAAHI]))) return 0; @@ -9968,8 +9963,8 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } - status=status_get_status_data(bl); - if(!status_charge(bl, 0, sce->val3)) { + status=iStatus->get_status_data(bl); + if(!iStatus->charge(bl, 0, sce->val3)) { sce->val4 = INVALID_TIMER; return 0; } @@ -9978,15 +9973,15 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) if (hp > sce->val2) hp = sce->val2; if (hp) - status_heal(bl, hp, 0, 2); + iStatus->heal(bl, hp, 0, 2); sce->val4 = INVALID_TIMER; return 1; } /*========================================== - * For recusive status, like for each 5s we drop sp etc. - * Reseting the end timer. - *------------------------------------------*/ +* For recusive status, like for each 5s we drop sp etc. +* Reseting the end timer. +*------------------------------------------*/ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { enum sc_type type = (sc_type)data; @@ -10002,8 +9997,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data); return 0; } - sc = status_get_sc(bl); - status = status_get_status_data(bl); + sc = iStatus->get_sc(bl); + status = iStatus->get_status_data(bl); if(!(sc && (sce = sc->data[type]))) { @@ -10019,39 +10014,39 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) sd = BL_CAST(BL_PC, bl); -// set the next timer of the sce (don't assume the status still exists) + // set the next timer of the sce (don't assume the status still exists) #define sc_timer_next(t,f,i,d) \ if( (sce=sc->data[type]) ) \ - sce->timer = iTimer->add_timer(t,f,i,d); \ + sce->timer = iTimer->add_timer(t,f,i,d); \ else \ - ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data) + ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data) switch(type) { case SC_MAXIMIZEPOWER: case SC_CLOAKING: - if(!status_charge(bl, 0, 1)) + if(!iStatus->charge(bl, 0, 1)) break; //Not enough SP to continue. - sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); + sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data); return 0; case SC_CHASEWALK: - if(!status_charge(bl, 0, sce->val4)) + if(!iStatus->charge(bl, 0, sce->val4)) break; //Not enough SP to continue. if (!sc->data[SC_CHASEWALK2]) { sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1), (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration - *skill->get_time2(status_sc2skill(type),sce->val1)); + *skill->get_time2(iStatus->sc2skill(type),sce->val1)); } - sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); + sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data); return 0; - break; + break; case SC_SKA: if(--(sce->val2)>0){ sce->val3 = rnd()%100; //Random defense. - sc_timer_next(1000+tick, status_change_timer,bl->id, data); + sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data); return 0; } break; @@ -10059,32 +10054,32 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_HIDING: if(--(sce->val2)>0){ - if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1)) + if(sce->val2 % sce->val4 == 0 && !iStatus->charge(bl, 0, 1)) break; //Fail if it's time to substract SP and there isn't. - sc_timer_next(1000+tick, status_change_timer,bl->id, data); + sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data); return 0; } - break; + break; case SC_SIGHT: case SC_RUWACH: case SC_WZ_SIGHTBLASTER: if(type == SC_WZ_SIGHTBLASTER) - iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick); + iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick); else - iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); + iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); if( --(sce->val2)>0 ){ sce->val4 += 250; // use for Shadow Form 2 seconds checking. - sc_timer_next(250+tick, status_change_timer, bl->id, data); + sc_timer_next(250+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_PROVOKE: - if(sce->val2) { //Auto-provoke (it is ended in status_heal) - sc_timer_next(1000*60+tick,status_change_timer, bl->id, data ); + if(sce->val2) { //Auto-provoke (it is ended in iStatus->heal) + sc_timer_next(1000*60+tick,iStatus->change_timer, bl->id, data ); return 0; } break; @@ -10096,14 +10091,14 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) unit_stop_attack(bl); sc->opt1 = OPT1_STONE; clif->changeoption(bl); - sc_timer_next(1000+tick,status_change_timer, bl->id, data ); + sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data ); status_calc_bl(bl, StatusChangeFlagTable[type]); return 0; } if(--(sce->val3) > 0) { if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4) status_percent_damage(NULL, bl, 1, 0, false); - sc_timer_next(1000+tick,status_change_timer, bl->id, data ); + sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data ); return 0; } break; @@ -10122,7 +10117,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) iMap->freeblock_lock(); status_zap(bl, sce->val4, 0); if (sc->data[type]) { // Check if the status still last ( can be dead since then ). - sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data ); } iMap->freeblock_unlock(); } @@ -10132,7 +10127,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_TENSIONRELAX: if(status->max_hp > status->hp && --(sce->val3) > 0){ - sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); + sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10162,7 +10157,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) iMap->freeblock_unlock(); break; } - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); + sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data); } iMap->freeblock_unlock(); return 0; @@ -10177,8 +10172,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) int hp = 0; if( status->hp < status->max_hp ) hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ; - status_heal(bl, hp, 0, 2); - sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data); + iStatus->heal(bl, hp, 0, 2); + sc_timer_next((sce->val2 * 1000) + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10191,7 +10186,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap if (boss_md->bl.prev != NULL) { - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); + sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; } } @@ -10205,61 +10200,61 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if (--sce->val3 <= 0) break; switch(sce->val1&0xFFFF){ - case BD_RICHMANKIM: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_SIEGFRIED: - case BA_DISSONANCE: - case BA_ASSASSINCROSS: - case DC_UGLYDANCE: - s=3; - break; - case BD_LULLABY: - case BD_ETERNALCHAOS: - case BD_ROKISWEIL: - case DC_FORTUNEKISS: - s=4; - break; - case CG_HERMODE: - case BD_INTOABYSS: - case BA_WHISTLE: - case DC_HUMMING: - case BA_POEMBRAGI: - case DC_SERVICEFORYOU: - s=5; - break; - case BA_APPLEIDUN: - #ifdef RENEWAL - s=5; - #else - s=6; - #endif - break; - case CG_MOONLIT: - //Moonlit's cost is 4sp*skill_lv [Skotlex] - sp= 4*(sce->val1>>16); - //Upkeep is also every 10 secs. - case DC_DONTFORGETME: - s=10; - break; + case BD_RICHMANKIM: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_SIEGFRIED: + case BA_DISSONANCE: + case BA_ASSASSINCROSS: + case DC_UGLYDANCE: + s=3; + break; + case BD_LULLABY: + case BD_ETERNALCHAOS: + case BD_ROKISWEIL: + case DC_FORTUNEKISS: + s=4; + break; + case CG_HERMODE: + case BD_INTOABYSS: + case BA_WHISTLE: + case DC_HUMMING: + case BA_POEMBRAGI: + case DC_SERVICEFORYOU: + s=5; + break; + case BA_APPLEIDUN: +#ifdef RENEWAL + s=5; +#else + s=6; +#endif + break; + case CG_MOONLIT: + //Moonlit's cost is 4sp*skill_lv [Skotlex] + sp= 4*(sce->val1>>16); + //Upkeep is also every 10 secs. + case DC_DONTFORGETME: + s=10; + break; } if( s != 0 && sce->val3 % s == 0 ) { if (sc->data[SC_LONGING]) sp*= 3; - if (!status_charge(bl, 0, sp)) + if (!iStatus->charge(bl, 0, sp)) break; } - sc_timer_next(1000+tick, status_change_timer, bl->id, data); + sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC__BLOODYLUST: case SC_BERSERK: // 5% every 10 seconds [DracoRPG] - if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) + if( --( sce->val3 ) > 0 && iStatus->charge(bl, sce->val2, 0) && status->hp > 100 ) { - sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); + sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10271,7 +10266,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) clif->updatestatus(sd,SP_MANNER); if (sd->status.manner < 0) { //Every 60 seconds your manner goes up by 1 until it gets back to 0. - sc_timer_next(60000+tick, status_change_timer, bl->id, data); + sc_timer_next(60000+tick, iStatus->change_timer, bl->id, data); return 0; } } @@ -10285,7 +10280,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) // clif->message(bl, timer); //} if((sce->val4 -= 500) > 0) { - sc_timer_next(500 + tick, status_change_timer, bl->id, data); + sc_timer_next(500 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10296,7 +10291,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) struct block_list *pbl = iMap->id2bl(sce->val1); if( pbl && check_distance_bl(bl, pbl, 7) ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } } @@ -10308,9 +10303,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) int hp, sp; hp = (sce->val1 > 5) ? 45 : 30; sp = (sce->val1 > 5) ? 35 : 20; - if(!status_charge(bl, hp, sp)) + if(!iStatus->charge(bl, hp, sp)) break; - sc_timer_next(10000+tick, status_change_timer, bl->id, data); + sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10318,7 +10313,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_JAILED: if(sce->val1 == INT_MAX || --(sce->val1) > 0) { - sc_timer_next(60000+tick, status_change_timer, bl->id,data); + sc_timer_next(60000+tick, iStatus->change_timer, bl->id,data); return 0; } break; @@ -10326,14 +10321,14 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_BLIND: if(sc->data[SC_FOGWALL]) { //Blind lasts forever while you are standing on the fog. - sc_timer_next(5000+tick, status_change_timer, bl->id, data); + sc_timer_next(5000+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_ABUNDANCE: if(--(sce->val4) > 0) { - status_heal(bl,0,60,0); - sc_timer_next(10000+tick, status_change_timer, bl->id, data); + iStatus->heal(bl,0,60,0); + sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data); } break; @@ -10343,7 +10338,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0); status_fix_damage(NULL,bl,100,0); if( sc->data[type] ) { - sc_timer_next(3000+tick,status_change_timer,bl->id,data); + sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data); } iMap->freeblock_unlock(); return 0; @@ -10356,9 +10351,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) damage += status->vit * (sce->val1 - 3); unit_skillcastcancel(bl,2); iMap->freeblock_lock(); - status_damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1); + iStatus->damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1); if( sc->data[type] ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data ); } iMap->freeblock_unlock(); return 0; @@ -10391,20 +10386,20 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) while( mushroom_skill_id == 0 ); switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage - case CAST_GROUND: - skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0); - break; - case CAST_NODAMAGE: - skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0); - break; - case CAST_DAMAGE: - skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0); - break; + case CAST_GROUND: + skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0); + break; + case CAST_NODAMAGE: + skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0); + break; + case CAST_DAMAGE: + skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0); + break; } } clif->emotion(bl,E_HEH); - sc_timer_next(4000+tick,status_change_timer,bl->id,data); + sc_timer_next(4000+tick,iStatus->change_timer,bl->id,data); } return 0; } @@ -10415,9 +10410,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { //Damage is every 10 seconds including 3%sp drain. iMap->freeblock_lock(); clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0); - status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable + iStatus->damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable if( sc->data[type] ) { - sc_timer_next(10000 + tick, status_change_timer, bl->id, data ); + sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data ); } iMap->freeblock_unlock(); return 0; @@ -10428,7 +10423,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if( --(sce->val4) > 0 ) { clif->emotion(bl,E_WHAT); - sc_timer_next(3000 + tick, status_change_timer, bl->id, data ); + sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data ); return 0; } break; @@ -10436,17 +10431,17 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_WEAPONBLOCKING: if( --(sce->val4) > 0 ) { - if( !status_charge(bl,0,3) ) + if( !iStatus->charge(bl,0,3) ) break; - sc_timer_next(3000+tick,status_change_timer,bl->id,data); + sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data); return 0; } break; case SC_CLOAKINGEXCEED: - if(!status_charge(bl,0,10-sce->val1)) + if(!iStatus->charge(bl,0,10-sce->val1)) break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_RENOVATIO: @@ -10455,8 +10450,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) int heal = status->max_hp * 3 / 100; if( sc && sc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; - status_heal(bl, heal, 0, 2); - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); + iStatus->heal(bl, heal, 0, 2); + sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10469,10 +10464,10 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) iMap->freeblock_lock(); clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay - status_damage(src, bl, damage, 0, 0, 1); + iStatus->damage(src, bl, damage, 0, 0, 1); if( sc->data[type]){ // Target still lives. [LimitLine] - sc_timer_next(3000 + tick, status_change_timer, bl->id, data); + sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data); } iMap->freeblock_unlock(); return 0; @@ -10484,7 +10479,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { if( sce->val2 > 0 ) sce->val2--; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10496,52 +10491,52 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_SUMMON5: if( --(sce->val4) > 0 ) { - if( !status_charge(bl, 0, 1) ) + if( !iStatus->charge(bl, 0, 1) ) break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_READING_SB: - if( !status_charge(bl, 0, sce->val2) ){ + if( !iStatus->charge(bl, 0, sce->val2) ){ int i; for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well. status_change_end(bl, (sc_type)i, INVALID_TIMER); break; } - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); + sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_ELECTRICSHOCKER: if( --(sce->val4) > 0 ) { - status_charge(bl, 0, status->max_sp / 100 * sce->val1 ); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + iStatus->charge(bl, 0, status->max_sp / 100 * sce->val1 ); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_CAMOUFLAGE: if(--(sce->val4) > 0){ - status_charge(bl,0,7 - sce->val1); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + iStatus->charge(bl,0,7 - sce->val1); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC__REPRODUCE: - if(!status_charge(bl, 0, 1)) + if(!iStatus->charge(bl, 0, 1)) break; - sc_timer_next(1000+tick, status_change_timer, bl->id, data); + sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data); return 0; case SC__SHADOWFORM: if( --(sce->val4) > 0 ) { - if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) ) + if( !iStatus->charge(bl, 0, sce->val1 - (sce->val1 - 1)) ) break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10549,9 +10544,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC__INVISIBILITY: if( --(sce->val4) > 0 ) { - if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv. + if( !iStatus->charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv. break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10559,15 +10554,15 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_STRIKING: if( --(sce->val4) > 0 ) { - if( !status_charge(bl,0, sce->val1 ) ) + if( !iStatus->charge(bl,0, sce->val1 ) ) break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_VACUUM_EXTREME: if( --(sce->val4) > 0 ){ - sc_timer_next(100 + tick, status_change_timer, bl->id, data); + sc_timer_next(100 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10575,17 +10570,17 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if( --(sce->val4) > 0 ) { struct block_list *src = iMap->id2bl(sce->val2); int damage; - if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) ) + if( !src || (src && (iStatus->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) ) break; iMap->freeblock_lock(); damage = sce->val3; - status_damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1); + iStatus->damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1); unit_skillcastcancel(bl,1); if ( sc->data[type] ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); } iMap->freeblock_unlock(); - status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level + iStatus->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level return 0; } break; @@ -10594,7 +10589,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if( --(sce->val4) > 0 ) { clif->emotion(bl,E_LV); - sc_timer_next(2000 + tick, status_change_timer, bl->id, data); + sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10602,8 +10597,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_DEEP_SLEEP: if( --(sce->val4) > 0 ) { // Recovers 1% HP/SP every 2 seconds. - status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2); - sc_timer_next(2000 + tick, status_change_timer, bl->id, data); + iStatus->heal(bl, status->max_hp / 100, status->max_sp / 100, 2); + sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10611,10 +10606,10 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_SIRCLEOFNATURE: if( --(sce->val4) > 0 ) { - if( !status_charge(bl,0,sce->val2) ) + if( !iStatus->charge(bl,0,sce->val2) ) break; - status_heal(bl, sce->val3, 0, 1); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + iStatus->heal(bl, sce->val3, 0, 1); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10622,8 +10617,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_SONG_OF_MANA: if( --(sce->val4) > 0 ) { - status_heal(bl,0,sce->val3,3); - sc_timer_next(3000 + tick, status_change_timer, bl->id, data); + iStatus->heal(bl,0,sce->val3,3); + sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10635,9 +10630,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { int hp = status->hp / 100; int sp = status->sp / 100; - if( !status_charge(bl, hp, sp) ) + if( !iStatus->charge(bl, hp, sp) ) break; - sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); + sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10646,39 +10641,39 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if( --(sce->val4) > 0 ) { // Drains 2% of HP and 1% of SP every seconds. if( bl->type != BL_MOB) // doesn't work on mobs - status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + iStatus->charge(bl, status->max_hp * 2 / 100, status->max_sp / 100); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_FORCEOFVANGUARD: - if( !status_charge(bl,0,20) ) + if( !iStatus->charge(bl,0,20) ) break; - sc_timer_next(6000 + tick, status_change_timer, bl->id, data); + sc_timer_next(6000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_BANDING: - if( status_charge(bl, 0, 7 - sce->val1) ) + if( iStatus->charge(bl, 0, 7 - sce->val1) ) { if( sd ) pc->banding(sd, sce->val1); - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); + sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_LG_REFLECTDAMAGE: if( --(sce->val4) > 0 ) { - if( !status_charge(bl,0,sce->val3) ) + if( !iStatus->charge(bl,0,sce->val3) ) break; - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); + sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_OVERHEAT_LIMITPOINT: if( --(sce->val1) > 0 ) { // Cooling - sc_timer_next(30000 + tick, status_change_timer, bl->id, data); + sc_timer_next(30000 + tick, iStatus->change_timer, bl->id, data); } break; @@ -10689,7 +10684,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) iMap->freeblock_lock(); status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0)); if( sc->data[type] ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); } iMap->freeblock_unlock(); } @@ -10701,17 +10696,17 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; // Time out if( sce->val2 == bl->id ) { - if( !status_charge(bl,0,14 + (3 * sce->val1)) ) + if( !iStatus->charge(bl,0,14 + (3 * sce->val1)) ) break; // No more SP status should end, and in the next second will end for the other affected players } else { struct block_list *src = iMap->id2bl(sce->val2); struct status_change *ssc; - if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] ) + if( !src || (ssc = iStatus->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] ) break; // Source no more under Magnetic Field } - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); } break; @@ -10721,19 +10716,19 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) int hp = status->max_hp * (7-sce->val1) / 100; int sp = status->max_sp * (9-sce->val1) / 100; - if( !status_charge(bl,hp,sp) ) break; + if( !iStatus->charge(bl,hp,sp) ) break; - sc_timer_next(1000+tick,status_change_timer,bl->id, data); + sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data); return 0; } break; case SC_RAISINGDRAGON: // 1% every 5 seconds [Jobbie] - if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) + if( --(sce->val3)>0 && iStatus->charge(bl, sce->val2, 0) ) { if( !sc->data[type] ) return 0; - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); + sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10746,19 +10741,19 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_WIND_STEP: case SC_STONE_SHIELD: case SC_SOLID_SKIN: - if( !status_charge(bl,0,sce->val2) ){ + if( !iStatus->charge(bl,0,sce->val2) ){ struct block_list *s_bl = battle->get_master(bl); if( s_bl ) status_change_end(s_bl,type+1,INVALID_TIMER); status_change_end(bl,type,INVALID_TIMER); break; } - sc_timer_next(2000 + tick, status_change_timer, bl->id, data); + sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_STOMACHACHE: if( --(sce->val4) > 0 ){ - status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds. + iStatus->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds. { pc_stop_walking(sd,1|4); @@ -10766,7 +10761,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) pc_setsit(sd); clif->sitting(bl); } - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); + sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10775,27 +10770,27 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_SOULCOLD: case SC_HAWKEYES: /* they only end by status_change_end */ - sc_timer_next(600000 + tick, status_change_timer, bl->id, data); + sc_timer_next(600000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_MEIKYOUSISUI: if( --(sce->val4) > 0 ){ - status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + iStatus->heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_IZAYOI: case SC_KAGEMUSYA: if( --(sce->val2) > 0 ){ - if(!status_charge(bl, 0, 1)) break; - sc_timer_next(1000+tick, status_change_timer, bl->id, data); + if(!iStatus->charge(bl, 0, 1)) break; + sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_ANGRIFFS_MODUS: if(--(sce->val4) > 0) { //drain hp/sp - if( !status_charge(bl,100,20) ) break; - sc_timer_next(1000+tick,status_change_timer,bl->id, data); + if( !iStatus->charge(bl,100,20) ) break; + sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data); return 0; } break; @@ -10803,7 +10798,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if( --(sce->val4) > 0 ) { status_percent_damage(bl, bl, sce->val2, 0, false); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10811,15 +10806,15 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if( --(sce->val4) > 0 ) { status_percent_heal(bl, sce->val2, 0); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_FRIGG_SONG: if( --(sce->val4) > 0 ) { - status_heal(bl, sce->val3, 0, 0); - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); + iStatus->heal(bl, sce->val3, 0, 0); + sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; @@ -10831,8 +10826,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } /*========================================== - * Foreach iteration of repetitive status - *------------------------------------------*/ +* Foreach iteration of repetitive status +*------------------------------------------*/ int status_change_timer_sub(struct block_list* bl, va_list ap) { struct status_change* tsc; @@ -10842,16 +10837,16 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int unsigned int tick = va_arg(ap,unsigned int); - if (status_isdead(bl)) + if (iStatus->isdead(bl)) return 0; - tsc = status_get_sc(bl); + tsc = iStatus->get_sc(bl); switch( type ) { - case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */ + case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); case SC_CONCENTRATION: status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); @@ -10859,29 +10854,29 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); break; - case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */ + case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */ if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || - tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] || - tsc->data[SC__INVISIBILITY])) { - status_change_end(bl, SC_HIDING, INVALID_TIMER); - status_change_end(bl, SC_CLOAKING, INVALID_TIMER); - status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); - status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); - status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); - if(battle->check_target( src, bl, BCT_ENEMY ) > 0) - skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); + tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] || + tsc->data[SC__INVISIBILITY])) { + status_change_end(bl, SC_HIDING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); + if(battle->check_target( src, bl, BCT_ENEMY ) > 0) + skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); } if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); break; case SC_WZ_SIGHTBLASTER: if (battle->check_target( src, bl, BCT_ENEMY ) > 0 && - status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) + iStatus->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) { if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){ - sce->val2 = 0; //This signals it to end. + sce->val2 = 0; //This signals it to end. } } break; @@ -10903,19 +10898,19 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) } #ifdef RENEWAL -int status_get_total_def(struct block_list *src){ return status_get_status_data(src)->def2 + (short)status_get_def(src); } -int status_get_total_mdef(struct block_list *src){ return status_get_status_data(src)->mdef2 + (short)status_get_mdef(src); } +int status_get_total_def(struct block_list *src){ return iStatus->get_status_data(src)->def2 + (short)iStatus->get_def(src); } +int status_get_total_mdef(struct block_list *src){ return iStatus->get_status_data(src)->mdef2 + (short)status_get_mdef(src); } int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){ int min = 0, max = 0, dstr; float strdex_bonus, variance; - struct status_change *sc = status_get_sc(bl); - + struct status_change *sc = iStatus->get_sc(bl); + if ( bl->type == BL_PC && watk->atk ){ if ( flag&2 ) dstr = status_get_dex(bl); else dstr = status_get_str(bl); - + variance = 5.0f * watk->atk * watk->wlv / 100.0f; strdex_bonus = watk->atk * dstr / 200.0f; @@ -10934,8 +10929,8 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl } if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) ) - max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1; - + max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1; + max = status_calc_watk(bl, sc, max, false); return max; @@ -10944,18 +10939,18 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl #define GETRANDMATK(){\ if( status->matk_max > status->matk_min )\ - return status->matk_min + rnd()%(status->matk_max - status->matk_min);\ - else\ - return status->matk_min;\ + return status->matk_min + rnd()%(status->matk_max - status->matk_min);\ +else\ + return status->matk_min;\ } /*========================================== - * flag [malufett] - * 0 - update matk values - * 1 - get matk w/o SC bonuses - * 2 - get modified matk - * 3 - get matk w/o eatk & SC bonuses - *------------------------------------------*/ +* flag [malufett] +* 0 - update matk values +* 1 - get matk w/o SC bonuses +* 2 - get modified matk +* 3 - get matk w/o eatk & SC bonuses +*------------------------------------------*/ int status_get_matk(struct block_list *bl, int flag){ struct status_data *status; struct status_change *sc; @@ -10964,8 +10959,8 @@ int status_get_matk(struct block_list *bl, int flag){ if( bl == NULL ) return 1; - status = status_get_status_data(bl); - sc = status_get_sc(bl); + status = iStatus->get_status_data(bl); + sc = iStatus->get_sc(bl); sd = BL_CAST(BL_PC, bl); if( flag == 2 ) // just get matk @@ -10976,15 +10971,15 @@ int status_get_matk(struct block_list *bl, int flag){ status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0); #else /** - * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK) - * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers - **/ - status->matk_min = status_base_matk(status, status_get_lv(bl)); - + * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK) + * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers + **/ + status->matk_min = iStatus->base_matk(status, iStatus->get_lv(bl)); + // Any +MATK you get from skills and cards, including cards in weapon, is added here. if( sd && sd->bonus.ematk > 0 && flag != 3 ) status->matk_min += sd->bonus.ematk; - if( flag != 3 ) + if( flag != 3 ) status->matk_min = status_calc_ematk(bl, sc, status->matk_min); status->matk_max = status->matk_min; @@ -10996,7 +10991,7 @@ int status_get_matk(struct block_list *bl, int flag){ status->matk_min += wMatk - variance; status->matk_max += wMatk + variance; }else if( bl->type&BL_MOB ){ - status->matk_min = status->matk_max = status_get_int(bl) + status_get_lv(bl); + status->matk_min = status->matk_max = status_get_int(bl) + iStatus->get_lv(bl); status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; } @@ -11027,64 +11022,65 @@ int status_get_matk(struct block_list *bl, int flag){ } /*========================================== - * Clears buffs/debuffs of a character. - * type&1 -> buffs, type&2 -> debuffs - * type&4 -> especific debuffs(implemented with refresh) - *------------------------------------------*/ +* Clears buffs/debuffs of a character. +* type&1 -> buffs, type&2 -> debuffs +* type&4 -> especific debuffs(implemented with refresh) +*------------------------------------------*/ int status_change_clear_buffs (struct block_list* bl, int type) { int i; - struct status_change *sc= status_get_sc(bl); + struct status_change *sc= iStatus->get_sc(bl); if (!sc || !sc->count) return 0; - if (type&6) //Debuffs - for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) - status_change_end(bl, (sc_type)i, INVALID_TIMER); + if (type&6) //Debuffs + for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) + status_change_end(bl, (sc_type)i, INVALID_TIMER); for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) { - if( !sc->data[i] || !status_get_sc_type(i) ) + if( !sc->data[i] || !iStatus->get_sc_type(i) ) continue; - if( type&3 && !(status_get_sc_type(i)&SC_BUFF) && !(status_get_sc_type(i)&SC_DEBUFF) ) + if( type&3 && !(iStatus->get_sc_type(i)&SC_BUFF) && !(iStatus->get_sc_type(i)&SC_DEBUFF) ) continue; if( !(type&3) ){ - if( type&1 && !(status_get_sc_type(i)&SC_BUFF) ) + if( type&1 && !(iStatus->get_sc_type(i)&SC_BUFF) ) continue; - if( type&2 && !(status_get_sc_type(i)&SC_DEBUFF) ) + if( type&2 && !(iStatus->get_sc_type(i)&SC_DEBUFF) ) continue; } switch (i) { - case SC_DEEP_SLEEP: - case SC_FROSTMISTY: - case SC_COLD: - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - case SC_MARSHOFABYSS: - case SC_MANDRAGORA: - if(!(type&4)) - continue; - break; - case SC__BLOODYLUST: - case SC_BERSERK: - case SC_SATURDAY_NIGHT_FEVER: - if(type&4) - continue; - sc->data[i]->val2 = 0; - break; - default: - if(type&4) - continue; + case SC_DEEP_SLEEP: + case SC_FROSTMISTY: + case SC_COLD: + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: + case SC_MARSHOFABYSS: + case SC_MANDRAGORA: + if(!(type&4)) + continue; + break; + case SC__BLOODYLUST: + case SC_BERSERK: + case SC_SATURDAY_NIGHT_FEVER: + if(type&4) + continue; + sc->data[i]->val2 = 0; + break; + default: + if(type&4) + continue; + } status_change_end(bl, (sc_type)i, INVALID_TIMER); } @@ -11093,7 +11089,7 @@ int status_change_clear_buffs (struct block_list* bl, int type) int status_change_spread( struct block_list *src, struct block_list *bl ) { int i, flag = 0; - struct status_change *sc = status_get_sc(src); + struct status_change *sc = iStatus->get_sc(src); const struct TimerData *timer; unsigned int tick; struct status_change_data data; @@ -11110,70 +11106,70 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { switch( i ) { //Debuffs that can be spreaded. // NOTE: We'll add/delte SCs when we are able to confirm it. - case SC_CURSE: - case SC_SILENCE: - case SC_CONFUSION: - case SC_BLIND: - case SC_NOCHAT: - case SC_ILLUSION: - case SC_CRUCIS: - case SC_DEC_AGI: - case SC_SLOWDOWN: - case SC_MINDBREAKER: - case SC_DC_WINKCHARM: - case SC_STOP: - case SC_ORCISH: + case SC_CURSE: + case SC_SILENCE: + case SC_CONFUSION: + case SC_BLIND: + case SC_NOCHAT: + case SC_ILLUSION: + case SC_CRUCIS: + case SC_DEC_AGI: + case SC_SLOWDOWN: + case SC_MINDBREAKER: + case SC_DC_WINKCHARM: + case SC_STOP: + case SC_ORCISH: //case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically. //case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all. //case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech] //case SC_NOEQUIPHELM: //case SC__STRIPACCESSARY: - case SC_WUGBITE: - case SC_FROSTMISTY: - case SC_VENOMBLEED: - case SC_DEATHHURT: - case SC_PARALYSE: - if( sc->data[i]->timer != INVALID_TIMER ) { - timer = iTimer->get_timer(sc->data[i]->timer); - if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0) - continue; - data.tick = DIFF_TICK(timer->tick,tick); - } else - data.tick = INVALID_TIMER; - break; - // Special cases - case SC_POISON: - case SC_DPOISON: - data.tick = sc->data[i]->val3 * 1000; - break; - case SC_FEAR: - case SC_LEECHESEND: - data.tick = sc->data[i]->val4 * 1000; - break; - case SC_BURNING: - data.tick = sc->data[i]->val4 * 2000; - break; - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - data.tick = sc->data[i]->val4 * 3000; - break; - case SC_MAGICMUSHROOM: - data.tick = sc->data[i]->val4 * 4000; - break; - case SC_TOXIN: - case SC_BLOODING: - data.tick = sc->data[i]->val4 * 10000; - break; - default: + case SC_WUGBITE: + case SC_FROSTMISTY: + case SC_VENOMBLEED: + case SC_DEATHHURT: + case SC_PARALYSE: + if( sc->data[i]->timer != INVALID_TIMER ) { + timer = iTimer->get_timer(sc->data[i]->timer); + if (timer == NULL || timer->func != iStatus->change_timer || DIFF_TICK(timer->tick,tick) < 0) continue; - break; + data.tick = DIFF_TICK(timer->tick,tick); + } else + data.tick = INVALID_TIMER; + break; + // Special cases + case SC_POISON: + case SC_DPOISON: + data.tick = sc->data[i]->val3 * 1000; + break; + case SC_FEAR: + case SC_LEECHESEND: + data.tick = sc->data[i]->val4 * 1000; + break; + case SC_BURNING: + data.tick = sc->data[i]->val4 * 2000; + break; + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + data.tick = sc->data[i]->val4 * 3000; + break; + case SC_MAGICMUSHROOM: + data.tick = sc->data[i]->val4 * 4000; + break; + case SC_TOXIN: + case SC_BLOODING: + data.tick = sc->data[i]->val4 * 10000; + break; + default: + continue; + break; } if( i ){ data.val1 = sc->data[i]->val1; data.val2 = sc->data[i]->val2; data.val3 = sc->data[i]->val3; data.val4 = sc->data[i]->val4; - status_change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8); + iStatus->change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8); flag = 1; } } @@ -11194,10 +11190,10 @@ static int status_natural_heal(struct block_list* bl, va_list args) struct map_session_data *sd; int val,rate,bonus = 0,flag; - regen = status_get_regen_data(bl); + regen = iStatus->get_regen_data(bl); if (!regen) return 0; - status = status_get_status_data(bl); - sc = status_get_sc(bl); + status = iStatus->get_status_data(bl); + sc = iStatus->get_sc(bl); if (sc && !sc->count) sc = NULL; sd = BL_CAST(BL_PC,bl); @@ -11209,9 +11205,9 @@ static int status_natural_heal(struct block_list* bl, va_list args) flag&=~(RGN_SP|RGN_SSP); if (flag && ( - status_isdead(bl) || + iStatus->isdead(bl) || (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY])) - )) + )) flag=0; if (sd) { @@ -11222,7 +11218,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) } if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && - (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) + (vd = iStatus->get_viewdata(bl)) && vd->dead_sit == 2) { //Apply sitting regen bonus. sregen = regen->ssregen; if(flag&(RGN_SHP)) @@ -11234,7 +11230,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) + if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp) { //Full flag&=~(RGN_HP|RGN_SHP); break; @@ -11250,7 +11246,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.sp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) + if(iStatus->heal(bl, 0, sregen->sp, 3) < sregen->sp) { //Full flag&=~(RGN_SP|RGN_SSP); break; @@ -11276,7 +11272,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) if (flag&(RGN_HP|RGN_SP)) { - if(!vd) vd = status_get_viewdata(bl); + if(!vd) vd = iStatus->get_viewdata(bl); if(vd && vd->dead_sit == 2) bonus++; if(regen->state.gc) @@ -11301,7 +11297,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) val += regen->hp; regen->tick.hp -= battle_config.natural_healhp_interval; } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); - if (status_heal(bl, val, 0, 1) < val) + if (iStatus->heal(bl, val, 0, 1) < val) flag&=~RGN_SHP; //full. } } @@ -11322,7 +11318,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) val += regen->sp; regen->tick.sp -= battle_config.natural_healsp_interval; } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); - if (status_heal(bl, 0, val, 1) < val) + if (iStatus->heal(bl, 0, val, 1) < val) flag&=~RGN_SSP; //full. } } @@ -11340,7 +11336,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) + if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp) break; //Full } } @@ -11354,19 +11350,19 @@ static int status_natural_heal(struct block_list* bl, va_list args) val*=2; sd->state.doridori = 0; if ((rate = pc->checkskill(sd,TK_SPTIME))) - sc_start(bl,status_skill2sc(TK_SPTIME), - 100,rate,skill->get_time(TK_SPTIME, rate)); + sc_start(bl,iStatus->skill2sc(TK_SPTIME), + 100,rate,skill->get_time(TK_SPTIME, rate)); if ( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rnd()%10000 < battle_config.sg_angel_skill_ratio - ) { //Angel of the Sun/Moon/Star - clif->feel_hate_reset(sd); - pc->resethate(sd); - pc->resetfeel(sd); + ) { //Angel of the Sun/Moon/Star + clif->feel_hate_reset(sd); + pc->resethate(sd); + pc->resetfeel(sd); } } sregen->tick.sp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, 0, val, 3) < val) + if(iStatus->heal(bl, 0, val, 3) < val) break; //Full } } @@ -11383,15 +11379,15 @@ static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_ } /** - * Get the chance to upgrade a piece of equipment. - * @param wlv The weapon type of the item to refine (see see enum refine_type) - * @param refine The target refine level - * @return The chance to refine the item, in percent (0~100) - **/ +* Get the chance to upgrade a piece of equipment. +* @param wlv The weapon type of the item to refine (see see enum refine_type) +* @param refine The target refine level +* @return The chance to refine the item, in percent (0~100) +**/ int status_get_refine_chance(enum refine_type wlv, int refine) { if ( refine < 0 || refine >= MAX_REFINE) - return 0; + return 0; return refine_info[wlv].chance[refine]; } @@ -11405,12 +11401,12 @@ int status_get_sc_type(sc_type type) { } /*------------------------------------------ - * DB reading. - * job_db1.txt - weight, hp, sp, aspd - * job_db2.txt - job level stat bonuses - * size_fix.txt - size adjustment table for weapons - * refine_db.txt - refining data table - *------------------------------------------*/ +* DB reading. +* job_db1.txt - weight, hp, sp, aspd +* job_db2.txt - job level stat bonuses +* size_fix.txt - size adjustment table for weapons +* refine_db.txt - refining data table +*------------------------------------------*/ static bool status_readdb_job1(char* fields[], int columns, int current) {// Job-specific values (weight, HP, SP, ASPD) int idx, class_; @@ -11575,16 +11571,16 @@ int status_readdb(void) } /*========================================== - * Status db init and destroy. - *------------------------------------------*/ +* Status db init and destroy. +*------------------------------------------*/ int do_init_status(void) { - iTimer->add_timer_func_list(status_change_timer,"status_change_timer"); + iTimer->add_timer_func_list(iStatus->change_timer,"status_change_timer"); iTimer->add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer"); iTimer->add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer"); initChangeTables(); initDummyData(); - status_readdb(); + iStatus->readdb(); status_calc_sigma(); natural_heal_prev_tick = iTimer->gettick(); sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE); @@ -11595,3 +11591,107 @@ void do_final_status(void) { ers_destroy(sc_data_ers); } + +/*===================================== +* Default Functions : status.h +* Generated by HerculesInterfaceMaker +* created by Susu +*-------------------------------------*/ +void status_defaults(void) { + iStatus = &iStatus_s; + + /* vars */ + + iStatus->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] + iStatus->current_equip_card_id = 0; //To prevent card-stacking (from jA) [Skotlex] + //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only + //to avoid cards exploits + + /* funcs */ + + iStatus->get_refine_chance = status_get_refine_chance; + // for looking up associated data + iStatus->skill2sc = status_skill2sc; + iStatus->sc2skill = status_sc2skill; + iStatus->sc2scb_flag = status_sc2scb_flag; + iStatus->type2relevant_bl_types = status_type2relevant_bl_types; + iStatus->get_sc_type = status_get_sc_type; + + iStatus->damage = status_damage; + //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills) + iStatus->charge = status_charge; + iStatus->percent_change = status_percent_change; + //Used to set the hp/sp of an object to an absolute value (can't kill) + iStatus->set_hp = status_set_hp; + iStatus->set_sp = status_set_sp; + iStatus->heal = status_heal; + iStatus->revive = status_revive; + + iStatus->get_regen_data = status_get_regen_data; + iStatus->get_status_data = status_get_status_data; + iStatus->get_base_status = status_get_base_status; + iStatus->get_name = status_get_name; + iStatus->get_class = status_get_class; + iStatus->get_lv = status_get_lv; + iStatus->get_def = status_get_def; + iStatus->get_speed = status_get_speed; + iStatus->calc_attack_element = status_calc_attack_element; + iStatus->get_party_id = status_get_party_id; + iStatus->get_guild_id = status_get_guild_id; + iStatus->get_emblem_id = status_get_emblem_id; + iStatus->get_mexp = status_get_mexp; + iStatus->get_race2 = status_get_race2; + + iStatus->get_viewdata = status_get_viewdata; + iStatus->set_viewdata = status_set_viewdata; + iStatus->change_init = status_change_init; + iStatus->get_sc = status_get_sc; + + iStatus->isdead = status_isdead; + iStatus->isimmune = status_isimmune; + + iStatus->get_sc_def = status_get_sc_def; + + iStatus->change_start = status_change_start; + iStatus->change_end_ = status_change_end_; + iStatus->kaahi_heal_timer = kaahi_heal_timer; + iStatus->change_timer = status_change_timer; + iStatus->change_timer_sub = status_change_timer_sub; + iStatus->change_clear = status_change_clear; + iStatus->change_clear_buffs = status_change_clear_buffs; + + iStatus->calc_bl_ = status_calc_bl_; + iStatus->calc_mob_ = status_calc_mob_; + iStatus->calc_pet_ = status_calc_pet_; + iStatus->calc_pc_ = status_calc_pc_; + iStatus->calc_homunculus_ = status_calc_homunculus_; + iStatus->calc_mercenary_ = status_calc_mercenary_; + iStatus->calc_elemental_ = status_calc_elemental_; + + iStatus->calc_misc = status_calc_misc; + iStatus->calc_regen = status_calc_regen; + iStatus->calc_regen_rate = status_calc_regen_rate; + + iStatus->check_skilluse = status_check_skilluse; // [Skotlex] + iStatus->check_visibility = status_check_visibility; //[Skotlex] + + iStatus->change_spread = status_change_spread; + + iStatus->calc_def = status_calc_def; + iStatus->calc_def2 = status_calc_def2; + iStatus->calc_mdef = status_calc_mdef; + iStatus->calc_mdef2 = status_calc_mdef2; + iStatus->calc_batk = status_calc_batk; +#ifdef RENEWAL + iStatus->base_matk = status_base_matk; + iStatus->get_weapon_atk = status_get_weapon_atk; + iStatus->get_total_mdef = status_get_total_mdef; + iStatus->get_total_def = status_get_total_def; +#endif + + iStatus->get_matk = status_get_matk; + + iStatus->readdb = status_readdb; + iStatus->do_init_status = do_init_status; + iStatus->do_final_status = do_final_status; +} diff --git a/src/map/status.h b/src/map/status.h index 7c9c16a0e..11a78dc9f 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -1,16 +1,13 @@ // Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder - #ifndef _STATUS_H_ #define _STATUS_H_ - struct block_list; struct mob_data; struct pet_data; struct homun_data; struct mercenary_data; struct status_change; - /** * Max Refine available to your server * Changing this limit requires edits to refine_db.txt @@ -20,17 +17,14 @@ struct status_change; #else #define MAX_REFINE 10 #endif - enum refine_type { REFINE_TYPE_ARMOR = 0, REFINE_TYPE_WEAPON1 = 1, REFINE_TYPE_WEAPON2 = 2, REFINE_TYPE_WEAPON3 = 3, REFINE_TYPE_WEAPON4 = 4, - REFINE_TYPE_MAX = 5 }; - typedef enum sc_conf_type { SC_NO_REM_DEATH = 0x1, SC_NO_SAVE = 0x2, @@ -40,13 +34,9 @@ typedef enum sc_conf_type { SC_DEBUFF = 0x20, SC_MADO_NO_RESET = 0x40 } sc_conf_type; - -int status_get_refine_chance(enum refine_type wlv, int refine); - // Status changes listing. These code are for use by the server. typedef enum sc_type { SC_NONE = -1, - //First we enumerate common status ailments which are often used around. SC_STONE = 0, SC_COMMON_MIN = 0, // begin @@ -323,7 +313,6 @@ typedef enum sc_type { SC_PROTECT_DEF, //SC_SPREGEN, SC_WALKSPEED = 278, - // Mercenary Only Bonus Effects SC_MER_FLEE, SC_MER_ATK, //280 @@ -331,7 +320,6 @@ typedef enum sc_type { SC_MER_SP, SC_MER_HIT, SC_MER_QUICKEN, - SC_REBIRTH, //SC_SKILLCASTRATE, //286 //SC_DEFRATIOATK, @@ -670,20 +658,18 @@ typedef enum sc_type { SC_ALL_RIDING, SC_HANBOK, - SC_MONSTER_TRANSFORM, SC_ANGEL_PROTECT, SC_ILLUSIONDOPING, - + SC_MAX, //Automatically updated max, used in for's to check we are within bounds. } sc_type; - // Official status change ids, used to display status icons on the client. enum si_type { SI_BLANK = -1, SI_PROVOKE = 0, SI_ENDURE = 1, - SI_TWOHANDQUICKEN = 2, + SI_TWOHANDQUICKEN = 2, SI_CONCENTRATION = 3, SI_HIDING = 4, SI_CLOAKING = 5, @@ -1412,7 +1398,6 @@ enum si_type { SI_BURNT = 737, SI_MAX, }; - // JOINTBEAT stackable ailments enum e_joint_break { @@ -1425,8 +1410,6 @@ enum e_joint_break BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK, }; -extern int current_equip_item_index; -extern int current_equip_card_id; //Mode definitions to clear up code reading. [Skotlex] enum e_mode @@ -1725,149 +1708,186 @@ struct status_change { struct status_change_entry *data[SC_MAX]; }; -// for looking up associated data -sc_type status_skill2sc(int skill); -int status_sc2skill(sc_type sc); -unsigned int status_sc2scb_flag(sc_type sc); -int status_type2relevant_bl_types(int type); -int status_get_sc_type(sc_type idx); -int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag); //Define for standard HP damage attacks. -#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0) +#define status_fix_damage(src, target, hp, walkdelay) iStatus->damage(src, target, hp, 0, walkdelay, 0) //Define for standard HP/SP damage triggers. -#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1) -//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills) -int status_charge(struct block_list* bl, int hp, int sp); -int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag); -//Easier handling of status_percent_change -#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0) -#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2) +#define status_zap(bl, hp, sp) iStatus->damage(NULL, bl, hp, sp, 0, 1) +//Easier handling of iStatus->percent_change +#define status_percent_heal(bl, hp_rate, sp_rate) iStatus->percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0) +#define status_percent_damage(src, target, hp_rate, sp_rate, kill) iStatus->percent_change(src, target, hp_rate, sp_rate, (kill)?1:2) //Instant kill with no drops/exp/etc #define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true) -//Used to set the hp/sp of an object to an absolute value (can't kill) -int status_set_hp(struct block_list *bl, unsigned int hp, int flag); -int status_set_sp(struct block_list *bl, unsigned int sp, int flag); -int status_heal(struct block_list *bl,int hp,int sp, int flag); -int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp); -struct regen_data *status_get_regen_data(struct block_list *bl); -struct status_data *status_get_status_data(struct block_list *bl); -struct status_data *status_get_base_status(struct block_list *bl); -const char * status_get_name(struct block_list *bl); -int status_get_class(struct block_list *bl); -int status_get_lv(struct block_list *bl); -#define status_get_range(bl) status_get_status_data(bl)->rhw.range -#define status_get_hp(bl) status_get_status_data(bl)->hp -#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp -#define status_get_sp(bl) status_get_status_data(bl)->sp -#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp -#define status_get_str(bl) status_get_status_data(bl)->str -#define status_get_agi(bl) status_get_status_data(bl)->agi -#define status_get_vit(bl) status_get_status_data(bl)->vit -#define status_get_int(bl) status_get_status_data(bl)->int_ -#define status_get_dex(bl) status_get_status_data(bl)->dex -#define status_get_luk(bl) status_get_status_data(bl)->luk -#define status_get_hit(bl) status_get_status_data(bl)->hit -#define status_get_flee(bl) status_get_status_data(bl)->flee -defType status_get_def(struct block_list *bl); -#define status_get_mdef(bl) status_get_status_data(bl)->mdef -#define status_get_flee2(bl) status_get_status_data(bl)->flee2 -#define status_get_def2(bl) status_get_status_data(bl)->def2 -#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2 -#define status_get_critical(bl) status_get_status_data(bl)->cri -#define status_get_batk(bl) status_get_status_data(bl)->batk -#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk -#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2 -#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max -#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min -#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk -#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2 -unsigned short status_get_speed(struct block_list *bl); -#define status_get_adelay(bl) status_get_status_data(bl)->adelay -#define status_get_amotion(bl) status_get_status_data(bl)->amotion -#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion -#define status_get_element(bl) status_get_status_data(bl)->def_ele -#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv -unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element); -#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0) -#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele -#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele -#define status_get_race(bl) status_get_status_data(bl)->race -#define status_get_size(bl) status_get_status_data(bl)->size -#define status_get_mode(bl) status_get_status_data(bl)->mode -int status_get_party_id(struct block_list *bl); -int status_get_guild_id(struct block_list *bl); -int status_get_emblem_id(struct block_list *bl); -int status_get_mexp(struct block_list *bl); -int status_get_race2(struct block_list *bl); +#define status_get_range(bl) iStatus->get_status_data(bl)->rhw.range +#define status_get_hp(bl) iStatus->get_status_data(bl)->hp +#define status_get_max_hp(bl) iStatus->get_status_data(bl)->max_hp +#define status_get_sp(bl) iStatus->get_status_data(bl)->sp +#define status_get_max_sp(bl) iStatus->get_status_data(bl)->max_sp +#define status_get_str(bl) iStatus->get_status_data(bl)->str +#define status_get_agi(bl) iStatus->get_status_data(bl)->agi +#define status_get_vit(bl) iStatus->get_status_data(bl)->vit +#define status_get_int(bl) iStatus->get_status_data(bl)->int_ +#define status_get_dex(bl) iStatus->get_status_data(bl)->dex +#define status_get_luk(bl) iStatus->get_status_data(bl)->luk +#define status_get_hit(bl) iStatus->get_status_data(bl)->hit +#define status_get_flee(bl) iStatus->get_status_data(bl)->flee +#define status_get_mdef(bl) iStatus->get_status_data(bl)->mdef +#define status_get_flee2(bl) iStatus->get_status_data(bl)->flee2 +#define status_get_def2(bl) iStatus->get_status_data(bl)->def2 +#define status_get_mdef2(bl) iStatus->get_status_data(bl)->mdef2 +#define status_get_critical(bl) iStatus->get_status_data(bl)->cri +#define status_get_batk(bl) iStatus->get_status_data(bl)->batk +#define status_get_watk(bl) iStatus->get_status_data(bl)->rhw.atk +#define status_get_watk2(bl) iStatus->get_status_data(bl)->rhw.atk2 +#define status_get_matk_max(bl) iStatus->get_status_data(bl)->matk_max +#define status_get_matk_min(bl) iStatus->get_status_data(bl)->matk_min +#define status_get_lwatk(bl) iStatus->get_status_data(bl)->lhw.atk +#define status_get_lwatk2(bl) iStatus->get_status_data(bl)->lhw.atk2 +#define status_get_adelay(bl) iStatus->get_status_data(bl)->adelay +#define status_get_amotion(bl) iStatus->get_status_data(bl)->amotion +#define status_get_dmotion(bl) iStatus->get_status_data(bl)->dmotion +#define status_get_element(bl) iStatus->get_status_data(bl)->def_ele +#define status_get_element_level(bl) iStatus->get_status_data(bl)->ele_lv +#define status_get_attack_sc_element(bl, sc) iStatus->calc_attack_element(bl, sc, 0) +#define status_get_attack_element(bl) iStatus->get_status_data(bl)->rhw.ele +#define status_get_attack_lelement(bl) iStatus->get_status_data(bl)->lhw.ele +#define status_get_race(bl) iStatus->get_status_data(bl)->race +#define status_get_size(bl) iStatus->get_status_data(bl)->size +#define status_get_mode(bl) iStatus->get_status_data(bl)->mode -struct view_data *status_get_viewdata(struct block_list *bl); -void status_set_viewdata(struct block_list *bl, int class_); -void status_change_init(struct block_list *bl); -struct status_change *status_get_sc(struct block_list *bl); -int status_isdead(struct block_list *bl); -int status_isimmune(struct block_list *bl); -int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag); //Short version, receives rate in 1->100 range, and does not uses a flag setting. -#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0) -#define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0) -#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0) +#define sc_start(bl, type, rate, val1, tick) iStatus->change_start(bl,type,100*(rate),val1,0,0,0,tick,0) +#define sc_start2(bl, type, rate, val1, val2, tick) iStatus->change_start(bl,type,100*(rate),val1,val2,0,0,tick,0) +#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) iStatus->change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0) -int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag); -int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line); -#define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__) -int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data); -int status_change_timer(int tid, unsigned int tick, int id, intptr_t data); -int status_change_timer_sub(struct block_list* bl, va_list ap); -int status_change_clear(struct block_list* bl, int type); -int status_change_clear_buffs(struct block_list* bl, int type); +#define status_change_end(bl,type,tid) iStatus->change_end_(bl,type,tid,__FILE__,__LINE__) -#define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false) -#define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first) -#define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first) -#define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first) -#define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first) -#define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first) -#define status_calc_elemental(ed, first) status_calc_bl_(&(ed)->bl, SCB_ALL, first) -#define status_calc_npc(nd, first) status_calc_bl_(&(nd)->bl, SCB_ALL, first) +#define status_calc_bl(bl, flag) iStatus->calc_bl_(bl, (enum scb_flag)(flag), false) +#define status_calc_mob(md, first) iStatus->calc_bl_(&(md)->bl, SCB_ALL, first) +#define status_calc_pet(pd, first) iStatus->calc_bl_(&(pd)->bl, SCB_ALL, first) +#define status_calc_pc(sd, first) iStatus->calc_bl_(&(sd)->bl, SCB_ALL, first) +#define status_calc_homunculus(hd, first) iStatus->calc_bl_(&(hd)->bl, SCB_ALL, first) +#define status_calc_mercenary(md, first) iStatus->calc_bl_(&(md)->bl, SCB_ALL, first) +#define status_calc_elemental(ed, first) iStatus->calc_bl_(&(ed)->bl, SCB_ALL, first) +#define status_calc_npc(nd, first) iStatus->calc_bl_(&(nd)->bl, SCB_ALL, first) -void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first); -int status_calc_mob_(struct mob_data* md, bool first); -int status_calc_pet_(struct pet_data* pd, bool first); -int status_calc_pc_(struct map_session_data* sd, bool first); -int status_calc_homunculus_(struct homun_data *hd, bool first); -int status_calc_mercenary_(struct mercenary_data *md, bool first); -int status_calc_elemental_(struct elemental_data *ed, bool first); -void status_calc_misc(struct block_list *bl, struct status_data *status, int level); -void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen); -void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc); -int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag); // [Skotlex] -int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex] -int status_change_spread( struct block_list *src, struct block_list *bl ); -defType status_calc_def(struct block_list *bl, struct status_change *sc, int, bool); -signed short status_calc_def2(struct block_list *, struct status_change *, int, bool); -defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int, bool); -signed short status_calc_mdef2(struct block_list *, struct status_change *, int, bool); #ifdef RENEWAL -unsigned short status_calc_batk(struct block_list *, struct status_change *, int, bool); -unsigned short status_base_matk(const struct status_data* status, int level); -int status_get_weapon_atk(struct block_list *src, struct weapon_atk *watk, int flag); -int status_get_total_mdef(struct block_list *src); -int status_get_total_def(struct block_list *src); #endif -int status_get_matk(struct block_list *src, int flag); -int status_readdb(void); -int do_init_status(void); -void do_final_status(void); + +/*===================================== +* Interface : status.h +* Generated by HerculesInterfaceMaker +* created by Susu +*-------------------------------------*/ +struct status_interface { + + /* vars */ + + int current_equip_item_index; + int current_equip_card_id; + + /* funcs */ + + int (*get_refine_chance) (enum refine_type wlv, int refine); + // for looking up associated data + sc_type (*skill2sc) (int skill); + int (*sc2skill) (sc_type sc); + unsigned int (*sc2scb_flag) (sc_type sc); + int (*type2relevant_bl_types) (int type); + int (*get_sc_type) (sc_type idx); + + int (*damage) (struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag); + //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills) + int (*charge) (struct block_list* bl, int hp, int sp); + int (*percent_change) (struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag); + //Used to set the hp/sp of an object to an absolute value (can't kill) + int (*set_hp) (struct block_list *bl, unsigned int hp, int flag); + int (*set_sp) (struct block_list *bl, unsigned int sp, int flag); + int (*heal) (struct block_list *bl,int hp,int sp, int flag); + int (*revive) (struct block_list *bl, unsigned char per_hp, unsigned char per_sp); + + struct regen_data * (*get_regen_data) (struct block_list *bl); + struct status_data * (*get_status_data) (struct block_list *bl); + struct status_data * (*get_base_status) (struct block_list *bl); + const char * (*get_name) (struct block_list *bl); + int (*get_class) (struct block_list *bl); + int (*get_lv) (struct block_list *bl); + defType (*get_def) (struct block_list *bl); + unsigned short (*get_speed) (struct block_list *bl); + unsigned char (*calc_attack_element) (struct block_list *bl, struct status_change *sc, int element); + int (*get_party_id) (struct block_list *bl); + int (*get_guild_id) (struct block_list *bl); + int (*get_emblem_id) (struct block_list *bl); + int (*get_mexp) (struct block_list *bl); + int (*get_race2) (struct block_list *bl); + + struct view_data * (*get_viewdata) (struct block_list *bl); + void (*set_viewdata) (struct block_list *bl, int class_); + void (*change_init) (struct block_list *bl); + struct status_change * (*get_sc) (struct block_list *bl); + + int (*isdead) (struct block_list *bl); + int (*isimmune) (struct block_list *bl); + + int (*get_sc_def) (struct block_list *bl, enum sc_type type, int rate, int tick, int flag); + + int (*change_start) (struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag); + int (*change_end_) (struct block_list* bl, enum sc_type type, int tid, const char* file, int line); + int (*kaahi_heal_timer) (int tid, unsigned int tick, int id, intptr_t data); + int (*change_timer) (int tid, unsigned int tick, int id, intptr_t data); + int (*change_timer_sub) (struct block_list* bl, va_list ap); + int (*change_clear) (struct block_list* bl, int type); + int (*change_clear_buffs) (struct block_list* bl, int type); + + void (*calc_bl_) (struct block_list *bl, enum scb_flag flag, bool first); + int (*calc_mob_) (struct mob_data* md, bool first); + int (*calc_pet_) (struct pet_data* pd, bool first); + int (*calc_pc_) (struct map_session_data* sd, bool first); + int (*calc_homunculus_) (struct homun_data *hd, bool first); + int (*calc_mercenary_) (struct mercenary_data *md, bool first); + int (*calc_elemental_) (struct elemental_data *ed, bool first); + + void (*calc_misc) (struct block_list *bl, struct status_data *status, int level); + void (*calc_regen) (struct block_list *bl, struct status_data *status, struct regen_data *regen); + void (*calc_regen_rate) (struct block_list *bl, struct regen_data *regen, struct status_change *sc); + + int (*check_skilluse) (struct block_list *src, struct block_list *target, uint16 skill_id, int flag); // [Skotlex] + int (*check_visibility) (struct block_list *src, struct block_list *target); //[Skotlex] + + int (*change_spread) (struct block_list *src, struct block_list *bl); + + defType (*calc_def) (struct block_list *bl, struct status_change *sc, int, bool); + short (*calc_def2) (struct block_list *, struct status_change *, int, bool); + defType (*calc_mdef) (struct block_list *bl, struct status_change *sc, int, bool); + short (*calc_mdef2) (struct block_list *, struct status_change *, int, bool); + unsigned short (*calc_batk) (struct block_list *, struct status_change *, int, bool); + +#ifdef RENEWAL + unsigned short (*base_matk) (const struct status_data* status, int level); + int (*get_weapon_atk) (struct block_list *src, struct weapon_atk *watk, int flag); + int (*get_total_mdef) (struct block_list *src); + int (*get_total_def) (struct block_list *src); +#endif + + int (*get_matk) (struct block_list *src, int flag); + + int (*readdb) (void); + int (*do_init_status) (void); + void (*do_final_status) (void); +} iStatus_s; + +struct status_interface *iStatus; + +void status_defaults(void); #endif /* _STATUS_H_ */ diff --git a/src/map/unit.c b/src/map/unit.c index e5affb0c2..3e72cd793 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -104,9 +104,9 @@ int unit_walktoxy_sub(struct block_list *bl) if(ud->walkpath.path_pos>=ud->walkpath.path_len) i = -1; else if(ud->walkpath.path[ud->walkpath.path_pos]&1) - i = status_get_speed(bl)*14/10; + i = iStatus->get_speed(bl)*14/10; else - i = status_get_speed(bl); + i = iStatus->get_speed(bl); if( i > 0) ud->walktimer = iTimer->add_timer(iTimer->gettick()+i,unit_walktoxy_timer,bl->id,i); return 1; @@ -253,9 +253,9 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data if(ud->walkpath.path_pos>=ud->walkpath.path_len) i = -1; else if(ud->walkpath.path[ud->walkpath.path_pos]&1) - i = status_get_speed(bl)*14/10; + i = iStatus->get_speed(bl)*14/10; else - i = status_get_speed(bl); + i = iStatus->get_speed(bl); if(i > 0) { ud->walktimer = iTimer->add_timer(tick+i,unit_walktoxy_timer,id,i); @@ -269,7 +269,7 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data else if (ud->target_to) { //Update target trajectory. struct block_list *tbl = iMap->id2bl(ud->target_to); - if (!tbl || !status_check_visibility(bl, tbl)) { //Cancel chase. + if (!tbl || !iStatus->check_visibility(bl, tbl)) { //Cancel chase. ud->to_x = bl->x; ud->to_y = bl->y; if (tbl && bl->type == BL_MOB && mob_warpchase((TBL_MOB*)bl, tbl) ) @@ -349,7 +349,7 @@ int unit_walktoxy( struct block_list *bl, short x, short y, int flag) ud->to_y = y; unit_set_target(ud, 0); - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (sc && sc->data[SC_CONFUSION]) //Randomize the target position iMap->random_dir(bl, &ud->to_x, &ud->to_y); @@ -424,7 +424,7 @@ int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int ud->state.attack_continue = flag&2?1:0; //Chase to attack. unit_set_target(ud, 0); - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); if (sc && sc->data[SC_CONFUSION]) //Randomize the target position iMap->random_dir(bl, &ud->to_x, &ud->to_y); @@ -457,7 +457,7 @@ int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int int unit_run(struct block_list *bl) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); short to_x,to_y,dir_x,dir_y; int lv; int i; @@ -528,7 +528,7 @@ int unit_run(struct block_list *bl) //Exclusive function to Wug Dash state. [Jobbie/3CeAM] int unit_wugdash(struct block_list *bl, struct map_session_data *sd) { - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); short to_x,to_y,dir_x,dir_y; int lv; int i; @@ -903,7 +903,7 @@ int unit_can_move(struct block_list *bl) { nullpo_ret(bl); ud = unit_bl2ud(bl); - sc = status_get_sc(bl); + sc = iStatus->get_sc(bl); sd = BL_CAST(BL_PC, bl); if (!ud) @@ -988,10 +988,10 @@ int unit_resume_running(int tid, unsigned int tick, int id, intptr_t data) if(sd && pc_isridingwug(sd)) clif->skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv, - sc_start4(ud->bl,status_skill2sc(RA_WUGDASH),100,ud->skill_lv,unit_getdir(ud->bl),0,0,1)); + sc_start4(ud->bl,iStatus->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit_getdir(ud->bl),0,0,1)); else clif->skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv, - sc_start4(ud->bl,status_skill2sc(TK_RUN),100,ud->skill_lv,unit_getdir(ud->bl),0,0,0)); + sc_start4(ud->bl,iStatus->skill2sc(TK_RUN),100,ud->skill_lv,unit_getdir(ud->bl),0,0,0)); if (sd) clif->walkok(sd); @@ -1058,14 +1058,14 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui int temp = 0, range; nullpo_ret(src); - if(status_isdead(src)) + if(iStatus->isdead(src)) return 0; //Do not continue source is dead sd = BL_CAST(BL_PC, src); ud = unit_bl2ud(src); if(ud == NULL) return 0; - sc = status_get_sc(src); + sc = iStatus->get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded @@ -1142,10 +1142,10 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF && src->id == target_id) return 0; - if(!status_check_skilluse(src, target, skill_id, 0)) + if(!iStatus->check_skilluse(src, target, skill_id, 0)) return 0; - tstatus = status_get_status_data(target); + tstatus = iStatus->get_status_data(target); // Record the status of the previous skill) if(sd) { @@ -1233,7 +1233,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui case ALL_RESURRECTION: if(battle->check_undead(tstatus->race,tstatus->def_ele)) { temp = 1; - } else if (!status_isdead(target)) + } else if (!iStatus->isdead(target)) return 0; //Can't cast on non-dead characters. break; case MO_FINGEROFFENSIVE: @@ -1417,7 +1417,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui nullpo_ret(src); if (!src->prev) return 0; // not on the map - if(status_isdead(src)) return 0; + if(iStatus->isdead(src)) return 0; sd = BL_CAST(BL_PC, src); ud = unit_bl2ud(src); @@ -1426,7 +1426,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui if(ud->skilltimer != INVALID_TIMER) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex] return 0; - sc = status_get_sc(src); + sc = iStatus->get_sc(src); if (sc && !sc->count) sc = NULL; @@ -1444,7 +1444,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui } } - if (!status_check_skilluse(src, NULL, skill_id, 0)) + if (!iStatus->check_skilluse(src, NULL, skill_id, 0)) return 0; if( iMap->getcell(src->m, skill_x, skill_y, CELL_CHKWALL) ) @@ -1591,7 +1591,7 @@ int unit_attack(struct block_list *src,int target_id,int continuous) nullpo_ret(ud = unit_bl2ud(src)); target = iMap->id2bl(target_id); - if( target==NULL || status_isdead(target) ) { + if( target==NULL || iStatus->isdead(target) ) { unit_unattackable(src); return 1; } @@ -1607,7 +1607,7 @@ int unit_attack(struct block_list *src,int target_id,int continuous) return 0; } } - if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !status_check_skilluse(src, target, 0, 0) ) { + if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !iStatus->check_skilluse(src, target, 0, 0) ) { unit_unattackable(src); return 1; } @@ -1791,8 +1791,8 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t if( src == NULL || src->prev == NULL || target==NULL || target->prev == NULL ) return 0; - if( status_isdead(src) || status_isdead(target) || - battle->check_target(src,target,BCT_ENEMY) <= 0 || !status_check_skilluse(src, target, 0, 0) + if( iStatus->isdead(src) || iStatus->isdead(target) || + battle->check_target(src,target,BCT_ENEMY) <= 0 || !iStatus->check_skilluse(src, target, 0, 0) #ifdef OFFICIAL_WALKPATH || !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) #endif @@ -1826,7 +1826,7 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t return 1; } - sstatus = status_get_status_data(src); + sstatus = iStatus->get_status_data(src); range = sstatus->rhw.range + 1; if( unit_is_walking(target) ) @@ -2028,12 +2028,12 @@ int unit_changeviewsize(struct block_list *bl,short size) * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd * if clrtype is 1 (death), appropiate cleanup is performed. * Otherwise it is assumed bl is being warped. - * On-Kill specific stuff is not performed here, look at status_damage for that. + * On-Kill specific stuff is not performed here, look at iStatus->damage for that. *------------------------------------------*/ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func) { struct unit_data *ud = unit_bl2ud(bl); - struct status_change *sc = status_get_sc(bl); + struct status_change *sc = iStatus->get_sc(bl); nullpo_ret(ud); if(bl->prev == NULL) @@ -2251,7 +2251,7 @@ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file, /** * BL_MOB is handled by mob_dead unless the monster is not dead. **/ - if( bl->type != BL_MOB || !status_isdead(bl) ) + if( bl->type != BL_MOB || !iStatus->isdead(bl) ) clif->clearunit_area(bl,clrtype); iMap->delblock(bl); iMap->freeblock_unlock(); @@ -2302,7 +2302,7 @@ int unit_free(struct block_list *bl, clr_type clrtype) struct map_session_data *sd = (struct map_session_data*)bl; int i; - if( status_isdead(bl) ) + if( iStatus->isdead(bl) ) pc->setrestartvalue(sd,2); pc->delinvincibletimer(sd); @@ -2535,7 +2535,7 @@ int unit_free(struct block_list *bl, clr_type clrtype) } skill->clear_unitgroup(bl); - status_change_clear(bl,1); + iStatus->change_clear(bl,1); iMap->deliddb(bl); if( bl->type != BL_PC ) //Players are handled by map_quit iMap->freeblock(bl); |