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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-02-01 17:17:09 +0000 |
---|---|---|
committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-02-01 17:17:09 +0000 |
commit | 16e98db60869923981239814297888b46a425c7c (patch) | |
tree | 17b9b59715d49068f9eb41e61a31dbc3fad50673 /src/map/battle.c | |
parent | e6c88987fb92e83d3dc49d688db9d9723836f4f6 (diff) | |
download | hercules-16e98db60869923981239814297888b46a425c7c.tar.gz hercules-16e98db60869923981239814297888b46a425c7c.tar.bz2 hercules-16e98db60869923981239814297888b46a425c7c.tar.xz hercules-16e98db60869923981239814297888b46a425c7c.zip |
- Fixed a typo bug in SC_STAR_COMFORT handling.
- Fixed a possible crash bug in SC_POISONREACT handling.
- Simplified the skill trigger code for ST_PRESERVE, SG_FUSION, SG_*_COMFORT
- Unified the status change variables into a single structure (sc_count, opt1, opt2, opt3, option, and the array of status change data) which should make it easier to handle sc related stuff.
- TK_DODGE now won't trigger if your opt1 is set ;)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5154 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 321 |
1 files changed, 158 insertions, 163 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index a00c3cbbd..5f014879f 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -237,13 +237,11 @@ int battle_delay_damage (unsigned int tick, struct block_list *src, struct block int battle_damage(struct block_list *bl,struct block_list *target,int damage, int flag)
{
struct map_session_data *sd = NULL;
- struct status_change *sc_data;
- short *sc_count;
+ struct status_change *sc;
nullpo_retr(0, target); //bl‚ÍNULL‚ŌĂ΂ê‚邱‚Æ‚ª‚ ‚é‚Ì‚Å‘¼‚Ń`ƒFƒbƒN
- sc_data = status_get_sc_data(target);
- sc_count = status_get_sc_count(target);
+ sc = status_get_sc(target);
if (damage == 0 ||
target->prev == NULL ||
@@ -261,15 +259,15 @@ int battle_damage(struct block_list *bl,struct block_list *target,int damage, in if (damage < 0)
return battle_heal(bl,target,-damage,0,flag);
- if (!flag && sc_count && *sc_count > 0) {
+ if (!flag && sc && sc->count) {
// “€Œ‹?A?Ή»?A?‡–°‚ð?Á‹Ž
- if (sc_data[SC_FREEZE].timer != -1)
+ if (sc->data[SC_FREEZE].timer != -1)
status_change_end(target,SC_FREEZE,-1);
- if (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0)
+ if (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2 == 0)
status_change_end(target,SC_STONE,-1);
- if (sc_data[SC_SLEEP].timer != -1)
+ if (sc->data[SC_SLEEP].timer != -1)
status_change_end(target,SC_SLEEP,-1);
- if (sc_data[SC_WINKCHARM].timer != -1)
+ if (sc->data[SC_WINKCHARM].timer != -1)
status_change_end(target,SC_WINKCHARM,-1);
}
@@ -282,10 +280,10 @@ int battle_damage(struct block_list *bl,struct block_list *target,int damage, in struct map_session_data *tsd = (struct map_session_data *)target;
if (!tsd)
return 0;
- if (sc_data[SC_DEVOTION].val1 && bl && battle_getcurrentskill(bl) != PA_PRESSURE)
+ if (sc->count && sc->data[SC_DEVOTION].val1 && bl && battle_getcurrentskill(bl) != PA_PRESSURE)
{ //Devotion only works on attacks from a source (prevent it from absorbing coma) [Skotlex]
- struct map_session_data *sd2 = map_id2sd(tsd->sc_data[SC_DEVOTION].val1);
- if (sd2 && sd2->devotion[sc_data[SC_DEVOTION].val2] == target->id)
+ struct map_session_data *sd2 = map_id2sd(tsd->sc.data[SC_DEVOTION].val1);
+ if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id)
{
clif_damage(bl, &sd2->bl, gettick(), 0, 0, damage, 0, 0, 0);
pc_damage(&sd2->bl, sd2, damage);
@@ -377,11 +375,11 @@ int battle_stopwalking(struct block_list *bl,int type) int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_elem)
{
int def_type = def_elem % 10, def_lv = def_elem / 10 / 2;
- struct status_change *sc_data=NULL, *tsc_data=NULL;
+ struct status_change *sc=NULL, *tsc=NULL;
int ratio;
- if (src) sc_data = status_get_sc_data(src);
- if (target) tsc_data = status_get_sc_data(target);
+ if (src) sc = status_get_sc(src);
+ if (target) tsc = status_get_sc(target);
if (atk_elem < 0 || atk_elem > 9)
atk_elem = rand()%9; //•?Ší‘®?«ƒ‰ƒ“ƒ_ƒ€‚Å•t‰Á
@@ -427,24 +425,24 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag }
ratio = attr_fix_table[def_lv-1][atk_elem][def_type];
- if (sc_data)
+ if (sc && sc->count)
{
- if(sc_data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
- ratio += enchant_eff[sc_data[SC_VOLCANO].val1-1];
- if(sc_data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
- ratio += enchant_eff[sc_data[SC_VIOLENTGALE].val1-1];
- if(sc_data[SC_DELUGE].timer!=-1 && atk_elem == 1)
- ratio += enchant_eff[sc_data[SC_DELUGE].val1-1];
+ if(sc->data[SC_VOLCANO].timer!=-1 && atk_elem == 3)
+ ratio += enchant_eff[sc->data[SC_VOLCANO].val1-1];
+ if(sc->data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4)
+ ratio += enchant_eff[sc->data[SC_VIOLENTGALE].val1-1];
+ if(sc->data[SC_DELUGE].timer!=-1 && atk_elem == 1)
+ ratio += enchant_eff[sc->data[SC_DELUGE].val1-1];
}
- if (tsc_data)
+ if (tsc && tsc->count)
{
- if(tsc_data[SC_ARMOR_ELEMENT].timer!=-1)
+ if(tsc->data[SC_ARMOR_ELEMENT].timer!=-1)
{
- if (tsc_data[SC_ARMOR_ELEMENT].val1 == atk_elem)
- ratio -= tsc_data[SC_ARMOR_ELEMENT].val2;
+ if (tsc->data[SC_ARMOR_ELEMENT].val1 == atk_elem)
+ ratio -= tsc->data[SC_ARMOR_ELEMENT].val2;
else
- if (tsc_data[SC_ARMOR_ELEMENT].val3 == atk_elem)
- ratio -= tsc_data[SC_ARMOR_ELEMENT].val4;
+ if (tsc->data[SC_ARMOR_ELEMENT].val3 == atk_elem)
+ ratio -= tsc->data[SC_ARMOR_ELEMENT].val4;
}
}
return damage*ratio/100;
@@ -536,8 +534,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i {
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
- struct status_change *sc_data, *sc;
- short *sc_count;
+ struct status_change *sc;
+ struct status_change_entry *sci;
int class_;
nullpo_retr(0, bl);
@@ -553,8 +551,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i sd=(struct map_session_data *)bl;
}
- sc_data = status_get_sc_data(bl);
- sc_count = status_get_sc_count(bl);
+ sc = status_get_sc(bl);
if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) &&
((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) ||
@@ -563,12 +560,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i return 0;
}
- if (sc_count && *sc_count > 0) {
+ if (sc && sc->count) {
//First, sc_*'s that reduce damage to 0.
- if (sc_data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
+ if (sc->data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION)
) {
// ƒZ?[ƒtƒeƒBƒEƒH?[ƒ‹
- struct skill_unit_group *group = (struct skill_unit_group *)sc_data[SC_SAFETYWALL].val3;
+ struct skill_unit_group *group = (struct skill_unit_group *)sc->data[SC_SAFETYWALL].val3;
if (group) {
if (--group->val2<=0)
skill_delunitgroup(group);
@@ -578,28 +575,17 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i }
}
- if(sc_data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
+ if(sc->data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC)
return 0;
- /* Moved to battle_calc_weapon_attack for now.
- if(sc_data[SC_KAUPE].timer != -1 && damage > 0 && !skill_num) {
- if(rand()%100 < sc_data[SC_KAUPE].val2) {
- clif_skill_nodamage(bl,bl,SL_KAUPE,sc_data[SC_KAUPE].val1,1);
- if (--sc_data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
- status_change_end(bl, SC_KAUPE, -1);
- return 0;
- }
- }
- */
-
- if(sc_data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
- rand()%100 < sc_data[SC_AUTOGUARD].val2) {
+ if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
+ rand()%100 < sc->data[SC_AUTOGUARD].val2) {
int delay;
- clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc_data[SC_AUTOGUARD].val1,1);
+ clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
// different delay depending on skill level [celest]
- if (sc_data[SC_AUTOGUARD].val1 <= 5)
+ if (sc->data[SC_AUTOGUARD].val1 <= 5)
delay = 300;
- else if (sc_data[SC_AUTOGUARD].val1 > 5 && sc_data[SC_AUTOGUARD].val1 <= 9)
+ else if (sc->data[SC_AUTOGUARD].val1 > 5 && sc->data[SC_AUTOGUARD].val1 <= 9)
delay = 200;
else
delay = 100;
@@ -608,39 +594,39 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i else if(md)
md->canmove_tick = gettick() + delay;
- if(sc_data[SC_SHRINK].timer != -1 && rand()%100<5*sc_data[SC_AUTOGUARD].val1)
+ if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
return 0;
}
// -- moonsoul (chance to block attacks with new Lord Knight skill parrying)
//
- if(sc_data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
- rand()%100 < sc_data[SC_PARRYING].val2) {
- clif_skill_nodamage(bl,bl,LK_PARRYING,sc_data[SC_PARRYING].val1,1);
+ if(sc->data[SC_PARRYING].timer != -1 && flag&BF_WEAPON &&
+ rand()%100 < sc->data[SC_PARRYING].val2) {
+ clif_skill_nodamage(bl,bl,LK_PARRYING,sc->data[SC_PARRYING].val1,1);
return 0;
}
- if(sc_data[SC_DODGE].timer != -1 && (flag&BF_LONG || (sc_data[SC_SPURT].timer != -1 && flag&BF_WEAPON))
+ if(sc->data[SC_DODGE].timer != -1 && !sc->opt1 && (flag&BF_LONG || (sc->data[SC_SPURT].timer != -1 && flag&BF_WEAPON))
&& rand()%100 < 20) {
clif_skill_nodamage(bl,bl,TK_DODGE,1,1);
- if (sc_data[SC_COMBO].timer == -1)
+ if (sc->data[SC_COMBO].timer == -1)
status_change_start(bl, SC_COMBO, TK_JUMPKICK, src->id, 0, 0, 2000, 0);
return 0;
}
- if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
+ if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC
&& rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL))
return 0;
//Now damage increasing effects
- if(sc_data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE){
+ if(sc->data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE){
damage<<=1;
if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex]
status_change_end( bl,SC_AETERNA,-1 );
}
- if(sc_data[SC_SPIDERWEB].timer!=-1) // [Celest]
+ if(sc->data[SC_SPIDERWEB].timer!=-1) // [Celest]
if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) ||
(!flag&BF_SKILL && status_get_attack_element(src)==3)) {
damage<<=1;
@@ -648,20 +634,20 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i }
//Finally damage reductions....
- if(sc_data[SC_ASSUMPTIO].timer != -1){
+ if(sc->data[SC_ASSUMPTIO].timer != -1){
if(map_flag_vs(bl->m))
damage=damage*2/3; //Receive 66% damage
else
damage>>=1; //Receive 50% damage
}
- if(sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
- damage=damage*(100-sc_data[SC_DEFENDER].val2)/100;
+ if(sc->data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
+ damage=damage*(100-sc->data[SC_DEFENDER].val2)/100;
- if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
+ if(sc->data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON)
damage >>=1;
- if(sc_data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
+ if(sc->data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){
if(sd){
if(sd->status.sp>0){
int per = sd->status.sp * 5 / (sd->status.max_sp + 1);
@@ -674,45 +660,44 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i status_change_end( bl,SC_ENERGYCOAT,-1 );
}
else
- damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100;
+ damage -= damage * (sc->data[SC_ENERGYCOAT].val1 * 6) / 100;
}
- if(sc_data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
+ if(sc->data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON &&
// Fixed the condition check [Aalye]
(src->type==BL_MOB || (src->type==BL_PC && (((struct map_session_data *)src)->status.weapon == 1 ||
((struct map_session_data *)src)->status.weapon == 2 ||
((struct map_session_data *)src)->status.weapon == 3)))){
- if(rand()%100 < (15*sc_data[SC_REJECTSWORD].val1)){
+ if(rand()%100 < (15*sc->data[SC_REJECTSWORD].val1)){
damage = damage*50/100;
clif_damage(bl,src,gettick(),0,0,damage,0,0,0);
battle_damage(bl,src,damage,0);
- clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc_data[SC_REJECTSWORD].val1,1);
- if((--sc_data[SC_REJECTSWORD].val2)<=0)
+ clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc->data[SC_REJECTSWORD].val1,1);
+ if((--sc->data[SC_REJECTSWORD].val2)<=0)
status_change_end(bl, SC_REJECTSWORD, -1);
}
}
//Finally Kyrie because it may, or not, reduce damage to 0.
- if(sc_data[SC_KYRIE].timer!=-1){
- sc=&sc_data[SC_KYRIE];
- sc->val2-=damage;
+ if(sc->data[SC_KYRIE].timer!=-1){
+ sci=&sc->data[SC_KYRIE];
+ sci->val2-=damage;
if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){
- if(sc->val2>=0)
+ if(sci->val2>=0)
damage=0;
else
- damage=-sc->val2;
+ damage=-sci->val2;
}
- if((--sc->val3)<=0 || (sc->val2<=0) || skill_num == AL_HOLYLIGHT)
+ if((--sci->val3)<=0 || (sci->val2<=0) || skill_num == AL_HOLYLIGHT)
status_change_end(bl, SC_KYRIE, -1);
}
if (damage <= 0) return 0;
}
//SC effects from caster side.
- sc_data = status_get_sc_data(src);
- sc_count = status_get_sc_count(src);
- if (sc_count && *sc_count > 0) {
- if(sc_data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
+ sc = status_get_sc(src);
+ if (sc && sc->count) {
+ if(sc->data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) {
if (flag&BF_MAGIC) {
if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75)
return 0;
@@ -830,7 +815,7 @@ int battle_addmastery(struct map_session_data *sd,struct block_list *target,int // ƒr?[ƒXƒgƒxƒCƒ“(+4 ?` +40) vs “®•¨ or ?©’Ž
if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) ) {
damage += (skill * 4);
- if (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_HUNTER)
+ if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_HUNTER)
damage += sd->status.str;
}
@@ -953,7 +938,7 @@ static void battle_calc_base_damage(struct block_list *src, struct block_list *t {
unsigned short baseatk=0, baseatk_=0, atkmin=0, atkmax=0, atkmin_=0, atkmax_=0;
struct map_session_data *sd;
- struct status_change *sc_data = status_get_sc_data(src);
+ struct status_change *sc= status_get_sc(src);
int t_size = status_get_size(target);
if (src->type == BL_PC)
@@ -1026,7 +1011,7 @@ static void battle_calc_base_damage(struct block_list *src, struct block_list *t }
}
- if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer!=-1)
+ if (sc && sc->data[SC_MAXIMIZEPOWER].timer!=-1)
{
atkmin = atkmax;
atkmin_ = atkmax_;
@@ -1053,7 +1038,7 @@ static void battle_calc_base_damage(struct block_list *src, struct block_list *t //SizeFix only for players
if (!(
sd->special_state.no_sizefix ||
- (sc_data && sc_data[SC_WEAPONPERFECTION].timer!=-1) ||
+ (sc && sc->data[SC_WEAPONPERFECTION].timer!=-1) ||
(pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) ||
(flag&8)
))
@@ -1089,8 +1074,8 @@ static struct Damage battle_calc_weapon_attack( short t_race=0, t_ele=0, s_race=0; //Set to 0 because the compiler does not notices they are NOT gonna be used uninitialized
short s_ele, s_ele_;
short def1, def2;
- struct status_change *sc_data = status_get_sc_data(src);
- struct status_change *t_sc_data = status_get_sc_data(target);
+ struct status_change *sc = status_get_sc(src);
+ struct status_change *tsc = status_get_sc(target);
struct {
unsigned hit : 1; //the attack Hit? (not a miss)
unsigned cri : 1; //Critical hit
@@ -1129,6 +1114,11 @@ static struct Damage battle_calc_weapon_attack( wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag
wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later
+ if (sc && !sc->count)
+ sc = NULL; //Skip checking as there are no status changes active.
+ if (tsc && !tsc->count)
+ sc = NULL; //Skip checking as there are no status changes active.
+
switch (src->type)
{
case BL_PC:
@@ -1270,7 +1260,7 @@ static struct Damage battle_calc_weapon_attack( //Check for counter
if(!skill_num)
{
- if(t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1)
+ if(tsc && tsc->data[SC_AUTOCOUNTER].timer != -1)
//If it got here and you had autocounter active, then the direction/range does not matches: critical
flag.cri = 1;
} //End counter-check
@@ -1330,12 +1320,12 @@ static struct Damage battle_calc_weapon_attack( //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
cri -= status_get_luk(target) * (md&&tsd?3:2);
- if(t_sc_data)
+ if(tsc)
{
- if (t_sc_data[SC_SLEEP].timer!=-1 )
+ if (tsc->data[SC_SLEEP].timer!=-1 )
cri <<=1;
- if(t_sc_data[SC_JOINTBEAT].timer != -1 &&
- t_sc_data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
+ if(tsc->data[SC_JOINTBEAT].timer != -1 &&
+ tsc->data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG]
flag.cri=1;
}
switch (skill_num)
@@ -1362,7 +1352,7 @@ static struct Damage battle_calc_weapon_attack( } else { //Check for Perfect Hit
if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit)
flag.hit = 1;
- if (sc_data && sc_data[SC_FUSION].timer != -1) {
+ if (sc && sc->count && sc->data[SC_FUSION].timer != -1) {
flag.hit = 1; //SG_FUSION always hit [Komurka]
flag.idef = flag.idef2 = 1; //def ignore [Komurka]
}
@@ -1384,15 +1374,15 @@ static struct Damage battle_calc_weapon_attack( flag.hit = 1;
break;
case CR_SHIELDBOOMERANG:
- if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_CRUSADER)
+ if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
flag.hit = 1;
break;
}
- if ((t_sc_data && !flag.hit) &&
- (t_sc_data[SC_SLEEP].timer!=-1 ||
- t_sc_data[SC_STAN].timer!=-1 ||
- t_sc_data[SC_FREEZE].timer!=-1 ||
- (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0))
+ if ((tsc && !flag.hit) &&
+ (tsc->data[SC_SLEEP].timer!=-1 ||
+ tsc->data[SC_STAN].timer!=-1 ||
+ tsc->data[SC_FREEZE].timer!=-1 ||
+ (tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0))
)
flag.hit = 1;
}
@@ -1456,8 +1446,8 @@ static struct Damage battle_calc_weapon_attack( if(rand()%100 >= hitrate)
wd.dmg_lv = ATK_FLEE;
- else if (t_sc_data && t_sc_data[SC_KAUPE].timer != -1 && rand()%100 < t_sc_data[SC_KAUPE].val2) {
- if (--t_sc_data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
+ else if (tsc && tsc->data[SC_KAUPE].timer != -1 && rand()%100 < tsc->data[SC_KAUPE].val2) {
+ if (--tsc->data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time.
status_change_end(target, SC_KAUPE, -1);
wd.dmg_lv = ATK_FLEE;
} else
@@ -1495,9 +1485,9 @@ static struct Damage battle_calc_weapon_attack( wd.damage = hp_dmg;
wd.damage2 = 0;
- if (sc_data && sc_data[SC_SACRIFICE].timer != -1)
+ if (sc && sc->data[SC_SACRIFICE].timer != -1)
{
- if (--sc_data[SC_SACRIFICE].val2 <= 0)
+ if (--sc->data[SC_SACRIFICE].val2 <= 0)
status_change_end(src, SC_SACRIFICE,-1);
}
break;
@@ -1567,13 +1557,13 @@ static struct Damage battle_calc_weapon_attack( } //End switch(skill_num)
//Skill damage modifiers that stack linearly
- if(sc_data && skill_num != PA_SACRIFICE)
+ if(sc && skill_num != PA_SACRIFICE)
{
- if(sc_data[SC_OVERTHRUST].timer != -1)
- skillratio += 5*sc_data[SC_OVERTHRUST].val1;
- if(sc_data[SC_MAXOVERTHRUST].timer != -1)
- skillratio += 20*sc_data[SC_MAXOVERTHRUST].val1;
- if(sc_data[SC_BERSERK].timer != -1)
+ if(sc->data[SC_OVERTHRUST].timer != -1)
+ skillratio += 5*sc->data[SC_OVERTHRUST].val1;
+ if(sc->data[SC_MAXOVERTHRUST].timer != -1)
+ skillratio += 20*sc->data[SC_MAXOVERTHRUST].val1;
+ if(sc->data[SC_BERSERK].timer != -1)
skillratio += 100;
}
if (!skill_num)
@@ -1700,7 +1690,7 @@ static struct Damage battle_calc_weapon_attack( break;
case CR_SHIELDBOOMERANG:
skillratio += 30*skill_lv;
- if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_CRUSADER)
+ if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
skillratio += 100;
break;
case NPC_DARKCROSS:
@@ -1823,7 +1813,7 @@ static struct Damage battle_calc_weapon_attack( break;
case TK_JUMPKICK:
skillratio += -70 + 10*skill_lv;
- if (sc_data && sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == skill_num)
+ if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
skillratio += 10*status_get_lv(src)/3;
break;
case KN_CHARGEATK:
@@ -1858,16 +1848,16 @@ static struct Damage battle_calc_weapon_attack( //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex]
skillratio = 100;
//Skill damage modifiers that affect linearly stacked damage.
- if (sc_data && skill_num != PA_SACRIFICE) {
- if(sc_data[SC_TRUESIGHT].timer != -1)
- skillratio += 2*sc_data[SC_TRUESIGHT].val1;
+ if (sc && skill_num != PA_SACRIFICE) {
+ if(sc->data[SC_TRUESIGHT].timer != -1)
+ skillratio += 2*sc->data[SC_TRUESIGHT].val1;
// It is still not quite decided whether it works on bosses or not...
- if(sc_data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
- skillratio += 50 +50*sc_data[SC_EDP].val1;
+ if(sc->data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT)
+ skillratio += 50 +50*sc->data[SC_EDP].val1;
}
switch (skill_num) {
case AS_SONICBLOW:
- if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_ASSASIN)
+ if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe
if(sd && pc_checkskill(sd,AS_SONICACCEL)>0)
skillratio += 10;
@@ -1975,10 +1965,10 @@ static struct Damage battle_calc_weapon_attack( }
//Post skill/vit reduction damage increases
- if (sc_data && skill_num != LK_SPIRALPIERCE)
+ if (sc && skill_num != LK_SPIRALPIERCE)
{ //SC skill damages
- if(sc_data[SC_AURABLADE].timer!=-1)
- ATK_ADD(20*sc_data[SC_AURABLADE].val1);
+ if(sc->data[SC_AURABLADE].timer!=-1)
+ ATK_ADD(20*sc->data[SC_AURABLADE].val1);
}
//Refine bonus
@@ -2043,12 +2033,12 @@ static struct Damage battle_calc_weapon_attack( if (flag.lh && wd.damage2 > 0)
wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,t_element);
}
- if(sc_data && sc_data[SC_WATK_ELEMENT].timer != -1)
+ if(sc && sc->data[SC_WATK_ELEMENT].timer != -1)
{ //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
int damage=0;
battle_calc_base_damage(src, target, &damage, NULL, (flag.arrow?2:0));
- damage = damage*sc_data[SC_WATK_ELEMENT].val2/100;
- damage = battle_attr_fix(src,target,damage,sc_data[SC_WATK_ELEMENT].val1,t_element);
+ damage = damage*sc->data[SC_WATK_ELEMENT].val2/100;
+ damage = battle_attr_fix(src,target,damage,sc->data[SC_WATK_ELEMENT].val1,t_element);
ATK_ADD(damage);
}
}
@@ -2267,10 +2257,10 @@ static struct Damage battle_calc_weapon_attack( (wd.damage > 0 || wd.damage2 > 0)) {
if (battle_config.equip_self_break_rate) { // Self weapon breaking
int breakrate = battle_config.equip_natural_break_rate;
- if (sd->sc_count) {
- if(sd->sc_data[SC_OVERTHRUST].timer!=-1)
+ if (sc) {
+ if(sc->data[SC_OVERTHRUST].timer!=-1)
breakrate += 10;
- if(sd->sc_data[SC_MAXOVERTHRUST].timer!=-1)
+ if(sc->data[SC_MAXOVERTHRUST].timer!=-1)
breakrate += 10;
}
if(rand() % 10000 < breakrate * battle_config.equip_self_break_rate / 100 || breakrate >= 10000)
@@ -2282,10 +2272,10 @@ static struct Damage battle_calc_weapon_attack( breakrate[0] += sd->break_weapon_rate; // Break rate from equipment
breakrate[1] += sd->break_armor_rate;
- if (sd->sc_count) {
- if (sd->sc_data[SC_MELTDOWN].timer!=-1) {
- breakrate[0] += 100*sd->sc_data[SC_MELTDOWN].val1;
- breakrate[1] += 70*sd->sc_data[SC_MELTDOWN].val1;
+ if (sc) {
+ if (sc->data[SC_MELTDOWN].timer!=-1) {
+ breakrate[0] += 100*sc->data[SC_MELTDOWN].val1;
+ breakrate[1] += 70*sc->data[SC_MELTDOWN].val1;
breaktime = skill_get_time2(WS_MELTDOWN,1);
}
}
@@ -2556,7 +2546,7 @@ struct Damage battle_calc_magic_attack( break;
case AL_HOLYLIGHT:
skillratio += 25;
- if (sd && sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_PRIEST)
+ if (sd && sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_PRIEST)
skillratio *= 5; //Does 5x damage include bonuses from other skills?
break;
case AL_RUWACH:
@@ -2804,11 +2794,11 @@ struct Damage battle_calc_misc_attack( case NPC_DARKBREATH:
{
- struct status_change *sc_data = status_get_sc_data(target);
+ struct status_change *sc = status_get_sc(target);
int hitrate=status_get_hit(bl) - status_get_flee(target) + 80;
hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) );
- if(sc_data && (sc_data[SC_SLEEP].timer!=-1 || sc_data[SC_STAN].timer!=-1 ||
- sc_data[SC_FREEZE].timer!=-1 || (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ) )
+ if(sc && sc->count && (sc->data[SC_SLEEP].timer!=-1 || sc->data[SC_STAN].timer!=-1 ||
+ sc->data[SC_FREEZE].timer!=-1 || (sc->data[SC_STONE].timer!=-1 && sc->data[SC_STONE].val2==0) ) )
hitrate = 1000000;
if(rand()%100 < hitrate) {
damage = 500 + (skill_lv-1)*1000 + rand()%1000;
@@ -2935,11 +2925,11 @@ struct Damage battle_calc_attack( int attack_type, int battle_calc_return_damage(struct block_list *bl, int damage, int flag) {
struct map_session_data *sd=NULL;
- struct status_change *sc_data;
+ struct status_change *sc;
int rdamage = 0;
if (bl->type == BL_PC) sd = (struct map_session_data*)bl;
- sc_data = status_get_sc_data(bl);
+ sc = status_get_sc(bl);
if(flag&BF_WEAPON) {
if (flag & BF_SHORT) {
@@ -2948,9 +2938,9 @@ int battle_calc_return_damage(struct block_list *bl, int damage, int flag) { rdamage += damage * sd->short_weapon_damage_return / 100;
if(rdamage < 1) rdamage = 1;
}
- if (sc_data && sc_data[SC_REFLECTSHIELD].timer != -1)
+ if (sc && sc->data[SC_REFLECTSHIELD].timer != -1)
{
- rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100;
+ rdamage += damage * sc->data[SC_REFLECTSHIELD].val2 / 100;
if (rdamage < 1) rdamage = 1;
}
} else if (flag & BF_LONG) {
@@ -2980,7 +2970,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target, unsigned int tick,int flag)
{
struct map_session_data *sd = NULL, *tsd = NULL;
- struct status_change *sc_data, *tsc_data;
+ struct status_change *sc, *tsc;
int race, ele, damage,rdamage=0;
struct Damage wd;
@@ -2996,9 +2986,14 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target, if (target->type == BL_PC)
tsd = (struct map_session_data *)target;
- sc_data = status_get_sc_data(src);
- tsc_data = status_get_sc_data(target);
+ sc = status_get_sc(src);
+ tsc = status_get_sc(target);
+ if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
+ sc = NULL;
+ if (tsc && !tsc->count)
+ tsc = NULL;
+
race = status_get_race(target);
ele = status_get_elem_type(target);
@@ -3014,10 +3009,10 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target, }
//Check for counter attacks that block your attack. [Skotlex]
- if(tsc_data)
+ if(tsc)
{
- if(tsc_data[SC_AUTOCOUNTER].timer != -1 &&
- (!sc_data || sc_data[SC_AUTOCOUNTER].timer == -1) &&
+ if(tsc->data[SC_AUTOCOUNTER].timer != -1 &&
+ (!sc || sc->data[SC_AUTOCOUNTER].timer == -1) &&
status_check_skilluse(target, src, KN_AUTOCOUNTER, 0)
) {
int dir = map_calc_dir(target,src->x,src->y);
@@ -3025,7 +3020,7 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target, int dist = distance_bl(src, target);
if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= status_get_range(target)+1))
{
- int skilllv = tsc_data[SC_AUTOCOUNTER].val1;
+ int skilllv = tsc->data[SC_AUTOCOUNTER].val1;
clif_skillcastcancel(target); //Remove the casting bar. [Skotlex]
clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
status_change_end(target,SC_AUTOCOUNTER,-1);
@@ -3033,8 +3028,8 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target, return 0;
}
}
- if (tsc_data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
- int skilllv = tsc_data[SC_BLADESTOP_WAIT].val1;
+ if (tsc->data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) {
+ int skilllv = tsc->data[SC_BLADESTOP_WAIT].val1;
int duration = skill_get_time2(MO_BLADESTOP,skilllv);
status_change_end(target, SC_BLADESTOP_WAIT, -1);
clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS.
@@ -3049,15 +3044,15 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target, if(sd && (damage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) // triple blow works with bows ^^ [celest]
{
int triple_rate= 30 - damage; //Base Rate
- if (sc_data && sc_data[SC_SKILLRATE_UP].timer!=-1 && sc_data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
+ if (sc && sc->data[SC_SKILLRATE_UP].timer!=-1 && sc->data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK)
{
- triple_rate+= triple_rate*(sc_data[SC_SKILLRATE_UP].val2)/100;
+ triple_rate+= triple_rate*(sc->data[SC_SKILLRATE_UP].val2)/100;
status_change_end(src,SC_SKILLRATE_UP,-1);
}
if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,damage,tick,0);
}
- else if (sc_data && sc_data[SC_SACRIFICE].timer != -1)
- return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc_data[SC_SACRIFICE].val1,tick,0);
+ else if (sc && sc->data[SC_SACRIFICE].timer != -1)
+ return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc->data[SC_SACRIFICE].val1,tick,0);
wd = battle_calc_weapon_attack(src,target, 0, 0,0);
@@ -3096,12 +3091,12 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target, }
}
- if (sc_data && sc_data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc_data[SC_AUTOSPELL].val4) {
+ if (sc && sc->data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc->data[SC_AUTOSPELL].val4) {
int sp = 0, f = 0;
- int skillid = sc_data[SC_AUTOSPELL].val2;
- int skilllv = sc_data[SC_AUTOSPELL].val3;
+ int skillid = sc->data[SC_AUTOSPELL].val2;
+ int skilllv = sc->data[SC_AUTOSPELL].val3;
int i = rand()%100;
- if (sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_SAGE)
+ if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_SAGE)
i = 0; //Max chance, no skilllv reduction. [Skotlex]
if (i >= 50) skilllv -= 2;
else if (i >= 15) skilllv--;
@@ -3177,27 +3172,27 @@ int battle_weapon_attack( struct block_list *src,struct block_list *target, if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex]
battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, 0);
- if (tsc_data) {
- if (tsc_data[SC_POISONREACT].timer != -1 &&
+ if (tsc) {
+ if (tsc->data[SC_POISONREACT].timer != -1 &&
check_distance_bl(src, target, status_get_range(target)+1) &&
status_check_skilluse(target, src, TF_POISON, 0)
) { //Poison React
if (status_get_elem_type(src) == 5) {
- tsc_data[SC_POISONREACT].val2 = 0;
- skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sc_data[SC_POISONREACT].val1,tick,0);
+ tsc->data[SC_POISONREACT].val2 = 0;
+ skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,tsc->data[SC_POISONREACT].val1,tick,0);
} else {
skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag);
- --tsc_data[SC_POISONREACT].val2;
+ --tsc->data[SC_POISONREACT].val2;
}
- if (tsc_data[SC_POISONREACT].val2 <= 0)
+ if (tsc->data[SC_POISONREACT].val2 <= 0)
status_change_end(target, SC_POISONREACT, -1);
}
- if (tsc_data[SC_SPLASHER].timer != -1) //‰£‚Á‚½‚Ì‚Å‘Î?ۂ̃xƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ?[?ó‘Ô‚ð‰ð?œ
+ if (tsc->data[SC_SPLASHER].timer != -1) //‰£‚Á‚½‚Ì‚Å‘Î?ۂ̃xƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ?[?ó‘Ô‚ð‰ð?œ
status_change_end(target, SC_SPLASHER, -1);
}
//SG_FUSION hp penalty [Komurka]
- if (sd && sc_data && sc_data[SC_FUSION].timer!=-1)
+ if (sd && sc && sc->data[SC_FUSION].timer!=-1)
{
int hp=0;
if(target->type == BL_PC)
|