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author | Susu <bruant.bastien@gmail.com> | 2013-07-04 12:20:51 +0200 |
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committer | Susu <bruant.bastien@gmail.com> | 2013-07-04 12:20:51 +0200 |
commit | b9889903e89bd4127c7503a512cfe215b9ccc740 (patch) | |
tree | 52eb8dffbdf4eb3cc3e8f9c8ce5da13bde188a71 /src/map/battle.c | |
parent | 38ad0593dd7d6c3357c2a2219fe59122969c84b9 (diff) | |
download | hercules-b9889903e89bd4127c7503a512cfe215b9ccc740.tar.gz hercules-b9889903e89bd4127c7503a512cfe215b9ccc740.tar.bz2 hercules-b9889903e89bd4127c7503a512cfe215b9ccc740.tar.xz hercules-b9889903e89bd4127c7503a512cfe215b9ccc740.zip |
- Added interface iStatus (needed to renamed it because A LOT of variables are already called 'status')
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 272 |
1 files changed, 136 insertions, 136 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index 1d14c1828..8edc01860 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 ) @@ -490,9 +490,9 @@ 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; @@ -593,7 +593,7 @@ 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; @@ -712,9 +712,9 @@ 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; @@ -809,7 +809,7 @@ 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 @@ -836,9 +836,9 @@ 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; @@ -888,11 +888,11 @@ 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: @@ -958,7 +958,7 @@ 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; @@ -1191,10 +1191,10 @@ 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: @@ -1203,14 +1203,14 @@ 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 ){ @@ -1316,11 +1316,11 @@ 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; @@ -1367,10 +1367,10 @@ 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; @@ -1441,7 +1441,7 @@ 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; @@ -1590,7 +1590,7 @@ 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: @@ -1604,7 +1604,7 @@ 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; @@ -1977,10 +1977,10 @@ 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; } @@ -2065,7 +2065,7 @@ 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); @@ -2074,7 +2074,7 @@ 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: @@ -2089,7 +2089,7 @@ 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; @@ -2251,7 +2251,7 @@ 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 @@ -2332,7 +2332,7 @@ 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] % @@ -2340,7 +2340,7 @@ 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: @@ -2459,7 +2459,7 @@ 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; @@ -2533,7 +2533,7 @@ 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; @@ -2554,7 +2554,7 @@ 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. @@ -2695,7 +2695,7 @@ 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); @@ -2817,11 +2817,11 @@ 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; @@ -2904,7 +2904,7 @@ 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); @@ -2914,13 +2914,13 @@ 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; @@ -2930,7 +2930,7 @@ 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; } } @@ -2939,7 +2939,7 @@ 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] ) @@ -2968,7 +2968,7 @@ 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); @@ -3010,7 +3010,7 @@ 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) @@ -3023,12 +3023,12 @@ 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 ) @@ -3063,7 +3063,7 @@ 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; @@ -3082,7 +3082,7 @@ 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; @@ -3199,8 +3199,8 @@ 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; @@ -3227,8 +3227,8 @@ 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); @@ -3240,7 +3240,7 @@ 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; @@ -3327,16 +3327,16 @@ 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; @@ -3348,10 +3348,10 @@ 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) @@ -3511,11 +3511,11 @@ 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)); @@ -3559,7 +3559,7 @@ 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; @@ -3621,8 +3621,8 @@ 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; @@ -3680,7 +3680,7 @@ 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; @@ -3693,7 +3693,7 @@ 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] ) @@ -3742,9 +3742,9 @@ 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); @@ -3759,15 +3759,15 @@ 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; @@ -3922,10 +3922,10 @@ 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 @@ -4082,7 +4082,7 @@ 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 @@ -4199,7 +4199,7 @@ 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] ) { @@ -4389,7 +4389,7 @@ 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 ) @@ -4405,11 +4405,11 @@ 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); 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); @@ -4612,7 +4612,7 @@ 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; @@ -4626,17 +4626,17 @@ 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: @@ -4885,7 +4885,7 @@ 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) ) @@ -4967,7 +4967,7 @@ 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); @@ -4983,9 +4983,9 @@ 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; } @@ -5144,21 +5144,21 @@ 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 } @@ -5258,7 +5258,7 @@ 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); @@ -5314,11 +5314,11 @@ 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; @@ -5368,7 +5368,7 @@ 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); @@ -5457,7 +5457,7 @@ 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); @@ -5532,9 +5532,9 @@ 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(); @@ -5554,7 +5554,7 @@ 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); @@ -5640,7 +5640,7 @@ 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) { @@ -5758,7 +5758,7 @@ 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 ) { @@ -5989,16 +5989,16 @@ 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 @@ -6024,14 +6024,14 @@ 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; } |