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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/skill.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/skill.c')
-rw-r--r-- | src/map/skill.c | 598 |
1 files changed, 299 insertions, 299 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index d3dc98f14..bbfe88fa7 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)); @@ -1403,7 +1403,7 @@ 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 @@ -1442,7 +1442,7 @@ 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] ) @@ -1471,7 +1471,7 @@ 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; @@ -1741,13 +1741,13 @@ 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); } } @@ -1777,16 +1777,16 @@ 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; @@ -1799,7 +1799,7 @@ 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) @@ -1808,12 +1808,12 @@ 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; @@ -1904,7 +1904,7 @@ 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 ) @@ -1931,7 +1931,7 @@ 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); @@ -1973,7 +1973,7 @@ 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. @@ -2027,7 +2027,7 @@ 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; @@ -2103,7 +2103,7 @@ 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 @@ -2123,7 +2123,7 @@ 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 ) @@ -2166,20 +2166,20 @@ 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? @@ -2218,7 +2218,7 @@ 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 */ @@ -2248,18 +2248,18 @@ 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; @@ -2275,7 +2275,7 @@ 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); } } @@ -2326,8 +2326,8 @@ 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 @@ -2618,7 +2618,7 @@ 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); @@ -2632,7 +2632,7 @@ 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: @@ -2723,7 +2723,7 @@ 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 ) @@ -2752,7 +2752,7 @@ 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); @@ -2775,7 +2775,7 @@ 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) { @@ -2906,7 +2906,7 @@ 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 ) @@ -2957,7 +2957,7 @@ 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; } @@ -2988,7 +2988,7 @@ 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; @@ -3114,9 +3114,9 @@ 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) { @@ -3124,7 +3124,7 @@ 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; @@ -3144,12 +3144,12 @@ 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 && @@ -3240,8 +3240,8 @@ 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 ); @@ -3380,23 +3380,23 @@ 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(); @@ -3542,7 +3542,7 @@ 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; @@ -3659,7 +3659,7 @@ 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 @@ -3668,7 +3668,7 @@ 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 @@ -3758,7 +3758,7 @@ 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 ) { @@ -3914,7 +3914,7 @@ 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] @@ -3979,7 +3979,7 @@ 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; } @@ -4008,7 +4008,7 @@ 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); @@ -4017,7 +4017,7 @@ 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: @@ -4047,7 +4047,7 @@ 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; @@ -4123,7 +4123,7 @@ 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); } @@ -4144,7 +4144,7 @@ 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); } } @@ -4280,7 +4280,7 @@ 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); @@ -4404,7 +4404,7 @@ 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); @@ -4476,9 +4476,9 @@ 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); @@ -4629,7 +4629,7 @@ 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 @@ -4664,7 +4664,7 @@ 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; } @@ -4676,7 +4676,7 @@ 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); @@ -4721,7 +4721,7 @@ 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); @@ -4730,7 +4730,7 @@ 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) { @@ -4797,10 +4797,10 @@ 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)); @@ -4826,7 +4826,7 @@ 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 && @@ -4855,7 +4855,7 @@ 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 @@ -4931,10 +4931,10 @@ 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 **/ @@ -4949,8 +4949,8 @@ 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) { @@ -5001,7 +5001,7 @@ 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; @@ -5014,8 +5014,8 @@ 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 && @@ -5039,7 +5039,7 @@ 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; @@ -5066,7 +5066,7 @@ 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; @@ -5099,10 +5099,10 @@ 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. @@ -5114,7 +5114,7 @@ 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; @@ -5132,7 +5132,7 @@ 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) @@ -5157,12 +5157,12 @@ 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); @@ -5236,14 +5236,14 @@ 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); @@ -5264,7 +5264,7 @@ 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: @@ -5309,7 +5309,7 @@ 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); @@ -5334,7 +5334,7 @@ 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 @@ -5686,7 +5686,7 @@ 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); } @@ -5702,7 +5702,7 @@ 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 ) @@ -5739,7 +5739,7 @@ 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 @@ -5826,7 +5826,7 @@ 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; @@ -5938,7 +5938,7 @@ 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: @@ -6014,7 +6014,7 @@ 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; } @@ -6110,7 +6110,7 @@ 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))); @@ -6152,7 +6152,7 @@ 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]) @@ -6181,11 +6181,11 @@ 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; } @@ -6202,7 +6202,7 @@ 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; } @@ -6215,7 +6215,7 @@ 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); @@ -6258,8 +6258,8 @@ 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; @@ -6566,7 +6566,7 @@ 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: @@ -6634,7 +6634,7 @@ 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 ) { @@ -6647,7 +6647,7 @@ 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) { @@ -6735,7 +6735,7 @@ 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); @@ -6768,7 +6768,7 @@ 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; @@ -7007,14 +7007,14 @@ 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; @@ -7029,7 +7029,7 @@ 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)); } @@ -7040,12 +7040,12 @@ 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; @@ -7203,7 +7203,7 @@ 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; } @@ -7215,8 +7215,8 @@ 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; @@ -7254,7 +7254,7 @@ 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 @@ -7324,13 +7324,13 @@ 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); } @@ -7340,7 +7340,7 @@ 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; @@ -7439,7 +7439,7 @@ 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; } @@ -7447,7 +7447,7 @@ 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))); @@ -7458,9 +7458,9 @@ 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, @@ -7472,9 +7472,9 @@ 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, @@ -7486,9 +7486,9 @@ 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, @@ -7505,7 +7505,7 @@ 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); @@ -7623,7 +7623,7 @@ 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] @@ -7728,7 +7728,7 @@ 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) @@ -7758,7 +7758,7 @@ 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); @@ -7769,8 +7769,8 @@ 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; @@ -7871,7 +7871,7 @@ 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; @@ -7914,13 +7914,13 @@ 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 ) @@ -7985,14 +7985,14 @@ 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: @@ -8067,12 +8067,12 @@ 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 ){ @@ -8099,7 +8099,7 @@ 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] ) @@ -8181,7 +8181,7 @@ 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; @@ -8209,10 +8209,10 @@ 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); @@ -8279,8 +8279,8 @@ 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 ) @@ -8289,14 +8289,14 @@ 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 ) @@ -8413,7 +8413,7 @@ 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: @@ -8538,16 +8538,16 @@ 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); @@ -8602,7 +8602,7 @@ 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 ) { @@ -8673,7 +8673,7 @@ 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)); } @@ -8799,7 +8799,7 @@ 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 { @@ -8879,13 +8879,13 @@ 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; @@ -8900,7 +8900,7 @@ 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] ){ @@ -8994,7 +8994,7 @@ 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); @@ -9022,7 +9022,7 @@ 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); @@ -9056,7 +9056,7 @@ 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; @@ -9091,10 +9091,10 @@ 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; @@ -9164,7 +9164,7 @@ 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 @@ -9175,18 +9175,18 @@ 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)); @@ -9200,7 +9200,7 @@ 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 } @@ -9244,7 +9244,7 @@ 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) @@ -9266,7 +9266,7 @@ 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); } @@ -9327,7 +9327,7 @@ 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) && @@ -9363,7 +9363,7 @@ 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)) { @@ -9611,13 +9611,13 @@ 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. @@ -9661,7 +9661,7 @@ 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) @@ -9904,7 +9904,7 @@ 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; @@ -10037,7 +10037,7 @@ 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 } @@ -10137,7 +10137,7 @@ 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; @@ -10184,7 +10184,7 @@ 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); @@ -10438,8 +10438,8 @@ 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: @@ -10917,7 +10917,7 @@ 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); @@ -10926,12 +10926,12 @@ 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) { @@ -10942,7 +10942,7 @@ 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); @@ -11034,7 +11034,7 @@ 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: @@ -11065,8 +11065,8 @@ 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; @@ -11140,19 +11140,19 @@ 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) { @@ -11192,7 +11192,7 @@ 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); @@ -11215,12 +11215,12 @@ 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--; } @@ -11238,10 +11238,10 @@ 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; @@ -11267,10 +11267,10 @@ 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. @@ -11278,7 +11278,7 @@ 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; /** @@ -11325,7 +11325,7 @@ 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); @@ -11355,7 +11355,7 @@ 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); @@ -11369,7 +11369,7 @@ 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; @@ -11444,7 +11444,7 @@ 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; } @@ -11466,10 +11466,10 @@ 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 @@ -11609,7 +11609,7 @@ 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. @@ -11698,11 +11698,11 @@ 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: @@ -11714,21 +11714,21 @@ 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; @@ -11743,13 +11743,13 @@ 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 @@ -11827,7 +11827,7 @@ 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; } @@ -11848,12 +11848,12 @@ 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){ @@ -11898,11 +11898,11 @@ 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) { @@ -11953,7 +11953,7 @@ 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; @@ -11966,11 +11966,11 @@ 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: @@ -11980,8 +11980,8 @@ 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); } } } @@ -12178,13 +12178,13 @@ 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: @@ -12336,7 +12336,7 @@ 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; } @@ -13441,7 +13441,7 @@ 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; } @@ -13739,7 +13739,7 @@ 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; @@ -13774,7 +13774,7 @@ 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; @@ -13868,7 +13868,7 @@ 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; @@ -13902,7 +13902,7 @@ 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); @@ -14255,7 +14255,7 @@ 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 ) @@ -14385,8 +14385,8 @@ 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; @@ -14400,8 +14400,8 @@ 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; } @@ -14460,7 +14460,7 @@ 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; @@ -14497,7 +14497,7 @@ 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); @@ -14514,7 +14514,7 @@ 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; @@ -14911,7 +14911,7 @@ 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; @@ -15089,7 +15089,7 @@ 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 } @@ -15171,8 +15171,8 @@ 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)); @@ -15221,7 +15221,7 @@ 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: @@ -15240,7 +15240,7 @@ 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] @@ -15251,7 +15251,7 @@ 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); @@ -15264,7 +15264,7 @@ 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); } @@ -15273,7 +15273,7 @@ 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); } @@ -15282,7 +15282,7 @@ 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); } @@ -15291,7 +15291,7 @@ 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); } @@ -15541,7 +15541,7 @@ 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; @@ -15933,7 +15933,7 @@ 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; @@ -16577,7 +16577,7 @@ 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)) @@ -16588,7 +16588,7 @@ 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); @@ -16643,7 +16643,7 @@ 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; @@ -17361,7 +17361,7 @@ 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 |