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author | Haru <haru@dotalux.com> | 2013-09-27 00:55:25 +0200 |
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committer | Haru <haru@dotalux.com> | 2013-09-27 00:55:25 +0200 |
commit | 17bc1fab375f8ecc951fbba058a346b1460bf783 (patch) | |
tree | 7d51b5eda324985925b153b34441298f3e9bac21 /src/map/skill.c | |
parent | 3e5bca5a3df07320ff5c41edbb282df041c36f66 (diff) | |
download | hercules-17bc1fab375f8ecc951fbba058a346b1460bf783.tar.gz hercules-17bc1fab375f8ecc951fbba058a346b1460bf783.tar.bz2 hercules-17bc1fab375f8ecc951fbba058a346b1460bf783.tar.xz hercules-17bc1fab375f8ecc951fbba058a346b1460bf783.zip |
Renamed iStatus interface to status
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 1530 |
1 files changed, 778 insertions, 752 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 3541f9f45..8a5969345 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -373,11 +373,11 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk switch( skill_id ) { case BA_APPLEIDUN: - #ifdef RENEWAL +#ifdef RENEWAL hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery - #else +#else // not RENEWAL hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery - #endif +#endif // RENEWAL if( sd ) hp += 5*pc->checkskill(sd,BA_MUSICALLESSON); break; @@ -390,15 +390,15 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk default: if (skill_lv >= battle_config.max_heal_lv) return battle_config.max_heal; - #ifdef RENEWAL - /** - * Renewal Heal Formula - * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK - **/ - hp = (iStatus->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10; - #else - 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 +#ifdef RENEWAL + /** + * 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; +#else // not RENEWAL + 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); +#endif // RENEWAL if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) ) hp += hp * skill2_lv * 2 / 100; else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 ) @@ -415,7 +415,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) ) hp += hp*skill2_lv/100; - sc = iStatus->get_sc(target); + sc = status->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; @@ -430,15 +430,17 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk } #ifdef RENEWAL - // MATK part of the RE heal formula [malufett] - // Note: in this part matk bonuses from items or skills are not applied + // MATK part of the RE heal formula [malufett] + // Note: in this part matk bonuses from items or skills are not applied switch( skill_id ) { - case BA_APPLEIDUN: case PR_SANCTUARY: - case NPC_EVILLAND: break; + case BA_APPLEIDUN: + case PR_SANCTUARY: + case NPC_EVILLAND: + break; default: - hp += iStatus->get_matk(src, 3); + hp += status->get_matk(src, 3); } -#endif +#endif // RENEWAL return hp; } @@ -680,8 +682,7 @@ struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill /*========================================== * *------------------------------------------*/ -int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick) -{ +int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick) { struct map_session_data *sd, *dstsd; struct mob_data *md, *dstmd; struct status_data *sstatus, *tstatus; @@ -703,10 +704,10 @@ 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 = iStatus->get_sc(src); - tsc = iStatus->get_sc(bl); - sstatus = iStatus->get_status_data(src); - tstatus = iStatus->get_status_data(bl); + sc = status->get_sc(src); + tsc = status->get_sc(bl); + sstatus = status->get_status_data(src); + tstatus = status->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; @@ -739,13 +740,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } type = sd->addeff[i].id; - temp = skill->get_time2(iStatus->sc2skill(type),7); + temp = skill->get_time2(status->sc2skill(type),7); if (sd->addeff[i].flag&ATF_TARGET) - iStatus->change_start(bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); + status->change_start(bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); if (sd->addeff[i].flag&ATF_SELF) - iStatus->change_start(src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); + status->change_start(src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0); } } @@ -757,12 +758,12 @@ 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(iStatus->sc2skill(type),7); + temp = skill->get_time2(status->sc2skill(type),7); if( sd->addeff3[i].target&ATF_TARGET ) - iStatus->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + status->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0); if( sd->addeff3[i].target&ATF_SELF ) - iStatus->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); + status->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0); } } } @@ -825,7 +826,7 @@ 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. - iStatus->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0, + status->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])) @@ -837,7 +838,7 @@ 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 ) - iStatus->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50, + status->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; @@ -1006,7 +1007,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint break; case NPC_PETRIFYATTACK: - sc_start4(bl,iStatus->skill2sc(skill_id),50+10*skill_lv, + sc_start4(bl,status->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; @@ -1017,19 +1018,20 @@ 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,iStatus->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,status->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,iStatus->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv)); + sc_start(bl,status->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)); break; case NPC_MENTALBREAKER: - { //Based on observations by Tharis, Mental Breaker should do SP damage + { + //Based on observations by Tharis, Mental Breaker should do SP damage //equal to Matk*skLevel. - rate = iStatus->get_matk(src, 2); + rate = status->get_matk(src, 2); rate*=skill_lv; status_zap(bl, 0, rate); break; @@ -1073,7 +1075,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint case LK_JOINTBEAT: if (tsc->jb_flag) { - enum sc_type type = iStatus->skill2sc(skill_id); + enum sc_type type = status->skill2sc(skill_id); sc_start4(bl,type,(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; } @@ -1126,7 +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) - iStatus->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0); + status->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)); @@ -1180,12 +1182,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint sc_start4(bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv)); break; case WL_EARTHSTRAIN: - { - // 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 + iStatus->get_lv(src) / 4 + status_get_dex(src) / 10, - skill_lv, skill->get_time2(skill_id,skill_lv)); - } + { + // 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_lv, skill->get_time2(skill_id,skill_lv)); + } break; case WL_JACKFROST: sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv)); @@ -1240,7 +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 + iStatus->get_lv(src))) / 10); + rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status->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)); @@ -1282,7 +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 + iStatus->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv)); + sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->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)); @@ -1365,7 +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,iStatus->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv)); + sc_start(bl,status->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)); @@ -1397,15 +1399,14 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint src = sd?&sd->bl:src; } - if( attack_type&BF_WEAPON ) - { // Coma, Breaking Equipment - if( sd && sd->special_state.bonus_coma ) - { + if( attack_type&BF_WEAPON ) { + // Coma, Breaking Equipment + if( sd && sd->special_state.bonus_coma ) { rate = sd->weapon_coma_ele[tstatus->def_ele]; rate += sd->weapon_coma_race[tstatus->race]; rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; if (rate) - iStatus->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); + status->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0); } if( sd && battle_config.equip_self_break_rate ) { // Self weapon breaking @@ -1444,7 +1445,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } } - if( sd && sd->ed && sc && !iStatus->isdead(bl) && !skill_id ){ + if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) { struct unit_data *ud = unit->bl2ud(src); if( sc->data[SC_WILD_STORM_OPTION] ) @@ -1473,8 +1474,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint } // Autospell when attacking - if( sd && !iStatus->isdead(bl) && sd->autospell[0].id ) - { + if( sd && !status->isdead(bl) && sd->autospell[0].id ) { struct block_list *tbl; struct unit_data *ud; int i, skill_lv, type, notok; @@ -1712,8 +1712,7 @@ static int skill_area_temp[8]; * type of skills, so not every instance of skill->additional_effect needs a call * to this one. */ -int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick) -{ +int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick) { int rate; struct map_session_data *sd=NULL; struct map_session_data *dstsd=NULL; @@ -1726,31 +1725,30 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * sd = BL_CAST(BL_PC, src); dstsd = BL_CAST(BL_PC, bl); - if(dstsd && attack_type&BF_WEAPON) - { //Counter effects. + if(dstsd && attack_type&BF_WEAPON) { + //Counter effects. enum sc_type type; int i, time; - for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) - { + for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) { rate = dstsd->addeff2[i].rate; if (attack_type&BF_LONG) rate+=dstsd->addeff2[i].arrow_rate; if (!rate) continue; - if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) - { //Trigger has range consideration. + if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { + //Trigger has range consideration. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) || (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT))) continue; //Range Failed. } type = dstsd->addeff2[i].id; - time = skill->get_time2(iStatus->sc2skill(type),7); + time = skill->get_time2(status->sc2skill(type),7); if (dstsd->addeff2[i].flag&ATF_TARGET) - iStatus->change_start(src,type,rate,7,0,0,0,time,0); + status->change_start(src,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); + if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl)) + status->change_start(bl,type,rate,7,0,0,0,time,0); } } @@ -1776,24 +1774,25 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * break; } - if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && - rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka] + if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR + && 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 && 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( sd && skill_id && attack_type&BF_MAGIC && status->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] if( skill->get_nk(skill_id)&NK_SPLASH && skill_area_temp[1] != bl->id ) ; - else{ + else { clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1); - iStatus->heal(src, 0, iStatus->get_lv(bl)*(95+15*rate)/100, 2); + status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2); } } - if( sd && iStatus->isdead(bl) ) { + if( sd && status->isdead(bl) ) { int sp = 0, hp = 0; if( attack_type&BF_WEAPON ) { sp += sd->bonus.sp_gain_value; @@ -1806,21 +1805,23 @@ 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 = iStatus->get_sc(src) ) ) { - if(sc->data[SC_SOULLINK] && - sc->data[SC_SOULLINK]->val2 == SL_WIZARD && - sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL) - sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. + if( ( sc = status->get_sc(src) ) ) { + if( sc->data[SC_SOULLINK] + && sc->data[SC_SOULLINK]->val2 == SL_WIZARD + && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL + ) + sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. } } } - if( hp || sp ) { // updated to force healing to allow healing through berserk - iStatus->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1); + 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); } } // Trigger counter-spells to retaliate against damage causing skills. - if(dstsd && !iStatus->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) { + if(dstsd && !status->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; @@ -1911,7 +1912,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * } //Autobonus when attacked - if( dstsd && !iStatus->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) { + if( dstsd && !status->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 ) @@ -1938,7 +1939,7 @@ 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 = iStatus->get_sc(bl); + struct status_change *sc = status->get_sc(bl); int i,j; TBL_PC *sd; sd = BL_CAST(BL_PC, bl); @@ -1980,7 +1981,7 @@ 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(iStatus->sc2skill(scatk[i]),1)); + sc_start(bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1)); } } if (!where) //Nothing to break. @@ -2034,7 +2035,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int if (rnd()%100 >= rate) return 0; - sc = iStatus->get_sc(bl); + sc = status->get_sc(bl); if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind] return 0; @@ -2108,7 +2109,7 @@ 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 = iStatus->get_sc(bl); + struct status_change *sc = status->get_sc(bl); struct map_session_data* sd = BL_CAST(BL_PC, bl); if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability @@ -2128,7 +2129,7 @@ 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 || iStatus->get_lv(src) <= 80) ) + if( sc->data[SC_KAITE] && (src->type == BL_PC || status->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 ) @@ -2171,20 +2172,20 @@ 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 (!iStatus->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2)) + if (!status->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 (!iStatus->check_skilluse(src, bl, skill_id, 2)) + if (!status->check_skilluse(src, bl, skill_id, 2)) return 0; } sd = BL_CAST(BL_PC, src); tsd = BL_CAST(BL_PC, bl); - sstatus = iStatus->get_status_data(src); - tstatus = iStatus->get_status_data(bl); - sc= iStatus->get_sc(bl); + sstatus = status->get_status_data(src); + tstatus = status->get_status_data(bl); + sc = status->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? @@ -2212,10 +2213,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } } - if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) - { // Earthquake on multiple targets is not counted as a target skill. [Inkfish] - if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) - { //Magic reflection, switch caster/target + if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) { + // Earthquake on multiple targets is not counted as a target skill. [Inkfish] + if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) { + //Magic reflection, switch caster/target struct block_list *tbl = bl; rmdamage = 1; bl = src; @@ -2223,7 +2224,7 @@ 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 = iStatus->get_sc(bl); + sc = status->get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. /* bugreport:2564 flag&2 disables double casting trigger */ @@ -2253,18 +2254,18 @@ 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,iStatus->get_sc(src)); + s_ele = status_get_attack_sc_element(src,status->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 *st = iStatus->get_status_data(bl); + struct status_data *st = status->get_status_data(bl); int per = 100*st->sp / st->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 (!iStatus->charge(bl, 0, (10+5*per)*st->max_sp/1000)) + if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000)) status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER); //Reduction: 6% + 6% every 20% dmg.damage -= dmg.damage * (6 * (1+per)) / 100; @@ -2280,7 +2281,7 @@ 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 - iStatus->heal(bl, 0, sp, 2); + status->heal(bl, 0, sp, 2); } } @@ -2331,8 +2332,8 @@ 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 ) - timer->delete(sce->timer, iStatus->change_timer); - sce->timer = timer->add(tick+sce->val4, iStatus->change_timer, src->id, SC_COMBOATTACK); + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(tick+sce->val4, status->change_timer, src->id, SC_COMBOATTACK); break; } unit->cancel_combo(src); // Cancel combo wait @@ -2623,7 +2624,7 @@ 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( !iStatus->isdead(bl) && additional_effects ) + if( !status->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); @@ -2637,7 +2638,7 @@ 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 && !iStatus->isdead(bl)) { + if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) { int8 dir = -1; // default switch(skill_id) {//direction case MG_FIREWALL: @@ -2733,7 +2734,7 @@ 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 + (iStatus->get_lv(src) - iStatus->get_lv(bl)); + rate = rate + (status->get_lv(src) - status->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 ) @@ -2761,14 +2762,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case RK_CRUSHSTRIKE: skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon. break; - case GC_VENOMPRESSURE: { - 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); - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - } + case GC_VENOMPRESSURE: + { + struct status_change *ssc = status->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); + clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } + } break; case WM_METALICSOUND: status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10))); @@ -2781,15 +2783,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds skill->onskillusage(sd, bl, skill_id, tick); } - if (!(flag&2) && - ( - skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT - ) && - (sc = iStatus->get_sc(src)) && - sc->data[SC_DOUBLECASTING] && - rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2) - { -// skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); + if (!(flag&2) + && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) + && (sc = status->get_sc(src)) + && sc->data[SC_DOUBLECASTING] + && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2 + ) { + //skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2); } @@ -2916,7 +2916,7 @@ int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) { skill_id = va_arg(ap,int); - if( iStatus->isdead(bl) && skill_id != AL_WARP ) + if( status->isdead(bl) && skill_id != AL_WARP ) return 0; if( skill_id == HP_BASILICA && bl->type == BL_PC ) @@ -2974,13 +2974,12 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv, return 0; nullpo_ret(bl); - switch( bl->type ) - { + switch( bl->type ) { case BL_HOM: sd = ((TBL_HOM*)bl)->master; break; case BL_MER: sd = ((TBL_MER*)bl)->master; break; } - st = iStatus->get_status_data(bl); + st = status->get_status_data(bl); if( (idx = skill->get_index(skill_id)) == 0 ) return 0; @@ -3106,9 +3105,9 @@ 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(iStatus->isdead(src)) + if(status->isdead(src)) break; // Caster is Dead - if(iStatus->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) + if(status->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL) break; switch(skl->skill_id) { @@ -3116,7 +3115,7 @@ 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 && !iStatus->isdead(target)) + if (target != src && !status->isdead(target)) unit->warp(target, -1, x, y, CLR_TELEPORT); } break; @@ -3136,12 +3135,12 @@ 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 (!iStatus->isdead(target)) + if (!status->isdead(target)) skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); - if (skl->type>1 && !iStatus->isdead(target) && !iStatus->isdead(src)) { + if (skl->type>1 && !status->isdead(target) && !status->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 = iStatus->get_sc(src); + struct status_change *sc = status->get_sc(src); if(sc) { if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_WIZARD && @@ -3210,7 +3209,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { break; case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: - if( iStatus->check_skilluse(src, target, skl->skill_id, 1) ) + if( status->check_skilluse(src, target, skl->skill_id, 1) ) skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); else clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(target), 0, 1, skl->skill_id, skl->skill_lv, skill->get_hit(skl->skill_id)); @@ -3243,15 +3242,16 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { } break; case CH_PALMSTRIKE: - { - 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 ); - break; - } + { + struct status_change* tsc = status->get_sc(target); + struct status_change* sc = status->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 ); + break; } + } default: skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); break; @@ -3365,8 +3365,7 @@ int skill_reveal_trap (struct block_list *bl, va_list ap) { * * *------------------------------------------*/ -int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) -{ +int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) { struct map_session_data *sd = NULL; struct status_data *tstatus; struct status_change *sc; @@ -3384,23 +3383,23 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint sd = BL_CAST(BL_PC, src); - if (iStatus->isdead(bl)) + if (status->isdead(bl)) return 1; - if (skill_id && skill->get_type(skill_id) == BF_MAGIC && iStatus->isimmune(bl) == 100) { + if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) { //GTB makes all targetted magic display miss with a single bolt. - sc_type sct = iStatus->skill2sc(skill_id); + sc_type sct = status->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 = iStatus->get_sc(src); + sc = status->get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded - tstatus = iStatus->get_status_data(bl); + tstatus = status->get_status_data(bl); iMap->freeblock_lock(); @@ -3546,7 +3545,7 @@ 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 = iStatus->get_sc(bl); + sc = status->get_sc(bl); if (sc) sc->jb_flag = flag; skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; @@ -3659,26 +3658,23 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); - if( skill_id == MO_EXTREMITYFIST ) - { + if( skill_id == MO_EXTREMITYFIST ) { mbl = src; i = 3; // for Asura(from caster) - iStatus->set_sp(src, 0, 0); + status->set_sp(src, 0, 0); status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); - #ifdef RENEWAL +#ifdef RENEWAL sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - #endif - }else{ +#endif // RENEWAL + } else { status_change_end(src, SC_NJ_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); - iStatus->set_hp(src, - #ifdef RENEWAL - max(status_get_max_hp(src)/100, 1) - #else - 1 - #endif - , 0); +#ifdef RENEWAL + status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0); +#else // not RENEWAL + status->set_hp(src, 1, 0); +#endif // RENEWAL } dir = iMap->calc_dir(src,bl->x,bl->y); if( dir > 0 && dir < 4) x = -i; @@ -3764,7 +3760,7 @@ 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); - iStatus->heal(src,heal,0,0); + status->heal(src,heal,0,0); } } else { switch ( skill_id ) { @@ -3920,7 +3916,7 @@ 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,iStatus->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv)); break; case HVAN_CAPRICE: //[blackhole89] @@ -3982,7 +3978,7 @@ 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) { - iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } @@ -4009,18 +4005,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint * Rune Knight **/ case RK_DRAGONBREATH_WATER: - case RK_DRAGONBREATH: { - struct status_change *tsc = NULL; - 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); - } + case RK_DRAGONBREATH: + { + struct status_change *tsc = NULL; + if( (tsc = status->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); + } break; - case NPC_SELFDESTRUCTION: { struct status_change *tsc = NULL; - if( (tsc = iStatus->get_sc(bl)) && tsc->data[SC_HIDING] ) + if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] ) break; } case HVAN_EXPLOSION: @@ -4045,14 +4041,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint case NPC_BLOODDRAIN: case NPC_ENERGYDRAIN: - { - int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, - src, src, bl, skill_id, skill_lv, tick, flag); - if (heal > 0){ - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - iStatus->heal(src, heal, 0, 0); - } + { + int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, + 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); } + } break; case GS_BULLSEYE: @@ -4124,9 +4120,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case GC_PHANTOMMENACE: - if( flag&1 ) - { // Only Hits Invisible Targets - struct status_change *tsc = iStatus->get_sc(bl); + if( flag&1 ) { + // Only Hits Invisible Targets + struct status_change *tsc = status->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); } @@ -4136,21 +4132,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); break; case WL_DRAINLIFE: - { - int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); - int rate = 70 + 5 * skill_lv; + { + int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); + int rate = 70 + 5 * skill_lv; - heal = heal * (5 + 5 * skill_lv) / 100; + heal = heal * (5 + 5 * skill_lv) / 100; - if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP - heal = 0; // Don't absorb heal from Ice Walls or other skill units. + if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP + heal = 0; // Don't absorb heal from Ice Walls or other skill units. - if( heal && rnd()%100 < rate ) - { - iStatus->heal(src, heal, 0, 0); - clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); - } + if( heal && rnd()%100 < rate ) { + status->heal(src, heal, 0, 0); + clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1); } + } break; case WL_TETRAVORTEX: @@ -4283,7 +4278,7 @@ 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 = iStatus->get_sc(bl); + struct status_change * tsc = status->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); @@ -4356,10 +4351,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case LG_OVERBRAND: - if( iStatus->check_skilluse(src, bl, skill_id, 1) ) - skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); - else - 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)); + if( status->check_skilluse(src, bl, skill_id, 1) ) + skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL); + else + 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)); break; case LG_OVERBRAND_BRANDISH: @@ -4409,15 +4404,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint } break; - case SO_POISON_BUSTER: { - 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); - } - else if( sd ) - clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); - } + case SO_POISON_BUSTER: + { + struct status_change *tsc = status->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); + } else if( sd ) + clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); + } break; case GN_SPORE_EXPLOSION: @@ -4482,9 +4477,9 @@ 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 = iStatus->get_sc(&ele->bl); - struct status_change *tsc = iStatus->get_sc(bl); - sc_type type = iStatus->skill2sc(skill_id), type2; + 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; type2 = type-1; clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1); @@ -4635,7 +4630,7 @@ 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 || iStatus->isdead(src)) break; + if(src->m != target->m || status->isdead(src)) break; switch (ud->skill_id) { //These should become skill_castend_pos @@ -4670,7 +4665,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) } if( ud->skill_id == PR_TURNUNDEAD ) { - struct status_data *tstatus = iStatus->get_status_data(target); + struct status_data *tstatus = status->get_status_data(target); if( !battle->check_undead(tstatus->race, tstatus->def_ele) ) break; } @@ -4680,9 +4675,8 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) break; } - if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) - { - sc = iStatus->get_sc(target); + if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) { + sc = status->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); @@ -4727,16 +4721,18 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) break; } - 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); - break; + if( inf&BCT_ENEMY + && (sc = status->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); + break; } } //Avoid doing double checks for instant-cast skills. - if (tid != INVALID_TIMER && !iStatus->check_skilluse(src, target, ud->skill_id, 1)) + if (tid != INVALID_TIMER && !status->check_skilluse(src, target, ud->skill_id, 1)) break; if(md) { @@ -4803,10 +4799,9 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) break; case CR_GRANDCROSS: case NPC_GRANDDARKNESS: - if( (sc = iStatus->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) - { + if( (sc = status->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) { const struct TimerData *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer); - if( td && td->func == iStatus->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 ) + if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->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)); @@ -4832,12 +4827,13 @@ 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 = iStatus->get_sc(src); + sc = status->get_sc(src); if(sc && sc->count) { - if(sc->data[SC_SOULLINK] && - sc->data[SC_SOULLINK]->val2 == SL_WIZARD && - sc->data[SC_SOULLINK]->val3 == ud->skill_id && - ud->skill_id != WZ_WATERBALL) + if( sc->data[SC_SOULLINK] + && sc->data[SC_SOULLINK]->val2 == SL_WIZARD + && sc->data[SC_SOULLINK]->val3 == ud->skill_id + && ud->skill_id != WZ_WATERBALL + ) sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check. if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd ) @@ -4857,11 +4853,11 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) } while(0); //Skill failed. - if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) - { //When Asura fails... (except when it fails from Fog of Wall) + if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { + //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); - iStatus->set_sp(src, 0, 0); + status->set_sp(src, 0, 0); sc = &sd->sc; if (sc->count) { //End states @@ -4937,10 +4933,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if(bl->prev == NULL) return 1; - if(iStatus->isdead(src)) + if(status->isdead(src)) return 1; - if( src != bl && iStatus->isdead(bl) ) { + if( src != bl && status->isdead(bl) ) { /** * Skills that may be cast on dead targets **/ @@ -4955,8 +4951,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } } - tstatus = iStatus->get_status_data(bl); - sstatus = iStatus->get_status_data(src); + tstatus = status->get_status_data(bl); + sstatus = status->get_status_data(src); //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex] switch (skill_id) { @@ -5013,7 +5009,7 @@ 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( iStatus->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ + if( status->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){ skill->consume_requirement(sd,skill_id,skill_lv,2); iMap->freeblock_unlock(); return 0; @@ -5026,8 +5022,8 @@ 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 = iStatus->skill2sc(skill_id); - tsc = iStatus->get_sc(bl); + type = status->skill2sc(skill_id); + tsc = status->get_sc(bl); tsce = (tsc && type != -1)?tsc->data[type]:NULL; if (src!=bl && type > -1 && @@ -5051,7 +5047,7 @@ 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( iStatus->isimmune(bl) || + if( status->isimmune(bl) || (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ) heal=0; @@ -5077,7 +5073,7 @@ 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 = iStatus->heal(bl,heal,0,0); + heal_get_jobexp = status->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; @@ -5110,10 +5106,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui clif->updatestatus(sd,SP_BASEEXP); clif->updatestatus(sd,SP_JOBEXP); } - iStatus->set_hp(src, 1, 0); - iStatus->set_sp(src, 0, 0); + status->set_hp(src, 1, 0); + status->set_sp(src, 0, 0); break; - } else if (iStatus->isdead(bl) && flag&1) { //Revive + } else if (status->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. @@ -5125,7 +5121,7 @@ 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 (!iStatus->isdead(bl)) + if (!status->isdead(bl)) break; { int per = 0, sper = 0; @@ -5143,7 +5139,7 @@ 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 (iStatus->revive(bl, per, sper)) + if (status->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) @@ -5168,12 +5164,12 @@ 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 + (iStatus->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(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))); break; case AL_CRUCIS: if (flag&1) - 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)); + 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)); 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); @@ -5247,23 +5243,23 @@ 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 (iStatus->isimmune(bl)) + if (status->isimmune(bl)) break; status_percent_heal(bl, 100, 100); break; case NPC_ALLHEAL: - { - int heal; - if( iStatus->isimmune(bl) ) - break; - heal = status_percent_heal(bl, 100, 0); - clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); - if( dstmd ) - { // Reset Damage Logs - memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); - dstmd->tdmg = 0; - } + { + int heal; + if( status->isimmune(bl) ) + break; + heal = status_percent_heal(bl, 100, 0); + clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1); + if( dstmd ) { + // Reset Damage Logs + memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog)); + dstmd->tdmg = 0; } + } break; case SA_SUMMONMONSTER: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -5275,7 +5271,7 @@ 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); - iStatus->set_hp(bl,1,0); + status->set_hp(bl,1,0); break; case SA_QUESTION: case SA_GRAVITY: @@ -5320,7 +5316,7 @@ 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,iStatus->get_lv(bl)*100,LOG_TYPE_STEAL,NULL); + if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL); break; case SA_TAMINGMONSTER: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -5345,7 +5341,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case CG_MARIONETTE: { - struct status_change* sc = iStatus->get_sc(src); + struct status_change* sc = status->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 @@ -5694,13 +5690,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case AC_CONCENTRATION: - { - 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( iStatus->change_timer_sub, src, - skill->get_splash(skill_id, skill_lv), BL_CHAR, - src,NULL,type,tick); - } + { + 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, + skill->get_splash(skill_id, skill_lv), BL_CHAR, + src,NULL,type,tick); + } break; case SM_PROVOKE: @@ -5713,7 +5709,7 @@ 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 + iStatus->get_lv(src) - iStatus->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 + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv)))); if( !i ) { if( sd ) @@ -5750,7 +5746,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; } - if( (lv = iStatus->get_lv(src) - dstsd->status.base_level) < 0 ) + if( (lv = status->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 @@ -5837,7 +5833,7 @@ 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) iStatus->heal(src, 0, i, 3); + if (i) status->heal(src, 0, i, 3); clif->skill_nodamage(src,bl,skill_id,skill_lv,i?1:0); break; @@ -5949,7 +5945,7 @@ 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); - iStatus->damage(src, src, sstatus->max_hp,0,0,1); + status->damage(src, src, sstatus->max_hp,0,0,1); break; case AL_ANGELUS: @@ -6019,13 +6015,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case SL_KAUPE: if (sd) { if (!dstsd || !( - (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) || - (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER || - dstsd->status.char_id == sd->status.char_id || - dstsd->status.char_id == sd->status.partner_id || - dstsd->status.char_id == sd->status.child - )) { - iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8); + (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) + || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER + || dstsd->status.char_id == sd->status.char_id + || 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); clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } @@ -6118,15 +6115,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case DC_WINKCHARM: if( dstsd ) clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv))); - else - if( dstmd ) - { - 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) ) + else if( dstmd ) { + if( status->get_lv(src) > status->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))); - else - { + } else { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } @@ -6163,7 +6158,7 @@ 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(iStatus->isimmune(bl) || !tsc) + if(status->isimmune(bl) || !tsc) break; if (sd && sd->sc.data[SC_PETROLOGY_OPTION]) @@ -6192,11 +6187,11 @@ 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); - iStatus->heal(bl,5,0,0); + status->heal(bl,5,0,0); break; case AL_CURE: - if(iStatus->isimmune(bl)) { + if(status->isimmune(bl)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } @@ -6213,7 +6208,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case PR_STRECOVERY: - if(iStatus->isimmune(bl)) { + if(status->isimmune(bl)) { clif->skill_nodamage(src,bl,skill_id,skill_lv,0); break; } @@ -6226,10 +6221,9 @@ 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) ) { - 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); + status->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); } clif->skill_nodamage(src,bl,skill_id,skill_lv,1); if(dstmd) @@ -6267,10 +6261,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case MER_SCAPEGOAT: - if( mer && mer->master ) - { - iStatus->heal(&mer->master->bl, mer->battle_status.hp, 0, 2); - iStatus->damage(src, src, mer->battle_status.max_hp, 0, 0, 1); + 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); } break; @@ -6576,7 +6569,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui if( tsc && tsc->data[SC_EXTREMITYFIST2] ) sp = 0; #endif - iStatus->heal(bl,(int)hp,sp,0); + status->heal(bl,(int)hp,sp,0); } break; case AM_CP_WEAPON: @@ -6644,7 +6637,7 @@ 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(iStatus->isimmune(bl) || !tsc || !tsc->count) + if(status->isimmune(bl) || !tsc || !tsc->count) break; if( sd && dstsd && !map_flag_vs(sd->bl.m) @@ -6654,12 +6647,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; } - for(i = 0; i < SC_MAX; i++) - { + for(i = 0; i < SC_MAX; i++) { if ( !tsc->data[i] ) continue; - if( SC_COMMON_MAX < i ){ - if ( iStatus->get_sc_type(i)&SC_NO_DISPELL ) + if( SC_COMMON_MAX < i ) { + if ( status->get_sc_type(i)&SC_NO_DISPELL ) continue; } switch (i) { @@ -6747,7 +6739,7 @@ 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; - iStatus->heal(bl,0,sp,2); + status->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); @@ -6780,7 +6772,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui sp = sp*(25*(skill_lv-1))/100; if(hp || sp) - iStatus->heal(src, hp, sp, 2); + status->heal(src, hp, sp, 2); } } break; @@ -7017,49 +7009,49 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case WE_MALE: - { - 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,iStatus->heal(bl, gain_hp, 0, 0),1); - } + { + 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); + } 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,iStatus->heal(bl, 0, gain_sp, 0),1); - } + { + 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); + } break; // parent-baby skills case WE_BABY: - if(sd){ + if(sd) { struct map_session_data *f_sd = pc->get_father(sd); struct map_session_data *m_sd = pc->get_mother(sd); // if neither was found - if(!f_sd && !m_sd){ + if(!f_sd && !m_sd) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); iMap->freeblock_unlock(); return 0; } - iStatus->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8); + status->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)); } break; case PF_HPCONVERSION: - { - int hp, sp; - hp = sstatus->max_hp/10; - sp = hp * 10 * skill_lv / 100; - 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); - iStatus->heal(bl,0,sp,2); + { + int hp, sp; + hp = sstatus->max_hp/10; + sp = hp * 10 * skill_lv / 100; + if (!status->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); + } break; case MA_REMOVETRAP: @@ -7216,20 +7208,20 @@ 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; - iStatus->heal(src, 0, sp2, 2); + status->heal(src, 0, sp2, 2); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); break; } sp1 = sstatus->sp; sp2 = tstatus->sp; - #ifdef RENEWAL - sp1 = sp1 / 2; - sp2 = sp2 / 2; - if( tsc && tsc->data[SC_EXTREMITYFIST2] ) - sp1 = tstatus->sp; - #endif - iStatus->set_sp(src, sp2, 3); - iStatus->set_sp(bl, sp1, 3); +#ifdef RENEWAL + sp1 = sp1 / 2; + sp2 = sp2 / 2; + if( tsc && tsc->data[SC_EXTREMITYFIST2] ) + sp1 = tstatus->sp; +#endif // RENEWAL + status->set_sp(src, sp2, 3); + status->set_sp(bl, sp1, 3); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); } break; @@ -7267,7 +7259,7 @@ 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); - iStatus->heal(bl,hp,sp,0); + status->heal(bl,hp,sp,0); } break; // Full Chemical Protection @@ -7337,13 +7329,13 @@ 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 - iStatus->change_clear_buffs(bl,1); + status->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( !iStatus->isdead(bl) ) { + if( !status->isdead(bl) ) { int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT }; skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY); } @@ -7353,7 +7345,7 @@ 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 - iStatus->heal(src, 2000, 0, 0); + status->heal(src, 2000, 0, 0); if( !map_flag_vs(bl->m) ) unit->warp(bl, -1,-1,-1, CLR_TELEPORT); break; @@ -7452,7 +7444,7 @@ 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); - iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); + status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8); status_change_end(bl, SC_SWOO, INVALID_TIMER); break; } @@ -7460,7 +7452,7 @@ 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); - iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10); + status->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))); @@ -7471,42 +7463,42 @@ 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 (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl)) + if (status->get_guild_id(src) == status->get_guild_id(bl)) sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (iStatus->get_guild_id(src)) { + } else if (status->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, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } break; case GD_REGENERATION: if(flag&1) { - if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl)) + if (status->get_guild_id(src) == status->get_guild_id(bl)) sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv)); - } else if (iStatus->get_guild_id(src)) { + } else if (status->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, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } break; case GD_RESTORE: if(flag&1) { - if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl)) + if (status->get_guild_id(src) == status->get_guild_id(bl)) clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1); - } else if (iStatus->get_guild_id(src)) { + } else if (status->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, - src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, - skill->castend_nodamage_id); + skill->get_splash(skill_id, skill_lv), BL_PC, + src,skill_id,skill_lv,tick, flag|BCT_GUILD|1, + skill->castend_nodamage_id); if (sd) guild->block_skill(sd,skill->get_time2(skill_id,skill_lv)); } @@ -7518,7 +7510,7 @@ 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->guild : guild->search(iStatus->get_guild_id(src)); + g = sd ? sd->guild : guild->search(status->get_guild_id(src)); if (!g) break; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -7636,7 +7628,7 @@ 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); - iStatus->heal(bl, i, 0, 0); + status->heal(bl, i, 0, 0); } break; //Homun single-target support skills [orn] @@ -7741,7 +7733,7 @@ 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+iStatus->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+status->get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv))); break; case RK_DRAGONHOWLING: if( flag&1) @@ -7768,23 +7760,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); break; case RK_STONEHARDSKIN: - if( sd ) - { + if( sd ) { int heal = sstatus->hp / 4; // 25% HP - if( iStatus->charge(bl,heal,0) ) + if( status->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); } break; case RK_REFRESH: - { - 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))); - iStatus->heal(bl,heal,0,1); - iStatus->change_clear_buffs(bl,4); - } + { + 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); + } break; case RK_MILLENNIUMSHIELD: @@ -7829,9 +7820,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } }else if( skill_area_temp[5]&0x20 ){ i = status_get_max_hp(bl) * 25 / 100; - iStatus->change_clear_buffs(bl,4); + status->change_clear_buffs(bl,4); skill_area_temp[5] &= ~0x20; - iStatus->heal(bl,i,0,1); + status->heal(bl,i,0,1); type = SC_REFRESH; }else if( skill_area_temp[5]&0x40 ){ skill_area_temp[5] &= ~0x40; @@ -7839,7 +7830,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui }else if( skill_area_temp[5]&0x80 ){ if( dstsd ){ i = sstatus->hp / 4; - if( iStatus->charge(bl,i,0) ) + if( status->charge(bl,i,0) ) type = SC_STONEHARDSKIN; skill_area_temp[5] &= ~0x80; } @@ -7945,8 +7936,7 @@ 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( !iStatus->charge(bl,heal,0) ) - { + if( !status->charge(bl,heal,0) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0); break; } @@ -7989,13 +7979,13 @@ 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)) || iStatus->isimmune(bl)) + if( (dstsd && pc_ismadogear(dstsd)) || status->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; - iStatus->heal(bl, i, 0, 0); + status->heal(bl, i, 0, 0); } } else if( sd ) @@ -8051,23 +8041,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case AB_CLEARANCE: - if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 ) - { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] + if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 ) { + //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie] clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv) - { + if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv) { if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } - if(iStatus->isimmune(bl) || !tsc || !tsc->count) + if(status->isimmune(bl) || !tsc || !tsc->count) break; - for(i = 0; i < SC_MAX; i++) - { + for(i = 0; i < SC_MAX; i++) { if ( !tsc->data[i] ) continue; if( SC_COMMON_MAX > i ) - if ( iStatus->get_sc_type(i)&SC_NO_CLEARANCE ) + if ( status->get_sc_type(i)&SC_NO_CLEARANCE ) continue; switch (i) { case SC_ASSUMPTIO: @@ -8142,12 +8130,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WL_SIENNAEXECRATE: if( flag&1 ) { - if( iStatus->isimmune(bl) || !tsc ) + if( status->isimmune(bl) || !tsc ) break; if( tsc && tsc->data[SC_STONE] ) status_change_end(bl,SC_STONE,INVALID_TIMER); else - iStatus->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2); + status->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 ){ @@ -8174,7 +8162,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WL_READING_SB: if( sd ) { - struct status_change *sc = iStatus->get_sc(bl); + struct status_change *sc = status->get_sc(bl); for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) @@ -8256,7 +8244,7 @@ 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); - iStatus->set_sp(src, 0, 0); + status->set_sp(src, 0, 0); } break; @@ -8284,10 +8272,10 @@ 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; - iStatus->heal(bl,heal,0,2); + status->heal(bl,heal,0,2); } else { heal = sd->status.max_hp * (3+3*skill_lv) / 100; - iStatus->heal(src,heal,0,2); + status->heal(src,heal,0,2); } clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); @@ -8354,8 +8342,8 @@ 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) + 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); + 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); 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 ) @@ -8364,16 +8352,17 @@ 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) + 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); + 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); 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) ) - iStatus->heal(src,0,sp/2,3); - } - else if( sd ) clif->skill_fail(sd,skill_id,0,0); + status->heal(src,0,sp/2,3); + } else if( sd ) + clif->skill_fail(sd,skill_id,0,0); } else if( sd ) clif->skill_fail(sd,skill_id,0,0); break; @@ -8484,16 +8473,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui val = 105 * it->refine / 10; sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv)); break; - case 2: case 3: - if( rate < brate ) - { + case 2: + case 3: + if( rate < brate ) { val = sstatus->max_hp * (11 + it->refine) / 100; - iStatus->heal(bl, val, 0, 3); + status->heal(bl, val, 0, 3); } break; - /*case 3: - // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it. - break;*/ +#if 0 // TODO: I need confirm what effect should be here. Moved to case 2 to until we got it. + case 3: + // Full protection. + break; +#endif // 0 } } break; @@ -8613,17 +8604,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui { int heal; - if( iStatus->isimmune(bl) ) - { + if( status->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; - iStatus->heal(bl, heal, 0, 0); + status->heal(bl, heal, 0, 0); - if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + iStatus->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) - { + if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) { status_change_end(bl, SC_STONE, INVALID_TIMER); status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STUN, INVALID_TIMER); @@ -8677,7 +8666,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WM_DEADHILLHERE: if( bl->type == BL_PC ) { - if( !iStatus->isdead(bl) ) + if( !status->isdead(bl) ) break; if( rnd()%100 < 88 + 2 * skill_lv ) { @@ -8747,8 +8736,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case WM_SONG_OF_MANA: 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 = iStatus->get_sc(src); + if( flag&1 ) { + // These affect to to all party members near the caster. + struct status_change *sc = status->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)); } @@ -8874,13 +8864,13 @@ 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 ) + iStatus->get_lv(src) / 15; + int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status->get_lv(src) / 15; if( bl != src ) sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)); }else { clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR, - src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id); + src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id); } break; @@ -8954,13 +8944,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui int e_hp, e_sp; if( !ed ) break; - if( !iStatus->charge(&sd->bl,s_hp,s_sp) ) { + if( !status->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; - iStatus->heal(&ed->bl,e_hp,e_sp,3); + status->heal(&ed->bl,e_hp,e_sp,3); clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1); } break; @@ -8985,7 +8975,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case GN_BLOOD_SUCKER: { - struct status_change *sc = iStatus->get_sc(src); + struct status_change *sc = status->get_sc(src); if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) { if( tsc && tsc->data[type] ){ @@ -9075,24 +9065,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui case EL_WIND_CURTAIN: case EL_SOLID_SKIN: case EL_STONE_SHIELD: - case EL_WIND_STEP: { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - sc_type type2 = type-1; - 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); - } else { - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. - skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0); - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); - } + case EL_WIND_STEP: + { + 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); + + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } else { + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away. + skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0); + sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); } } + } break; case EL_FIRE_MANTLE: @@ -9104,23 +9095,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0); break; - case EL_WATER_SCREEN: { - struct elemental_data *ele = BL_CAST(BL_ELEM, src); - if( ele ) { - struct status_change *sc = iStatus->get_sc(&ele->bl); - sc_type type2 = type-1; + case EL_WATER_SCREEN: + { + struct elemental_data *ele = BL_CAST(BL_ELEM, src); + if( ele ) { + struct status_change *sc = status->get_sc(&ele->bl); + sc_type type2 = type-1; - clif->skill_nodamage(src,src,skill_id,skill_lv,1); - if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { - elemental->clean_single_effect(ele, skill_id); - } else { - // This not heals at the end. - clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); - sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); - sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); - } + clif->skill_nodamage(src,src,skill_id,skill_lv,1); + if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) { + elemental->clean_single_effect(ele, skill_id); + } else { + // This not heals at the end. + clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6); + sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv)); + sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv)); } } + } break; case KO_KAHU_ENTEN: @@ -9138,12 +9130,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case KO_ZANZOU: - if(sd){ + if(sd) { struct mob_data *md; - md = mob->once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), 2308, "", SZ_SMALL, AI_NONE); - if( md ) - { + md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE); + if( md ) { md->master_id = src->id; md->special_state.ai = AI_ZANZOU; if( md->deletetimer != INVALID_TIMER ) @@ -9173,14 +9164,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui break; case KO_JYUSATSU: - if( dstsd && tsc && !tsc->data[type] && - rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ){ + 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, - iStatus->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1)); + status->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( 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 ) + 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); + } else if( sd ) clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); break; @@ -9248,100 +9240,102 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui } break; - case MH_SILENT_BREEZE: { - struct status_change *ssc = iStatus->get_sc(src); + case MH_SILENT_BREEZE: + { + struct status_change *ssc = status->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 - }; - int heal; - if(tsc){ - for (i = 0; i < ARRAYLENGTH(scs); i++) { - if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER); - } - if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target - iStatus->change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + const enum sc_type scs[] = { + SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION + }; + int heal; + if(tsc){ + for (i = 0; i < ARRAYLENGTH(scs); i++) { + 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); } heal = status_get_matk_min(src)*4; - iStatus->heal(bl, heal, 0, 7); + status->heal(bl, heal, 0, 7); //now inflict silence on everyone if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun - iStatus->change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + status->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 = iStatus->get_sc(m_bl); - if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master - iStatus->change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8); + struct status_change *msc = status->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); } - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - } - break; - case MH_OVERED_BOOST: - if (hd){ - struct block_list *s_bl = battle->get_master(src); - if(hd->homunculus.hunger>50) //reduce hunger - hd->homunculus.hunger = hd->homunculus.hunger/2; - else - hd->homunculus.hunger = min(1,hd->homunculus.hunger); - if(s_bl && s_bl->type==BL_PC){ - 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 - } - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - } - break; - case MH_GRANITIC_ARMOR: - case MH_PYROCLASTIC: { - struct block_list *s_bl = battle->get_master(src); - if(s_bl) - sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master - sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + case MH_OVERED_BOOST: + if (hd) { + struct block_list *s_bl = battle->get_master(src); + if(hd->homunculus.hunger>50) //reduce hunger + hd->homunculus.hunger = hd->homunculus.hunger/2; + 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 + 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 } - break; + sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; + case MH_GRANITIC_ARMOR: + case MH_PYROCLASTIC: + { + struct block_list *s_bl = battle->get_master(src); + if(s_bl) + sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master + sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; - case MH_LIGHT_OF_REGENE: - if(hd){ + case MH_LIGHT_OF_REGENE: + if(hd) { hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750) if(sd) clif->send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info } //don't break need to start status and start block timer - case MH_MAGMA_FLOW: - case MH_PAIN_KILLER: - sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - break; - case MH_SUMMON_LEGION: - { - int summons[5] = {1004, 1303, 1303, 1994, 1994}; - int qty[5] = {3 , 3 , 4 , 4 , 5}; - struct mob_data *md; - int i, dummy = 0; + case MH_MAGMA_FLOW: + case MH_PAIN_KILLER: + sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + break; + case MH_SUMMON_LEGION: + { + int summons[5] = {1004, 1303, 1303, 1994, 1994}; + int qty[5] = {3 , 3 , 4 , 4 , 5}; + struct mob_data *md; + int i, dummy = 0; - i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &dummy); - if(i >= qty[skill_lv-1]) - break; - - for(i=0; i<qty[skill_lv - 1]; i++){ //easy way - 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) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0); - mob->spawn(md); //Now it is ready for spawning. - sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); - } - } - if (hd) - skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); - } + i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &dummy); + if(i >= qty[skill_lv-1]) 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); + if (md) { + md->master_id = src->id; + if (md->deletetimer != INVALID_TIMER) + timer->delete(md->deletetimer, mob->timer_delete); + md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0); + mob->spawn(md); //Now it is ready for spawning. + sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000); + } + } + if (hd) + skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv)); + } + break; default: ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id); clif->skill_nodamage(src,bl,skill_id,skill_lv,1); @@ -9349,8 +9343,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui return 1; } - if(skill_id != SR_CURSEDCIRCLE){ - struct status_change *sc = iStatus->get_sc(src); + if(skill_id != SR_CURSEDCIRCLE) { + struct status_change *sc = status->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); } @@ -9411,7 +9405,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data) ud->skilltimer = INVALID_TIMER; do { - if( iStatus->isdead(src) ) + if( status->isdead(src) ) break; if( !(src->type&battle_config.skill_reiteration) && @@ -9445,9 +9439,9 @@ 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 (!iStatus->check_skilluse(src, NULL, ud->skill_id, 1)) + if(tid != INVALID_TIMER) { + //Avoid double checks on instant cast skills. [Skotlex] + if (!status->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)) { @@ -9693,13 +9687,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui nullpo_ret(src); - if(iStatus->isdead(src)) + if(status->isdead(src)) return 0; sd = BL_CAST(BL_PC, src); - sc = iStatus->get_sc(src); - type = iStatus->skill2sc(skill_id); + sc = status->get_sc(src); + type = status->skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { //Skill effect. @@ -9744,7 +9738,7 @@ 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( iStatus->change_timer_sub, + iMap->foreachinarea( status->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) @@ -9988,7 +9982,7 @@ 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, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE); + md = mob->once_spawn_sub(src, src->m, x, y, status->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; @@ -10110,18 +10104,15 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui break; case PA_GOSPEL: - if (sce && sce->val4 == BCT_SELF) - { + if (sce && sce->val4 == BCT_SELF) { status_change_end(src, SC_GOSPEL, INVALID_TIMER); return 0; - } - else - { + } else { sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0); if (!sg) break; if (sce) status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex] - iStatus->change_clear_buffs(src,3); + status->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 } @@ -10221,9 +10212,8 @@ 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, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE); - if( md ) - { + md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE); + if( md ) { md->master_id = src->id; md->special_state.ai = AI_FLORA; if( md->deletetimer != INVALID_TIMER ) @@ -10274,7 +10264,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui break; case LG_RAYOFGENESIS: - if( iStatus->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { + if( status->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); @@ -10522,8 +10512,8 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_ } sd = BL_CAST(BL_PC, src); - st = iStatus->get_status_data(src); - sc = iStatus->get_sc(src); // for traps, firewall and fogwall - celest + st = status->get_status_data(src); + sc = status->get_sc(src); // for traps, firewall and fogwall - celest switch( skill_id ) { case MH_STEINWAND: @@ -11003,7 +10993,7 @@ 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 || iStatus->isdead(bl)) + if(bl->prev==NULL || !src->alive || status->isdead(bl)) return 0; nullpo_ret(sg=src->group); @@ -11013,12 +11003,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned return 0; //AoE skills are ineffective. [Skotlex] if( iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) ) return 0; - sc = iStatus->get_sc(bl); + sc = status->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 = iStatus->skill2sc(sg->skill_id); + type = status->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) { @@ -11029,7 +11019,7 @@ 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( iStatus->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { + if( status->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) { const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK(td->tick, tick); @@ -11111,7 +11101,7 @@ 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) - iStatus->change_clear_buffs(bl,1); //Should dispell only allies. + status->change_clear_buffs(bl,1); //Should dispell only allies. case UNT_RICHMANKIM: case UNT_ETERNALCHAOS: case UNT_DRUMBATTLEFIELD: @@ -11142,8 +11132,8 @@ 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; - timer->delete(sce->timer, iStatus->change_timer); - sce->timer = timer->add(tick+sg->limit, iStatus->change_timer, bl->id, type); + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type); } break; @@ -11217,19 +11207,19 @@ 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 || iStatus->isdead(bl)) + if (bl->prev==NULL || !src->alive || status->isdead(bl)) return 0; nullpo_ret(sg=src->group); nullpo_ret(ss=iMap->id2bl(sg->src_id)); tsd = BL_CAST(BL_PC, bl); - tsc = iStatus->get_sc(bl); + tsc = status->get_sc(bl); if ( tsc && tsc->data[SC_HOVERING] ) return 0; //Under hovering characters are immune to trap and ground target skills. - tstatus = iStatus->get_status_data(bl); - type = iStatus->skill2sc(sg->skill_id); + tstatus = status->get_status_data(bl); + type = status->skill2sc(sg->skill_id); skill_id = sg->skill_id; if (sg->interval == -1) { @@ -11268,8 +11258,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns //Take into account these hit more times than the timer interval can handle. 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 && !iStatus->isdead(bl)); + while(--src->val2 && x == bl->x && y == bl->y + && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl)); if (src->val2<=0) skill->delunit(src); @@ -11292,12 +11282,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; if( tstatus->hp >= tstatus->max_hp ) break; - if( iStatus->isimmune(bl) ) + if( status->isimmune(bl) ) heal = 0; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); if( tsc && tsc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; - iStatus->heal(bl, heal, 0, 0); + status->heal(bl, heal, 0, 0); if( diff >= 500 ) sg->val1--; } @@ -11307,18 +11297,18 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_EVILLAND: //Will heal demon and undead element monsters, but not players. - if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) - { //Damage enemies + if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) { + //Damage enemies if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0) skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); } else { int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true); if (tstatus->hp >= tstatus->max_hp) break; - if (iStatus->isimmune(bl)) + if (status->isimmune(bl)) heal = 0; clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1); - iStatus->heal(bl, heal, 0, 0); + status->heal(bl, heal, 0, 0); } break; @@ -11329,8 +11319,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; case UNT_DUMMYSKILL: - switch (sg->skill_id) - { + switch (sg->skill_id) { case SG_SUN_WARM: //SG skills [Komurka] case SG_MOON_WARM: case SG_STAR_WARM: @@ -11339,23 +11328,20 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns const int x = bl->x, y = bl->y; //If target isn't knocked back it should hit every "interval" ms [Playtester] - do - { + do { if( bl->type == BL_PC ) status_zap(bl, 0, 15); // sp damage to players - else // mobs - if( iStatus->charge(ss, 0, 2) ) // costs 2 SP per hit - { + else if( status->charge(ss, 0, 2) ) { // mobs + // 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) ) - iStatus->charge(ss, 0, 8); //costs additional 8 SP if miss - } - else - { //should end when out of sp. + status->charge(ss, 0, 8); //costs additional 8 SP if miss + } else { // mobs + //should end when out of sp. sg->limit = DIFF_TICK(tick,sg->tick); break; } - } while( x == bl->x && y == bl->y && - ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl) ); + } while( x == bl->x && y == bl->y + && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) ); } break; /** @@ -11402,7 +11388,7 @@ 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( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { + if( status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) { const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL; if( td ) sec = DIFF_TICK(td->tick, tick); @@ -11432,8 +11418,7 @@ 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( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) { - + 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) ) { iMap->moveblock(bl, src->bl.x, src->bl.y, tick); clif->fixpos(bl); @@ -11446,7 +11431,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_VENOMDUST: if(tsc && !tsc->data[type]) - iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); + status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0); break; @@ -11521,7 +11506,7 @@ 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); - iStatus->heal(bl, heal, 0, 0); + status->heal(bl, heal, 0, 0); break; } @@ -11538,15 +11523,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns int heal; int i = rnd()%13; // Positive buff count int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration - switch (i) - { + switch (i) { case 0: // Heal 1~9999 HP heal = rnd() %9999+1; clif->skill_nodamage(ss,bl,AL_HEAL,heal,1); - iStatus->heal(bl,heal,0,0); + status->heal(bl,heal,0,0); break; case 1: // End all negative status - iStatus->change_clear_buffs(bl,2); + status->change_clear_buffs(bl,2); if (tsd) clif->gospel_info(tsd, 0x15); break; case 2: // Immunity to all status @@ -11686,7 +11670,7 @@ 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; - iStatus->heal(bl, hp, sp, 2); + status->heal(bl, hp, sp, 2); sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100); } // Reveal hidden players every 5 seconds. @@ -11775,11 +11759,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns break; case UNT_FIRE_EXPANSION_SMOKE_POWDER: - sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); + sc_start(bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000); break; case UNT_FIRE_EXPANSION_TEAR_GAS: - sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); + sc_start(bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000); break; case UNT_HELLS_PLANT: @@ -11791,21 +11775,21 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_CLOUD_KILL: if(tsc && !tsc->data[type]) - iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8); + status->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 = iStatus->get_sc(ss); + struct status_change *ssc = status->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; - iStatus->heal(bl, hp, 0, 0); + status->heal(bl, hp, 0, 0); sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv)); } break; @@ -11819,14 +11803,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) { 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)){ - 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) - ){ - iStatus->heal(bl, -hp, 0, 0); + if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) { + status->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); } } sg->val3++; //timer @@ -11904,7 +11888,7 @@ 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); - 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); + 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); break; } @@ -11925,12 +11909,13 @@ 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 = iStatus->get_sc(bl); - type = iStatus->skill2sc(sg->skill_id); + sc = status->get_sc(bl); + type = status->skill2sc(sg->skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; - if( bl->prev==NULL || - (iStatus->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died. + 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. return 0; switch(sg->unit_id){ @@ -11969,17 +11954,16 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in /*========================================== * Triggered when a char steps out of a skill group (entirely) [Skotlex] *------------------------------------------*/ -static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) -{ +static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) { struct status_change *sc; struct status_change_entry *sce; enum sc_type type; - sc = iStatus->get_sc(bl); + sc = status->get_sc(bl); if (sc && !sc->count) sc = NULL; - type = iStatus->skill2sc(skill_id); + type = status->skill2sc(skill_id); sce = (sc && type != -1)?sc->data[type]:NULL; switch (skill_id) { @@ -12038,11 +12022,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i case DC_FORTUNEKISS: case DC_SERVICEFORYOU: if (sce) { - timer->delete(sce->timer, iStatus->change_timer); + timer->delete(sce->timer, status->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 = timer->add(tick+skill->get_time2(skill_id,1), iStatus->change_timer, bl->id, type); + sce->timer = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type); } break; case PF_FOGWALL: @@ -12052,8 +12036,8 @@ 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 { - timer->delete(sce->timer, iStatus->change_timer); - sce->timer = timer->add(30000+tick, iStatus->change_timer, bl->id, SC_BLIND); + timer->delete(sce->timer, status->change_timer); + sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND); } } } @@ -12250,13 +12234,13 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 case PR_BENEDICTIO: for (i = 0; i < c; i++) { if ((tsd = iMap->id2sd(p_sd[i])) != NULL) - iStatus->charge(&tsd->bl, 0, 10); + status->charge(&tsd->bl, 0, 10); } return c; case AB_ADORAMUS: if( c > 0 && (tsd = iMap->id2sd(p_sd[0])) != NULL ) { i = 2 * (*skill_lv); - iStatus->charge(&tsd->bl, 0, i); + status->charge(&tsd->bl, 0, i); } break; case WM_GREAT_ECHO: @@ -12404,22 +12388,51 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id return 0; switch( skill_id ) { // Turn off check. - case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: - 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[iStatus->skill2sc(skill_id)] ) + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case TF_HIDING: + case AS_CLOAKING: + case CR_AUTOGUARD: + 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)] ) return 1; } // Check the skills that can be used while mounted on a warg if( pc_isridingwug(sd) ) { switch( skill_id ) { - case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: - case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: - case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB: - case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP: - case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE: + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_SPRINGTRAP: + case RA_DETONATOR: + case RA_CLUSTERBOMB: + case HT_TALKIEBOX: + case RA_FIRINGTRAP: + case RA_ICEBOUNDTRAP: + case RA_WUGDASH: + case RA_WUGRIDER: + case RA_WUGSTRIKE: break; default: // in official there is no message. return 0; @@ -12428,14 +12441,19 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id } if( pc_ismadogear(sd) ) { switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie] - case BS_REPAIRWEAPON: case WS_MELTDOWN: - case BS_HAMMERFALL: case WS_CARTBOOST: - case BS_ADRENALINE: case WS_WEAPONREFINE: - case BS_WEAPONPERFECT: case WS_CARTTERMINATION: - case BS_OVERTHRUST: case WS_OVERTHRUSTMAX: - case BS_MAXIMIZE: - case BS_ADRENALINE2: - case BS_UNFAIRLYTRICK: + case BS_REPAIRWEAPON: + case WS_MELTDOWN: + case BS_HAMMERFALL: + case WS_CARTBOOST: + case BS_ADRENALINE: + case WS_WEAPONREFINE: + case BS_WEAPONPERFECT: + case WS_CARTTERMINATION: + case BS_OVERTHRUST: + case WS_OVERTHRUSTMAX: + case BS_MAXIMIZE: + case BS_ADRENALINE2: + case BS_UNFAIRLYTRICK: case BS_GREED: clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0); return 0; @@ -13493,12 +13511,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 if( !sd ) return req; - /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ -#if 0 +#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ if( sd->state.abra_flag ) -#else +#else // not 0 if( sd->skillitem == skill_id ) -#endif +#endif // 0 return req; // Hocus-Pocus don't have requirements. sc = &sd->sc; @@ -13506,11 +13523,26 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 sc = NULL; switch( skill_id ) { // Turn off check. - case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD: - 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[iStatus->skill2sc(skill_id)] ) + case BS_MAXIMIZE: + case NV_TRICKDEAD: + case TF_HIDING: + case AS_CLOAKING: + case CR_AUTOGUARD: + 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)] ) return req; } @@ -13806,9 +13838,8 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) { /*========================================== * Does cast-time reductions based on sc data. *------------------------------------------*/ -int skill_castfix_sc (struct block_list *bl, int time) -{ - struct status_change *sc = iStatus->get_sc(bl); +int skill_castfix_sc (struct block_list *bl, int time) { + struct status_change *sc = status->get_sc(bl); if( time < 0 ) return 0; @@ -13819,8 +13850,8 @@ int skill_castfix_sc (struct block_list *bl, int time) if (sc && sc->count) { if (sc->data[SC_SLOWCAST]) time += time * sc->data[SC_SLOWCAST]->val2 / 100; - if (sc->data[SC_NEEDLE_OF_PARALYZE]) - time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3; + if (sc->data[SC_NEEDLE_OF_PARALYZE]) + time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3; if (sc->data[SC_SUFFRAGIUM]) { time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100; status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER); @@ -13835,15 +13866,14 @@ int skill_castfix_sc (struct block_list *bl, int time) if (sc->data[SC_IZAYOI]) time -= time * 50 / 100; } - time = max(time, 0); + time = max(time, 0); -// ShowInfo("Castime castfix_sc = %d\n",time); + //ShowInfo("Castime castfix_sc = %d\n",time); return time; } #ifdef RENEWAL_CAST -int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) -{ - struct status_change *sc = iStatus->get_sc(bl); +int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) { + struct status_change *sc = status->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; @@ -13935,7 +13965,7 @@ 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) + iStatus->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) + status->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; @@ -13964,12 +13994,11 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 /*========================================== * Does delay reductions based on dex/agi, sc data, item bonuses, ... *------------------------------------------*/ -int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) -{ +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 = iStatus->get_sc(bl); + struct status_change *sc = status->get_sc(bl); nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); @@ -14322,7 +14351,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx) return; } - per = iStatus->get_refine_chance(ditem->wlv, (int)item->refine) * 10; + per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10; // Aegis leaked formula. [malufett] if( sd->status.class_ == JOB_MECHANIC_T ) @@ -14452,8 +14481,8 @@ 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; - iStatus->calc_regen(bl, &sd->battle_status, &sd->regen); - iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc); + status->calc_regen(bl, &sd->battle_status, &sd->regen); + status->calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; @@ -14467,8 +14496,8 @@ 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; - iStatus->calc_regen(bl, &sd->battle_status, &sd->regen); - iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc); + status->calc_regen(bl, &sd->battle_status, &sd->regen); + status->calc_regen_rate(bl, &sd->regen, &sd->sc); } return 0; } @@ -14527,7 +14556,7 @@ 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 || iStatus->isdead(bl)) + if (src == bl || status->isdead(bl)) return 0; if (bl->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)bl; @@ -14558,13 +14587,12 @@ void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill /*========================================== * *------------------------------------------*/ -int skill_attack_area (struct block_list *bl, va_list ap) -{ +int skill_attack_area (struct block_list *bl, va_list ap) { struct block_list *src,*dsrc; int atk_type,skill_id,skill_lv,flag,type; unsigned int tick; - if(iStatus->isdead(bl)) + if(status->isdead(bl)) return 0; atk_type = va_arg(ap,int); @@ -14580,8 +14608,8 @@ int skill_attack_area (struct block_list *bl, va_list ap) if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks. return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag); - if(battle->check_target(dsrc,bl,type) <= 0 || - !iStatus->check_skilluse(NULL, bl, skill_id, 2)) + if( battle->check_target(dsrc,bl,type) <= 0 + || !status->check_skilluse(NULL, bl, skill_id, 2)) return 0; @@ -14984,7 +15012,7 @@ int skill_maelstrom_suction(struct block_list *bl, va_list ap) { int sp = su->group->skill_lv * skill_lv; if( src->type == BL_PC ) sp += ((TBL_PC*)src)->status.job_level / 5; - iStatus->heal(src, 0, sp/2, 1); + status->heal(src, 0, sp/2, 1); } } @@ -14994,13 +15022,12 @@ int skill_maelstrom_suction(struct block_list *bl, va_list ap) { /*========================================== * *------------------------------------------*/ -int skill_enchant_elemental_end (struct block_list *bl, int type) -{ +int skill_enchant_elemental_end (struct block_list *bl, int type) { struct status_change *sc; 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= iStatus->get_sc(bl)); + nullpo_ret(sc = status->get_sc(bl)); if (!sc->count) return 0; @@ -15180,7 +15207,7 @@ int skill_delunit (struct skill_unit* su) { break; case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info) if( group->val2 ) { // Someone Traped - struct status_change *tsc = iStatus->get_sc( iMap->id2bl(group->val2)); + struct status_change *tsc = status->get_sc( iMap->id2bl(group->val2)); if( tsc && tsc->data[SC__MANHOLE] ) tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID } @@ -15260,26 +15287,26 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, i = MAX_SKILLUNITGROUP-1; } - group = ers_alloc(skill->unit_ers, struct skill_unit_group); - group->src_id = src->id; - 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)); - group->unit_count = 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->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)); + group->unit_count = count; group->alive_count = 0; - group->val1 = 0; - group->val2 = 0; - group->val3 = 0; - group->skill_id = skill_id; - group->skill_lv = skill_lv; - group->unit_id = unit_id; - group->map = src->m; - group->limit = limit; - group->interval = interval; - group->tick = timer->gettick(); - group->valstr = NULL; + group->val1 = 0; + group->val2 = 0; + group->val3 = 0; + group->skill_id = skill_id; + group->skill_lv = skill_lv; + group->unit_id = unit_id; + group->map = src->m; + group->limit = limit; + group->interval = interval; + group->tick = timer->gettick(); + group->valstr = NULL; ud->skillunit[i] = group; @@ -15312,7 +15339,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin return 0; } - if( !iStatus->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { + if( !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) { switch( group->skill_id ) { case BA_DISSONANCE: case BA_POEMBRAGI: @@ -15329,9 +15356,8 @@ 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 = iStatus->get_sc(src); + if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { + struct status_change* sc = status->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] @@ -15342,7 +15368,7 @@ 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 = iStatus->get_sc(src); + struct status_change *sc = status->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); @@ -15353,40 +15379,40 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: - { - struct status_change *sc = NULL; - 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); - } + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) { + sc->data[SC_WARM]->val4 = 0; + status_change_end(src, SC_WARM, INVALID_TIMER); } + } break; case NC_NEUTRALBARRIER: - { - struct status_change *sc = NULL; - 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); - } + { + struct status_change *sc = NULL; + if( (sc = status->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); } + } break; case NC_STEALTHFIELD: - { - struct status_change *sc = NULL; - 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); - } + { + struct status_change *sc = NULL; + if( (sc = status->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); } + } break; case LG_BANDING: - { - struct status_change *sc = NULL; - if( (sc = iStatus->get_sc(src)) && sc->data[SC_BANDING] ) { - sc->data[SC_BANDING]->val4 = 0; - status_change_end(src,SC_BANDING,INVALID_TIMER); - } + { + struct status_change *sc = NULL; + if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) { + sc->data[SC_BANDING]->val4 = 0; + status_change_end(src,SC_BANDING,INVALID_TIMER); } + } break; } @@ -15631,7 +15657,7 @@ 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 = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { + if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) { skill->delunit(su); break; } @@ -16018,7 +16044,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid, struct item_data* data; nullpo_ret(sd); - st = iStatus->get_status_data(&sd->bl); + st = status->get_status_data(&sd->bl); if( sd->skill_id_old == skill_id ) skill_lv = sd->skill_lv_old; @@ -16663,7 +16689,7 @@ 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 = iStatus->get_sc(bl); + struct status_change *sc = status->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)) @@ -16674,7 +16700,7 @@ 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, iStatus->sc2scb_flag(SC_MAGICPOWER)); + status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER)); #ifndef RENEWAL if(bl->type == BL_PC){// update current display. clif->updatestatus(((TBL_PC *)bl),SP_MATK1); @@ -16729,7 +16755,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) { nullpo_ret(sd); - sc = iStatus->get_sc(&sd->bl); + sc = status->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; @@ -17466,7 +17492,7 @@ 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 = iStatus->get_sc(bl); + struct status_change *sc = status->get_sc(bl); if( !sc || !bl || !skill_id ) return 0; // Can do it |