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author | Haru <haru@dotalux.com> | 2013-09-25 21:26:54 +0200 |
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committer | Haru <haru@dotalux.com> | 2013-09-25 22:15:53 +0200 |
commit | afcad494411995396b906f214d1c4ffcf485cc0a (patch) | |
tree | e70b21658276ddef885322b7c9b18935b6c0235e /src/map/status.c | |
parent | 13afb7e0bf35bacc9c90c7dffe34120ddd2fd099 (diff) | |
download | hercules-afcad494411995396b906f214d1c4ffcf485cc0a.tar.gz hercules-afcad494411995396b906f214d1c4ffcf485cc0a.tar.bz2 hercules-afcad494411995396b906f214d1c4ffcf485cc0a.tar.xz hercules-afcad494411995396b906f214d1c4ffcf485cc0a.zip |
Renamed local variables that would conflict with a rename of iStatus to status
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 1764 |
1 files changed, 855 insertions, 909 deletions
diff --git a/src/map/status.c b/src/map/status.c index 5d856cfb9..eb398806b 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1089,37 +1089,35 @@ static inline void status_cpy(struct status_data* a, const struct status_data* b //Sets HP to given value. Flag is the flag passed to iStatus->heal in case //final value is higher than current (use 2 to make a healing effect display //on players) It will always succeed (overrides Berserk block), but it can't kill. -int status_set_hp(struct block_list *bl, unsigned int hp, int flag) -{ - struct status_data *status; +int status_set_hp(struct block_list *bl, unsigned int hp, int flag) { + struct status_data *st; if (hp < 1) return 0; - status = iStatus->get_status_data(bl); - if (status == &dummy_status) + st = iStatus->get_status_data(bl); + if (st == &dummy_status) return 0; - if (hp > status->max_hp) hp = status->max_hp; - if (hp == status->hp) return 0; - if (hp > status->hp) - return iStatus->heal(bl, hp - status->hp, 0, 1|flag); - return status_zap(bl, status->hp - hp, 0); + if (hp > st->max_hp) hp = st->max_hp; + if (hp == st->hp) return 0; + if (hp > st->hp) + return iStatus->heal(bl, hp - st->hp, 0, 1|flag); + return status_zap(bl, st->hp - hp, 0); } //Sets SP to given value. Flag is the flag passed to iStatus->heal in case //final value is higher than current (use 2 to make a healing effect display //on players) -int status_set_sp(struct block_list *bl, unsigned int sp, int flag) -{ - struct status_data *status; +int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { + struct status_data *st; - status = iStatus->get_status_data(bl); - if (status == &dummy_status) + st = iStatus->get_status_data(bl); + if (st == &dummy_status) return 0; - if (sp > status->max_sp) sp = status->max_sp; - if (sp == status->sp) return 0; - if (sp > status->sp) - return iStatus->heal(bl, 0, sp - status->sp, 1|flag); - return status_zap(bl, 0, status->sp - sp); + if (sp > st->max_sp) sp = st->max_sp; + if (sp == st->sp) return 0; + if (sp > st->sp) + return iStatus->heal(bl, 0, sp - st->sp, 1|flag); + return status_zap(bl, 0, st->sp - sp); } int status_charge(struct block_list* bl, int64 hp, int64 sp) @@ -1135,7 +1133,7 @@ int status_charge(struct block_list* bl, int64 hp, int64 sp) //If flag&4, if killed, mob must not give exp/loot. //flag will be set to &8 when damaging sp of a dead character int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, int64 in_sp, int walkdelay, int flag) { - struct status_data *status; + struct status_data *st; struct status_change *sc; int hp,sp; @@ -1159,24 +1157,24 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, if (target->type == BL_SKILL) return skill->unit_ondamaged((struct skill_unit *)target, src, hp, timer->gettick()); - status = iStatus->get_status_data(target); - if( status == &dummy_status ) + st = iStatus->get_status_data(target); + if( st == &dummy_status ) return 0; - if ((unsigned int)hp >= status->hp) { + if ((unsigned int)hp >= st->hp) { if (flag&2) return 0; - hp = status->hp; + hp = st->hp; } - if ((unsigned int)sp > status->sp) { + if ((unsigned int)sp > st->sp) { if (flag&2) return 0; - sp = status->sp; + sp = st->sp; } if (!hp && !sp) return 0; - if( !status->hp ) + if( !st->hp ) flag |= 8; // Let through. battle.c/skill.c have the whole logic of when it's possible or @@ -1218,7 +1216,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, status_change_end(target, SC_GRAVITATION, INVALID_TIMER); } } - if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2) + if(sc->data[SC_DANCING] && (unsigned int)hp > st->max_hp>>2) status_change_end(target, SC_DANCING, INVALID_TIMER); if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0) status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER); @@ -1228,19 +1226,19 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, unit->skillcastcancel(target, 2); } - status->hp-= hp; - status->sp-= sp; + st->hp-= hp; + st->sp-= sp; - if (sc && hp && status->hp) { + if (sc && hp && st->hp) { if (sc->data[SC_AUTOBERSERK] && (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) && - status->hp < status->max_hp>>2) + st->hp < st->max_hp>>2) sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); - if (sc->data[SC_BERSERK] && status->hp <= 100) + if (sc->data[SC_BERSERK] && st->hp <= 100) status_change_end(target, SC_BERSERK, INVALID_TIMER); - if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 ) + if( sc->data[SC_RAISINGDRAGON] && st->hp <= 1000 ) status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER); - if (sc->data[SC_SATURDAY_NIGHT_FEVER] && status->hp <= 100) + if (sc->data[SC_SATURDAY_NIGHT_FEVER] && st->hp <= 100) status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); } @@ -1256,14 +1254,14 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, unit->stop_walking( target, 1 ); } - if( status->hp || (flag&8) ) + if( st->hp || (flag&8) ) { //Still lives or has been dead before this damage. if (walkdelay) unit->set_walkdelay(target, timer->gettick(), walkdelay, 0); return (int)(hp+sp); } - status->hp = 1; //To let the dead function cast skills and all that. + st->hp = 1; //To let the dead function cast skills and all that. //NOTE: These dead functions should return: [Skotlex] //0: Death cancelled, auto-revived. //Non-zero: Standard death. Clear status, cancel move/attack, etc @@ -1284,7 +1282,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, return (int)(hp+sp); //Normal death - status->hp = 0; + st->hp = 0; if (battle_config.clear_unit_ondeath && battle_config.clear_unit_ondeath&target->type) skill->clear_unitgroup(target); @@ -1356,15 +1354,14 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) //If flag&2, when the player is healed, show the HP/SP heal effect. -int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) -{ - struct status_data *status; +int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) { + struct status_data *st; struct status_change *sc; int hp,sp; - status = iStatus->get_status_data(bl); + st = iStatus->get_status_data(bl); - if (status == &dummy_status || !status->hp) + if (st == &dummy_status || !st->hp) return 0; /* here onwards we consider it a 32-type, the client does not support higher and from here onwards the value doesn't get thru percentage modifiers */ @@ -1389,8 +1386,8 @@ int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) hp = 0; } - if((unsigned int)hp > status->max_hp - status->hp) - hp = status->max_hp - status->hp; + if((unsigned int)hp > st->max_hp - st->hp) + hp = st->max_hp - st->hp; } if(sp < 0) { @@ -1400,21 +1397,21 @@ int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) } if(sp) { - if((unsigned int)sp > status->max_sp - status->sp) - sp = status->max_sp - status->sp; + if((unsigned int)sp > st->max_sp - st->sp) + sp = st->max_sp - st->sp; } if(!sp && !hp) return 0; - status->hp+= hp; - status->sp+= sp; + st->hp+= hp; + st->sp+= sp; - if(hp && sc && - sc->data[SC_AUTOBERSERK] && - sc->data[SC_PROVOKE] && - sc->data[SC_PROVOKE]->val2==1 && - status->hp>=status->max_hp>>2 - ) //End auto berserk. + if( hp && sc + && sc->data[SC_AUTOBERSERK] + && sc->data[SC_PROVOKE] + && sc->data[SC_PROVOKE]->val2==1 + && st->hp>=st->max_hp>>2 + ) //End auto berserk. status_change_end(bl, SC_PROVOKE, INVALID_TIMER); // send hp update to client @@ -1435,41 +1432,40 @@ int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) //If rates are < 0, percent is of max HP/SP //If !flag, this is heal, otherwise it is damage. //Furthermore, if flag==2, then the target must not die from the substraction. -int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) -{ - struct status_data *status; - unsigned int hp =0, sp = 0; +int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) { + struct status_data *st; + unsigned int hp = 0, sp = 0; - status = iStatus->get_status_data(target); + st = iStatus->get_status_data(target); //It's safe now [MarkZD] if (hp_rate > 99) - hp = status->hp; + hp = st->hp; else if (hp_rate > 0) - hp = status->hp>10000? - hp_rate*(status->hp/100): - ((int64)hp_rate*status->hp)/100; + hp = st->hp>10000? + hp_rate*(st->hp/100): + ((int64)hp_rate*st->hp)/100; else if (hp_rate < -99) - hp = status->max_hp; + hp = st->max_hp; else if (hp_rate < 0) - hp = status->max_hp>10000? - (-hp_rate)*(status->max_hp/100): - ((int64)-hp_rate*status->max_hp)/100; + hp = st->max_hp>10000? + (-hp_rate)*(st->max_hp/100): + ((int64)-hp_rate*st->max_hp)/100; if (hp_rate && !hp) hp = 1; - if (flag == 2 && hp >= status->hp) - hp = status->hp-1; //Must not kill target. + if (flag == 2 && hp >= st->hp) + hp = st->hp-1; //Must not kill target. if (sp_rate > 99) - sp = status->sp; + sp = st->sp; else if (sp_rate > 0) - sp = ((int64)sp_rate*status->sp)/100; + sp = ((int64)sp_rate*st->sp)/100; else if (sp_rate < -99) - sp = status->max_sp; + sp = st->max_sp; else if (sp_rate < 0) - sp = ((int64)-sp_rate)*status->max_sp/100; + sp = ((int64)-sp_rate)*st->max_sp/100; if (sp_rate && !sp) sp = 1; @@ -1494,31 +1490,30 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe return iStatus->heal(target, hp, sp, 0); } -int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) -{ - struct status_data *status; +int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) { + struct status_data *st; unsigned int hp, sp; if (!iStatus->isdead(bl)) return 0; - status = iStatus->get_status_data(bl); - if (status == &dummy_status) + st = iStatus->get_status_data(bl); + if (st == &dummy_status) return 0; //Invalid target. - hp = (int64)status->max_hp * per_hp/100; - sp = (int64)status->max_sp * per_sp/100; + hp = (int64)st->max_hp * per_hp/100; + sp = (int64)st->max_sp * per_sp/100; - if(hp > status->max_hp - status->hp) - hp = status->max_hp - status->hp; + if(hp > st->max_hp - st->hp) + hp = st->max_hp - st->hp; else if (per_hp && !hp) hp = 1; - if(sp > status->max_sp - status->sp) - sp = status->max_sp - status->sp; + if(sp > st->max_sp - st->sp) + sp = st->max_sp - st->sp; else if (per_sp && !sp) sp = 1; - status->hp += hp; - status->sp += sp; + st->hp += hp; + st->sp += sp; if (bl->prev) //Animation only if character is already on a map. clif->resurrection(bl, 1); @@ -1543,19 +1538,18 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per * target MAY Be null, in which case the checks are only to see * whether the source can cast or not the skill on the ground. *------------------------------------------*/ -int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) -{ - struct status_data *status; +int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) { + struct status_data *st; struct status_change *sc=NULL, *tsc; int hide_flag; - status = src?iStatus->get_status_data(src):&dummy_status; + st = src ? iStatus->get_status_data(src) : &dummy_status; if (src && src->type != BL_PC && iStatus->isdead(src)) return 0; if (!skill_id) { //Normal attack checks. - if (!(status->mode&MD_CANATTACK)) + if (!(st->mode&MD_CANATTACK)) return 0; //This mode is only needed for melee attacking. //Dead state is not checked for skills as some skills can be used //on dead characters, said checks are left to skill.c [Skotlex] @@ -1575,7 +1569,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin if( src->type == BL_PC ) clif->msg((TBL_PC*)src, SKILL_CANT_USE_AREA); // This skill cannot be used within this area else if( src->type == BL_MOB && map[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) { - if( (status->mode&MD_BOSS) && !(map[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) ) + if( (st->mode&MD_BOSS) && !(map[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) ) break; } return 0; @@ -1599,7 +1593,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin case AL_TELEPORT: //Should fail when used on top of Land Protector [Skotlex] if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) - && !(status->mode&MD_BOSS) + && !(st->mode&MD_BOSS) && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)) return 0; break; @@ -1774,8 +1768,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin switch( target->type ) { case BL_PC: { struct map_session_data *sd = (TBL_PC*) target; - bool is_boss = (status->mode&MD_BOSS); - bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens + bool is_boss = (st->mode&MD_BOSS); + bool is_detect = ((st->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens if (pc_isinvisible(sd)) return 0; if (tsc->option&hide_flag && !is_boss && @@ -1790,7 +1784,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin break; case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] - if (status->mode&MD_LOOTER) + if (st->mode&MD_LOOTER) return 1; return 0; case BL_HOM: @@ -1805,9 +1799,9 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin default: //Check for chase-walk/hiding/cloaking opponents. if( tsc ) { - if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) + if( tsc->option&hide_flag && !(st->mode&(MD_BOSS|MD_DETECTOR))) return 0; - if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) ) + if( tsc->data[SC_STEALTHFIELD] && !(st->mode&MD_BOSS) ) return 0; } } @@ -1816,11 +1810,10 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin } //Checks whether the source can see and chase target. -int status_check_visibility(struct block_list *src, struct block_list *target) -{ +int status_check_visibility(struct block_list *src, struct block_list *target) { int view_range; - struct status_data* status = iStatus->get_status_data(src); - struct status_change* tsc = iStatus->get_sc(target); + struct status_data *st = iStatus->get_status_data(src); + struct status_change *tsc = iStatus->get_sc(target); switch (src->type) { case BL_MOB: view_range = ((TBL_MOB*)src)->min_chase; @@ -1841,14 +1834,14 @@ int status_check_visibility(struct block_list *src, struct block_list *target) switch (target->type) { //Check for chase-walk/hiding/cloaking opponents. case BL_PC: - if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) ) + if ( tsc->data[SC_CLOAKINGEXCEED] && !(st->mode&MD_BOSS) ) return 0; - if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) && - ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) ) + if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&MD_BOSS) && + ( ((TBL_PC*)target)->special_state.perfect_hiding || !(st->mode&MD_DETECTOR) ) ) return 0; break; default: - if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) ) + if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&(MD_BOSS|MD_DETECTOR)) ) return 0; } @@ -1857,8 +1850,7 @@ int status_check_visibility(struct block_list *src, struct block_list *target) } // Basic ASPD value -int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status) -{ +int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) { int amotion; #ifdef RENEWAL_ASPD short mod = -1; @@ -1889,7 +1881,7 @@ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* stat : (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield // percentual delay reduction from stats - amotion -= amotion * (4*status->agi + status->dex)/1000; + amotion -= amotion * (4*st->agi + st->dex)/1000; #endif // raw delay adjustment from bAspd bonus amotion += sd->bonus.aspd_add; @@ -1897,8 +1889,7 @@ int status_base_amotion_pc(struct map_session_data* sd, struct status_data* stat return amotion; } -static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status) -{ +static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *st) { int flag = 0, str, dex, #ifdef RENEWAL rstr, @@ -1925,14 +1916,14 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct #ifdef RENEWAL rstr = #endif - str = status->dex; - dex = status->str; + str = st->dex; + dex = st->str; } else { #ifdef RENEWAL rstr = #endif - str = status->str; - dex = status->dex; + str = st->str; + dex = st->dex; } //Normally only players have base-atk, but homunc have a different batk // equation, hinting that perhaps non-players should use this for batk. @@ -1941,94 +1932,92 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct str += dstr*dstr; if (bl->type == BL_PC) #ifdef RENEWAL - str = (int)(rstr + (float)dex/5 + (float)status->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4); + str = (int)(rstr + (float)dex/5 + (float)st->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4); else if(bl->type == BL_MOB) str = rstr + ((TBL_MOB*)bl)->level; #else - str+= dex/5 + status->luk/5; + str+= dex/5 + st->luk/5; #endif return cap_value(str, 0, USHRT_MAX); } -static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); } -static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); } +static inline unsigned short status_base_matk_min(const struct status_data *st){ return st->int_+(st->int_/7)*(st->int_/7); } +static inline unsigned short status_base_matk_max(const struct status_data *st){ return st->int_+(st->int_/5)*(st->int_/5); } #ifdef RENEWAL -unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); } +unsigned short status_base_matk(const struct status_data *st, int level){ return st->int_+(st->int_/2)+(st->dex/5)+(st->luk/3)+(level/4); } #endif //Fills in the misc data that can be calculated from the other status info (except for level) -void status_calc_misc(struct block_list *bl, struct status_data *status, int level) -{ +void status_calc_misc(struct block_list *bl, struct status_data *st, int level) { //Non players get the value set, players need to stack with previous bonuses. if( bl->type != BL_PC ) - status->batk = - status->hit = status->flee = - status->def2 = status->mdef2 = - status->cri = status->flee2 = 0; + st->batk = + st->hit = st->flee = + st->def2 = st->mdef2 = + st->cri = st->flee2 = 0; #ifdef RENEWAL // renewal formulas - status->matk_min = status->matk_max = bl->type == BL_PC ? iStatus->base_matk(status, level) : level + status->int_; - status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 - status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 - status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) - status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) + st->matk_min = st->matk_max = bl->type == BL_PC ? iStatus->base_matk(st, level) : level + st->int_; + st->hit += level + st->dex + (bl->type == BL_PC ? st->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 + st->flee += level + st->agi + (bl->type == BL_PC ? st->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 + st->def2 += (int)(((float)level + st->vit)/2 + ( bl->type == BL_PC ? ((float)st->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) + st->mdef2 += (int)( bl->type == BL_PC ?(st->int_ + ((float)level/4) + ((float)(st->dex+st->vit)/5)):((float)(st->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) #else - status->matk_min = status_base_matk_min(status); - status->matk_max = status_base_matk_max(status); - status->hit += level + status->dex; - status->flee += level + status->agi; - status->def2 += status->vit; - status->mdef2 += status->int_ + (status->vit>>1); + st->matk_min = status_base_matk_min(st); + st->matk_max = status_base_matk_max(st); + st->hit += level + st->dex; + st->flee += level + st->agi; + st->def2 += st->vit; + st->mdef2 += st->int_ + (st->vit>>1); #endif if( bl->type&battle_config.enable_critical ) - status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical) + st->cri += 10 + (st->luk*10/3); //(every 1 luk = +0.3 critical) else - status->cri = 0; + st->cri = 0; if (bl->type&battle_config.enable_perfect_flee) - status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee) + st->flee2 += st->luk + 10; //(every 10 luk = +1 perfect flee) else - status->flee2 = 0; + st->flee2 = 0; - if (status->batk) { - int temp = status->batk + status_base_atk(bl, status); - status->batk = cap_value(temp, 0, USHRT_MAX); + if (st->batk) { + int temp = st->batk + status_base_atk(bl, st); + st->batk = cap_value(temp, 0, USHRT_MAX); } else - status->batk = status_base_atk(bl, status); - if (status->cri) + st->batk = status_base_atk(bl, st); + if (st->cri) switch (bl->type) { case BL_MOB: if(battle_config.mob_critical_rate != 100) - status->cri = status->cri*battle_config.mob_critical_rate/100; - if(!status->cri && battle_config.mob_critical_rate) - status->cri = 10; + st->cri = st->cri*battle_config.mob_critical_rate/100; + if(!st->cri && battle_config.mob_critical_rate) + st->cri = 10; break; case BL_PC: //Players don't have a critical adjustment setting as of yet. break; case BL_MER: #ifdef RENEWAL - status->matk_min = status->matk_max = status_base_matk_max(status); - status->def2 = status->vit + level / 10 + status->vit / 5; - status->mdef2 = level / 10 + status->int_ / 5; + st->matk_min = st->matk_max = status_base_matk_max(st); + st->def2 = st->vit + level / 10 + st->vit / 5; + st->mdef2 = level / 10 + st->int_ / 5; #endif break; default: if(battle_config.critical_rate != 100) - status->cri = status->cri*battle_config.critical_rate/100; - if (!status->cri && battle_config.critical_rate) - status->cri = 10; + st->cri = st->cri*battle_config.critical_rate/100; + if (!st->cri && battle_config.critical_rate) + st->cri = 10; } if(bl->type&BL_REGEN) - iStatus->calc_regen(bl, status, iStatus->get_regen_data(bl)); + iStatus->calc_regen(bl, st, iStatus->get_regen_data(bl)); } //Skotlex: Calculates the initial status for the given mob //first will only be false when the mob leveled up or got a GuardUp level. -int status_calc_mob_(struct mob_data* md, bool first) -{ - struct status_data *status; +int status_calc_mob_(struct mob_data* md, bool first) { + struct status_data *mstatus; struct block_list *mbl = NULL; int flag=0; @@ -2071,8 +2060,8 @@ int status_calc_mob_(struct mob_data* md, bool first) if (!md->base_status) md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data)); - status = md->base_status; - memcpy(status, &md->db->status, sizeof(struct status_data)); + mstatus = md->base_status; + memcpy(mstatus, &md->db->status, sizeof(struct status_data)); if (flag&(8|16)) mbl = iMap->id2bl(md->master_id); @@ -2081,84 +2070,84 @@ int status_calc_mob_(struct mob_data* md, bool first) struct status_data *mstatus = iStatus->get_base_status(mbl); if (mstatus && battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2)) - status->speed = mstatus->speed; - if( status->speed < 2 ) /* minimum for the unit to function properly */ - status->speed = 2; + mstatus->speed = mstatus->speed; + if( mstatus->speed < 2 ) /* minimum for the unit to function properly */ + mstatus->speed = 2; } - if (flag&16 && mbl) - { //Max HP setting from Summon Flora/marine Sphere + if (flag&16 && mbl) { + //Max HP setting from Summon Flora/marine Sphere struct unit_data *ud = unit->bl2ud(mbl); //Remove special AI when this is used by regular mobs. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) md->special_state.ai = 0; - if (ud) - { // different levels of HP according to skill level + if (ud) { + // different levels of HP according to skill level if (ud->skill_id == AM_SPHEREMINE) { - status->max_hp = 2000 + 400*ud->skill_lv; - } else if(ud->skill_id == KO_ZANZOU){ - status->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl)); + mstatus->max_hp = 2000 + 400*ud->skill_lv; + } else if(ud->skill_id == KO_ZANZOU) { + mstatus->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl)); } else { //AM_CANNIBALIZE - status->max_hp = 1500 + 200*ud->skill_lv + 10*iStatus->get_lv(mbl); - status->mode|= MD_CANATTACK|MD_AGGRESSIVE; + mstatus->max_hp = 1500 + 200*ud->skill_lv + 10*iStatus->get_lv(mbl); + mstatus->mode|= MD_CANATTACK|MD_AGGRESSIVE; } - status->hp = status->max_hp; + mstatus->hp = mstatus->max_hp; } } - if (flag&1) - { // increase from mobs leveling up [Valaris] + if (flag&1) { + // increase from mobs leveling up [Valaris] int diff = md->level - md->db->lv; - status->str+= diff; - status->agi+= diff; - status->vit+= diff; - status->int_+= diff; - status->dex+= diff; - status->luk+= diff; - status->max_hp += diff*status->vit; - status->max_sp += diff*status->int_; - status->hp = status->max_hp; - status->sp = status->max_sp; - status->speed -= cap_value(diff, 0, status->speed - 10); - } - - - if (flag&2 && battle_config.mob_size_influence) - { // change for sized monsters [Valaris] + mstatus->str+= diff; + mstatus->agi+= diff; + mstatus->vit+= diff; + mstatus->int_+= diff; + mstatus->dex+= diff; + mstatus->luk+= diff; + mstatus->max_hp += diff*mstatus->vit; + mstatus->max_sp += diff*mstatus->int_; + mstatus->hp = mstatus->max_hp; + mstatus->sp = mstatus->max_sp; + mstatus->speed -= cap_value(diff, 0, mstatus->speed - 10); + } + + + if (flag&2 && battle_config.mob_size_influence) { + // change for sized monsters [Valaris] if (md->special_state.size==SZ_MEDIUM) { - status->max_hp>>=1; - status->max_sp>>=1; - if (!status->max_hp) status->max_hp = 1; - if (!status->max_sp) status->max_sp = 1; - status->hp=status->max_hp; - status->sp=status->max_sp; - status->str>>=1; - status->agi>>=1; - status->vit>>=1; - status->int_>>=1; - status->dex>>=1; - status->luk>>=1; - if (!status->str) status->str = 1; - if (!status->agi) status->agi = 1; - if (!status->vit) status->vit = 1; - if (!status->int_) status->int_ = 1; - if (!status->dex) status->dex = 1; - if (!status->luk) status->luk = 1; + mstatus->max_hp>>=1; + mstatus->max_sp>>=1; + if (!mstatus->max_hp) mstatus->max_hp = 1; + if (!mstatus->max_sp) mstatus->max_sp = 1; + mstatus->hp=mstatus->max_hp; + mstatus->sp=mstatus->max_sp; + mstatus->str>>=1; + mstatus->agi>>=1; + mstatus->vit>>=1; + mstatus->int_>>=1; + mstatus->dex>>=1; + mstatus->luk>>=1; + if (!mstatus->str) mstatus->str = 1; + if (!mstatus->agi) mstatus->agi = 1; + if (!mstatus->vit) mstatus->vit = 1; + if (!mstatus->int_) mstatus->int_ = 1; + if (!mstatus->dex) mstatus->dex = 1; + if (!mstatus->luk) mstatus->luk = 1; } else if (md->special_state.size==SZ_BIG) { - status->max_hp<<=1; - status->max_sp<<=1; - status->hp=status->max_hp; - status->sp=status->max_sp; - status->str<<=1; - status->agi<<=1; - status->vit<<=1; - status->int_<<=1; - status->dex<<=1; - status->luk<<=1; + mstatus->max_hp<<=1; + mstatus->max_sp<<=1; + mstatus->hp=mstatus->max_hp; + mstatus->sp=mstatus->max_sp; + mstatus->str<<=1; + mstatus->agi<<=1; + mstatus->vit<<=1; + mstatus->int_<<=1; + mstatus->dex<<=1; + mstatus->luk<<=1; } } - iStatus->calc_misc(&md->bl, status, md->level); + iStatus->calc_misc(&md->bl, mstatus, md->level); if(flag&4) { // Strengthen Guardians - custom value +10% / lv @@ -2169,27 +2158,27 @@ int status_calc_mob_(struct mob_data* md, bool first) else if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) { #ifdef RENEWAL - status->max_hp += 50 * gc->defense; - status->max_sp += 70 * gc->defense; + mstatus->max_hp += 50 * gc->defense; + mstatus->max_sp += 70 * gc->defense; #else - status->max_hp += 1000 * gc->defense; - status->max_sp += 200 * gc->defense; + mstatus->max_hp += 1000 * gc->defense; + mstatus->max_sp += 200 * gc->defense; #endif - status->hp = status->max_hp; - status->sp = status->max_sp; - status->def += (gc->defense+2)/3; - status->mdef += (gc->defense+2)/3; + mstatus->hp = mstatus->max_hp; + mstatus->sp = mstatus->max_sp; + mstatus->def += (gc->defense+2)/3; + mstatus->mdef += (gc->defense+2)/3; } if(md->class_ != MOBID_EMPERIUM) { - status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; - status->aspd_rate -= 100*md->guardian_data->guardup_lv; + mstatus->batk += mstatus->batk * 10*md->guardian_data->guardup_lv/100; + mstatus->rhw.atk += mstatus->rhw.atk * 10*md->guardian_data->guardup_lv/100; + mstatus->rhw.atk2 += mstatus->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; + mstatus->aspd_rate -= 100*md->guardian_data->guardup_lv; } } if( first ) //Initial battle status - memcpy(&md->status, status, sizeof(struct status_data)); + memcpy(&md->status, mstatus, sizeof(struct status_data)); return 1; } @@ -2210,37 +2199,35 @@ int status_calc_pet_(struct pet_data *pd, bool first) } } - if (battle_config.pet_lv_rate && pd->msd) - { + if (battle_config.pet_lv_rate && pd->msd) { struct map_session_data *sd = pd->msd; int lv; lv =sd->status.base_level*battle_config.pet_lv_rate/100; if (lv < 0) lv = 1; - if (lv != pd->pet.level || first) - { - struct status_data *bstat = &pd->db->status, *status = &pd->status; + if (lv != pd->pet.level || first) { + struct status_data *bstat = &pd->db->status, *pstatus = &pd->status; pd->pet.level = lv; if (!first) //Lv Up animation clif->misceffect(&pd->bl, 0); - status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; - status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; - status->str = (bstat->str*lv)/pd->db->lv; - status->agi = (bstat->agi*lv)/pd->db->lv; - status->vit = (bstat->vit*lv)/pd->db->lv; - status->int_ = (bstat->int_*lv)/pd->db->lv; - status->dex = (bstat->dex*lv)/pd->db->lv; - status->luk = (bstat->luk*lv)/pd->db->lv; - - status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1); - status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2); - status->str = cap_value(status->str,1,battle_config.pet_max_stats); - status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); - status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); - status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); - status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); - status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); + pstatus->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; + pstatus->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; + pstatus->str = (bstat->str*lv)/pd->db->lv; + pstatus->agi = (bstat->agi*lv)/pd->db->lv; + pstatus->vit = (bstat->vit*lv)/pd->db->lv; + pstatus->int_ = (bstat->int_*lv)/pd->db->lv; + pstatus->dex = (bstat->dex*lv)/pd->db->lv; + pstatus->luk = (bstat->luk*lv)/pd->db->lv; + + pstatus->rhw.atk = cap_value(pstatus->rhw.atk, 1, battle_config.pet_max_atk1); + pstatus->rhw.atk2 = cap_value(pstatus->rhw.atk2, 2, battle_config.pet_max_atk2); + pstatus->str = cap_value(pstatus->str,1,battle_config.pet_max_stats); + pstatus->agi = cap_value(pstatus->agi,1,battle_config.pet_max_stats); + pstatus->vit = cap_value(pstatus->vit,1,battle_config.pet_max_stats); + pstatus->int_= cap_value(pstatus->int_,1,battle_config.pet_max_stats); + pstatus->dex = cap_value(pstatus->dex,1,battle_config.pet_max_stats); + pstatus->luk = cap_value(pstatus->luk,1,battle_config.pet_max_stats); iStatus->calc_misc(&pd->bl, &pd->status, lv); @@ -2287,8 +2274,7 @@ static void status_calc_sigma(void) /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D /// which reduces to something close to /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D } -static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status) -{ +static unsigned int status_base_pc_maxhp(struct map_session_data *sd, struct status_data *st) { uint64 val = pc->class2idx(sd->status.class_); val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level]; @@ -2299,7 +2285,7 @@ static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct sta if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) val += 2000; //Supernovice lvl99 hp bonus. - val += val * status->vit/100; // +1% per each point of VIT + val += val * st->vit/100; // +1% per each point of VIT if (sd->class_&JOBL_UPPER) val += val * 25/100; //Trans classes get a 25% hp bonus @@ -2308,12 +2294,11 @@ static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct sta return (unsigned int)val; } -static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status) -{ +static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *st) { uint64 val; val = 10 + sd->status.base_level*(int64)sp_coefficient[pc->class2idx(sd->status.class_)]/100; - val += val * status->int_/100; + val += val * st->int_/100; if (sd->class_&JOBL_UPPER) val += val * 25/100; @@ -2327,10 +2312,9 @@ static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct sta //Calculates player data from scratch without counting SC adjustments. //Should be invoked whenever players raise stats, learn passive skills or change equipment. -int status_calc_pc_(struct map_session_data* sd, bool first) -{ +int status_calc_pc_(struct map_session_data* sd, bool first) { static int calculating = 0; //Check for recursive call preemption. [Skotlex] - struct status_data *status; // pointer to the player's base status + struct status_data *bstatus; // pointer to the player's base status const struct status_change *sc = &sd->sc; struct s_skill b_skill[MAX_SKILL]; // previous skill tree int b_weight, b_max_weight, b_cart_weight_max, // previous weight @@ -2372,7 +2356,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) } } - status = &sd->base_status; + bstatus = &sd->base_status; // these are not zeroed. [zzo] sd->hprate=100; sd->sprate=100; @@ -2422,26 +2406,26 @@ int status_calc_pc_(struct map_session_data* sd, bool first) clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE); memset(&sd->special_state,0,sizeof(sd->special_state)); - memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp))); + memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp))); //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] if (!sd->state.permanent_speed) - status->speed = DEFAULT_WALK_SPEED; + bstatus->speed = DEFAULT_WALK_SPEED; //Give them all modes except these (useful for clones) - status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK); + bstatus->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK); - status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM; + bstatus->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM; if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus] if (sd->class_&JOBL_BABY) { if (battle_config.character_size&SZ_BIG) - status->size++; + bstatus->size++; } else if(battle_config.character_size&SZ_MEDIUM) - status->size++; + bstatus->size++; } - status->aspd_rate = 1000; - status->ele_lv = 1; - status->race = RC_DEMIHUMAN; + bstatus->aspd_rate = 1000; + bstatus->ele_lv = 1; + bstatus->race = RC_DEMIHUMAN; //zero up structures... memset(&sd->autospell,0,sizeof(sd->autospell) @@ -2507,7 +2491,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if( k < map[sd->bl.m].zone->disabled_items_count ) continue; - status->def += sd->inventory_data[index]->def; + bstatus->def += sd->inventory_data[index]->def; if(first && sd->inventory_data[index]->equip_script) { //Execute equip-script on login @@ -2528,10 +2512,10 @@ int status_calc_pc_(struct map_session_data* sd, bool first) wlv = REFINE_TYPE_MAX - 1; if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { wd = &sd->left_weapon; // Left-hand weapon - wa = &status->lhw; + wa = &bstatus->lhw; } else { wd = &sd->right_weapon; - wa = &status->rhw; + wa = &bstatus->rhw; } wa->atk += sd->inventory_data[index]->atk; if ( (r = sd->status.inventory[index].refine) ) @@ -2613,7 +2597,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); memset(sd->param_bonus, 0, sizeof(sd->param_bonus)); - status->def += (refinedef+50)/100; + bstatus->def += (refinedef+50)/100; //Parse Cards for(i=0;i<EQI_MAX-1;i++) { @@ -2687,10 +2671,10 @@ int status_calc_pc_(struct map_session_data* sd, bool first) } //param_bonus now holds card bonuses. - if(status->rhw.range < 1) status->rhw.range = 1; - if(status->lhw.range < 1) status->lhw.range = 1; - if(status->rhw.range < status->lhw.range) - status->rhw.range = status->lhw.range; + if(bstatus->rhw.range < 1) bstatus->rhw.range = 1; + if(bstatus->lhw.range < 1) bstatus->lhw.range = 1; + if(bstatus->rhw.range < bstatus->lhw.range) + bstatus->rhw.range = bstatus->lhw.range; sd->bonus.double_rate += sd->bonus.double_add_rate; sd->bonus.perfect_hit += sd->bonus.perfect_hit_add; @@ -2720,205 +2704,205 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if(!job_bonus[index][i]) continue; switch(job_bonus[index][i]) { - case 1: status->str++; break; - case 2: status->agi++; break; - case 3: status->vit++; break; - case 4: status->int_++; break; - case 5: status->dex++; break; - case 6: status->luk++; break; + case 1: bstatus->str++; break; + case 2: bstatus->agi++; break; + case 3: bstatus->vit++; break; + case 4: bstatus->int_++; break; + case 5: bstatus->dex++; break; + case 6: bstatus->luk++; break; } } // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 - if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){ - status->str += 10; - status->agi += 10; - status->vit += 10; - status->int_+= 10; - status->dex += 10; - status->luk += 10; + if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70) { + bstatus->str += 10; + bstatus->agi += 10; + bstatus->vit += 10; + bstatus->int_+= 10; + bstatus->dex += 10; + bstatus->luk += 10; } // Absolute modifiers from passive skills if(pc->checkskill(sd,BS_HILTBINDING)>0) - status->str++; + bstatus->str++; if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0) - status->int_ += (skill_lv+1)/2; // +1 INT / 2 lv + bstatus->int_ += (skill_lv+1)/2; // +1 INT / 2 lv if((skill_lv=pc->checkskill(sd,AC_OWL))>0) - status->dex += skill_lv; + bstatus->dex += skill_lv; if((skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP))>0) - status->int_ += skill_lv; + bstatus->int_ += skill_lv; // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. - i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; - status->str = cap_value(i,0,USHRT_MAX); - i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; - status->agi = cap_value(i,0,USHRT_MAX); - i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; - status->vit = cap_value(i,0,USHRT_MAX); - i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; - status->int_ = cap_value(i,0,USHRT_MAX); - i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; - status->dex = cap_value(i,0,USHRT_MAX); - i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; - status->luk = cap_value(i,0,USHRT_MAX); + i = bstatus->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; + bstatus->str = cap_value(i,0,USHRT_MAX); + i = bstatus->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; + bstatus->agi = cap_value(i,0,USHRT_MAX); + i = bstatus->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; + bstatus->vit = cap_value(i,0,USHRT_MAX); + i = bstatus->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; + bstatus->int_ = cap_value(i,0,USHRT_MAX); + i = bstatus->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; + bstatus->dex = cap_value(i,0,USHRT_MAX); + i = bstatus->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; + bstatus->luk = cap_value(i,0,USHRT_MAX); // ------ BASE ATTACK CALCULATION ------ // Base batk value is set on iStatus->calc_misc // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) - status->batk += sd->weapon_atk[sd->status.weapon]; + bstatus->batk += sd->weapon_atk[sd->status.weapon]; // Absolute modifiers from passive skills #ifndef RENEWAL if((skill_lv=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE. - status->batk += 4; + bstatus->batk += 4; #endif // ----- HP MAX CALCULATION ----- // Basic MaxHP value //We hold the standard Max HP here to make it faster to recalculate on vit changes. - sd->status.max_hp = status_base_pc_maxhp(sd,status); + sd->status.max_hp = status_base_pc_maxhp(sd,bstatus); //This is done to handle underflows from negative Max HP bonuses - i64 = sd->status.max_hp + (int)status->max_hp; - status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX); + i64 = sd->status.max_hp + (int)bstatus->max_hp; + bstatus->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX); // Absolute modifiers from passive skills if((skill_lv=pc->checkskill(sd,CR_TRUST))>0) - status->max_hp += skill_lv*200; + bstatus->max_hp += skill_lv*200; // Apply relative modifiers from equipment if(sd->hprate < 0) sd->hprate = 0; if(sd->hprate!=100) - status->max_hp = (int64)status->max_hp * sd->hprate/100; + bstatus->max_hp = (int64)bstatus->max_hp * sd->hprate/100; if(battle_config.hp_rate != 100) - status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100; + bstatus->max_hp = (int64)bstatus->max_hp * battle_config.hp_rate/100; - if(status->max_hp > (unsigned int)battle_config.max_hp) - status->max_hp = battle_config.max_hp; - else if(!status->max_hp) - status->max_hp = 1; + if(bstatus->max_hp > (unsigned int)battle_config.max_hp) + bstatus->max_hp = battle_config.max_hp; + else if(!bstatus->max_hp) + bstatus->max_hp = 1; // ----- SP MAX CALCULATION ----- // Basic MaxSP value - sd->status.max_sp = status_base_pc_maxsp(sd,status); + sd->status.max_sp = status_base_pc_maxsp(sd,bstatus); //This is done to handle underflows from negative Max SP bonuses - i64 = sd->status.max_sp + (int)status->max_sp; - status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX); + i64 = sd->status.max_sp + (int)bstatus->max_sp; + bstatus->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX); // Absolute modifiers from passive skills if((skill_lv=pc->checkskill(sd,SL_KAINA))>0) - status->max_sp += 30*skill_lv; + bstatus->max_sp += 30*skill_lv; if((skill_lv=pc->checkskill(sd,HP_MEDITATIO))>0) - status->max_sp += (int64)status->max_sp * skill_lv/100; + bstatus->max_sp += (int64)bstatus->max_sp * skill_lv/100; if((skill_lv=pc->checkskill(sd,HW_SOULDRAIN))>0) - status->max_sp += (int64)status->max_sp * 2*skill_lv/100; + bstatus->max_sp += (int64)bstatus->max_sp * 2*skill_lv/100; if( (skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 ) - status->max_sp += 200 + 20 * skill_lv; + bstatus->max_sp += 200 + 20 * skill_lv; if( (skill_lv = pc->checkskill(sd,WM_LESSON)) > 0 ) - status->max_sp += 30 * skill_lv; + bstatus->max_sp += 30 * skill_lv; // Apply relative modifiers from equipment if(sd->sprate < 0) sd->sprate = 0; if(sd->sprate!=100) - status->max_sp = (int64)status->max_sp * sd->sprate/100; + bstatus->max_sp = (int64)bstatus->max_sp * sd->sprate/100; if(battle_config.sp_rate != 100) - status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100; + bstatus->max_sp = (int64)bstatus->max_sp * battle_config.sp_rate/100; - if(status->max_sp > (unsigned int)battle_config.max_sp) - status->max_sp = battle_config.max_sp; - else if(!status->max_sp) - status->max_sp = 1; + if(bstatus->max_sp > (unsigned int)battle_config.max_sp) + bstatus->max_sp = battle_config.max_sp; + else if(!bstatus->max_sp) + bstatus->max_sp = 1; // ----- RESPAWN HP/SP ----- // //Calc respawn hp and store it on base_status if (sd->special_state.restart_full_recover) { - status->hp = status->max_hp; - status->sp = status->max_sp; + bstatus->hp = bstatus->max_hp; + bstatus->sp = bstatus->max_sp; } else { if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) - status->hp = status->max_hp>>1; + bstatus->hp = bstatus->max_hp>>1; else - status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100; - if(!status->hp) - status->hp = 1; + bstatus->hp = (int64)bstatus->max_hp * battle_config.restart_hp_rate/100; + if(!bstatus->hp) + bstatus->hp = 1; - status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100; + bstatus->sp = (int64)bstatus->max_sp * battle_config.restart_sp_rate /100; - if( !status->sp ) /* the minimum for the respawn setting is SP:1 */ - status->sp = 1; + if( !bstatus->sp ) /* the minimum for the respawn setting is SP:1 */ + bstatus->sp = 1; } // ----- MISC CALCULATION ----- - iStatus->calc_misc(&sd->bl, status, sd->status.base_level); + iStatus->calc_misc(&sd->bl, bstatus, sd->status.base_level); //Equipment modifiers for misc settings if(sd->matk_rate < 0) sd->matk_rate = 0; if(sd->matk_rate != 100){ - status->matk_max = status->matk_max * sd->matk_rate/100; - status->matk_min = status->matk_min * sd->matk_rate/100; + bstatus->matk_max = bstatus->matk_max * sd->matk_rate/100; + bstatus->matk_min = bstatus->matk_min * sd->matk_rate/100; } if(sd->hit_rate < 0) sd->hit_rate = 0; if(sd->hit_rate != 100) - status->hit = status->hit * sd->hit_rate/100; + bstatus->hit = bstatus->hit * sd->hit_rate/100; if(sd->flee_rate < 0) sd->flee_rate = 0; if(sd->flee_rate != 100) - status->flee = status->flee * sd->flee_rate/100; + bstatus->flee = bstatus->flee * sd->flee_rate/100; if(sd->def2_rate < 0) sd->def2_rate = 0; if(sd->def2_rate != 100) - status->def2 = status->def2 * sd->def2_rate/100; + bstatus->def2 = bstatus->def2 * sd->def2_rate/100; if(sd->mdef2_rate < 0) sd->mdef2_rate = 0; if(sd->mdef2_rate != 100) - status->mdef2 = status->mdef2 * sd->mdef2_rate/100; + bstatus->mdef2 = bstatus->mdef2 * sd->mdef2_rate/100; if(sd->critical_rate < 0) sd->critical_rate = 0; if(sd->critical_rate != 100) - status->cri = status->cri * sd->critical_rate/100; + bstatus->cri = bstatus->cri * sd->critical_rate/100; if(sd->flee2_rate < 0) sd->flee2_rate = 0; if(sd->flee2_rate != 100) - status->flee2 = status->flee2 * sd->flee2_rate/100; + bstatus->flee2 = bstatus->flee2 * sd->flee2_rate/100; // ----- HIT CALCULATION ----- // Absolute modifiers from passive skills #ifndef RENEWAL if((skill_lv=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) // is this correct in pre? there is already hitrate bonus in battle.c - status->hit += skill_lv*2; + bstatus->hit += skill_lv*2; #endif if((skill_lv=pc->checkskill(sd,AC_VULTURE))>0) { #ifndef RENEWAL - status->hit += skill_lv; + bstatus->hit += skill_lv; #endif if(sd->status.weapon == W_BOW) - status->rhw.range += skill_lv; + bstatus->rhw.range += skill_lv; } if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) { if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0) - status->hit += 2*skill_lv; + bstatus->hit += 2*skill_lv; if((skill_lv=pc->checkskill(sd,GS_SNAKEEYE))>0) { - status->hit += skill_lv; - status->rhw.range += skill_lv; + bstatus->hit += skill_lv; + bstatus->rhw.range += skill_lv; } } @@ -2926,24 +2910,23 @@ int status_calc_pc_(struct map_session_data* sd, bool first) // Absolute modifiers from passive skills if((skill_lv=pc->checkskill(sd,TF_MISS))>0) - status->flee += skill_lv*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); + bstatus->flee += skill_lv*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); if((skill_lv=pc->checkskill(sd,MO_DODGE))>0) - status->flee += (skill_lv*3)>>1; + bstatus->flee += (skill_lv*3)>>1; // ----- EQUIPMENT-DEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->def_rate < 0) sd->def_rate = 0; if(sd->def_rate != 100) { - i = status->def * sd->def_rate/100; - status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); + i = bstatus->def * sd->def_rate/100; + bstatus->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } #ifndef RENEWAL - if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) - { - status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def); - status->def = (unsigned char)battle_config.max_def; + if (!battle_config.weapon_defense_type && bstatus->def > battle_config.max_def) { + bstatus->def2 += battle_config.over_def_bonus*(bstatus->def -battle_config.max_def); + bstatus->def = (unsigned char)battle_config.max_def; } #endif @@ -2953,15 +2936,14 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if(sd->mdef_rate < 0) sd->mdef_rate = 0; if(sd->mdef_rate != 100) { - i = status->mdef * sd->mdef_rate/100; - status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); + i = bstatus->mdef * sd->mdef_rate/100; + bstatus->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } #ifndef RENEWAL - if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) - { - status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def); - status->mdef = (signed char)battle_config.max_def; + if (!battle_config.magic_defense_type && bstatus->mdef > battle_config.max_def) { + bstatus->mdef2 += battle_config.over_def_bonus*(bstatus->mdef -battle_config.max_def); + bstatus->mdef = (signed char)battle_config.max_def; } #endif @@ -2969,44 +2951,44 @@ int status_calc_pc_(struct map_session_data* sd, bool first) // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value - i = status_base_amotion_pc(sd,status); - status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); + i = status_base_amotion_pc(sd,bstatus); + bstatus->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); // Relative modifiers from passive skills #ifndef RENEWAL_ASPD if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) - status->aspd_rate -= 5*skill_lv; + bstatus->aspd_rate -= 5*skill_lv; if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) - status->aspd_rate -= 30*skill_lv; + bstatus->aspd_rate -= 30*skill_lv; if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) - status->aspd_rate -= ((skill_lv+1)/2) * 10; + bstatus->aspd_rate -= ((skill_lv+1)/2) * 10; if(pc_isriding(sd)) - status->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); + bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); else if(pc_isridingdragon(sd)) - status->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); + bstatus->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); #else // needs more info if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) - status->aspd_rate += 5*skill_lv; + bstatus->aspd_rate += 5*skill_lv; if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) - status->aspd_rate += 30*skill_lv; + bstatus->aspd_rate += 30*skill_lv; if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) - status->aspd_rate += ((skill_lv+1)/2) * 10; + bstatus->aspd_rate += ((skill_lv+1)/2) * 10; if(pc_isriding(sd)) - status->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); + bstatus->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); else if(pc_isridingdragon(sd)) - status->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); + bstatus->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); #endif - status->adelay = 2*status->amotion; + bstatus->adelay = 2*bstatus->amotion; // ----- DMOTION ----- // - i = 800-status->agi*4; - status->dmotion = cap_value(i, 400, 800); + i = 800-bstatus->agi*4; + bstatus->dmotion = cap_value(i, 400, 800); if(battle_config.pc_damage_delay_rate != 100) - status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; + bstatus->dmotion = bstatus->dmotion*battle_config.pc_damage_delay_rate/100; // ----- MISC CALCULATIONS ----- @@ -3136,7 +3118,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_EARTH] += 25; } - status_cpy(&sd->battle_status, status); + status_cpy(&sd->battle_status, bstatus); // ----- CLIENT-SIDE REFRESH ----- if(!sd->bl.prev) { @@ -3161,106 +3143,104 @@ int status_calc_pc_(struct map_session_data* sd, bool first) return 0; } -int status_calc_mercenary_(struct mercenary_data *md, bool first) -{ - struct status_data *status = &md->base_status; +int status_calc_mercenary_(struct mercenary_data *md, bool first) { + struct status_data *mstatus = &md->base_status; struct s_mercenary *merc = &md->mercenary; - if( first ) - { - memcpy(status, &md->db->status, sizeof(struct status_data)); - status->mode = MD_CANMOVE|MD_CANATTACK; - status->hp = status->max_hp; - status->sp = status->max_sp; + if( first ) { + memcpy(mstatus, &md->db->status, sizeof(struct status_data)); + mstatus->mode = MD_CANMOVE|MD_CANATTACK; + mstatus->hp = mstatus->max_hp; + mstatus->sp = mstatus->max_sp; md->battle_status.hp = merc->hp; md->battle_status.sp = merc->sp; } - iStatus->calc_misc(&md->bl, status, md->db->lv); - status_cpy(&md->battle_status, status); + iStatus->calc_misc(&md->bl, mstatus, md->db->lv); + status_cpy(&md->battle_status, mstatus); return 0; } int status_calc_homunculus_(struct homun_data *hd, bool first) { - struct status_data *status = &hd->base_status; + struct status_data *hstatus = &hd->base_status; struct s_homunculus *hom = &hd->homunculus; int skill_lv; int amotion; - status->str = hom->str / 10; - status->agi = hom->agi / 10; - status->vit = hom->vit / 10; - status->dex = hom->dex / 10; - status->int_ = hom->int_ / 10; - status->luk = hom->luk / 10; + hstatus->str = hom->str / 10; + hstatus->agi = hom->agi / 10; + hstatus->vit = hom->vit / 10; + hstatus->dex = hom->dex / 10; + hstatus->int_ = hom->int_ / 10; + hstatus->luk = hom->luk / 10; if (first) { //[orn] const struct s_homunculus_db *db = hd->homunculusDB; - status->def_ele = db->element; - status->ele_lv = 1; - status->race = db->race; - status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size; - status->rhw.range = 1 + status->size; - status->mode = MD_CANMOVE|MD_CANATTACK; - status->speed = DEFAULT_WALK_SPEED; + hstatus->def_ele = db->element; + hstatus->ele_lv = 1; + hstatus->race = db->race; + hstatus->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size; + hstatus->rhw.range = 1 + hstatus->size; + hstatus->mode = MD_CANMOVE|MD_CANATTACK; + hstatus->speed = DEFAULT_WALK_SPEED; if (battle_config.hom_setting&0x8 && hd->master) - status->speed = iStatus->get_speed(&hd->master->bl); + hstatus->speed = iStatus->get_speed(&hd->master->bl); - status->hp = 1; - status->sp = 1; + hstatus->hp = 1; + hstatus->sp = 1; } - skill_lv = hom->level/10 + status->vit/5; - status->def = cap_value(skill_lv, 0, 99); + skill_lv = hom->level/10 + hstatus->vit/5; + hstatus->def = cap_value(skill_lv, 0, 99); - skill_lv = hom->level/10 + status->int_/5; - status->mdef = cap_value(skill_lv, 0, 99); + skill_lv = hom->level/10 + hstatus->int_/5; + hstatus->mdef = cap_value(skill_lv, 0, 99); - status->max_hp = hom->max_hp ; - status->max_sp = hom->max_sp ; + hstatus->max_hp = hom->max_hp; + hstatus->max_sp = hom->max_sp; homun->calc_skilltree(hd, 0); if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0) - status->def += skill_lv * 4; + hstatus->def += skill_lv * 4; if((skill_lv = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) { - status->int_ += 1 +skill_lv/2 +skill_lv/4 +skill_lv/5; - status->str += 1 +skill_lv/3 +skill_lv/3 +skill_lv/4; + hstatus->int_ += 1 +skill_lv/2 +skill_lv/4 +skill_lv/5; + hstatus->str += 1 +skill_lv/3 +skill_lv/3 +skill_lv/4; } if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0) - status->max_hp += skill_lv * 2 * status->max_hp / 100; + hstatus->max_hp += skill_lv * 2 * hstatus->max_hp / 100; if((skill_lv = homun->checkskill(hd,HLIF_BRAIN)) > 0) - status->max_sp += (1 +skill_lv/2 -skill_lv/4 +skill_lv/5) * status->max_sp / 100 ; + hstatus->max_sp += (1 +skill_lv/2 -skill_lv/4 +skill_lv/5) * hstatus->max_sp / 100; if (first) { - hd->battle_status.hp = hom->hp ; - hd->battle_status.sp = hom->sp ; + hd->battle_status.hp = hom->hp; + hd->battle_status.sp = hom->sp; } - status->rhw.atk = status->dex; - status->rhw.atk2 = status->str + hom->level; + hstatus->rhw.atk = hstatus->dex; + hstatus->rhw.atk2 = hstatus->str + hom->level; - status->aspd_rate = 1000; + hstatus->aspd_rate = 1000; - amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000; - status->amotion = cap_value(amotion,battle_config.max_aspd,2000); - status->adelay = status->amotion; //It seems adelay = amotion for Homunculus. + amotion = (1000 -4*hstatus->agi -hstatus->dex) * hd->homunculusDB->baseASPD/1000; + hstatus->amotion = cap_value(amotion,battle_config.max_aspd,2000); + hstatus->adelay = hstatus->amotion; //It seems adelay = amotion for Homunculus. - iStatus->calc_misc(&hd->bl, status, hom->level); + iStatus->calc_misc(&hd->bl, hstatus, hom->level); #ifdef RENEWAL - status->matk_max = status->matk_min; + hstatus->matk_max = hstatus->matk_min; #endif - status_cpy(&hd->battle_status, status); + status_cpy(&hd->battle_status, hstatus); return 1; } int status_calc_elemental_(struct elemental_data *ed, bool first) { - struct status_data *status = &ed->base_status; + struct status_data *estatus = &ed->base_status; struct s_elemental *ele = &ed->elemental; struct map_session_data *sd = ed->master; @@ -3268,66 +3248,66 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) { return 0; if( first ) { - memcpy(status, &ed->db->status, sizeof(struct status_data)); + memcpy(estatus, &ed->db->status, sizeof(struct status_data)); if( !ele->mode ) - status->mode = EL_MODE_PASSIVE; + estatus->mode = EL_MODE_PASSIVE; else - status->mode = ele->mode; + estatus->mode = ele->mode; - iStatus->calc_misc(&ed->bl, status, 0); + iStatus->calc_misc(&ed->bl, estatus, 0); - status->max_hp = ele->max_hp; - status->max_sp = ele->max_sp; - status->hp = ele->hp; - status->sp = ele->sp; - status->rhw.atk = ele->atk; - status->rhw.atk2 = ele->atk2; + estatus->max_hp = ele->max_hp; + estatus->max_sp = ele->max_sp; + estatus->hp = ele->hp; + estatus->sp = ele->sp; + estatus->rhw.atk = ele->atk; + estatus->rhw.atk2 = ele->atk2; - status->matk_min += ele->matk; - status->def += ele->def; - status->mdef += ele->mdef; - status->flee = ele->flee; - status->hit = ele->hit; + estatus->matk_min += ele->matk; + estatus->def += ele->def; + estatus->mdef += ele->mdef; + estatus->flee = ele->flee; + estatus->hit = ele->hit; - memcpy(&ed->battle_status,status,sizeof(struct status_data)); + memcpy(&ed->battle_status,estatus,sizeof(struct status_data)); } else { - iStatus->calc_misc(&ed->bl, status, 0); - status_cpy(&ed->battle_status, status); + iStatus->calc_misc(&ed->bl, estatus, 0); + status_cpy(&ed->battle_status, estatus); } return 0; } int status_calc_npc_(struct npc_data *nd, bool first) { - struct status_data *status = &nd->status; + struct status_data *nstatus = &nd->status; if (!nd) return 0; if (first) { - status->hp = 1; - status->sp = 1; - status->max_hp = 1; - status->max_sp = 1; - - status->def_ele = ELE_NEUTRAL; - status->ele_lv = 1; - status->race = RC_DEMIHUMAN; - status->size = nd->size; - status->rhw.range = 1 + status->size; - status->mode = (MD_CANMOVE|MD_CANATTACK); - status->speed = nd->speed; - } - - status->str = nd->stat_point; - status->agi = nd->stat_point; - status->vit = nd->stat_point; - status->int_= nd->stat_point; - status->dex = nd->stat_point; - status->luk = nd->stat_point; - - iStatus->calc_misc(&nd->bl, status, nd->level); - status_cpy(&nd->status, status); + nstatus->hp = 1; + nstatus->sp = 1; + nstatus->max_hp = 1; + nstatus->max_sp = 1; + + nstatus->def_ele = ELE_NEUTRAL; + nstatus->ele_lv = 1; + nstatus->race = RC_DEMIHUMAN; + nstatus->size = nd->size; + nstatus->rhw.range = 1 + nstatus->size; + nstatus->mode = (MD_CANMOVE|MD_CANATTACK); + nstatus->speed = nd->speed; + } + + nstatus->str = nd->stat_point; + nstatus->agi = nd->stat_point; + nstatus->vit = nd->stat_point; + nstatus->int_= nd->stat_point; + nstatus->dex = nd->stat_point; + nstatus->luk = nd->stat_point; + + iStatus->calc_misc(&nd->bl, nstatus, nd->level); + status_cpy(&nd->status, nstatus); return 0; } @@ -3363,7 +3343,7 @@ static unsigned short status_calc_batk(struct block_list *,struct status_change #endif //Calculates base regen values. -void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) { +void status_calc_regen(struct block_list *bl, struct status_data *st, struct regen_data *regen) { struct map_session_data *sd; int val, skill_lv, reg_flag; @@ -3371,7 +3351,7 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct return; sd = BL_CAST(BL_PC,bl); - val = 1 + (status->vit/5) + (status->max_hp/200); + val = 1 + (st->vit/5) + (st->max_hp/200); if( sd && sd->hprecov_rate != 100 ) val = val*sd->hprecov_rate/100; @@ -3380,9 +3360,9 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen->hp = cap_value(val, reg_flag, SHRT_MAX); - val = 1 + (status->int_/6) + (status->max_sp/100); - if( status->int_ >= 120 ) - val += ((status->int_-120)>>1) + 4; + val = 1 + (st->int_/6) + (st->max_sp/100); + if( st->int_ >= 120 ) + val += ((st->int_-120)>>1) + 4; if( sd && sd->sprecov_rate != 100 ) val = val*sd->sprecov_rate/100; @@ -3400,14 +3380,14 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct val = 0; if( (skill_lv=pc->checkskill(sd,SM_RECOVERY)) > 0 ) - val += skill_lv*5 + skill_lv*status->max_hp/500; + val += skill_lv*5 + skill_lv*st->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if( (skill_lv=pc->checkskill(sd,MG_SRECOVERY)) > 0 ) - val += skill_lv*3 + skill_lv*status->max_sp/500; + val += skill_lv*3 + skill_lv*st->max_sp/500; if( (skill_lv=pc->checkskill(sd,NJ_NINPOU)) > 0 ) - val += skill_lv*3 + skill_lv*status->max_sp/500; + val += skill_lv*3 + skill_lv*st->max_sp/500; if( (skill_lv=pc->checkskill(sd,WM_LESSON)) > 0 ) val += 3 + 3 * skill_lv; @@ -3418,20 +3398,20 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct val = 0; if( (skill_lv=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) - val += skill_lv*4 + skill_lv*status->max_hp/500; + val += skill_lv*4 + skill_lv*st->max_hp/500; if( (skill_lv=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest ) - val += skill_lv*30 + skill_lv*status->max_hp/500; + val += skill_lv*30 + skill_lv*st->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if( (skill_lv=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) { - val += skill_lv*3 + skill_lv*status->max_sp/500; + val += skill_lv*3 + skill_lv*st->max_sp/500; if ((skill_lv=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest val += (30+10*skill_lv)*val/100; } if( (skill_lv=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) - val += skill_lv*2 + skill_lv*status->max_sp/500; + val += skill_lv*2 + skill_lv*st->max_sp/500; sregen->sp = cap_value(val, 0, SHRT_MAX); } @@ -3446,16 +3426,16 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen->sp = cap_value(val, 1, SHRT_MAX); } } else if( bl->type == BL_MER ) { - val = (status->max_hp * status->vit / 10000 + 1) * 6; + val = (st->max_hp * st->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); - val = (status->max_sp * (status->int_ + 10) / 750) + 1; + val = (st->max_sp * (st->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } else if( bl->type == BL_ELEM ) { - val = (status->max_hp * status->vit / 10000 + 1) * 6; + val = (st->max_hp * st->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); - val = (status->max_sp * (status->int_ + 10) / 750) + 1; + val = (st->max_sp * (st->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } } @@ -3546,31 +3526,30 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str } /// Recalculates parts of an object's battle status according to the specified flags. /// @param flag bitfield of values from enum scb_flag -void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) -{ - const struct status_data *b_status = iStatus->get_base_status(bl); - struct status_data *status = iStatus->get_status_data(bl); +void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { + const struct status_data *bst = iStatus->get_base_status(bl); + struct status_data *st = iStatus->get_status_data(bl); struct status_change *sc = iStatus->get_sc(bl); TBL_PC *sd = BL_CAST(BL_PC,bl); int temp; - if (!b_status || !status) + if (!bst || !st) return; if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. - status_cpy(status, b_status); + status_cpy(st, bst); return; } if(flag&SCB_STR) { - status->str = status_calc_str(bl, sc, b_status->str); + st->str = status_calc_str(bl, sc, bst->str); flag|=SCB_BATK; if( bl->type&BL_HOM ) flag |= SCB_WATK; } if(flag&SCB_AGI) { - status->agi = status_calc_agi(bl, sc, b_status->agi); + st->agi = status_calc_agi(bl, sc, bst->agi); flag|=SCB_FLEE #ifdef RENEWAL |SCB_DEF2 @@ -3581,7 +3560,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_VIT) { - status->vit = status_calc_vit(bl, sc, b_status->vit); + st->vit = status_calc_vit(bl, sc, bst->vit); flag|=SCB_DEF2|SCB_MDEF2; if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) flag |= SCB_MAXHP; @@ -3590,7 +3569,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_INT) { - status->int_ = status_calc_int(bl, sc, b_status->int_); + st->int_ = status_calc_int(bl, sc, bst->int_); flag|=SCB_MATK|SCB_MDEF2; if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) flag |= SCB_MAXSP; @@ -3599,7 +3578,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_DEX) { - status->dex = status_calc_dex(bl, sc, b_status->dex); + st->dex = status_calc_dex(bl, sc, bst->dex); flag|=SCB_BATK|SCB_HIT #ifdef RENEWAL |SCB_MATK|SCB_MDEF2 @@ -3612,7 +3591,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } if(flag&SCB_LUK) { - status->luk = status_calc_luk(bl, sc, b_status->luk); + st->luk = status_calc_luk(bl, sc, bst->luk); flag|=SCB_BATK|SCB_CRI|SCB_FLEE2 #ifdef RENEWAL |SCB_MATK|SCB_HIT|SCB_FLEE @@ -3620,125 +3599,121 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) ; } - if(flag&SCB_BATK && b_status->batk) { - status->batk = status_base_atk(bl,status); - temp = b_status->batk - status_base_atk(bl,b_status); - if (temp) - { - temp += status->batk; - status->batk = cap_value(temp, 0, USHRT_MAX); + if(flag&SCB_BATK && bst->batk) { + st->batk = status_base_atk(bl,st); + temp = bst->batk - status_base_atk(bl,bst); + if (temp) { + temp += st->batk; + st->batk = cap_value(temp, 0, USHRT_MAX); } - status->batk = iStatus->calc_batk(bl, sc, status->batk, true); + st->batk = iStatus->calc_batk(bl, sc, st->batk, true); } if(flag&SCB_WATK) { - status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk, true); + st->rhw.atk = status_calc_watk(bl, sc, bst->rhw.atk, true); if (!sd) //Should not affect weapon refine bonus - status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2, true); + st->rhw.atk2 = status_calc_watk(bl, sc, bst->rhw.atk2, true); - if(b_status->lhw.atk) { + if(bst->lhw.atk) { if (sd) { sd->state.lr_flag = 1; - status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true); + st->lhw.atk = status_calc_watk(bl, sc, bst->lhw.atk, true); sd->state.lr_flag = 0; } else { - status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true); - status->lhw.atk2 = status_calc_watk(bl, sc, b_status->lhw.atk2, true); + st->lhw.atk = status_calc_watk(bl, sc, bst->lhw.atk, true); + st->lhw.atk2 = status_calc_watk(bl, sc, bst->lhw.atk2, true); } } - if( bl->type&BL_HOM ) - { - status->rhw.atk += (status->dex - b_status->dex); - status->rhw.atk2 += (status->str - b_status->str); - if( status->rhw.atk2 < status->rhw.atk ) - status->rhw.atk2 = status->rhw.atk; + if( bl->type&BL_HOM ) { + st->rhw.atk += (st->dex - bst->dex); + st->rhw.atk2 += (st->str - bst->str); + if( st->rhw.atk2 < st->rhw.atk ) + st->rhw.atk2 = st->rhw.atk; } } if(flag&SCB_HIT) { - if (status->dex == b_status->dex + if (st->dex == bst->dex #ifdef RENEWAL - && status->luk == b_status->luk + && st->luk == bst->luk #endif ) - status->hit = status_calc_hit(bl, sc, b_status->hit, true); + st->hit = status_calc_hit(bl, sc, bst->hit, true); else - status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex) + st->hit = status_calc_hit(bl, sc, bst->hit + (st->dex - bst->dex) #ifdef RENEWAL - + (status->luk/3 - b_status->luk/3) + + (st->luk/3 - bst->luk/3) #endif , true); } if(flag&SCB_FLEE) { - if (status->agi == b_status->agi + if (st->agi == bst->agi #ifdef RENEWAL - && status->luk == b_status->luk + && st->luk == bst->luk #endif ) - status->flee = status_calc_flee(bl, sc, b_status->flee, true); + st->flee = status_calc_flee(bl, sc, bst->flee, true); else - status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi) + st->flee = status_calc_flee(bl, sc, bst->flee +(st->agi - bst->agi) #ifdef RENEWAL - + (status->luk/5 - b_status->luk/5) + + (st->luk/5 - bst->luk/5) #endif , true); } - if(flag&SCB_DEF) - { - status->def = iStatus->calc_def(bl, sc, b_status->def, true); + if(flag&SCB_DEF) { + st->def = iStatus->calc_def(bl, sc, bst->def, true); if( bl->type&BL_HOM ) - status->def += (status->vit/5 - b_status->vit/5); + st->def += (st->vit/5 - bst->vit/5); } if(flag&SCB_DEF2) { - if (status->vit == b_status->vit + if (st->vit == bst->vit #ifdef RENEWAL - && status->agi == b_status->agi + && st->agi == bst->agi #endif ) - status->def2 = iStatus->calc_def2(bl, sc, b_status->def2, true); + st->def2 = iStatus->calc_def2(bl, sc, bst->def2, true); else - status->def2 = iStatus->calc_def2(bl, sc, b_status->def2 + st->def2 = iStatus->calc_def2(bl, sc, bst->def2 #ifdef RENEWAL - + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) ) + + (int)( ((float)st->vit/2 - (float)bst->vit/2) + ((float)st->agi/5 - (float)bst->agi/5) ) #else - + (status->vit - b_status->vit) + + (st->vit - bst->vit) #endif , true); } - if(flag&SCB_MDEF) - { - status->mdef = iStatus->calc_mdef(bl, sc, b_status->mdef, true); + if(flag&SCB_MDEF) { + st->mdef = iStatus->calc_mdef(bl, sc, bst->mdef, true); if( bl->type&BL_HOM ) - status->mdef += (status->int_/5 - b_status->int_/5); + st->mdef += (st->int_/5 - bst->int_/5); } if(flag&SCB_MDEF2) { - if (status->int_ == b_status->int_ && status->vit == b_status->vit + if (st->int_ == bst->int_ && st->vit == bst->vit #ifdef RENEWAL - && status->dex == b_status->dex + && st->dex == bst->dex #endif ) - status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2, true); + st->mdef2 = iStatus->calc_mdef2(bl, sc, bst->mdef2, true); else - status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) + st->mdef2 = iStatus->calc_mdef2(bl, sc, bst->mdef2 +(st->int_ - bst->int_) #ifdef RENEWAL - + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) ) + + (int)( ((float)st->dex/5 - (float)bst->dex/5) + ((float)st->vit/5 - (float)bst->vit/5) ) #else - + ((status->vit - b_status->vit)>>1) + + ((st->vit - bst->vit)>>1) #endif , true); } if(flag&SCB_SPEED) { struct unit_data *ud = unit->bl2ud(bl); - status->speed = status_calc_speed(bl, sc, b_status->speed); + st->speed = status_calc_speed(bl, sc, bst->speed); //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER //because if you step on something while walking, the moment this @@ -3746,54 +3721,53 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) if (ud) ud->state.change_walk_target = ud->state.speed_changed = 1; - if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed ) - status->speed = battle_config.max_walk_speed; + if( bl->type&BL_PC && st->speed < battle_config.max_walk_speed ) + st->speed = battle_config.max_walk_speed; if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master) - status->speed = iStatus->get_speed(&((TBL_HOM*)bl)->master->bl); + st->speed = iStatus->get_speed(&((TBL_HOM*)bl)->master->bl); } - if(flag&SCB_CRI && b_status->cri) { - if (status->luk == b_status->luk) - status->cri = status_calc_critical(bl, sc, b_status->cri, true); + if(flag&SCB_CRI && bst->cri) { + if (st->luk == bst->luk) + st->cri = status_calc_critical(bl, sc, bst->cri, true); else - status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk), true); + st->cri = status_calc_critical(bl, sc, bst->cri + 3*(st->luk - bst->luk), true); /** * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 **/ if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR ) - status->cri <<= 1; + st->cri <<= 1; } - if(flag&SCB_FLEE2 && b_status->flee2) { - if (status->luk == b_status->luk) - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2, true); + if(flag&SCB_FLEE2 && bst->flee2) { + if (st->luk == bst->luk) + st->flee2 = status_calc_flee2(bl, sc, bst->flee2, true); else - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk), true); + st->flee2 = status_calc_flee2(bl, sc, bst->flee2 +(st->luk - bst->luk), true); } if(flag&SCB_ATK_ELE) { - status->rhw.ele = iStatus->calc_attack_element(bl, sc, b_status->rhw.ele); + st->rhw.ele = iStatus->calc_attack_element(bl, sc, bst->rhw.ele); if (sd) sd->state.lr_flag = 1; - status->lhw.ele = iStatus->calc_attack_element(bl, sc, b_status->lhw.ele); + st->lhw.ele = iStatus->calc_attack_element(bl, sc, bst->lhw.ele); if (sd) sd->state.lr_flag = 0; } if(flag&SCB_DEF_ELE) { - status->def_ele = status_calc_element(bl, sc, b_status->def_ele); - status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); + st->def_ele = status_calc_element(bl, sc, bst->def_ele); + st->ele_lv = status_calc_element_lv(bl, sc, bst->ele_lv); } - if(flag&SCB_MODE) - { - status->mode = status_calc_mode(bl, sc, b_status->mode); + if(flag&SCB_MODE) { + st->mode = status_calc_mode(bl, sc, bst->mode); //Since mode changed, reset their state. - if (!(status->mode&MD_CANATTACK)) + if (!(st->mode&MD_CANATTACK)) unit->stop_attack(bl); - if (!(status->mode&MD_CANMOVE)) + if (!(st->mode&MD_CANMOVE)) unit->stop_walking(bl,1); } @@ -3803,47 +3777,40 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) // if(flag&SCB_RANGE) if(flag&SCB_MAXHP) { - if( bl->type&BL_PC ) - { - status->max_hp = status_base_pc_maxhp(sd,status); - status->max_hp += b_status->max_hp - sd->status.max_hp; + if( bl->type&BL_PC ) { + st->max_hp = status_base_pc_maxhp(sd,st); + st->max_hp += bst->max_hp - sd->status.max_hp; - status->max_hp = status_calc_maxhp(bl, sc, status->max_hp); + st->max_hp = status_calc_maxhp(bl, sc, st->max_hp); - if( status->max_hp > (unsigned int)battle_config.max_hp ) - status->max_hp = (unsigned int)battle_config.max_hp; - } - else - { - status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp); + if( st->max_hp > (unsigned int)battle_config.max_hp ) + st->max_hp = (unsigned int)battle_config.max_hp; + } else { + st->max_hp = status_calc_maxhp(bl, sc, bst->max_hp); } - if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued? - { - status->hp = status->max_hp; + if( st->hp > st->max_hp ) { + //FIXME: Should perhaps a status_zap should be issued? + st->hp = st->max_hp; if( sd ) clif->updatestatus(sd,SP_HP); } } if(flag&SCB_MAXSP) { - if( bl->type&BL_PC ) - { - status->max_sp = status_base_pc_maxsp(sd,status); - status->max_sp += b_status->max_sp - sd->status.max_sp; + if( bl->type&BL_PC ) { + st->max_sp = status_base_pc_maxsp(sd,st); + st->max_sp += bst->max_sp - sd->status.max_sp; - status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp); + st->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, st->max_sp); - if( status->max_sp > (unsigned int)battle_config.max_sp ) - status->max_sp = (unsigned int)battle_config.max_sp; - } - else - { - status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp); + if( st->max_sp > (unsigned int)battle_config.max_sp ) + st->max_sp = (unsigned int)battle_config.max_sp; + } else { + st->max_sp = status_calc_maxsp(bl, sc, bst->max_sp); } - if( status->sp > status->max_sp ) - { - status->sp = status->max_sp; + if( st->sp > st->max_sp ) { + st->sp = st->max_sp; if( sd ) clif->updatestatus(sd,SP_SP); } } @@ -3854,84 +3821,78 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) if(flag&SCB_ASPD) { int amotion; - if( bl->type&BL_PC ) - { - amotion = status_base_amotion_pc(sd,status); + if( bl->type&BL_PC ) { + amotion = status_base_amotion_pc(sd,st); #ifndef RENEWAL_ASPD - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); + st->aspd_rate = status_calc_aspd_rate(bl, sc, bst->aspd_rate); - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; + if(st->aspd_rate != 1000) + amotion = amotion*st->aspd_rate/1000; #else // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200)) - amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10; + amotion -= (int)(sqrt( (pow(st->agi, 2) / 2) + (pow(st->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * st->agi / 200)) * 10; - if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier + if( (status_calc_aspd(bl, sc, 2) + st->aspd_rate2) != 0 ) // RE ASPD percertage modifier amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) ) - * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10; + * (status_calc_aspd(bl, sc, 2) + st->aspd_rate2) / 10 + 5) / 10; - if(status->aspd_rate != 1000) // absolute percentage modifier - amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10; + if(st->aspd_rate != 1000) // absolute percentage modifier + amotion = ( 200 - (200-amotion/10) * st->aspd_rate / 1000 ) * 10; #endif amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); + st->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); - status->adelay = 2*status->amotion; - } - else - if( bl->type&BL_HOM ) - { - amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000; - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); + st->adelay = 2*st->amotion; + } else if( bl->type&BL_HOM ) { + amotion = (1000 - 4*st->agi - st->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000; + st->aspd_rate = status_calc_aspd_rate(bl, sc, bst->aspd_rate); - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; + if(st->aspd_rate != 1000) + amotion = amotion*st->aspd_rate/1000; - amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion,battle_config.max_aspd,2000); + amotion = status_calc_fix_aspd(bl, sc, amotion); + st->amotion = cap_value(amotion,battle_config.max_aspd,2000); - status->adelay = status->amotion; - } - else // mercenary and mobs - { - amotion = b_status->amotion; - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); + st->adelay = st->amotion; + } else { // mercenary and mobs + amotion = bst->amotion; + st->aspd_rate = status_calc_aspd_rate(bl, sc, bst->aspd_rate); - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; + if(st->aspd_rate != 1000) + amotion = amotion*st->aspd_rate/1000; - amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); + amotion = status_calc_fix_aspd(bl, sc, amotion); + st->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); - temp = b_status->adelay*status->aspd_rate/1000; - status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); - } + temp = bst->adelay*st->aspd_rate/1000; + st->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); + } } if(flag&SCB_DSPD) { int dmotion; if( bl->type&BL_PC ) { - if (b_status->agi == status->agi) - status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); + if (bst->agi == st->agi) + st->dmotion = status_calc_dmotion(bl, sc, bst->dmotion); else { - dmotion = 800-status->agi*4; - status->dmotion = cap_value(dmotion, 400, 800); + dmotion = 800-st->agi*4; + st->dmotion = cap_value(dmotion, 400, 800); if(battle_config.pc_damage_delay_rate != 100) - status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; - //It's safe to ignore b_status->dmotion since no bonus affects it. - status->dmotion = status_calc_dmotion(bl, sc, status->dmotion); + st->dmotion = st->dmotion*battle_config.pc_damage_delay_rate/100; + //It's safe to ignore bst->dmotion since no bonus affects it. + st->dmotion = status_calc_dmotion(bl, sc, st->dmotion); } } else if( bl->type&BL_HOM ) { - dmotion = 800-status->agi*4; - status->dmotion = cap_value(dmotion, 400, 800); - status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); + dmotion = 800-st->agi*4; + st->dmotion = cap_value(dmotion, 400, 800); + st->dmotion = status_calc_dmotion(bl, sc, bst->dmotion); } else { // mercenary and mobs - status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); + st->dmotion = status_calc_dmotion(bl, sc, bst->dmotion); } } if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN) - iStatus->calc_regen(bl, status, iStatus->get_regen_data(bl)); + iStatus->calc_regen(bl, st, iStatus->get_regen_data(bl)); if(flag&SCB_REGEN && bl->type&BL_REGEN) iStatus->calc_regen_rate(bl, iStatus->get_regen_data(bl), sc); @@ -3940,10 +3901,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) /// Also sends updates to the client wherever applicable. /// @param flag bitfield of values from enum scb_flag /// @param first if true, will cause status_calc_* functions to run their base status initialization code -void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) -{ - struct status_data b_status; // previous battle status - struct status_data* status; // pointer to current battle status +void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first) { + struct status_data bst; // previous battle status + struct status_data *st; // pointer to current battle status if( bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0 ) { ((TBL_PC*)bl)->state.hold_recalc = 1; @@ -3951,8 +3911,8 @@ void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) } // remember previous values - status = iStatus->get_status_data(bl); - memcpy(&b_status, status, sizeof(struct status_data)); + st = iStatus->get_status_data(bl); + memcpy(&bst, st, sizeof(struct status_data)); if( flag&SCB_BASE ) {// calculate the object's base status too switch( bl->type ) { @@ -3978,137 +3938,136 @@ void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) return; // client update handled by caller // compare against new values and send client updates - if( bl->type == BL_PC ) - { + if( bl->type == BL_PC ) { TBL_PC* sd = BL_CAST(BL_PC, bl); - if(b_status.str != status->str) + if(bst.str != st->str) clif->updatestatus(sd,SP_STR); - if(b_status.agi != status->agi) + if(bst.agi != st->agi) clif->updatestatus(sd,SP_AGI); - if(b_status.vit != status->vit) + if(bst.vit != st->vit) clif->updatestatus(sd,SP_VIT); - if(b_status.int_ != status->int_) + if(bst.int_ != st->int_) clif->updatestatus(sd,SP_INT); - if(b_status.dex != status->dex) + if(bst.dex != st->dex) clif->updatestatus(sd,SP_DEX); - if(b_status.luk != status->luk) + if(bst.luk != st->luk) clif->updatestatus(sd,SP_LUK); - if(b_status.hit != status->hit) + if(bst.hit != st->hit) clif->updatestatus(sd,SP_HIT); - if(b_status.flee != status->flee) + if(bst.flee != st->flee) clif->updatestatus(sd,SP_FLEE1); - if(b_status.amotion != status->amotion) + if(bst.amotion != st->amotion) clif->updatestatus(sd,SP_ASPD); - if(b_status.speed != status->speed) + if(bst.speed != st->speed) clif->updatestatus(sd,SP_SPEED); - if(b_status.batk != status->batk + if(bst.batk != st->batk #ifndef RENEWAL - || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk + || bst.rhw.atk != st->rhw.atk || bst.lhw.atk != st->lhw.atk #endif - ) + ) clif->updatestatus(sd,SP_ATK1); - if(b_status.def != status->def){ + if(bst.def != st->def) { clif->updatestatus(sd,SP_DEF1); #ifdef RENEWAL clif->updatestatus(sd,SP_DEF2); #endif } - if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2 + if(bst.rhw.atk2 != st->rhw.atk2 || bst.lhw.atk2 != st->lhw.atk2 #ifdef RENEWAL - || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk + || bst.rhw.atk != st->rhw.atk || bst.lhw.atk != st->lhw.atk #endif ) clif->updatestatus(sd,SP_ATK2); - if(b_status.def2 != status->def2){ + if(bst.def2 != st->def2){ clif->updatestatus(sd,SP_DEF2); #ifdef RENEWAL clif->updatestatus(sd,SP_DEF1); #endif } - if(b_status.flee2 != status->flee2) + if(bst.flee2 != st->flee2) clif->updatestatus(sd,SP_FLEE2); - if(b_status.cri != status->cri) + if(bst.cri != st->cri) clif->updatestatus(sd,SP_CRITICAL); #ifndef RENEWAL - if(b_status.matk_max != status->matk_max) + if(bst.matk_max != st->matk_max) clif->updatestatus(sd,SP_MATK1); - if(b_status.matk_min != status->matk_min) + if(bst.matk_min != st->matk_min) clif->updatestatus(sd,SP_MATK2); #else - if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){ + if(bst.matk_max != st->matk_max || bst.matk_min != st->matk_min){ clif->updatestatus(sd,SP_MATK2); clif->updatestatus(sd,SP_MATK1); } #endif - if(b_status.mdef != status->mdef){ + if(bst.mdef != st->mdef) { clif->updatestatus(sd,SP_MDEF1); #ifdef RENEWAL clif->updatestatus(sd,SP_MDEF2); #endif } - if(b_status.mdef2 != status->mdef2){ + if(bst.mdef2 != st->mdef2) { clif->updatestatus(sd,SP_MDEF2); #ifdef RENEWAL clif->updatestatus(sd,SP_MDEF1); #endif } - if(b_status.rhw.range != status->rhw.range) + if(bst.rhw.range != st->rhw.range) clif->updatestatus(sd,SP_ATTACKRANGE); - if(b_status.max_hp != status->max_hp) + if(bst.max_hp != st->max_hp) clif->updatestatus(sd,SP_MAXHP); - if(b_status.max_sp != status->max_sp) + if(bst.max_sp != st->max_sp) clif->updatestatus(sd,SP_MAXSP); - if(b_status.hp != status->hp) + if(bst.hp != st->hp) clif->updatestatus(sd,SP_HP); - if(b_status.sp != status->sp) + if(bst.sp != st->sp) clif->updatestatus(sd,SP_SP); #ifdef RENEWAL - if(b_status.equip_atk != status->equip_atk) + if(bst.equip_atk != st->equip_atk) clif->updatestatus(sd,SP_ATK2); #endif } else if( bl->type == BL_HOM ) { TBL_HOM* hd = BL_CAST(BL_HOM, bl); - if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 ) + if( hd->master && memcmp(&bst, st, sizeof(struct status_data)) != 0 ) clif->hominfo(hd->master,hd,0); } else if( bl->type == BL_MER ) { TBL_MER* md = BL_CAST(BL_MER, bl); - if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 ) + if( bst.rhw.atk != st->rhw.atk || bst.rhw.atk2 != st->rhw.atk2 ) clif->mercenary_updatestatus(md->master, SP_ATK1); - if( b_status.matk_max != status->matk_max ) + if( bst.matk_max != st->matk_max ) clif->mercenary_updatestatus(md->master, SP_MATK1); - if( b_status.hit != status->hit ) + if( bst.hit != st->hit ) clif->mercenary_updatestatus(md->master, SP_HIT); - if( b_status.cri != status->cri ) + if( bst.cri != st->cri ) clif->mercenary_updatestatus(md->master, SP_CRITICAL); - if( b_status.def != status->def ) + if( bst.def != st->def ) clif->mercenary_updatestatus(md->master, SP_DEF1); - if( b_status.mdef != status->mdef ) + if( bst.mdef != st->mdef ) clif->mercenary_updatestatus(md->master, SP_MDEF1); - if( b_status.flee != status->flee ) + if( bst.flee != st->flee ) clif->mercenary_updatestatus(md->master, SP_MERCFLEE); - if( b_status.amotion != status->amotion ) + if( bst.amotion != st->amotion ) clif->mercenary_updatestatus(md->master, SP_ASPD); - if( b_status.max_hp != status->max_hp ) + if( bst.max_hp != st->max_hp ) clif->mercenary_updatestatus(md->master, SP_MAXHP); - if( b_status.max_sp != status->max_sp ) + if( bst.max_sp != st->max_sp ) clif->mercenary_updatestatus(md->master, SP_MAXSP); - if( b_status.hp != status->hp ) + if( bst.hp != st->hp ) clif->mercenary_updatestatus(md->master, SP_HP); - if( b_status.sp != status->sp ) + if( bst.sp != st->sp ) clif->mercenary_updatestatus(md->master, SP_SP); } else if( bl->type == BL_ELEM ) { TBL_ELEM* ed = BL_CAST(BL_ELEM, bl); - if( b_status.max_hp != status->max_hp ) + if( bst.max_hp != st->max_hp ) clif->elemental_updatestatus(ed->master, SP_MAXHP); - if( b_status.max_sp != status->max_sp ) + if( bst.max_sp != st->max_sp ) clif->elemental_updatestatus(ed->master, SP_MAXSP); - if( b_status.hp != status->hp ) + if( bst.hp != st->hp ) clif->elemental_updatestatus(ed->master, SP_HP); - if( b_status.sp != status->sp ) + if( bst.sp != st->sp ) clif->mercenary_updatestatus(ed->master, SP_SP); } } @@ -5875,8 +5834,8 @@ struct status_data *status_get_base_status(struct block_list *bl) } defType status_get_def(struct block_list *bl) { struct unit_data *ud; - struct status_data *status = iStatus->get_status_data(bl); - int def = status?status->def:0; + struct status_data *st = iStatus->get_status_data(bl); + int def = st ? st->def : 0; ud = unit->bl2ud(bl); if (ud && ud->skilltimer != INVALID_TIMER) def -= def * skill->get_castdef(ud->skill_id)/100; @@ -6222,16 +6181,15 @@ void status_change_init(struct block_list *bl) //Applies SC defense to a given status change. //Returns the adjusted duration based on flag values. //the flag values are the same as in iStatus->change_start. -int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) -{ +int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) { //Percentual resistance: 10000 = 100% Resist //Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms int sc_def = 0, tick_def = -1; //-1 = use sc_def //Linear resistance substracted from rate and tick after percentual resistance was applied //Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2 - struct status_data* status; - struct status_change* sc; + struct status_data *st; + struct status_change *sc; struct map_session_data *sd; nullpo_ret(bl); @@ -6269,10 +6227,10 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti case SC__UNLUCKY: case SC__WEAKNESS: return 0; - } + } sd = BL_CAST(BL_PC,bl); - status = iStatus->get_status_data(bl); + st = iStatus->get_status_data(bl); sc = iStatus->get_sc(bl); if( sc && !sc->count ) sc = NULL; @@ -6284,16 +6242,16 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti case SC_DPOISON: case SC_SILENCE: case SC_BLOODING: - sc_def = status->vit*100; - sc_def2 = status->luk*10; + sc_def = st->vit*100; + sc_def2 = st->luk*10; break; case SC_SLEEP: - sc_def = status->int_*100; - sc_def2 = status->luk*10; + sc_def = st->int_*100; + sc_def2 = st->luk*10; break; case SC_DEEP_SLEEP: - sc_def = status->int_*50; - tick_def = status->int_*10 + iStatus->get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int. + sc_def = st->int_*50; + tick_def = st->int_*10 + iStatus->get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int. break; case SC_DEC_AGI: case SC_ADORAMUS: //Arch Bishop @@ -6303,87 +6261,87 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti tick_def = 0; tick_def2 = 0; case SC_FREEZE: - sc_def = status->mdef*100; - sc_def2 = status->luk*10; + sc_def = st->mdef*100; + sc_def2 = st->luk*10; break; case SC_CURSE: //Special property: inmunity when luk is greater than level or zero - if (status->luk > iStatus->get_lv(bl) || status->luk == 0) + if (st->luk > iStatus->get_lv(bl) || st->luk == 0) return 0; - sc_def = status->luk*100; - sc_def2 = status->luk*10; - tick_def = status->vit*100; + sc_def = st->luk*100; + sc_def2 = st->luk*10; + tick_def = st->vit*100; break; case SC_BLIND: if( sc && sc->data[SC__UNLUCKY] ) return tick; - sc_def = (status->vit + status->int_)*50; - sc_def2 = status->luk*10; + sc_def = (st->vit + st->int_)*50; + sc_def2 = st->luk*10; break; case SC_CONFUSION: - sc_def = (status->str + status->int_)*50; - sc_def2 = status->luk*10; + sc_def = (st->str + st->int_)*50; + sc_def2 = st->luk*10; break; case SC_ANKLESNARE: - if(status->mode&MD_BOSS) // Lasts 5 times less on bosses + if(st->mode&MD_BOSS) // Lasts 5 times less on bosses tick /= 5; - sc_def = status->agi*50; + sc_def = st->agi*50; break; case SC_MAGICMIRROR: case SC_STONESKIN: if (sd) //Duration greatly reduced for players. tick /= 15; - sc_def2 = iStatus->get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate + sc_def2 = iStatus->get_lv(bl)*20 + st->vit*25 + st->agi*10; // Lineal Reduction of Rate tick_def2 = 0; //No duration reduction break; case SC_MARSHOFABYSS: //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second } - tick_def2 = (status->int_ + status->luk)*50; + tick_def2 = (st->int_ + st->luk)*50; break; case SC_STASIS: //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 } - tick_def2 = (status->vit + status->dex)*50; + tick_def2 = (st->vit + st->dex)*50; break; if( bl->type == BL_PC ) - tick -= (iStatus->get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; + tick -= (iStatus->get_lv(bl) / 5 + st->vit / 4 + st->agi / 10)*100; else - tick -= (status->vit + status->luk) / 20 * 1000; + tick -= (st->vit + st->luk) / 20 * 1000; break; case SC_BURNING: - tick -= 75 * status->luk + 125 * status->agi; + tick -= 75 * st->luk + 125 * st->agi; tick = max(tick,5000); // Minimum Duration 5s. break; case SC_FROSTMISTY: - tick -= 1000 * ((status->vit + status->dex) / 20); + tick -= 1000 * ((st->vit + st->dex) / 20); tick = max(tick,6000); // Minimum Duration 6s. break; case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT) - sc_def = 100 - ( 100 - status->int_* 8 / 10 ); + sc_def = 100 - ( 100 - st->int_* 8 / 10 ); sc_def = max(sc_def, 5); // minimum of 5% break; case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)} - rate -= status->agi*100/4; + rate -= st->agi*100/4; rate = max(rate,5000); // minimum of 50% break; case SC_ELECTRICSHOCKER: if( bl->type == BL_MOB ) - tick -= 1000 * (status->agi/10); + tick -= 1000 * (st->agi/10); break; case SC_COLD: - tick -= (1000*(status->vit/10))+(iStatus->get_lv(bl)/50); + tick -= (1000*(st->vit/10))+(iStatus->get_lv(bl)/50); break; case SC_SIREN: tick -= 1000 * ((iStatus->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5)); tick = max(tick,10000); break; case SC_MANDRAGORA: - sc_def = (status->vit+status->luk)/5; + sc_def = (st->vit+st->luk)/5; break; case SC_KYOUGAKU: tick -= 1000 * status_get_int(bl) / 20; break; case SC_NEEDLE_OF_PARALYZE: - tick -= 50 * (status->vit + status->luk); //(1000/20); + tick -= 50 * (st->vit + st->luk); //(1000/20); break; default: //Effect that cannot be reduced? Likely a buff. @@ -6563,16 +6521,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val struct map_session_data *sd = NULL; struct status_change* sc; struct status_change_entry* sce; - struct status_data *status; + struct status_data *st; struct view_data *vd; int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0; nullpo_ret(bl); sc = iStatus->get_sc(bl); - status = iStatus->get_status_data(bl); + st = iStatus->get_status_data(bl); - if( type <= SC_NONE || type >= SC_MAX ) - { + if( type <= SC_NONE || type >= SC_MAX ) { ShowError("status_change_start: invalid status change (%d)!\n", type); return 0; } @@ -6642,13 +6599,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val sd = BL_CAST(BL_PC, bl); //Adjust tick according to status resistances - if( !(flag&(1|4)) ) - { + if( !(flag&(1|4)) ) { tick = iStatus->get_sc_def(bl, type, rate, tick, flag); if( !tick ) return 0; } - undead_flag = battle->check_undead(status->race,status->def_ele); + undead_flag = battle->check_undead(st->race,st->def_ele); //Check for inmunities / sc fails switch (type) { case SC_DRUMBATTLE: @@ -6697,7 +6653,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_CRUCIS: //Only affects demons and undead element (but not players) - if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) + if((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) return 0; break; case SC_LEXAETERNA: @@ -6765,18 +6721,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_MODECHANGE: { int mode; - struct status_data *bstatus = iStatus->get_base_status(bl); - if (!bstatus) return 0; - if (sc->data[type]) - { //Pile up with previous values. + struct status_data *bst = iStatus->get_base_status(bl); + if (!bst) return 0; + if (sc->data[type]) { + //Pile up with previous values. if(!val2) val2 = sc->data[type]->val2; val3 |= sc->data[type]->val3; val4 |= sc->data[type]->val4; } - mode = val2?val2:bstatus->mode; //Base mode + mode = val2 ? val2 : bst->mode; //Base mode if (val4) mode&=~val4; //Del mode if (val3) mode|= val3; //Add mode - if (mode == bstatus->mode) { //No change. + if (mode == bst->mode) { //No change. if (sc->data[type]) //Abort previous status return status_change_end(bl, type, INVALID_TIMER); return 0; @@ -6940,7 +6896,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } //Check for BOSS resistances - if(status->mode&MD_BOSS && !(flag&1)) { + if(st->mode&MD_BOSS && !(flag&1)) { if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) return 0; switch (type) { @@ -6993,7 +6949,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_BLESSING: //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { + if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) { status_change_end(bl, SC_CURSE, INVALID_TIMER); if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(bl, SC_STONE, INVALID_TIMER); @@ -7357,7 +7313,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick = -1; break; case SC_AUTOBERSERK: - if (status->hp < status->max_hp>>2 && + if (st->hp < st->max_hp>>2 && (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); tick = -1; @@ -7388,7 +7344,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = val1*20; //SP gained break; case SC_KYRIE: - val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb + val2 = (int64)st->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb val3 = (val1 / 2 + 5); //Hits break; case SC_MAGICPOWER: @@ -7470,21 +7426,21 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_VOLCANO: val2 = val1*10; //Watk increase #ifndef RENEWAL - if (status->def_ele != ELE_FIRE) + if (st->def_ele != ELE_FIRE) val2 = 0; #endif break; case SC_VIOLENTGALE: val2 = val1*3; //Flee increase #ifndef RENEWAL - if (status->def_ele != ELE_WIND) + if (st->def_ele != ELE_WIND) val2 = 0; #endif break; case SC_DELUGE: val2 = deluge_eff[val1-1]; //HP increase #ifndef RENEWAL - if(status->def_ele != ELE_WATER) + if(st->def_ele != ELE_WATER) val2 = 0; #endif break; @@ -7572,10 +7528,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_DPOISON: //Lose 10/15% of your life as long as it doesn't brings life below 25% - if (status->hp > status->max_hp>>2) { - int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; - if (status->hp - diff < status->max_hp>>2) - diff = status->hp - (status->max_hp>>2); + if (st->hp > st->max_hp>>2) { + int diff = st->max_hp*(bl->type==BL_PC?10:15)/100; + if (st->hp - diff < st->max_hp>>2) + diff = st->hp - (st->max_hp>>2); if( val2 && bl->type == BL_MOB ) { struct block_list* src = iMap->id2bl(val2); if( src ) @@ -7590,9 +7546,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 1000; // [GodLesZ] tick time //val4: HP damage if (bl->type == BL_PC) - val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200; + val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200; else - val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; + val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200; break; case SC_CONFUSION: @@ -7796,7 +7752,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val struct status_change *psc = pbl?iStatus->get_sc(pbl):NULL; struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL; // fetch target's stats - struct status_data* status = iStatus->get_status_data(bl); // battle status + struct status_data* tst = iStatus->get_status_data(bl); // battle status if (!psce) return 0; @@ -7804,12 +7760,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = 0; val4 = 0; max_stat = battle_config.max_parameter; //Cap to 99 (default) - stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF); - stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF); + stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16; + stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8; + stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF); + stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16; + stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8; + stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF); break; } case SC_SWORDREJECT: @@ -7861,9 +7817,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( val3 && bl->type == BL_MOB ) { struct block_list* src = iMap->id2bl(val3); if( src ) - mob->log_damage((TBL_MOB*)bl,src,status->hp - 1); + mob->log_damage((TBL_MOB*)bl,src,st->hp - 1); } - status_zap(bl, status->hp-1, val2?0:status->sp); + status_zap(bl, st->hp-1, val2 ? 0 : st->sp); return 1; break; case SC_RG_CCONFINE_S: @@ -7931,7 +7887,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = INVALID_TIMER; //Kaahi Timer. break; case SC_BLESSING: - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) + if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) val2 = val1; else val2 = 0; //0 -> Half stat. @@ -7986,13 +7942,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = 3*val1; //Hit increase break; case SC_SUN_COMFORT: - val2 = (iStatus->get_lv(bl) + status->dex + status->luk)/2; //def increase + val2 = (iStatus->get_lv(bl) + st->dex + st->luk)/2; //def increase break; case SC_MOON_COMFORT: - val2 = (iStatus->get_lv(bl) + status->dex + status->luk)/10; //flee increase + val2 = (iStatus->get_lv(bl) + st->dex + st->luk)/10; //flee increase break; case SC_STAR_COMFORT: - val2 = (iStatus->get_lv(bl) + status->dex + status->luk); //Aspd increase + val2 = (iStatus->get_lv(bl) + st->dex + st->luk); //Aspd increase break; case SC_QUAGMIRE: val2 = (sd?5:10)*val1; //Agi/Dex decrease. @@ -8076,7 +8032,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3= 20*val1; //Int increase break; case SC_SWOO: - if(status->mode&MD_BOSS) + if(st->mode&MD_BOSS) tick /= 5; //TODO: Reduce skill's duration. But for how long? break; case SC_SPIDERWEB: @@ -8411,7 +8367,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } break; case SC_VACUUM_EXTREME: - tick -= (status->str / 20) * 1000; + tick -= (st->str / 20) * 1000; val4 = val3 = tick / 100; tick_time = 100; // [GodLesZ] tick time break; @@ -8520,8 +8476,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val else // Mobs val1 += (400 * iStatus->get_lv(bl) / 100) + (15 * (iStatus->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] break; - case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil] - val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage. + case SC_PRESTIGE: // Based on suggested formula in iRO Wiki and some test, still need more test. [pakpil] + val2 = ((st->int_ + st->luk) / 6) + 5; // Chance to evade magic damage. val1 *= 15; // Defence added if( sd ) val1 += 10 * pc->checkskill(sd,CR_DEFENDER); @@ -8569,7 +8525,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_GENTLETOUCH_CHANGE: {// take note there is no def increase as skill desc says. [malufett] struct block_list * src; - val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % + val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % if( (src = iMap->id2bl(val2)) ){ val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] @@ -9132,10 +9088,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val switch (type) { case SC_BERSERK: if (!(sce->val2)) { //don't heal if already set - iStatus->heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. + iStatus->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. iStatus->set_sp(bl, 0, 0); //Damage all SP } - sce->val2 = 5 * status->max_hp / 100; + sce->val2 = 5 * st->max_hp / 100; break; case SC_HLIF_CHANGE: status_percent_heal(bl, 100, 100); @@ -9203,7 +9159,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } break; case SC_RAISINGDRAGON: - sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] + sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] break; } @@ -9291,14 +9247,14 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const struct map_session_data *sd; struct status_change *sc; struct status_change_entry *sce; - struct status_data *status; + struct status_data *st; struct view_data *vd; int opt_flag=0, calc_flag; nullpo_ret(bl); sc = iStatus->get_sc(bl); - status = iStatus->get_status_data(bl); + st = iStatus->get_status_data(bl); if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type])) return 0; @@ -9346,13 +9302,14 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const vd = iStatus->get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; switch(type) { - case SC_GRANITIC_ARMOR:{ - int dammage = status->max_hp*sce->val3/100; - if(status->hp < dammage) //to not kill him - dammage = status->hp-1; - iStatus->damage(NULL, bl, dammage,0,0,1); + case SC_GRANITIC_ARMOR: + { + int damage = st->max_hp*sce->val3/100; + if(st->hp < damage) //to not kill him + damage = st->hp-1; + iStatus->damage(NULL, bl, damage,0,0,1); + } break; - } case SC_PYROCLASTIC: if(bl->type == BL_PC) skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF); @@ -9573,15 +9530,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const case SC_BERSERK: case SC_SATURDAY_NIGHT_FEVER: - if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]){ + if(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) { status_percent_heal(bl, 100, 0); status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER); - }else - //If val2 is removed, no HP penalty (dispelled?) [Skotlex] - if(status->hp > 100 && sce->val2) + } else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex] iStatus->set_hp(bl, 100, 0); - if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) - { + if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) { sc->data[SC_ENDURE]->val4 = 0; status_change_end(bl, SC_ENDURE, INVALID_TIMER); } @@ -9982,12 +9936,11 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const return 1; } -int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) -{ +int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl; struct status_change *sc; struct status_change_entry *sce; - struct status_data *status; + struct status_data *st; int hp; if(!((bl=iMap->id2bl(id))&& @@ -10001,13 +9954,13 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } - status=iStatus->get_status_data(bl); + st=iStatus->get_status_data(bl); if(!iStatus->charge(bl, 0, sce->val3)) { sce->val4 = INVALID_TIMER; return 0; } - hp = status->max_hp - status->hp; + hp = st->max_hp - st->hp; if (hp > sce->val2) hp = sce->val2; if (hp) @@ -10020,12 +9973,11 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) * For recusive status, like for each 5s we drop sp etc. * Reseting the end timer. *------------------------------------------*/ -int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) -{ +int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { enum sc_type type = (sc_type)data; struct block_list *bl; struct map_session_data *sd; - struct status_data *status; + struct status_data *st; struct status_change *sc; struct status_change_entry *sce; @@ -10036,7 +9988,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } sc = iStatus->get_sc(bl); - status = iStatus->get_status_data(bl); + st = iStatus->get_status_data(bl); if(!(sc && (sce = sc->data[type]))) { @@ -10134,7 +10086,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; } if(--(sce->val3) > 0) { - if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4) + if(++(sce->val4)%5 == 0 && st->hp > st->max_hp/4) status_percent_damage(NULL, bl, 1, 0, false); sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data ); return 0; @@ -10142,7 +10094,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_POISON: - if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. + if(st->hp <= max(st->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. break; case SC_DPOISON: if (--(sce->val3) > 0) { @@ -10164,7 +10116,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_TENSIONRELAX: - if(status->max_hp > status->hp && --(sce->val3) > 0){ + if(st->max_hp > st->hp && --(sce->val3) > 0){ sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data); return 0; } @@ -10186,12 +10138,12 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) int hp = rnd()%600 + 200; struct block_list* src = iMap->id2bl(sce->val2); if( src && bl && bl->type == BL_MOB ) { - mob->log_damage((TBL_MOB*)bl,src,sd||hp<status->hp?hp:status->hp-1); + mob->log_damage((TBL_MOB*)bl,src,sd||hp<st->hp?hp:st->hp-1); } iMap->freeblock_lock(); - status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1); + status_fix_damage(src, bl, sd||hp<st->hp?hp:st->hp-1, 1); if( sc->data[type] ) { - if( status->hp == 1 ) { + if( st->hp == 1 ) { iMap->freeblock_unlock(); break; } @@ -10208,7 +10160,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { // val1 < 0 = per max% | val1 > 0 = exact amount int hp = 0; - if( status->hp < status->max_hp ) + if( st->hp < st->max_hp ) hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ; iStatus->heal(bl, hp, 0, 2); sc_timer_next((sce->val2 * 1000) + tick, iStatus->change_timer, bl->id, data); @@ -10289,7 +10241,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_BERSERK: // 5% every 10 seconds [DracoRPG] - if( --( sce->val3 ) > 0 && iStatus->charge(bl, sce->val2, 0) && status->hp > 100 ) + if( --( sce->val3 ) > 0 && iStatus->charge(bl, sce->val2, 0) && st->hp > 100 ) { sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data); return 0; @@ -10384,8 +10336,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_LEECHESEND: if( --(sce->val4) > 0 ) { - int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100) - damage += status->vit * (sce->val1 - 3); + int damage = st->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100) + damage += st->vit * (sce->val1 - 3); unit->skillcastcancel(bl,2); iMap->freeblock_lock(); iStatus->damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1); @@ -10400,9 +10352,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_MAGICMUSHROOM: if( --(sce->val4) > 0 ) { bool flag = 0; - int damage = status->max_hp * 3 / 100; - if( status->hp <= damage ) - damage = status->hp - 1; // Cannot Kill + int damage = st->max_hp * 3 / 100; + if( st->hp <= damage ) + damage = st->hp - 1; // Cannot Kill if( damage > 0 ) { // 3% Damage each 4 seconds iMap->freeblock_lock(); @@ -10447,7 +10399,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { //Damage is every 10 seconds including 3%sp drain. iMap->freeblock_lock(); clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0); - iStatus->damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable + iStatus->damage(NULL, bl, 1, st->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable if( sc->data[type] ) { sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data ); } @@ -10482,9 +10434,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; case SC_RENOVATIO: - if( --(sce->val4) > 0 ) - { - int heal = status->max_hp * 3 / 100; + if( --(sce->val4) > 0 ) { + int heal = st->max_hp * 3 / 100; if( sc && sc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; iStatus->heal(bl, heal, 0, 2); @@ -10546,9 +10497,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; case SC_ELECTRICSHOCKER: - if( --(sce->val4) > 0 ) - { - iStatus->charge(bl, 0, status->max_sp / 100 * sce->val1 ); + if( --(sce->val4) > 0 ) { + iStatus->charge(bl, 0, st->max_sp / 100 * sce->val1 ); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } @@ -10579,9 +10529,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC__INVISIBILITY: - if( --(sce->val4) > 0 ) - { - if( !iStatus->charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv. + if( --(sce->val4) > 0 ) { + if( !iStatus->charge(bl, 0, (st->sp * 6 - sce->val1) / 100) )// 6% - skill_lv. break; sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; @@ -10611,7 +10560,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; iMap->freeblock_lock(); damage = sce->val3; - iStatus->damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1); + iStatus->damage(src, bl, damage, 0, clif->damage(bl,bl,tick,st->amotion,st->dmotion+200,damage,1,0,0), 1); unit->skillcastcancel(bl,1); if ( sc->data[type] ) { sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); @@ -10632,9 +10581,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_DEEP_SLEEP: - if( --(sce->val4) > 0 ) - { // Recovers 1% HP/SP every 2 seconds. - iStatus->heal(bl, status->max_hp / 100, status->max_sp / 100, 2); + if( --(sce->val4) > 0 ) { + // Recovers 1% HP/SP every 2 seconds. + iStatus->heal(bl, st->max_hp / 100, st->max_sp / 100, 2); sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data); return 0; } @@ -10663,10 +10612,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_SATURDAY_NIGHT_FEVER: // 1% HP/SP drain every val4 seconds [Jobbie] - if( --(sce->val3) > 0 ) - { - int hp = status->hp / 100; - int sp = status->sp / 100; + if( --(sce->val3) > 0 ) { + int hp = st->hp / 100; + int sp = st->sp / 100; if( !iStatus->charge(bl, hp, sp) ) break; sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data); @@ -10675,10 +10623,10 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_COLD: - if( --(sce->val4) > 0 ) - { // Drains 2% of HP and 1% of SP every seconds. + if( --(sce->val4) > 0 ) { + // Drains 2% of HP and 1% of SP every seconds. if( bl->type != BL_MOB) // doesn't work on mobs - iStatus->charge(bl, status->max_hp * 2 / 100, status->max_sp / 100); + iStatus->charge(bl, st->max_hp * 2 / 100, st->max_sp / 100); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } @@ -10716,8 +10664,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_OVERHEAT: { - int damage = status->max_hp / 100; // Suggestion 1% each second - if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum + int damage = st->max_hp / 100; // Suggestion 1% each second + if( damage >= st->hp ) damage = st->hp - 1; // Do not kill, just keep you with 1 hp minimum iMap->freeblock_lock(); status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0)); if( sc->data[type] ) { @@ -10748,10 +10696,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_INSPIRATION: - if(--(sce->val4) > 0) - { - int hp = status->max_hp * (7-sce->val1) / 100; - int sp = status->max_sp * (9-sce->val1) / 100; + if(--(sce->val4) > 0) { + int hp = st->max_hp * (7-sce->val1) / 100; + int sp = st->max_sp * (9-sce->val1) / 100; if( !iStatus->charge(bl,hp,sp) ) break; @@ -10810,8 +10757,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) sc_timer_next(600000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_MEIKYOUSISUI: - if( --(sce->val4) > 0 ){ - iStatus->heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0); + if( --(sce->val4) > 0 ) { + iStatus->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, 0); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } @@ -10974,12 +10921,12 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl } #endif -#define GETRANDMATK(){\ - if( status->matk_max > status->matk_min )\ - return status->matk_min + rnd()%(status->matk_max - status->matk_min);\ -else\ - return status->matk_min;\ -} +#define GETRANDMATK(st) do {\ + if( (st)->matk_max > (st)->matk_min ) \ + return (st)->matk_min + rnd()%((st)->matk_max - (st)->matk_min); \ + else \ + return (st)->matk_min; \ + } while(0) /*========================================== * flag [malufett] @@ -10988,72 +10935,72 @@ else\ * 2 - get modified matk * 3 - get matk w/o eatk & SC bonuses *------------------------------------------*/ -int status_get_matk(struct block_list *bl, int flag){ - struct status_data *status; +int status_get_matk(struct block_list *bl, int flag) { + struct status_data *st; struct status_change *sc; struct map_session_data *sd; if( bl == NULL ) return 1; - status = iStatus->get_status_data(bl); + st = iStatus->get_status_data(bl); sc = iStatus->get_sc(bl); sd = BL_CAST(BL_PC, bl); if( flag == 2 ) // just get matk - GETRANDMATK(); + GETRANDMATK(st); #ifndef RENEWAL - status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0); - status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0); + st->matk_min = status_base_matk_min(st) + (sd?sd->bonus.ematk:0); + st->matk_max = status_base_matk_max(st) + (sd?sd->bonus.ematk:0); #else /** * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK) * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers **/ - status->matk_min = iStatus->base_matk(status, iStatus->get_lv(bl)); + st->matk_min = iStatus->base_matk(st, iStatus->get_lv(bl)); // Any +MATK you get from skills and cards, including cards in weapon, is added here. if( sd && sd->bonus.ematk > 0 && flag != 3 ) - status->matk_min += sd->bonus.ematk; + st->matk_min += sd->bonus.ematk; if( flag != 3 ) - status->matk_min = status_calc_ematk(bl, sc, status->matk_min); + st->matk_min = status_calc_ematk(bl, sc, st->matk_min); - status->matk_max = status->matk_min; + st->matk_max = st->matk_min; //This is the only portion in MATK that varies depending on the weapon level and refinement rate. - if( bl->type&BL_PC && (status->rhw.matk + status->lhw.matk) > 0 ){ - int wMatk = status->rhw.matk + status->lhw.matk; // Left and right matk stacks - int variance = wMatk * status->rhw.wlv / 10; // Only use right hand weapon level - status->matk_min += wMatk - variance; - status->matk_max += wMatk + variance; + if( bl->type&BL_PC && (st->rhw.matk + st->lhw.matk) > 0 ){ + int wMatk = st->rhw.matk + st->lhw.matk; // Left and right matk stacks + int variance = wMatk * st->rhw.wlv / 10; // Only use right hand weapon level + st->matk_min += wMatk - variance; + st->matk_max += wMatk + variance; }else if( bl->type&BL_MOB ){ - status->matk_min = status->matk_max = status_get_int(bl) + iStatus->get_lv(bl); - status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; - status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; + st->matk_min = st->matk_max = status_get_int(bl) + iStatus->get_lv(bl); + st->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; + st->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; } #endif if (bl->type&BL_PC && sd->matk_rate != 100) { - status->matk_max = status->matk_max * sd->matk_rate/100; - status->matk_min = status->matk_min * sd->matk_rate/100; + st->matk_max = st->matk_max * sd->matk_rate/100; + st->matk_min = st->matk_min * sd->matk_rate/100; } if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk || (sc && sc->data[SC_RECOGNIZEDSPELL])) - status->matk_min = status->matk_max; + st->matk_min = st->matk_max; #ifdef RENEWAL if( sd && sd->right_weapon.overrefine > 0){ - status->matk_min++; - status->matk_max += sd->right_weapon.overrefine - 1; + st->matk_min++; + st->matk_max += sd->right_weapon.overrefine - 1; } #endif if( flag ) // get unmodified from sc matk - GETRANDMATK(); + GETRANDMATK(st); - status->matk_min = status_calc_matk(bl, sc, status->matk_min, true); - status->matk_max = status_calc_matk(bl, sc, status->matk_max, true); + st->matk_min = status_calc_matk(bl, sc, st->matk_min, true); + st->matk_max = status_calc_matk(bl, sc, st->matk_max, true); return 0; } @@ -11213,10 +11160,9 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { //Natural regen related stuff. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; -static int status_natural_heal(struct block_list* bl, va_list args) -{ +static int status_natural_heal(struct block_list* bl, va_list args) { struct regen_data *regen; - struct status_data *status; + struct status_data *st; struct status_change *sc; struct unit_data *ud; struct view_data *vd = NULL; @@ -11226,16 +11172,16 @@ static int status_natural_heal(struct block_list* bl, va_list args) regen = iStatus->get_regen_data(bl); if (!regen) return 0; - status = iStatus->get_status_data(bl); + st = iStatus->get_status_data(bl); sc = iStatus->get_sc(bl); if (sc && !sc->count) sc = NULL; sd = BL_CAST(BL_PC,bl); flag = regen->flag; - if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1)) + if (flag&RGN_HP && (st->hp >= st->max_hp || regen->state.block&1)) flag&=~(RGN_HP|RGN_SHP); - if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2)) + if (flag&RGN_SP && (st->sp >= st->max_sp || regen->state.block&2)) flag&=~(RGN_SP|RGN_SSP); if (flag && ( |