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authorValaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-01-29 16:10:48 +0000
committerValaris <Valaris@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-01-29 16:10:48 +0000
commit620e60eebce2c1f35c5c9a82f6ca365b316587f5 (patch)
tree38a39e0415f419d9a49ae456ed0e26654c23d559 /src/map/status.h
parenta2675f07d7da22a7c6ae11f545bf8f671e785a82 (diff)
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AS OF SVN REV. 5901, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5094 54d463be-8e91-2dee-dedb-b68131a5f0ec
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+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#ifndef _STATUS_H_
+#define _STATUS_H_
+
+#include "map.h"
+
+// Status changes listing. These code are for use by the server.
+enum {
+ //First we enumerate common status ailments which are often used around.
+ SC_STONE = 0,
+ SC_FREEZE,
+ SC_STAN,
+ SC_SLEEP,
+ SC_POISON,
+ SC_CURSE,
+ SC_SILENCE,
+ SC_CONFUSION,
+ SC_BLIND,
+ SC_BLEEDING,
+ SC_DPOISON, //10
+
+ //Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
+ SC_PROVOKE = 20,
+ SC_ENDURE,
+ SC_TWOHANDQUICKEN,
+ SC_CONCENTRATE,
+ SC_HIDING,
+ SC_CLOAKING,
+ SC_ENCPOISON,
+ SC_POISONREACT,
+ SC_QUAGMIRE,
+ SC_ANGELUS,
+ SC_BLESSING, //30
+ SC_SIGNUMCRUCIS,
+ SC_INCREASEAGI,
+ SC_DECREASEAGI,
+ SC_SLOWPOISON,
+ SC_IMPOSITIO ,
+ SC_SUFFRAGIUM,
+ SC_ASPERSIO,
+ SC_BENEDICTIO,
+ SC_KYRIE,
+ SC_MAGNIFICAT, //40
+ SC_GLORIA,
+ SC_AETERNA,
+ SC_ADRENALINE,
+ SC_WEAPONPERFECTION,
+ SC_OVERTHRUST,
+ SC_MAXIMIZEPOWER,
+ SC_TRICKDEAD,
+ SC_LOUD,
+ SC_ENERGYCOAT,
+ SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
+ SC_BROKENWEAPON,
+ SC_HALLUCINATION,
+ SC_WEIGHT50 ,
+ SC_WEIGHT90,
+ SC_ASPDPOTION0,
+ SC_ASPDPOTION1,
+ SC_ASPDPOTION2,
+ SC_ASPDPOTION3,
+ SC_SPEEDUP0,
+ SC_SPEEDUP1, //60
+ SC_ATKPOTION,
+ SC_MATKPOTION,
+ SC_WEDDING,
+ SC_SLOWDOWN,
+ SC_ANKLE,
+ SC_KEEPING,
+ SC_BARRIER,
+ SC_STRIPWEAPON,
+ SC_STRIPSHIELD,
+ SC_STRIPARMOR, //70
+ SC_STRIPHELM,
+ SC_CP_WEAPON,
+ SC_CP_SHIELD,
+ SC_CP_ARMOR,
+ SC_CP_HELM,
+ SC_AUTOGUARD,
+ SC_REFLECTSHIELD,
+ SC_SPLASHER,
+ SC_PROVIDENCE,
+ SC_DEFENDER, //80
+ SC_MAGICROD,
+ SC_SPELLBREAKER,
+ SC_AUTOSPELL,
+ SC_SIGHTTRASHER,
+ SC_AUTOBERSERK,
+ SC_SPEARSQUICKEN,
+ SC_AUTOCOUNTER,
+ SC_SIGHT,
+ SC_SAFETYWALL,
+ SC_RUWACH, //90
+ SC_EXTREMITYFIST,
+ SC_EXPLOSIONSPIRITS,
+ SC_COMBO,
+ SC_BLADESTOP_WAIT,
+ SC_BLADESTOP,
+ SC_FIREWEAPON,
+ SC_WATERWEAPON,
+ SC_WINDWEAPON,
+ SC_EARTHWEAPON,
+ SC_VOLCANO, //100,
+ SC_DELUGE,
+ SC_VIOLENTGALE,
+ SC_WATK_ELEMENT,
+ SC_LANDPROTECTOR,
+ SC_ARMOR_ELEMENT,
+ SC_NOCHAT,
+ SC_BABY,
+ SC_AURABLADE,
+ SC_PARRYING,
+ SC_CONCENTRATION, //110
+ SC_TENSIONRELAX,
+ SC_BERSERK,
+ SC_FURY,
+ SC_GOSPEL,
+ SC_ASSUMPTIO,
+ SC_BASILICA,
+ SC_GUILDAURA,
+ SC_MAGICPOWER,
+ SC_EDP,
+ SC_TRUESIGHT, //120
+ SC_WINDWALK,
+ SC_MELTDOWN,
+ SC_CARTBOOST,
+ SC_CHASEWALK,
+ SC_REJECTSWORD,
+ SC_MARIONETTE,
+ SC_MARIONETTE2,
+ SC_MOONLIT,
+ SC_JOINTBEAT,
+ SC_MINDBREAKER, //130
+ SC_MEMORIZE,
+ SC_FOGWALL,
+ SC_SPIDERWEB,
+ SC_DEVOTION,
+ SC_SACRIFICE,
+ SC_STEELBODY,
+ SC_ORCISH,
+ SC_READYSTORM,
+ SC_READYDOWN,
+ SC_READYTURN, //140
+ SC_READYCOUNTER,
+ SC_DODGE,
+ SC_RUN,
+ SC_SHADOWWEAPON,
+ SC_ADRENALINE2,
+ SC_GHOSTWEAPON,
+ SC_KAIZEL,
+ SC_KAAHI,
+ SC_KAUPE,
+ SC_ONEHAND, //150
+ SC_PRESERVE,
+ SC_BATTLEORDERS,
+ SC_REGENERATION,
+ SC_DOUBLECAST,
+ SC_GRAVITATION,
+ SC_MAXOVERTHRUST,
+ SC_LONGING,
+ SC_HERMODE,
+ SC_SHRINK,
+ SC_SIGHTBLASTER, //160
+ SC_WINKCHARM,
+ SC_CLOSECONFINE,
+ SC_CLOSECONFINE2,
+ SC_DANCING,
+ SC_LULLABY,
+ SC_RICHMANKIM,
+ SC_ETERNALCHAOS,
+ SC_DRUMBATTLE,
+ SC_NIBELUNGEN,
+ SC_ROKISWEIL, //170
+ SC_INTOABYSS,
+ SC_SIEGFRIED,
+ SC_WHISTLE,
+ SC_ASSNCROS,
+ SC_POEMBRAGI,
+ SC_APPLEIDUN,
+ SC_UGLYDANCE,
+ SC_HUMMING,
+ SC_DONTFORGETME,
+ SC_FORTUNE, //180
+ SC_SERVICE4U,
+ SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
+ SC_SPURT,
+ SC_SPIRIT,
+ SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
+ SC_INTRAVISION,
+ SC_INCALLSTATUS,
+ SC_INCSTR,
+ SC_INCAGI,
+ SC_INCVIT, //190
+ SC_INCINT,
+ SC_INCDEX,
+ SC_INCLUK,
+ SC_INCHIT,
+ SC_INCHITRATE,
+ SC_INCFLEE,
+ SC_INCFLEERATE,
+ SC_INCMHPRATE,
+ SC_INCMSPRATE,
+ SC_INCATKRATE, //200
+ SC_INCMATKRATE,
+ SC_INCDEFRATE,
+ SC_STRFOOD,
+ SC_AGIFOOD,
+ SC_VITFOOD,
+ SC_INTFOOD,
+ SC_DEXFOOD,
+ SC_LUKFOOD,
+ SC_HITFOOD,
+ SC_FLEEFOOD, //210
+ SC_BATKFOOD,
+ SC_WATKFOOD,
+ SC_MATKFOOD,
+ SC_SCRESIST, //Increases resistance to status changes.
+ SC_XMAS, // Xmas Suit [Valaris]
+ SC_WARM, //SG skills [Komurka]
+ SC_SUN_COMFORT,
+ SC_MOON_COMFORT,
+ SC_STAR_COMFORT,
+ SC_FUSION, //220
+ SC_SKILLRATE_UP,
+ SC_SKE,
+ SC_KAITE,
+ SC_SWOO, // [marquis007]
+ SC_SKA, // [marquis007]
+ SC_TKDORI, // [marquis007]
+ //
+ SC_MAX, //Automatically updated max, used in for's and at startup to check we are within bounds. [Skotlex]
+};
+extern int SkillStatusChangeTable[];
+
+//Numerates the Number for the status changes (client-dependent), imported from jA
+enum {
+ SI_BLANK = -1,
+ SI_PROVOKE = 0,
+ SI_ENDURE = 1,
+ SI_TWOHANDQUICKEN = 2,
+ SI_CONCENTRATE = 3,
+ SI_HIDING = 4,
+ SI_CLOAKING = 5,
+ SI_ENCPOISON = 6,
+ SI_POISONREACT = 7,
+ SI_QUAGMIRE = 8,
+ SI_ANGELUS = 9,
+ SI_BLESSING = 10,
+ SI_SIGNUMCRUCIS = 11,
+ SI_INCREASEAGI = 12,
+ SI_DECREASEAGI = 13,
+ SI_SLOWPOISON = 14,
+ SI_IMPOSITIO = 15,
+ SI_SUFFRAGIUM = 16,
+ SI_ASPERSIO = 17,
+ SI_BENEDICTIO = 18,
+ SI_KYRIE = 19,
+ SI_MAGNIFICAT = 20,
+ SI_GLORIA = 21,
+ SI_AETERNA = 22,
+ SI_ADRENALINE = 23,
+ SI_WEAPONPERFECTION = 24,
+ SI_OVERTHRUST = 25,
+ SI_MAXIMIZEPOWER = 26,
+ SI_RIDING = 27,
+ SI_FALCON = 28,
+ SI_TRICKDEAD = 29,
+ SI_LOUD = 30,
+ SI_ENERGYCOAT = 31,
+ SI_BROKENARMOR = 32,
+ SI_BROKENWEAPON = 33,
+ SI_HALLUCINATION = 34,
+ SI_WEIGHT50 = 35,
+ SI_WEIGHT90 = 36,
+ SI_ASPDPOTION = 37,
+ //38: Again Aspd Potion
+ //39: Again Aspd Potion
+ //40: Again Aspd Potion
+ SI_SPEEDPOTION = 41,
+ //42: Again Speed Up
+ SI_STRIPWEAPON = 50,
+ SI_STRIPSHIELD = 51,
+ SI_STRIPARMOR = 52,
+ SI_STRIPHELM = 53,
+ SI_CP_WEAPON = 54,
+ SI_CP_SHIELD = 55,
+ SI_CP_ARMOR = 56,
+ SI_CP_HELM = 57,
+ SI_AUTOGUARD = 58,
+ SI_REFLECTSHIELD = 59,
+ SI_PROVIDENCE = 61,
+ SI_DEFENDER = 62,
+ SI_AUTOSPELL = 65,
+ SI_SPEARQUICKEN = 68,
+ SI_EXPLOSIONSPIRITS = 86,
+ SI_FURY = 87,
+ SI_FIREWEAPON = 90,
+ SI_WATERWEAPON = 91,
+ SI_WINDWEAPON = 92,
+ SI_EARTHWEAPON = 93,
+// 102 = again gloria - from what I saw on screenshots, I wonder if it isn't gospel... [DracoRPG]
+ SI_AURABLADE = 103,
+ SI_PARRYING = 104,
+ SI_CONCENTRATION = 105,
+ SI_TENSIONRELAX = 106,
+ SI_BERSERK = 107,
+ SI_ASSUMPTIO = 110,
+ SI_GUILDAURA = 112,
+ SI_MAGICPOWER = 113,
+ SI_EDP = 114,
+ SI_TRUESIGHT = 115,
+ SI_WINDWALK = 116,
+ SI_MELTDOWN = 117,
+ SI_CARTBOOST = 118,
+ SI_REJECTSWORD = 120,
+ SI_MARIONETTE = 121,
+ SI_MARIONETTE2 = 122,
+ SI_MOONLIT = 123,
+ SI_BLEEDING = 124,
+ SI_JOINTBEAT = 125,
+ SI_DEVOTION = 130,
+ SI_STEELBODY = 132,
+ SI_CHASEWALK = 134,
+ SI_READYSTORM = 135,
+ SI_READYDOWN = 137,
+ SI_READYTURN = 139,
+ SI_READYCOUNTER = 141,
+ SI_DODGE = 143,
+ SI_SPURT = 145,
+ SI_SHADOWWEAPON = 146,
+ SI_ADRENALINE2 = 147,
+ SI_GHOSTWEAPON = 148,
+ SI_NIGHT = 149,
+ SI_SPIRIT = 149,
+ SI_DEVIL = 152,
+ SI_KAITE = 153,
+ SI_KAIZEL = 156,
+ SI_KAAHI = 157,
+ SI_KAUPE = 158,
+// 159 = blue sparks and item-heal sound effect. Looks like item-use effect.
+// 160
+ SI_ONEHAND = 161,
+ SI_WARM = 165,
+// 166 | The three show the exact same display: ultra red character (165, 166, 167)
+// 167 |
+ SI_SUN_COMFORT = 169,
+ SI_MOON_COMFORT = 170,
+ SI_STAR_COMFORT = 171,
+ SI_PRESERVE = 181,
+ SI_BATTLEORDERS = 182,
+// 184 = WTF?? creates the black shape of 4_m_02 NPC, with NPC talk cursor
+ SI_DOUBLECAST = 186,
+ SI_MAXOVERTHRUST = 188,
+ SI_TAROT = 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
+ SI_SHRINK = 197,
+ SI_SIGHTBLASTER = 198,
+ SI_WINKCHARM = 199,
+ SI_CLOSECONFINE = 200,
+ SI_CLOSECONFINE2 = 201,
+};
+extern int StatusIconChangeTable[];
+
+extern int current_equip_item_index;
+
+//Mode definitions to clear up code reading. [Skotlex]
+#define MD_CANMOVE 0x001
+#define MD_LOOTER 0x002
+//MD_ANGRY mobs are also aggressive.
+#define MD_AGGRESSIVE 0x804
+#define MD_ASSIST 0x008
+#define MD_CASTSENSOR 0x010
+#define MD_BOSS 0x020
+#define MD_PLANT 0x040
+#define MD_CANATTACK 0x080
+#define MD_DETECTOR 0x100
+//#define MD_CHANGETARGET 0x200 //Mode deprecated, figured out through mob_can_changetarget()
+#define MD_CHANGECHASE 0x400
+#define MD_ANGRY 0x800
+#define MD_MASK 0xFFF
+
+//Status change option definitions (options are what makes status changes visible to chars
+//who were not on your field of sight when it happened)
+//opt1: Non stackable status changes.
+enum {
+ OPT1_STONE = 1, //Petrified
+ OPT1_FREEZE,
+ OPT1_STUN,
+ OPT1_SLEEP,
+ //What is 5?
+ OPT1_STONEWAIT=6 //Petrifying
+};
+
+//opt2: Stackable status changes.
+#define OPT2_POISON 0x001
+#define OPT2_CURSE 0x002
+#define OPT2_SILENCE 0x004
+//0x008 Odd howl sound, Signum crucis?
+#define OPT2_SIGNUMCRUCIS 0x008
+#define OPT2_BLIND 0x010
+//0x020 - nothing
+//0x040 - nothing
+#define OPT2_DPOISON 0x080
+//0x100
+
+//Opt3: Skill state changes, stackable.
+#define OPT3_SPEEDUP 0x001 //Quicken skills
+#define OPT3_POWERUP 0x002 //Power Thrust
+#define OPT3_SHIELD 0x004 //Energy Coat
+#define OPT3_FURY 0x008 //Explosion spirits
+#define OPT3_ELECTRIC 0x010 //Steel Body
+#define OPT3_STOP 0x020 //Blade Stop
+//64 Unknown
+#define OPT3_BERSERK 0x080 //Berserk
+//256 Unknown
+//512 Unknown
+#define OPT3_PINKAURA 0x400 //Marionette
+#define OPT3_AURASHIELD 0x800 //Assumptio
+#define OPT3_HEAT 0x1000 //Warmth Skills
+
+// パラメータ所得系 battle.c より移動
+int status_get_class(struct block_list *bl);
+int status_get_dir(struct block_list *bl);
+int status_get_lv(struct block_list *bl);
+int status_get_range(struct block_list *bl);
+int status_get_hp(struct block_list *bl);
+int status_get_max_hp(struct block_list *bl);
+int status_get_str(struct block_list *bl);
+int status_get_agi(struct block_list *bl);
+int status_get_vit(struct block_list *bl);
+int status_get_int(struct block_list *bl);
+int status_get_dex(struct block_list *bl);
+int status_get_luk(struct block_list *bl);
+int status_get_hit(struct block_list *bl);
+int status_get_flee(struct block_list *bl);
+int status_get_def(struct block_list *bl);
+int status_get_mdef(struct block_list *bl);
+int status_get_flee2(struct block_list *bl);
+int status_get_def2(struct block_list *bl);
+int status_get_mdef2(struct block_list *bl);
+int status_get_batk(struct block_list *bl);
+int status_get_atk(struct block_list *bl);
+int status_get_atk2(struct block_list *bl);
+int status_get_speed(struct block_list *bl);
+int status_get_adelay(struct block_list *bl);
+int status_get_amotion(struct block_list *bl);
+int status_get_dmotion(struct block_list *bl);
+int status_get_element(struct block_list *bl);
+int status_get_attack_sc_element(struct block_list *bl);
+int status_get_attack_element(struct block_list *bl);
+int status_get_attack_element2(struct block_list *bl); //左手武器属性取得
+#define status_get_elem_type(bl) (status_get_element(bl)%10)
+#define status_get_elem_level(bl) (status_get_element(bl)/10/2)
+int status_get_party_id(struct block_list *bl);
+int status_get_guild_id(struct block_list *bl);
+int status_get_race(struct block_list *bl);
+int status_get_size(struct block_list *bl);
+int status_get_mode(struct block_list *bl);
+int status_get_mexp(struct block_list *bl);
+int status_get_race2(struct block_list *bl);
+
+struct status_change *status_get_sc_data(struct block_list *bl);
+short *status_get_sc_count(struct block_list *bl);
+short *status_get_opt1(struct block_list *bl);
+short *status_get_opt2(struct block_list *bl);
+short *status_get_opt3(struct block_list *bl);
+short *status_get_option(struct block_list *bl);
+
+int status_get_matk1(struct block_list *bl);
+int status_get_matk2(struct block_list *bl);
+int status_get_critical(struct block_list *bl);
+int status_get_atk_(struct block_list *bl);
+int status_get_atk_2(struct block_list *bl);
+int status_get_atk2(struct block_list *bl);
+
+int status_isdead(struct block_list *bl);
+int status_isimmune(struct block_list *bl);
+
+int status_get_sc_def(struct block_list *bl, int type);
+#define status_get_sc_def_mdef(bl) (status_get_sc_def(bl, SP_MDEF1))
+#define status_get_sc_def_vit(bl) (status_get_sc_def(bl, SP_DEF2))
+#define status_get_sc_def_int(bl) (status_get_sc_def(bl, SP_MDEF2))
+#define status_get_sc_def_luk(bl) (status_get_sc_def(bl, SP_LUK))
+
+// 状態異常関連 skill.c より移動
+int status_change_start(struct block_list *bl,int type,int val1,int val2,int val3,int val4,int tick,int flag);
+int status_change_end( struct block_list* bl , int type,int tid );
+int status_change_timer(int tid, unsigned int tick, int id, int data);
+int status_change_timer_sub(struct block_list *bl, va_list ap );
+int status_change_clear(struct block_list *bl,int type);
+int status_change_clear_buffs(struct block_list *bl);
+int status_change_clear_debuffs(struct block_list *bl);
+
+int status_calc_pet(struct map_session_data* sd, int first); // [Skotlex]
+int status_calc_pc(struct map_session_data* sd,int first);
+int status_calc_str(struct block_list *,int);
+int status_calc_agi(struct block_list *,int);
+int status_calc_vit(struct block_list *,int);
+int status_calc_int(struct block_list *,int);
+int status_calc_dex(struct block_list *,int);
+int status_calc_luk(struct block_list *,int);
+int status_calc_batk(struct block_list *,int);
+int status_calc_watk(struct block_list *,int);
+int status_calc_matk(struct block_list *,int);
+int status_calc_hit(struct block_list *,int);
+int status_calc_critical(struct block_list *,int);
+int status_calc_flee(struct block_list *,int);
+int status_calc_flee2(struct block_list *,int);
+int status_calc_def(struct block_list *,int);
+int status_calc_def2(struct block_list *,int);
+int status_calc_mdef(struct block_list *,int);
+int status_calc_mdef2(struct block_list *,int);
+int status_calc_speed(struct block_list *,int);
+int status_calc_aspd_rate(struct block_list *,int);
+int status_calc_maxhp(struct block_list *,int);
+int status_calc_maxsp(struct block_list *,int);
+int status_quick_recalc_speed(struct map_session_data*, int, int, char); // [Celest] - modified by [Skotlex]
+int status_getrefinebonus(int lv,int type);
+int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag); // [Skotlex]
+
+//Use this to refer the max refinery level [Skotlex]
+#define MAX_REFINE 10
+extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]
+
+int status_readdb(void);
+int do_init_status(void);
+
+#endif