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authorHaru <haru@dotalux.com>2013-09-27 00:55:25 +0200
committerHaru <haru@dotalux.com>2013-09-27 00:55:25 +0200
commit17bc1fab375f8ecc951fbba058a346b1460bf783 (patch)
tree7d51b5eda324985925b153b34441298f3e9bac21 /src/map
parent3e5bca5a3df07320ff5c41edbb282df041c36f66 (diff)
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Renamed iStatus interface to status
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'src/map')
-rw-r--r--src/map/atcommand.c39
-rw-r--r--src/map/battle.c287
-rw-r--r--src/map/battleground.c2
-rw-r--r--src/map/chrif.c4
-rw-r--r--src/map/clif.c157
-rw-r--r--src/map/elemental.c14
-rw-r--r--src/map/guild.c2
-rw-r--r--src/map/homunculus.c12
-rw-r--r--src/map/map.c10
-rw-r--r--src/map/mercenary.c7
-rw-r--r--src/map/mob.c112
-rw-r--r--src/map/npc.c17
-rw-r--r--src/map/pc.c139
-rw-r--r--src/map/pc.h2
-rw-r--r--src/map/pet.c61
-rw-r--r--src/map/script.c151
-rw-r--r--src/map/skill.c1530
-rw-r--r--src/map/status.c1359
-rw-r--r--src/map/status.h114
-rw-r--r--src/map/unit.c159
20 files changed, 2052 insertions, 2126 deletions
diff --git a/src/map/atcommand.c b/src/map/atcommand.c
index 57d2a73ef..9dbe0ab33 100644
--- a/src/map/atcommand.c
+++ b/src/map/atcommand.c
@@ -895,9 +895,9 @@ ACMD(hide) {
if (sd->sc.option & OPTION_INVISIBLE) {
sd->sc.option &= ~OPTION_INVISIBLE;
if (sd->disguise != -1 )
- iStatus->set_viewdata(&sd->bl, sd->disguise);
+ status->set_viewdata(&sd->bl, sd->disguise);
else
- iStatus->set_viewdata(&sd->bl, sd->status.class_);
+ status->set_viewdata(&sd->bl, sd->status.class_);
clif->message(fd, msg_txt(10)); // Invisible: Off
// increment the number of pvp players on the map
@@ -1011,8 +1011,7 @@ ACMD(kill)
ACMD(alive)
{
nullpo_retr(-1, sd);
- if (!iStatus->revive(&sd->bl, 100, 100))
- {
+ if (!status->revive(&sd->bl, 100, 100)) {
clif->message(fd, msg_txt(667));
return false;
}
@@ -1080,7 +1079,7 @@ ACMD(heal)
}
if ( hp > 0 && sp >= 0 ) {
- if(!iStatus->heal(&sd->bl, hp, sp, 0))
+ if(!status->heal(&sd->bl, hp, sp, 0))
clif->message(fd, msg_txt(157)); // HP and SP are already with the good value.
else
clif->message(fd, msg_txt(17)); // HP, SP recovered.
@@ -1088,7 +1087,7 @@ ACMD(heal)
}
if ( hp < 0 && sp <= 0 ) {
- iStatus->damage(NULL, &sd->bl, -hp, -sp, 0, 0);
+ status->damage(NULL, &sd->bl, -hp, -sp, 0, 0);
clif->damage(&sd->bl,&sd->bl, timer->gettick(), 0, 0, -hp, 0, 4, 0);
clif->message(fd, msg_txt(156)); // HP or/and SP modified.
return true;
@@ -1097,18 +1096,18 @@ ACMD(heal)
//Opposing signs.
if ( hp ) {
if (hp > 0)
- iStatus->heal(&sd->bl, hp, 0, 0);
+ status->heal(&sd->bl, hp, 0, 0);
else {
- iStatus->damage(NULL, &sd->bl, -hp, 0, 0, 0);
+ status->damage(NULL, &sd->bl, -hp, 0, 0, 0);
clif->damage(&sd->bl,&sd->bl, timer->gettick(), 0, 0, -hp, 0, 4, 0);
}
}
if ( sp ) {
if (sp > 0)
- iStatus->heal(&sd->bl, 0, sp, 0);
+ status->heal(&sd->bl, 0, sp, 0);
else
- iStatus->damage(NULL, &sd->bl, 0, -sp, 0, 0);
+ status->damage(NULL, &sd->bl, 0, -sp, 0, 0);
}
clif->message(fd, msg_txt(156)); // HP or/and SP modified.
@@ -2971,7 +2970,7 @@ ACMD(doommap)
*------------------------------------------*/
static void atcommand_raise_sub(struct map_session_data* sd) {
- iStatus->revive(&sd->bl, 100, 100);
+ status->revive(&sd->bl, 100, 100);
clif->skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
clif->message(sd->fd, msg_txt(63)); // Mercy has been shown.
@@ -3679,9 +3678,8 @@ ACMD(reloadbattleconf)
/*==========================================
* @reloadstatusdb - reloads job_db1.txt job_db2.txt job_db2-2.txt refine_db.txt size_fix.txt
*------------------------------------------*/
-ACMD(reloadstatusdb)
-{
- iStatus->readdb();
+ACMD(reloadstatusdb) {
+ status->readdb();
clif->message(fd, msg_txt(256));
return true;
}
@@ -4444,7 +4442,7 @@ ACMD(servertime)
}
//Added by Coltaro
-//We're using this function here instead of using time_t so that it only counts player's jail time when he/she's online (and since the idea is to reduce the amount of minutes one by one in iStatus->change_timer...).
+//We're using this function here instead of using time_t so that it only counts player's jail time when he/she's online (and since the idea is to reduce the amount of minutes one by one in status->change_timer...).
//Well, using time_t could still work but for some reason that looks like more coding x_x
static void get_jail_time(int jailtime, int* year, int* month, int* day, int* hour, int* minute)
{
@@ -4672,7 +4670,7 @@ ACMD(jailfor)
break;
}
- sc_start4(&pl_sd->bl,SC_JAILED,100,jailtime,m_index,x,y,jailtime?60000:1000); //jailtime = 0: Time was reset to 0. Wait 1 second to warp player out (since it's done in iStatus->change_timer).
+ sc_start4(&pl_sd->bl,SC_JAILED,100,jailtime,m_index,x,y,jailtime?60000:1000); //jailtime = 0: Time was reset to 0. Wait 1 second to warp player out (since it's done in status->change_timer).
return true;
}
@@ -5425,12 +5423,11 @@ ACMD(displayskill) {
uint16 skill_lv = 1;
nullpo_retr(-1, sd);
- if (!message || !*message || sscanf(message, "%hu %hu", &skill_id, &skill_lv) < 1)
- {
+ if (!message || !*message || sscanf(message, "%hu %hu", &skill_id, &skill_lv) < 1) {
clif->message(fd, msg_txt(1166)); // Usage: @displayskill <skill ID> {<skill level>}
return false;
}
- st = iStatus->get_status_data(&sd->bl);
+ st = status->get_status_data(&sd->bl);
tick = timer->gettick();
clif->skill_damage(&sd->bl,&sd->bl, tick, st->amotion, st->dmotion, 1, 1, skill_id, skill_lv, 5);
clif->skill_nodamage(&sd->bl, &sd->bl, skill_id, skill_lv, 1);
@@ -5617,7 +5614,7 @@ ACMD(autotrade) {
sd->state.autotrade = 1;
if( battle_config.at_timeout ) {
int timeout = atoi(message);
- iStatus->change_start(&sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,battle_config.at_timeout) : battle_config.at_timeout) * 60000, 0);
+ status->change_start(&sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,battle_config.at_timeout) : battle_config.at_timeout) * 60000, 0);
}
clif->chsys_quit(sd);
@@ -7050,7 +7047,7 @@ ACMD(hominfo) {
}
hd = sd->hd;
- st = iStatus->get_status_data(&hd->bl);
+ st = status->get_status_data(&hd->bl);
clif->message(fd, msg_txt(1261)); // Homunculus stats:
snprintf(atcmd_output, sizeof(atcmd_output) ,msg_txt(1262), // HP: %d/%d - SP: %d/%d
diff --git a/src/map/battle.c b/src/map/battle.c
index 54716bd32..abbef8c77 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -130,7 +130,7 @@ int battle_getenemy_sub(struct block_list *bl, va_list ap) {
if (*c >= 24)
return 0;
- if (iStatus->isdead(bl))
+ if (status->isdead(bl))
return 0;
if (battle->check_target(target, bl, BCT_ENEMY) > 0) {
@@ -172,7 +172,7 @@ int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
if( *c >= 23 )
return 0;
- if( iStatus->isdead(bl) )
+ if( status->isdead(bl) )
return 0;
if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
@@ -221,7 +221,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
struct block_list* src = NULL;
struct block_list* target = iMap->id2bl(dat->target_id);
- if( !target || iStatus->isdead(target) ) {/* nothing we can do */
+ if( !target || status->isdead(target) ) {/* nothing we can do */
if( dat->src_type == BL_PC && ( src = iMap->id2bl(dat->src_id) ) && --((TBL_PC*)src)->delayed_damage == 0 && ((TBL_PC*)src)->state.hold_recalc ) {
((TBL_PC*)src)->state.hold_recalc = 0;
status_calc_pc(((TBL_PC*)src),0);
@@ -238,7 +238,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
{
iMap->freeblock_lock();
status_fix_damage(src, target, dat->damage, dat->delay);
- if( dat->attack_type && !iStatus->isdead(target) && dat->additional_effects )
+ if( dat->attack_type && !status->isdead(target) && dat->additional_effects )
skill->additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
skill->counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
@@ -261,14 +261,13 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
return 0;
}
-int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects)
-{
+int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src, struct block_list *target, int attack_type, uint16 skill_id, uint16 skill_lv, int64 damage, enum damage_lv dmg_lv, int ddelay, bool additional_effects) {
struct delay_damage *dat;
struct status_change *sc;
nullpo_ret(src);
nullpo_ret(target);
- sc = iStatus->get_sc(target);
+ sc = status->get_sc(target);
if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
damage = 0;
@@ -276,7 +275,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
iMap->freeblock_lock();
status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
- if( attack_type && !iStatus->isdead(target) && additional_effects )
+ if( attack_type && !status->isdead(target) && additional_effects )
skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, timer->gettick());
if( dmg_lv > ATK_BLOCK && attack_type )
skill->counter_additional_effect(src, target, skill_id, skill_lv, attack_type, timer->gettick());
@@ -328,8 +327,8 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
struct status_change *sc=NULL, *tsc=NULL;
int ratio;
- if (src) sc = iStatus->get_sc(src);
- if (target) tsc = iStatus->get_sc(target);
+ if (src) sc = status->get_sc(src);
+ if (target) tsc = status->get_sc(target);
if (atk_elem < 0 || atk_elem >= ELE_MAX)
atk_elem = rnd()%ELE_MAX;
@@ -356,7 +355,7 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d
struct block_list *src;
if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
- (src = iMap->id2bl(sg->src_id)) == NULL || iStatus->isdead(src) )
+ (src = iMap->id2bl(sg->src_id)) == NULL || status->isdead(src) )
return 0;
if( sg->unit_id != UNT_FIREWALL ) {
@@ -435,10 +434,10 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u
if( !src || !bl )
return 0;
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
sd = BL_CAST(BL_PC, src);
- damage = iStatus->get_weapon_atk(src, watk, flag);
+ damage = status->get_weapon_atk(src, watk, flag);
if( sd ){
if( type == EQI_HAND_R )
@@ -503,9 +502,9 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u
#ifdef RENEWAL
int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2) {
int64 damage, batk;
- struct status_data *st = iStatus->get_status_data(src);
+ struct status_data *st = status->get_status_data(src);
- batk = battle->calc_elefix(src, bl, skill_id, skill_lv, iStatus->calc_batk(bl, iStatus->get_sc(src), st->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag);
+ batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status->calc_batk(bl, status->get_sc(src), st->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag);
if( type == EQI_HAND_L )
damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &st->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4;
@@ -604,7 +603,7 @@ int64 battle_calc_sizefix(struct map_session_data *sd, int64 damage, int type, i
*------------------------------------------*/
int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type) {
int64 damage;
- struct status_data *st = iStatus->get_status_data(target);
+ struct status_data *st = status->get_status_data(target);
int weapon, skill_lv;
damage = dmg;
@@ -721,9 +720,9 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target,
nullpo_ret(src);
nullpo_ret(target);
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
sd = BL_CAST(BL_PC, src);
- tstatus = iStatus->get_status_data(target);
+ tstatus = status->get_status_data(target);
if ( !sd )
return damage;
@@ -820,7 +819,7 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target,
if ( sc && sc->data[SC_MIRACLE] )
i = 2; //Star anger
else
- ARR_FIND(0, MAX_PC_FEELHATE, i, iStatus->get_class(target) == sd->hate_mob[i]);
+ ARR_FIND(0, MAX_PC_FEELHATE, i, status->get_class(target) == sd->hate_mob[i]);
if ( i < MAX_PC_FEELHATE && (skill2_lv=pc->checkskill(sd,sg_info[i].anger_id)) && weapon ) {
int ratio = sd->status.base_level + status_get_dex(src) + status_get_luk(src);
if ( i == 2 ) ratio += status_get_str(src); //Star Anger
@@ -846,7 +845,7 @@ int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint
nullpo_ret(src);
nullpo_ret(target);
- tstatus = iStatus->get_status_data(target);
+ tstatus = status->get_status_data(target);
if( (nk&NK_NO_ELEFIX) || n_ele )
return damage;
@@ -868,8 +867,8 @@ int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint
struct status_data *sstatus;
struct status_change *sc;
- sstatus = iStatus->get_status_data(src);
- sc = iStatus->get_sc(src);
+ sstatus = status->get_status_data(src);
+ sc = status->get_sc(src);
if( sc && sc->data[SC_SUB_WEAPONPROPERTY] ) { // Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex]
int64 temp = battle->calc_base_damage(sstatus, &sstatus->rhw, sc, tstatus->size, BL_CAST(BL_PC, src), (flag?2:0)) * sc->data[SC_SUB_WEAPONPROPERTY]->val2 / 100;
@@ -903,11 +902,11 @@ int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- t_class = iStatus->get_class(target);
- s_class = iStatus->get_class(src);
- sstatus = iStatus->get_status_data(src);
- tstatus = iStatus->get_status_data(target);
- s_race2 = iStatus->get_race2(src);
+ t_class = status->get_class(target);
+ s_class = status->get_class(src);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(target);
+ s_race2 = status->get_race2(src);
switch(attack_type){
case BF_MAGIC:
@@ -973,7 +972,7 @@ int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_
}
break;
case BF_WEAPON:
- t_race2 = iStatus->get_race2(target);
+ t_race2 = status->get_race2(target);
if( cflag&2 ){
if( sd && !(nk&NK_NO_CARDFIX_ATK) ){
short cardfix_ = 1000;
@@ -1206,10 +1205,10 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- sstatus = iStatus->get_status_data(src);
- tstatus = iStatus->get_status_data(target);
- sc = iStatus->get_sc(src);
- tsc = iStatus->get_sc(target);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(target);
+ sc = status->get_sc(src);
+ tsc = status->get_sc(target);
switch(attack_type){
case BF_WEAPON:
@@ -1218,14 +1217,14 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_
* def1 = equip def
* def2 = status def
**/
- defType def1 = iStatus->get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
+ defType def1 = status->get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
short def2 = tstatus->def2, vit_def;
#ifdef RENEWAL
- def1 = iStatus->calc_def2(target, tsc, def1, false); // equip def(RE)
- def2 = iStatus->calc_def(target, tsc, def2, false); // status def(RE)
+ def1 = status->calc_def2(target, tsc, def1, false); // equip def(RE)
+ def2 = status->calc_def(target, tsc, def2, false); // status def(RE)
#else
- def1 = iStatus->calc_def(target, tsc, def1, false); // equip def(RE)
- def2 = iStatus->calc_def2(target, tsc, def2, false); // status def(RE)
+ def1 = status->calc_def(target, tsc, def1, false); // equip def(RE)
+ def2 = status->calc_def2(target, tsc, def2, false); // status def(RE)
#endif
if( sd ){
@@ -1331,11 +1330,11 @@ int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_
defType mdef = tstatus->mdef;
short mdef2= tstatus->mdef2;
#ifdef RENEWAL
- mdef2 = iStatus->calc_mdef(target, tsc, mdef2, false); // status mdef(RE)
- mdef = iStatus->calc_mdef2(target, tsc, mdef, false); // equip mde(RE)
+ mdef2 = status->calc_mdef(target, tsc, mdef2, false); // status mdef(RE)
+ mdef = status->calc_mdef2(target, tsc, mdef, false); // equip mde(RE)
#else
- mdef2 = iStatus->calc_mdef2(target, tsc, mdef2, false); // status mdef(RE)
- mdef = iStatus->calc_mdef(target, tsc, mdef, false); // equip mde(RE)
+ mdef2 = status->calc_mdef2(target, tsc, mdef2, false); // status mdef(RE)
+ mdef = status->calc_mdef(target, tsc, mdef, false); // equip mde(RE)
#endif
if( flag&1 )
mdef = 0;
@@ -1382,10 +1381,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- sc = iStatus->get_sc(src);
- tsc = iStatus->get_sc(target);
- st = iStatus->get_status_data(src);
- tst = iStatus->get_status_data(target);
+ sc = status->get_sc(src);
+ tsc = status->get_sc(target);
+ st = status->get_status_data(src);
+ tst = status->get_status_data(target);
switch(attack_type){
case BF_MAGIC:
@@ -1454,7 +1453,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += (tst->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
break;
case SL_SMA:
- skillratio += -60 + iStatus->get_lv(src); //Base damage is 40% + lv%
+ skillratio += -60 + status->get_lv(src); //Base damage is 40% + lv%
break;
case NJ_KOUENKA:
skillratio -= 10;
@@ -1603,7 +1602,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case WL_SUMMON_ATK_WATER:
case WL_SUMMON_ATK_WIND:
case WL_SUMMON_ATK_GROUND:
- skillratio = skill_lv * (iStatus->get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
+ skillratio = skill_lv * (status->get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
@@ -1617,7 +1616,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
if( sd ) {
- skillratio = iStatus->get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
+ skillratio = status->get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
} else
skillratio += 1900; //2000%
break;
@@ -1994,10 +1993,9 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case TK_JUMPKICK:
skillratio += -70 + 10*skill_lv;
if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
- skillratio += 10 * iStatus->get_lv(src) / 3; //Tumble bonus
- if (flag)
- {
- skillratio += 10 * iStatus->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
+ skillratio += 10 * status->get_lv(src) / 3; //Tumble bonus
+ if (flag) {
+ skillratio += 10 * status->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
if( sc && sc->data[SC_STRUP] ) // Spurt bonus
skillratio *= 2;
}
@@ -2082,7 +2080,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case RK_SONICWAVE:
skillratio += -100 + 100 * (skill_lv + 5);
- skillratio = skillratio * (100 + (iStatus->get_lv(src)-100) / 2) / 100;
+ skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100;
break;
case RK_HUNDREDSPEAR:
skillratio += 500 + (80 * skill_lv);
@@ -2091,7 +2089,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
if( index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->type == IT_WEAPON )
skillratio += (10000 - min(10000, sd->inventory_data[index]->weight)) / 10;
- skillratio = skillratio * (100 + (iStatus->get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE);
+ skillratio = skillratio * (100 + (status->get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE);
}
break;
case RK_WINDCUTTER:
@@ -2106,7 +2104,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 250 * skill_lv;
else
skillratio += 200 * skill_lv;
- skillratio = (skillratio - 100) * (100 + (iStatus->get_lv(src)-100)) / 100;
+ skillratio = (skillratio - 100) * (100 + (status->get_lv(src)-100)) / 100;
if( st->rhw.ele == ELE_FIRE )
skillratio += 100 * skill_lv;
break;
@@ -2268,7 +2266,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
if( sd ) {
struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
- skillratio += -100 + iStatus->get_lv(src) * 4 + status_get_vit(src) * 2;
+ skillratio += -100 + status->get_lv(src) * 4 + status_get_vit(src) * 2;
if( shield_data )
skillratio += shield_data->def * 10;
} else
@@ -2349,7 +2347,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case SR_KNUCKLEARROW:
if( flag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
- skillratio += -100 + 150 * skill_lv + iStatus->get_lv(target) * 5 * (iStatus->get_lv(src) / 100) ;
+ skillratio += -100 + 150 * skill_lv + status->get_lv(target) * 5 * (status->get_lv(src) / 100) ;
if( tsd && tsd->weight )
skillratio += 100 * (tsd->weight / tsd->max_weight);
}else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
@@ -2357,7 +2355,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(100);
break;
case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
- skillratio += -100 + iStatus->get_lv(src) + status_get_dex(src);
+ skillratio += -100 + status->get_lv(src) + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case SR_GATEOFHELL:
@@ -2476,7 +2474,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += -100 + 150 * skill_lv;
RE_LVL_DMOD(120);
if( tsc && tsc->data[SC_KO_JYUMONJIKIRI] )
- skillratio += iStatus->get_lv(src) * skill_lv;
+ skillratio += status->get_lv(src) * skill_lv;
case KO_HUUMARANKA:
skillratio += -100 + 150 * skill_lv + status_get_agi(src) + status_get_dex(src) + 100 * (sd ? pc->checkskill(sd, NJ_HUUMA) : 0);
break;
@@ -2569,7 +2567,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if(!damage) return 0;
}
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
return 1;
@@ -2590,7 +2588,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
skill_id == MG_SOULSTRIKE ||
skill_id == WL_SOULEXPANSION ||
(skill_id && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) ||
- (!skill_id && (iStatus->get_status_data(src))->rhw.ele == ELE_GHOST)
+ (!skill_id && (status->get_status_data(src))->rhw.ele == ELE_GHOST)
){
if( skill_id == WL_SOULEXPANSION )
damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
@@ -2731,7 +2729,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
&& flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
skill->additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, timer->gettick() );
- if( !iStatus->isdead(src) )
+ if( !status->isdead(src) )
skill->counter_additional_effect( src, bl, skill_id, skill_lv, flag, timer->gettick() );
if (sce) {
clif->specialeffect(bl, 462, AREA);
@@ -2853,11 +2851,11 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION))
#endif
{
- struct status_data *sstatus = iStatus->get_status_data(bl);
+ struct status_data *sstatus = status->get_status_data(bl);
int per = 100*sstatus->sp / sstatus->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
- if (!iStatus->charge(bl, 0, (10+5*per)*sstatus->max_sp/1000))
+ if (!status->charge(bl, 0, (10+5*per)*sstatus->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
damage -= damage * (6 * (1+per)) / 100;
@@ -2940,7 +2938,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
//(since battle_drain is strictly for players currently)
if ((sce=sc->data[SC_HAMI_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
rnd()%100 < sce->val3)
- iStatus->heal(src, damage*sce->val4/100, 0, 3);
+ status->heal(src, damage*sce->val4/100, 0, 3);
if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
pc->addspiritball(sd,skill->get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
@@ -2950,13 +2948,13 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
}
if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
- iStatus->change_spread(bl, src); // Deadly infect attacked side
+ status->change_spread(bl, src); // Deadly infect attacked side
if( sc && sc->data[SC__SHADOWFORM] ) {
struct block_list *s_bl = iMap->id2bl(sc->data[SC__SHADOWFORM]->val2);
if( !s_bl || s_bl->m != bl->m ) { // If the shadow form target is not present remove the sc.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- } else if( iStatus->isdead(s_bl) || !battle->check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
+ } else if( status->isdead(s_bl) || !battle->check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
if( s_bl->type == BL_PC )
((TBL_PC*)s_bl)->shadowform_id = 0;
@@ -2966,7 +2964,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if( s_bl->type == BL_PC )
((TBL_PC*)s_bl)->shadowform_id = 0;
} else {
- iStatus->damage(bl, s_bl, damage, 0, clif->damage(s_bl, s_bl, timer->gettick(), 500, 500, damage, -1, 0, 0), 0);
+ status->damage(bl, s_bl, damage, 0, clif->damage(s_bl, s_bl, timer->gettick(), 500, 500, damage, -1, 0, 0), 0);
return ATK_NONE;
}
}
@@ -2975,7 +2973,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
}
//SC effects from caster side.
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
if (sc && sc->count) {
if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
@@ -3004,7 +3002,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
- iStatus->change_spread(src, bl);
+ status->change_spread(src, bl);
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
TBL_HOM *hd = BL_CAST(BL_HOM,bl);
if (hd) homun->addspiritball(hd, 10);
@@ -3046,7 +3044,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
damage = div_;
}
- if( bl->type == BL_MOB && !iStatus->isdead(bl) && src != bl) {
+ if( bl->type == BL_MOB && !status->isdead(bl) && src != bl) {
if (damage > 0 )
mob->skill_event((TBL_MOB*)bl,src,timer->gettick(),flag);
if (skill_id)
@@ -3059,12 +3057,12 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam
struct status_data *sstatus = NULL;
if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
element = ((TBL_PC*)src)->bonus.arrow_ele;
- else if( (sstatus = iStatus->get_status_data(src)) ) {
+ else if( (sstatus = status->get_status_data(src)) ) {
element = sstatus->rhw.ele;
}
}
else if( element == -2 ) //Use enchantment's element
- element = status_get_attack_sc_element(src,iStatus->get_sc(src));
+ element = status_get_attack_sc_element(src,status->get_sc(src));
else if( element == -3 ) //Use random element
element = rnd()%ELE_MAX;
if( element == ELE_FIRE || element == ELE_WATER )
@@ -3096,10 +3094,9 @@ int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64
/*==========================================
* Calculates GVG related damage adjustments.
*------------------------------------------*/
-int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
-{
+int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag) {
struct mob_data* md = BL_CAST(BL_MOB, bl);
- int class_ = iStatus->get_class(bl);
+ int class_ = status->get_class(bl);
if (!damage) //No reductions to make.
return 0;
@@ -3118,7 +3115,7 @@ int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64
}
}
if(src->type != BL_MOB) {
- struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild->search(iStatus->get_guild_id(src));
+ struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild->search(status->get_guild_id(src));
if (class_ == MOBID_EMPERIUM && (!g || guild->checkskill(g,GD_APPROVAL) <= 0 ))
return 0;
@@ -3233,8 +3230,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
TBL_PC *sd;
struct status_change *sc;
struct Damage ad;
- struct status_data *sstatus = iStatus->get_status_data(src);
- struct status_data *tstatus = iStatus->get_status_data(target);
+ struct status_data *sstatus = status->get_status_data(src);
+ struct status_data *tstatus = status->get_status_data(target);
struct {
unsigned imdef : 1;
unsigned infdef : 1;
@@ -3261,7 +3258,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
sd = BL_CAST(BL_PC, src);
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
//Initialize variables that will be used afterwards
s_ele = skill->get_ele(skill_id, skill_lv);
@@ -3273,7 +3270,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if( i < 5 ) s_ele = i;
}
}else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,iStatus->get_sc(src));
+ s_ele = status_get_attack_sc_element(src,status->get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
@@ -3360,16 +3357,16 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case ALL_RESURRECTION:
case PR_TURNUNDEAD:
//Undead check is on skill_castend_damageid code.
- i = 20*skill_lv + sstatus->luk + sstatus->int_ + iStatus->get_lv(src)
+ i = 20*skill_lv + sstatus->luk + sstatus->int_ + status->get_lv(src)
+ 200 - 200*tstatus->hp/tstatus->max_hp; // there is no changed in success chance in renewal. [malufett]
if(i > 700) i = 700;
if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
ad.damage = tstatus->hp;
else {
#ifdef RENEWAL
- MATK_ADD(iStatus->get_matk(src, 2));
+ MATK_ADD(status->get_matk(src, 2));
#else
- ad.damage = iStatus->get_lv(src) + sstatus->int_ + skill_lv * 10;
+ ad.damage = status->get_lv(src) + sstatus->int_ + skill_lv * 10;
#endif
}
break;
@@ -3381,10 +3378,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
**/
case AB_RENOVATIO:
//Damage calculation from iRO wiki. [Jobbie]
- ad.damage = (int)((15 * iStatus->get_lv(src)) + (1.5 * sstatus->int_));
+ ad.damage = (int)((15 * status->get_lv(src)) + (1.5 * sstatus->int_));
break;
default: {
- MATK_ADD( iStatus->get_matk(src, 2) );
+ MATK_ADD( status->get_matk(src, 2) );
if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
if(mflag>0)
@@ -3543,11 +3540,11 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
struct map_session_data *sd, *tsd;
struct Damage md; //DO NOT CONFUSE with md of mob_data!
- struct status_data *sstatus = iStatus->get_status_data(src);
- struct status_data *tstatus = iStatus->get_status_data(target);
- struct status_change *tsc = iStatus->get_sc(target);
+ struct status_data *sstatus = status->get_status_data(src);
+ struct status_data *tstatus = status->get_status_data(target);
+ struct status_change *tsc = status->get_sc(target);
#ifdef RENEWAL
- struct status_change *sc = iStatus->get_sc(src);
+ struct status_change *sc = status->get_sc(src);
#endif
memset(&md,0,sizeof(md));
@@ -3591,7 +3588,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case MA_LANDMINE:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
- md.damage = skill_lv * sstatus->dex * (3+iStatus->get_lv(src)/100) * (1+sstatus->int_/35);
+ md.damage = skill_lv * sstatus->dex * (3+status->get_lv(src)/100) * (1+sstatus->int_/35);
md.damage += md.damage * (rnd()%20-10) / 100;
md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0);
break;
@@ -3653,8 +3650,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
#ifdef RENEWAL
{// [malufett]
int64 matk=0, atk;
- short tdef = iStatus->get_total_def(target);
- short tmdef = iStatus->get_total_mdef(target);
+ short tdef = status->get_total_def(target);
+ short tmdef = status->get_total_mdef(target);
int targetVit = min(120, status_get_vit(target));
short totaldef = (tmdef + tdef - ((uint64)(tmdef + tdef) >> 32)) >> 1;
@@ -3712,7 +3709,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage=md.damage / 2;
break;
case GS_FLING:
- md.damage = sd?sd->status.job_level:iStatus->get_lv(src);
+ md.damage = sd?sd->status.job_level:status->get_lv(src);
break;
case HVAN_EXPLOSION: //[orn]
md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100;
@@ -3725,7 +3722,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
#else
int ratio = 300 + 50 * skill_lv;
int64 matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
- short totaldef = iStatus->get_total_def(target) + iStatus->get_total_mdef(target);
+ short totaldef = status->get_total_def(target) + status->get_total_mdef(target);
int64 atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag);
if( sc && sc->data[SC_EDP] )
@@ -3774,9 +3771,9 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case NC_SELFDESTRUCTION:
{
#ifdef RENEWAL
- short totaldef = iStatus->get_total_def(target);
+ short totaldef = status->get_total_def(target);
#else
- short totaldef = tstatus->def2 + (short)iStatus->get_def(target);
+ short totaldef = tstatus->def2 + (short)status->get_def(target);
#endif
md.damage = ( (sd?pc->checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
RE_LVL_MDMOD(100);
@@ -3791,15 +3788,15 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
break;
case GN_HELLS_PLANT_ATK:
//[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
- md.damage = ( skill_lv * iStatus->get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) );
+ md.damage = ( skill_lv * status->get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) );
break;
case KO_HAPPOKUNAI:
{
struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
#ifdef RENEWAL
- short totaldef = iStatus->get_total_def(target);
+ short totaldef = status->get_total_def(target);
#else
- short totaldef = tstatus->def2 + (short)iStatus->get_def(target);
+ short totaldef = tstatus->def2 + (short)status->get_def(target);
#endif
md.damage = 3 * wd.damage * (5 + skill_lv) / 5;
md.damage -= totaldef;
@@ -3954,10 +3951,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
struct map_session_data *sd, *tsd;
struct Damage wd;
- struct status_change *sc = iStatus->get_sc(src);
- struct status_change *tsc = iStatus->get_sc(target);
- struct status_data *sstatus = iStatus->get_status_data(src);
- struct status_data *tstatus = iStatus->get_status_data(target);
+ struct status_change *sc = status->get_sc(src);
+ struct status_change *tsc = status->get_sc(target);
+ struct status_data *sstatus = status->get_status_data(src);
+ struct status_data *tstatus = status->get_status_data(target);
struct {
unsigned hit : 1; //the attack Hit? (not a miss)
unsigned cri : 1; //Critical hit
@@ -4230,7 +4227,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
//Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
cri -= tstatus->luk*(!sd&&tsd?3:2);
#else
- cri -= iStatus->get_lv(target) / 15 + 2 * status_get_luk(target);
+ cri -= status->get_lv(target) / 15 + 2 * status_get_luk(target);
#endif
if( tsc && tsc->data[SC_SLEEP] ) {
@@ -4420,7 +4417,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
wd.damage2 = 0;
#else
{
- short totaldef = iStatus->get_total_def(target);
+ short totaldef = status->get_total_def(target);
i = 0;
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 )
@@ -4437,12 +4434,12 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
break;
case NJ_SYURIKEN: // [malufett]
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
- wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - iStatus->get_total_def(target);
+ wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - status->get_total_def(target);
RE_SKILL_REDUCTION();
break;
case MO_EXTREMITYFIST: // [malufett]
{
- short totaldef = iStatus->get_total_def(target);
+ short totaldef = status->get_total_def(target);
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8 );
if( wd.damage ){
wd.damage = (250 + 150 * skill_lv) + (10 * (status_get_sp(src)+1) * wd.damage / 100) + (8 * wd.damage);
@@ -4631,7 +4628,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
break;
case GS_MAGICALBULLET:
#ifndef RENEWAL
- ATK_ADD( iStatus->get_matk(src, 2) );
+ ATK_ADD( status->get_matk(src, 2) );
#else
ATK_ADD( battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage );
flag.tdef = 1;
@@ -4645,17 +4642,17 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 );
break;
case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
- ATK_ADD( skill_lv * 240 + iStatus->get_lv(target) * 40 );
+ ATK_ADD( skill_lv * 240 + status->get_lv(target) * 40 );
if( sc && sc->data[SC_COMBOATTACK]
&& sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
- ATK_ADD( skill_lv * 500 + iStatus->get_lv(target) * 40 );
+ ATK_ADD( skill_lv * 500 + status->get_lv(target) * 40 );
break;
case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
if( tsd && tsd->weight ){
ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
}else{
- ATK_ADD( iStatus->get_lv(target) * 50 ); //mobs
+ ATK_ADD( status->get_lv(target) * 50 ); //mobs
}
break;
case KO_SETSUDAN:
@@ -4821,8 +4818,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( !skill_id ) {
if( sc->data[SC_ENCHANTBLADE] ) {
//[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
- i = ( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * iStatus->get_lv(src) / 150 + status_get_int(src);
- i = i - iStatus->get_total_mdef(target) + iStatus->get_matk(src, 2);
+ i = ( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status->get_lv(src) / 150 + status_get_int(src);
+ i = i - status->get_total_mdef(target) + status->get_matk(src, 2);
if( i )
ATK_ADD(i);
}
@@ -4924,7 +4921,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
#endif
if( flag.infdef ) { //Plants receive 1 damage when hit
- short class_ = iStatus->get_class(target);
+ short class_ = status->get_class(target);
if( flag.hit || wd.damage > 0 )
wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
if( flag.lh && (flag.hit || wd.damage2 > 0) )
@@ -5016,9 +5013,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
case SR_GATEOFHELL:
ATK_ADD (sstatus->max_hp - status_get_hp(src));
if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE){
- ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * iStatus->get_lv(src) );
+ ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status->get_lv(src) );
}else{
- ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * iStatus->get_lv(src) );
+ ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status->get_lv(src) );
}
break;
}
@@ -5173,10 +5170,10 @@ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, i
#ifdef RENEWAL
int max_reflect_damage;
- max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * iStatus->get_lv(bl) / 100);
+ max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * status->get_lv(bl) / 100);
#endif
sd = BL_CAST(BL_PC, bl);
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
#ifdef RENEWAL
#define NORMALIZE_RDAMAGE(d){ trdamage += rdamage = max(1, min(max_reflect_damage, d)); }
@@ -5186,14 +5183,14 @@ int64 battle_calc_return_damage(struct block_list* bl, struct block_list *src, i
if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
//ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
- int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * iStatus->get_lv(bl) / 125;
+ int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status->get_lv(bl) / 125;
if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
skill->blown(bl, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0);
clif->skill_damage(bl, src, timer->gettick(), status_get_amotion(src), 0, rdamage,
1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
clif->damage(src, bl, timer->gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
- iStatus->damage(src, bl, iStatus->damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
+ status->damage(src, bl, status->damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
return 0; // Just put here to minimize redundancy
}
@@ -5294,7 +5291,7 @@ void battle_drain(TBL_PC *sd, struct block_list *tbl, int64 rdamage, int64 ldama
if (!thp && !tsp) return;
- iStatus->heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
+ status->heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
if (rhp || rsp)
status_zap(tbl, rhp, rsp);
@@ -5350,11 +5347,11 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- sstatus = iStatus->get_status_data(src);
- tstatus = iStatus->get_status_data(target);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(target);
- sc = iStatus->get_sc(src);
- tsc = iStatus->get_sc(target);
+ sc = status->get_sc(src);
+ tsc = status->get_sc(target);
if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
sc = NULL;
@@ -5404,7 +5401,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
}
- if( tsc && tsc->data[SC_AUTOCOUNTER] && iStatus->check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
+ if( tsc && tsc->data[SC_AUTOCOUNTER] && status->check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
{
uint8 dir = iMap->calc_dir(target,src->x,src->y);
int t_dir = unit->getdir(target);
@@ -5493,7 +5490,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
- tsc->data[SC_KAAHI]->val4 = timer->add(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), iStatus->kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
+ tsc->data[SC_KAAHI]->val4 = timer->add(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), status->kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
wd = battle->calc_attack(BF_WEAPON, src, target, 0, 0, flag);
@@ -5566,9 +5563,9 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
} else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
struct block_list *e_bl = iMap->id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
- if( e_bl && !iStatus->isdead(e_bl) ) {
+ if( e_bl && !status->isdead(e_bl) ) {
clif->damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
- iStatus->damage(target,e_bl,damage,0,0,0);
+ status->damage(target,e_bl,damage,0,0,0);
// Just show damage in target.
clif->damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
iMap->freeblock_unlock();
@@ -5588,7 +5585,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (skill_lv < 1) skill_lv = 1;
sp = skill->get_sp(skill_id,skill_lv) * 2 / 3;
- if (iStatus->charge(src, 0, sp)) {
+ if (status->charge(src, 0, sp)) {
switch (skill->get_casttype(skill_id)) {
case CAST_GROUND:
skill->castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
@@ -5674,7 +5671,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
(rnd()%100 < tsc->data[SC_POISONREACT]->val3
|| sstatus->def_ele == ELE_POISON) &&
// check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
- iStatus->check_skilluse(target, src, TF_POISON, 0)
+ status->check_skilluse(target, src, TF_POISON, 0)
) { //Poison React
struct status_change_entry *sce = tsc->data[SC_POISONREACT];
if (sstatus->def_ele == ELE_POISON) {
@@ -5792,7 +5789,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
switch( target->type ) { // Checks on actual target
case BL_PC: {
- struct status_change* sc = iStatus->get_sc(src);
+ struct status_change* sc = status->get_sc(src);
if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
return -1; //Cannot be targeted yet.
if( sc && sc->count ) {
@@ -6018,8 +6015,8 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
tbg_id = bg->team_get_id(t_bl);
}
if( flag&(BCT_PARTY|BCT_ENEMY) ) {
- int s_party = iStatus->get_party_id(s_bl);
- if( s_party && s_party == iStatus->get_party_id(t_bl)
+ int s_party = status->get_party_id(s_bl);
+ if( s_party && s_party == status->get_party_id(t_bl)
&& !(maplist[m].flag.pvp && maplist[m].flag.pvp_noparty)
&& !(map_flag_gvg(m) && maplist[m].flag.gvg_noparty)
&& (!maplist[m].flag.battleground || sbg_id == tbg_id) )
@@ -6028,8 +6025,8 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
state |= BCT_ENEMY;
}
if( flag&(BCT_GUILD|BCT_ENEMY) ) {
- int s_guild = iStatus->get_guild_id(s_bl);
- int t_guild = iStatus->get_guild_id(t_bl);
+ int s_guild = status->get_guild_id(s_bl);
+ int t_guild = status->get_guild_id(t_bl);
if( !(maplist[m].flag.pvp && maplist[m].flag.pvp_noguild)
&& s_guild && t_guild
&& (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild)))
@@ -6048,7 +6045,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
(sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
(sd2->class_&MAPID_UPPERMASK) == MAPID_NOVICE ||
(int)sd->status.base_level < battle_config.pk_min_level ||
- (int)sd2->status.base_level < battle_config.pk_min_level ||
+ (int)sd2->status.base_level < battle_config.pk_min_level ||
(battle_config.pk_level_range && abs((int)sd->status.base_level - (int)sd2->status.base_level) > battle_config.pk_level_range)
)
state &= ~BCT_ENEMY;
@@ -6056,16 +6053,14 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
}//end map_flag_vs chk rivality
else
{ //Non pvp/gvg, check party/guild settings.
- if( flag&BCT_PARTY || state&BCT_ENEMY )
- {
- int s_party = iStatus->get_party_id(s_bl);
- if(s_party && s_party == iStatus->get_party_id(t_bl))
+ if( flag&BCT_PARTY || state&BCT_ENEMY ) {
+ int s_party = status->get_party_id(s_bl);
+ if(s_party && s_party == status->get_party_id(t_bl))
state |= BCT_PARTY;
}
- if( flag&BCT_GUILD || state&BCT_ENEMY )
- {
- int s_guild = iStatus->get_guild_id(s_bl);
- int t_guild = iStatus->get_guild_id(t_bl);
+ if( flag&BCT_GUILD || state&BCT_ENEMY ) {
+ int s_guild = status->get_guild_id(s_bl);
+ int t_guild = status->get_guild_id(t_bl);
if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild))))
state |= BCT_GUILD;
}
diff --git a/src/map/battleground.c b/src/map/battleground.c
index db6d6cd5a..25d942226 100644
--- a/src/map/battleground.c
+++ b/src/map/battleground.c
@@ -163,7 +163,7 @@ int bg_member_respawn(struct map_session_data *sd) {
if( bgd->mapindex == 0 )
return 0; // Respawn not handled by Core
pc->setpos(sd, bgd->mapindex, bgd->x, bgd->y, CLR_OUTSIGHT);
- iStatus->revive(&sd->bl, 1, 100);
+ status->revive(&sd->bl, 1, 100);
return 1; // Warped
}
diff --git a/src/map/chrif.c b/src/map/chrif.c
index 15bf80da3..7277bfe33 100644
--- a/src/map/chrif.c
+++ b/src/map/chrif.c
@@ -1185,7 +1185,7 @@ int chrif_save_scdata(struct map_session_data *sd) { //parses the sc_data of the
continue;
if (sc->data[i]->timer != INVALID_TIMER) {
td = timer->get(sc->data[i]->timer);
- if (td == NULL || td->func != iStatus->change_timer || DIFF_TICK(td->tick,tick) < 0)
+ if (td == NULL || td->func != status->change_timer || DIFF_TICK(td->tick,tick) < 0)
continue;
data.tick = DIFF_TICK(td->tick,tick); //Duration that is left before ending.
} else
@@ -1238,7 +1238,7 @@ int chrif_load_scdata(int fd) {
for (i = 0; i < count; i++) {
data = (struct status_change_data*)RFIFOP(fd,14 + i*sizeof(struct status_change_data));
- iStatus->change_start(&sd->bl, (sc_type)data->type, 10000, data->val1, data->val2, data->val3, data->val4, data->tick, 15);
+ status->change_start(&sd->bl, (sc_type)data->type, 10000, data->val1, data->val2, data->val3, data->val4, data->tick, 15);
}
#endif
diff --git a/src/map/clif.c b/src/map/clif.c
index e85f1131f..59b0723fc 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -239,13 +239,13 @@ uint32 clif_refresh_ip(void) {
#if PACKETVER >= 20071106
static inline unsigned char clif_bl_type(struct block_list *bl) {
switch (bl->type) {
- case BL_PC: return (disguised(bl) && !pcdb_checkid(iStatus->get_viewdata(bl)->class_))? 0x1:0x0; //PC_TYPE
+ case BL_PC: return (disguised(bl) && !pcdb_checkid(status->get_viewdata(bl)->class_))? 0x1:0x0; //PC_TYPE
case BL_ITEM: return 0x2; //ITEM_TYPE
case BL_SKILL: return 0x3; //SKILL_TYPE
case BL_CHAT: return 0x4; //UNKNOWN_TYPE
- case BL_MOB: return pcdb_checkid(iStatus->get_viewdata(bl)->class_)?0x0:0x5; //NPC_MOB_TYPE
+ case BL_MOB: return pcdb_checkid(status->get_viewdata(bl)->class_)?0x0:0x5; //NPC_MOB_TYPE
case BL_NPC: return 0x6; //NPC_EVT_TYPE
- case BL_PET: return pcdb_checkid(iStatus->get_viewdata(bl)->class_)?0x0:0x7; //NPC_PET_TYPE
+ case BL_PET: return pcdb_checkid(status->get_viewdata(bl)->class_)?0x0:0x7; //NPC_PET_TYPE
case BL_HOM: return 0x8; //NPC_HOM_TYPE
case BL_MER: return 0x9; //NPC_MERSOL_TYPE
case BL_ELEM: return 0xa; //NPC_ELEMENTAL_TYPE
@@ -850,7 +850,7 @@ static int clif_setlevel_sub(int lv) {
}
static int clif_setlevel(struct block_list* bl) {
- int lv = iStatus->get_lv(bl);
+ int lv = status->get_lv(bl);
if( battle_config.client_limit_unit_lv&bl->type )
return clif_setlevel_sub(lv);
switch( bl->type ) {
@@ -865,10 +865,10 @@ static int clif_setlevel(struct block_list* bl) {
/* for 'packetver < 20091103' 0x78 non-pc-looking unit handling */
void clif_set_unit_idle2(struct block_list* bl, struct map_session_data *tsd, enum send_target target) {
struct map_session_data* sd;
- struct status_change* sc = iStatus->get_sc(bl);
- struct view_data* vd = iStatus->get_viewdata(bl);
+ struct status_change* sc = status->get_sc(bl);
+ struct view_data* vd = status->get_viewdata(bl);
struct packet_idle_unit2 p;
- int g_id = iStatus->get_guild_id(bl);
+ int g_id = status->get_guild_id(bl);
sd = BL_CAST(BL_PC, bl);
@@ -877,7 +877,7 @@ void clif_set_unit_idle2(struct block_list* bl, struct map_session_data *tsd, en
p.objecttype = clif_bl_type(bl);
#endif
p.GID = bl->id;
- p.speed = iStatus->get_speed(bl);
+ p.speed = status->get_speed(bl);
p.bodyState = (sc) ? sc->opt1 : 0;
p.healthState = (sc) ? sc->opt2 : 0;
p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0;
@@ -889,7 +889,7 @@ void clif_set_unit_idle2(struct block_list* bl, struct map_session_data *tsd, en
p.accessory2 = vd->head_top;
p.accessory3 = vd->head_mid;
if( bl->type == BL_NPC && vd->class_ == FLAG_CLASS ) { //The hell, why flags work like this?
- p.shield = iStatus->get_emblem_id(bl);
+ p.shield = status->get_emblem_id(bl);
p.accessory2 = GetWord(g_id, 1);
p.accessory3 = GetWord(g_id, 0);
}
@@ -897,7 +897,7 @@ void clif_set_unit_idle2(struct block_list* bl, struct map_session_data *tsd, en
p.bodypalette = vd->cloth_color;
p.headDir = (sd)? sd->head_dir : 0;
p.GUID = g_id;
- p.GEmblemVer = iStatus->get_emblem_id(bl);
+ p.GEmblemVer = status->get_emblem_id(bl);
p.honor = (sd) ? sd->status.manner : 0;
p.virtue = (sc) ? sc->opt3 : 0;
p.isPKModeON = (sd) ? sd->status.karma : 0;
@@ -915,10 +915,10 @@ void clif_set_unit_idle2(struct block_list* bl, struct map_session_data *tsd, en
*------------------------------------------*/
void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enum send_target target) {
struct map_session_data* sd;
- struct status_change* sc = iStatus->get_sc(bl);
- struct view_data* vd = iStatus->get_viewdata(bl);
+ struct status_change* sc = status->get_sc(bl);
+ struct view_data* vd = status->get_viewdata(bl);
struct packet_idle_unit p;
- int g_id = iStatus->get_guild_id(bl);
+ int g_id = status->get_guild_id(bl);
#if PACKETVER < 20091103
if( !pcdb_checkid(vd->class_) ) {
@@ -935,7 +935,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
p.objecttype = clif_bl_type(bl);
#endif
p.GID = bl->id;
- p.speed = iStatus->get_speed(bl);
+ p.speed = status->get_speed(bl);
p.bodyState = (sc) ? sc->opt1 : 0;
p.healthState = (sc) ? sc->opt2 : 0;
p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0;
@@ -949,7 +949,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
p.accessory2 = vd->head_top;
p.accessory3 = vd->head_mid;
if( bl->type == BL_NPC && vd->class_ == FLAG_CLASS ) { //The hell, why flags work like this?
- p.accessory = iStatus->get_emblem_id(bl);
+ p.accessory = status->get_emblem_id(bl);
p.accessory2 = GetWord(g_id, 1);
p.accessory3 = GetWord(g_id, 0);
}
@@ -960,7 +960,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
p.robe = vd->robe;
#endif
p.GUID = g_id;
- p.GEmblemVer = iStatus->get_emblem_id(bl);
+ p.GEmblemVer = status->get_emblem_id(bl);
p.honor = (sd) ? sd->status.manner : 0;
p.virtue = (sc) ? sc->opt3 : 0;
p.isPKModeON = (sd) ? sd->status.karma : 0;
@@ -988,7 +988,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
if( disguised(bl) ) {
#if PACKETVER >= 20091103
- p.objecttype = pcdb_checkid(iStatus->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
+ p.objecttype = pcdb_checkid(status->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
p.GID = -bl->id;
#else
p.GID = -bl->id;
@@ -1001,10 +1001,10 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
/* for 'packetver < 20091103' 0x7c non-pc-looking unit handling */
void clif_spawn_unit2(struct block_list* bl, enum send_target target) {
struct map_session_data* sd;
- struct status_change* sc = iStatus->get_sc(bl);
- struct view_data* vd = iStatus->get_viewdata(bl);
+ struct status_change* sc = status->get_sc(bl);
+ struct view_data* vd = status->get_viewdata(bl);
struct packet_spawn_unit2 p;
- int g_id = iStatus->get_guild_id(bl);
+ int g_id = status->get_guild_id(bl);
sd = BL_CAST(BL_PC, bl);
@@ -1013,7 +1013,7 @@ void clif_spawn_unit2(struct block_list* bl, enum send_target target) {
p.objecttype = clif_bl_type(bl);
#endif
p.GID = bl->id;
- p.speed = iStatus->get_speed(bl);
+ p.speed = status->get_speed(bl);
p.bodyState = (sc) ? sc->opt1 : 0;
p.healthState = (sc) ? sc->opt2 : 0;
p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0;
@@ -1025,7 +1025,7 @@ void clif_spawn_unit2(struct block_list* bl, enum send_target target) {
p.accessory2 = vd->head_top;
p.accessory3 = vd->head_mid;
if( bl->type == BL_NPC && vd->class_ == FLAG_CLASS ) { //The hell, why flags work like this?
- p.shield = iStatus->get_emblem_id(bl);
+ p.shield = status->get_emblem_id(bl);
p.accessory2 = GetWord(g_id, 1);
p.accessory3 = GetWord(g_id, 0);
}
@@ -1042,10 +1042,10 @@ void clif_spawn_unit2(struct block_list* bl, enum send_target target) {
#endif
void clif_spawn_unit(struct block_list* bl, enum send_target target) {
struct map_session_data* sd;
- struct status_change* sc = iStatus->get_sc(bl);
- struct view_data* vd = iStatus->get_viewdata(bl);
+ struct status_change* sc = status->get_sc(bl);
+ struct view_data* vd = status->get_viewdata(bl);
struct packet_spawn_unit p;
- int g_id = iStatus->get_guild_id(bl);
+ int g_id = status->get_guild_id(bl);
#if PACKETVER < 20091103
if( !pcdb_checkid(vd->class_) ) {
@@ -1062,7 +1062,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
p.objecttype = clif_bl_type(bl);
#endif
p.GID = bl->id;
- p.speed = iStatus->get_speed(bl);
+ p.speed = status->get_speed(bl);
p.bodyState = (sc) ? sc->opt1 : 0;
p.healthState = (sc) ? sc->opt2 : 0;
p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0;
@@ -1076,7 +1076,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
p.accessory2 = vd->head_top;
p.accessory3 = vd->head_mid;
if( bl->type == BL_NPC && vd->class_ == FLAG_CLASS ) { //The hell, why flags work like this?
- p.accessory = iStatus->get_emblem_id(bl);
+ p.accessory = status->get_emblem_id(bl);
p.accessory2 = GetWord(g_id, 1);
p.accessory3 = GetWord(g_id, 0);
}
@@ -1087,7 +1087,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
p.robe = vd->robe;
#endif
p.GUID = g_id;
- p.GEmblemVer = iStatus->get_emblem_id(bl);
+ p.GEmblemVer = status->get_emblem_id(bl);
p.honor = (sd) ? sd->status.manner : 0;
p.virtue = (sc) ? sc->opt3 : 0;
p.isPKModeON = (sd) ? sd->status.karma : 0;
@@ -1113,7 +1113,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
if( sd->status.class_ != sd->disguise )
clif->send(&p,sizeof(p),bl,target);
#if PACKETVER >= 20091103
- p.objecttype = pcdb_checkid(iStatus->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
+ p.objecttype = pcdb_checkid(status->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
p.GID = -bl->id;
#else
p.GID = -bl->id;
@@ -1129,10 +1129,10 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
*------------------------------------------*/
void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd, struct unit_data* ud, enum send_target target) {
struct map_session_data* sd;
- struct status_change* sc = iStatus->get_sc(bl);
- struct view_data* vd = iStatus->get_viewdata(bl);
+ struct status_change* sc = status->get_sc(bl);
+ struct view_data* vd = status->get_viewdata(bl);
struct packet_unit_walking p;
- int g_id = iStatus->get_guild_id(bl);
+ int g_id = status->get_guild_id(bl);
sd = BL_CAST(BL_PC, bl);
@@ -1144,7 +1144,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd,
p.objecttype = clif_bl_type(bl);
#endif
p.GID = bl->id;
- p.speed = iStatus->get_speed(bl);
+ p.speed = status->get_speed(bl);
p.bodyState = (sc) ? sc->opt1 : 0;
p.healthState = (sc) ? sc->opt2 : 0;
p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0;
@@ -1165,7 +1165,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd,
p.robe = vd->robe;
#endif
p.GUID = g_id;
- p.GEmblemVer = iStatus->get_emblem_id(bl);
+ p.GEmblemVer = status->get_emblem_id(bl);
p.honor = (sd) ? sd->status.manner : 0;
p.virtue = (sc) ? sc->opt3 : 0;
p.isPKModeON = (sd) ? sd->status.karma : 0;
@@ -1192,7 +1192,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd,
if( disguised(bl) ) {
#if PACKETVER >= 20091103
- p.objecttype = pcdb_checkid(iStatus->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
+ p.objecttype = pcdb_checkid(status->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
p.GID = -bl->id;
#else
p.GID = -bl->id;
@@ -1293,7 +1293,7 @@ int clif_spawn(struct block_list *bl)
{
struct view_data *vd;
- vd = iStatus->get_viewdata(bl);
+ vd = status->get_viewdata(bl);
if( !vd || vd->class_ == INVISIBLE_CLASS )
return 0;
@@ -1572,7 +1572,7 @@ void clif_move(struct unit_data *ud)
struct view_data* vd;
struct block_list* bl = ud->bl;
- vd = iStatus->get_viewdata(bl);
+ vd = status->get_viewdata(bl);
if (!vd || vd->class_ == INVISIBLE_CLASS)
return; //This performance check is needed to keep GM-hidden objects from being notified to bots.
@@ -3193,8 +3193,8 @@ void clif_changelook(struct block_list *bl,int type,int val)
nullpo_retv(bl);
sd = BL_CAST(BL_PC, bl);
- sc = iStatus->get_sc(bl);
- vd = iStatus->get_viewdata(bl);
+ sc = status->get_sc(bl);
+ vd = status->get_viewdata(bl);
//nullpo_ret(vd);
if( vd ) //temp hack to let Warp Portal change appearance
switch(type) {
@@ -3614,7 +3614,7 @@ void clif_changeoption(struct block_list* bl)
nullpo_retv(bl);
- if ( !(sc = iStatus->get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc?
+ if ( !(sc = status->get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc?
sd = BL_CAST(BL_PC, bl);
@@ -3660,7 +3660,7 @@ void clif_changeoption2(struct block_list* bl) {
unsigned char buf[20];
struct status_change *sc;
- if ( !(sc = iStatus->get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc?
+ if ( !(sc = status->get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc?
WBUFW(buf,0) = 0x28a;
WBUFL(buf,2) = bl->id;
@@ -4310,7 +4310,7 @@ void clif_getareachar_unit(struct map_session_data* sd,struct block_list *bl) {
struct unit_data *ud;
struct view_data *vd;
- vd = iStatus->get_viewdata(bl);
+ vd = status->get_viewdata(bl);
if (!vd || vd->class_ == INVISIBLE_CLASS)
return;
@@ -4447,7 +4447,7 @@ int clif_damage(struct block_list* src, struct block_list* dst, unsigned int tic
damage2 = (int)cap_value(in_damage2,INT_MIN,INT_MAX);
type = clif_calc_delay(type,div,damage+damage2,ddelay);
- sc = iStatus->get_sc(dst);
+ sc = status->get_sc(dst);
if(sc && sc->count) {
if(sc->data[SC_ILLUSION]) {
if(damage) damage = damage*(sc->data[SC_ILLUSION]->val2) + rnd()%100;
@@ -4792,13 +4792,13 @@ int clif_outsight(struct block_list *bl,va_list ap)
clif->clearunit_single(bl->id,CLR_OUTSIGHT,tsd->fd);
break;
default:
- if ((vd=iStatus->get_viewdata(bl)) && vd->class_ != INVISIBLE_CLASS)
+ if ((vd=status->get_viewdata(bl)) && vd->class_ != INVISIBLE_CLASS)
clif->clearunit_single(bl->id,CLR_OUTSIGHT,tsd->fd);
break;
}
}
if (sd && sd->fd) { //sd is watching tbl go out of view.
- if (((vd=iStatus->get_viewdata(tbl)) && vd->class_ != INVISIBLE_CLASS) &&
+ if (((vd=status->get_viewdata(tbl)) && vd->class_ != INVISIBLE_CLASS) &&
!(tbl->type == BL_NPC && (((TBL_NPC*)tbl)->option&OPTION_INVISIBLE)))
clif->clearunit_single(tbl->id,CLR_OUTSIGHT,sd->fd);
}
@@ -5116,8 +5116,7 @@ void clif_skill_cooldown(struct map_session_data *sd, uint16 skill_id, unsigned
/// Skill attack effect and damage.
/// 0114 <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <damage>.W <level>.W <div>.W <type>.B (ZC_NOTIFY_SKILL)
/// 01de <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <damage>.L <level>.W <div>.W <type>.B (ZC_NOTIFY_SKILL2)
-int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int64 in_damage,int div,uint16 skill_id,uint16 skill_lv,int type)
-{
+int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int64 in_damage,int div,uint16 skill_id,uint16 skill_lv,int type) {
unsigned char buf[64];
struct status_change *sc;
int damage;
@@ -5127,7 +5126,7 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int
damage = (int)cap_value(in_damage,INT_MIN,INT_MAX);
type = clif_calc_delay(type,div,damage,ddelay);
- sc = iStatus->get_sc(dst);
+ sc = status->get_sc(dst);
if(sc && sc->count) {
if(sc->data[SC_ILLUSION] && damage)
damage = damage*(sc->data[SC_ILLUSION]->val2) + rnd()%100;
@@ -5204,9 +5203,8 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int
/// Ground skill attack effect and damage (ZC_NOTIFY_SKILL_POSITION).
/// 0115 <skill id>.W <src id>.L <dst id>.L <tick>.L <src delay>.L <dst delay>.L <x>.W <y>.W <damage>.W <level>.W <div>.W <type>.B
-/*
-int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,uint16 skill_id,uint16 skill_lv,int type)
-{
+#if 0
+int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned int tick,int sdelay,int ddelay,int damage,int div,uint16 skill_id,uint16 skill_lv,int type) {
unsigned char buf[64];
struct status_change *sc;
@@ -5215,7 +5213,7 @@ int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned in
type = (type>0)?type:skill_get_hit(skill_id);
type = clif_calc_delay(type,div,damage,ddelay);
- sc = iStatus->get_sc(dst);
+ sc = status->get_sc(dst);
if(sc && sc->count) {
if(sc->data[SC_ILLUSION] && damage)
@@ -5258,7 +5256,7 @@ int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned in
//Because the damage delay must be synced with the client, here is where the can-walk tick must be updated. [Skotlex]
return clif_calc_walkdelay(dst,ddelay,type,damage,div);
}
-*/
+#endif // 0
/// Non-damaging skill effect (ZC_USE_SKILL).
@@ -5465,19 +5463,19 @@ void clif_skill_estimation(struct map_session_data *sd,struct block_list *dst) {
if( dst->type != BL_MOB )
return;
- dstatus = iStatus->get_status_data(dst);
+ dstatus = status->get_status_data(dst);
- WBUFW(buf, 0)=0x18c;
- WBUFW(buf, 2)=iStatus->get_class(dst);
- WBUFW(buf, 4)=iStatus->get_lv(dst);
- WBUFW(buf, 6)=dstatus->size;
- WBUFL(buf, 8)=dstatus->hp;
- WBUFW(buf,12)= (battle_config.estimation_type&1?dstatus->def:0)
- +(battle_config.estimation_type&2?dstatus->def2:0);
- WBUFW(buf,14)=dstatus->race;
- WBUFW(buf,16)= (battle_config.estimation_type&1?dstatus->mdef:0)
- +(battle_config.estimation_type&2?dstatus->mdef2:0);
- WBUFW(buf,18)= dstatus->def_ele;
+ WBUFW(buf, 0) = 0x18c;
+ WBUFW(buf, 2) = status->get_class(dst);
+ WBUFW(buf, 4) = status->get_lv(dst);
+ WBUFW(buf, 6) = dstatus->size;
+ WBUFL(buf, 8) = dstatus->hp;
+ WBUFW(buf,12) = (battle_config.estimation_type&1?dstatus->def:0)
+ + (battle_config.estimation_type&2?dstatus->def2:0);
+ WBUFW(buf,14) = dstatus->race;
+ WBUFW(buf,16) = (battle_config.estimation_type&1?dstatus->mdef:0)
+ + (battle_config.estimation_type&2?dstatus->mdef2:0);
+ WBUFW(buf,18) = dstatus->def_ele;
for(i=0;i<9;i++)
WBUFB(buf,20+i)= (unsigned char)battle->attr_ratio(i+1,dstatus->def_ele, dstatus->ele_lv);
// The following caps negative attributes to 0 since the client displays them as 255-fix. [Skotlex]
@@ -5597,7 +5595,7 @@ void clif_status_change_notick(struct block_list *bl,int type,int flag,int tick,
nullpo_retv(bl);
- if (!(iStatus->type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client
+ if (!(status->type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client
return;
if (type == SI_BLANK) //It shows nothing on the client...
@@ -5628,7 +5626,7 @@ void clif_status_change(struct block_list *bl,int type,int flag,int tick,int val
nullpo_retv(bl);
- if (!(iStatus->type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client
+ if (!(status->type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client
return;
if ( tick < 0 )
@@ -7680,8 +7678,8 @@ void clif_guild_emblem_area(struct block_list* bl)
// (emblem in the flag npcs and emblem over the head in agit maps) [FlavioJS]
WBUFW(buf,0) = 0x1b4;
WBUFL(buf,2) = bl->id;
- WBUFL(buf,6) = iStatus->get_guild_id(bl);
- WBUFW(buf,10) = iStatus->get_emblem_id(bl);
+ WBUFL(buf,6) = status->get_guild_id(bl);
+ WBUFW(buf,10) = status->get_emblem_id(bl);
clif->send(buf, 12, bl, AREA_WOS);
}
@@ -9617,7 +9615,7 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd) {
sd->areanpc_id = 0;
/* it broke at some point (e.g. during a crash), so we make it visibly dead again. */
- if( !sd->status.hp && !pc_isdead(sd) && iStatus->isdead(&sd->bl) )
+ if( !sd->status.hp && !pc_isdead(sd) && status->isdead(&sd->bl) )
pc_setdead(sd);
// If player is dead, and is spawned (such as @refresh) send death packet. [Valaris]
@@ -9834,8 +9832,8 @@ void clif_parse_GetCharNameRequest(int fd, struct map_session_data *sd)
return; // Block namerequests past view range
// 'see people in GM hide' cheat detection
- /* disabled due to false positives (network lag + request name of char that's about to hide = race condition)
- sc = iStatus->get_sc(bl);
+#if 0 /* disabled due to false positives (network lag + request name of char that's about to hide = race condition) */
+ sc = status->get_sc(bl);
if (sc && sc->option&OPTION_INVISIBLE && !disguised(bl) &&
bl->type != BL_NPC && //Skip hidden NPCs which can be seen using Maya Purple
pc->get_group_level(sd) < battle_config.hack_info_GM_level
@@ -9847,7 +9845,7 @@ void clif_parse_GetCharNameRequest(int fd, struct map_session_data *sd)
intif->wis_message_to_gm(iMap->wisp_server_name, battle_config.hack_info_GM_level, gm_msg);
return;
}
- */
+#endif // 0
clif->charnameack(fd, bl);
}
@@ -9913,7 +9911,7 @@ void clif_parse_GlobalMessage(int fd, struct map_session_data* sd)
sd->state.snovice_call_flag = 3;
break;
case 3:
- sc_start(&sd->bl, iStatus->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex]
+ sc_start(&sd->bl, status->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex]
clif->skill_nodamage(&sd->bl, &sd->bl, MO_EXPLOSIONSPIRITS, 5, 1); // prayer always shows successful Lv5 cast and disregards noskill restrictions
sd->state.snovice_call_flag = 0;
break;
@@ -13236,7 +13234,7 @@ void clif_parse_GMKick(int fd, struct map_session_data *sd)
case BL_PC:
{
char command[NAME_LENGTH+6];
- sprintf(command, "%ckick %s", atcommand->at_symbol, iStatus->get_name(target));
+ sprintf(command, "%ckick %s", atcommand->at_symbol, status->get_name(target));
atcommand->parse(fd, sd, command, 1);
}
break;
@@ -13251,7 +13249,7 @@ void clif_parse_GMKick(int fd, struct map_session_data *sd)
clif->GM_kickack(sd, 0);
return;
}
- sprintf(command, "/kick %s (%d)", iStatus->get_name(target), iStatus->get_class(target));
+ sprintf(command, "/kick %s (%d)", status->get_name(target), status->get_class(target));
logs->atcommand(sd, command);
status_percent_damage(&sd->bl, target, 100, 0, true); // can invalidate 'target'
}
@@ -13709,7 +13707,7 @@ void clif_parse_NoviceExplosionSpirits(int fd, struct map_session_data *sd)
int percent = (int)( ( (float)sd->status.base_exp/(float)next )*1000. );
if( percent && ( percent%100 ) == 0 ) {// 10.0%, 20.0%, ..., 90.0%
- sc_start(&sd->bl, iStatus->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex]
+ sc_start(&sd->bl, status->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex]
clif->skill_nodamage(&sd->bl, &sd->bl, MO_EXPLOSIONSPIRITS, 5, 1); // prayer always shows successful Lv5 cast and disregards noskill restrictions
}
}
@@ -14363,8 +14361,7 @@ void clif_parse_HomMenu(int fd, struct map_session_data *sd) { //[orn]
/// Request to resurrect oneself using Token of Siegfried (CZ_STANDING_RESURRECTION).
/// 0292
-void clif_parse_AutoRevive(int fd, struct map_session_data *sd)
-{
+void clif_parse_AutoRevive(int fd, struct map_session_data *sd) {
int item_position = pc->search_inventory(sd, ITEMID_TOKEN_OF_SIEGFRIED);
if (item_position < 0)
@@ -14373,7 +14370,7 @@ void clif_parse_AutoRevive(int fd, struct map_session_data *sd)
if (sd->sc.data[SC_HELLPOWER]) //Cannot res while under the effect of SC_HELLPOWER.
return;
- if (!iStatus->revive(&sd->bl, 100, 100))
+ if (!status->revive(&sd->bl, 100, 100))
return;
clif->skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
diff --git a/src/map/elemental.c b/src/map/elemental.c
index b1ad4073b..e28a64874 100644
--- a/src/map/elemental.c
+++ b/src/map/elemental.c
@@ -242,9 +242,9 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
ed->master = sd;
ed->db = db;
memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
- iStatus->set_viewdata(&ed->bl, ed->elemental.class_);
+ status->set_viewdata(&ed->bl, ed->elemental.class_);
ed->vd->head_mid = 10; // Why?
- iStatus->change_init(&ed->bl);
+ status->change_init(&ed->bl);
unit->dataset(&ed->bl);
ed->ud.dir = sd->ud.dir;
@@ -281,7 +281,7 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
struct block_list *bl;
- sc_type type = iStatus->skill2sc(skill_id);
+ sc_type type = status->skill2sc(skill_id);
nullpo_ret(ed);
@@ -430,9 +430,9 @@ int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned
ed->ud.skill_lv = skill_lv;
if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
- ed->ud.skilltimer = timer->add( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
+ ed->ud.skilltimer = timer->add( tick+status->get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
else
- ed->ud.skilltimer = timer->add( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 );
+ ed->ud.skilltimer = timer->add( tick+status->get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 );
}
return 1;
@@ -589,7 +589,7 @@ int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
return 0;
- if( !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
+ if( !status->check_skilluse(&ed->bl, bl, 0, 0) )
return 0;
if( ed->target_id == 0 )
@@ -609,7 +609,7 @@ static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap
target = va_arg(ap,struct block_list**);
//If can't seek yet, not an enemy, or you can't attack it, skip.
- if( (*target) == bl || !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
+ if( (*target) == bl || !status->check_skilluse(&ed->bl, bl, 0, 0) )
return 0;
if( battle->check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )
diff --git a/src/map/guild.c b/src/map/guild.c
index 8319d4524..253dbcf1c 100644
--- a/src/map/guild.c
+++ b/src/map/guild.c
@@ -1371,7 +1371,7 @@ int guild_skillupack(int guild_id,uint16 skill_id,int account_id)
void guild_guildaura_refresh(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv) {
struct skill_unit_group* group = NULL;
- int type = iStatus->skill2sc(skill_id);
+ int type = status->skill2sc(skill_id);
if( !(battle_config.guild_aura&((iMap->agit_flag || iMap->agit2_flag)?2:1)) &&
!(battle_config.guild_aura&(map_flag_gvg2(sd->bl.m)?8:4)) )
return;
diff --git a/src/map/homunculus.c b/src/map/homunculus.c
index 79d993ede..fb954cdec 100644
--- a/src/map/homunculus.c
+++ b/src/map/homunculus.c
@@ -143,7 +143,7 @@ int homunculus_vaporize(struct map_session_data *sd, int flag) {
if (!hd || hd->homunculus.vaporize)
return 0;
- if (iStatus->isdead(&hd->bl))
+ if (status->isdead(&hd->bl))
return 0; //Can't vaporize a dead homun.
if (flag && get_percentage(hd->battle_status.hp, hd->battle_status.max_hp) < 80)
@@ -364,7 +364,7 @@ int homunculus_change_class(struct homun_data *hd, short class_) {
return 0;
hd->homunculusDB = &homun->db[i];
hd->homunculus.class_ = class_;
- iStatus->set_viewdata(&hd->bl, class_);
+ status->set_viewdata(&hd->bl, class_);
homun->calc_skilltree(hd, 1);
return 1;
}
@@ -743,8 +743,8 @@ bool homunculus_create(struct map_session_data *sd, struct s_homunculus *hom) {
memcpy(&hd->homunculus, hom, sizeof(struct s_homunculus));
hd->exp_next = homun->exptable[hd->homunculus.level - 1];
- iStatus->set_viewdata(&hd->bl, hd->homunculus.class_);
- iStatus->change_init(&hd->bl);
+ status->set_viewdata(&hd->bl, hd->homunculus.class_);
+ status->change_init(&hd->bl);
unit->dataset(&hd->bl);
hd->ud.dir = sd->ud.dir;
@@ -911,7 +911,7 @@ bool homunculus_ressurect(struct map_session_data* sd, unsigned char per, short
if (hd->homunculus.vaporize)
return false; // vaporized homunculi need to be 'called'
- if (!iStatus->isdead(&hd->bl))
+ if (!status->isdead(&hd->bl))
return false; // already alive
homun->init_timers(hd);
@@ -924,7 +924,7 @@ bool homunculus_ressurect(struct map_session_data* sd, unsigned char per, short
iMap->addblock(&hd->bl);
clif->spawn(&hd->bl);
}
- iStatus->revive(&hd->bl, per, 0);
+ status->revive(&hd->bl, per, 0);
return true;
}
diff --git a/src/map/map.c b/src/map/map.c
index d57fc583a..1d679a79e 100644
--- a/src/map/map.c
+++ b/src/map/map.c
@@ -361,7 +361,7 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
//TODO: Perhaps some outs of bounds checking should be placed here?
if (bl->type&BL_CHAR) {
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
skill->unit_move(bl,tick,2);
status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
@@ -1562,7 +1562,7 @@ int map_quit(struct map_session_data *sd) {
if( sd->sc.count ) {
//Status that are not saved...
for(i=0; i < SC_MAX; i++){
- if ( iStatus->get_sc_type(i)&SC_NO_SAVE ){
+ if ( status->get_sc_type(i)&SC_NO_SAVE ) {
if ( !sd->sc.data[i] )
continue;
switch( i ){
@@ -4927,7 +4927,7 @@ void do_final(void)
homun->final();
atcommand->final_msg();
skill->final();
- iStatus->do_final_status();
+ status->final();
unit->final();
bg->final();
duel->final();
@@ -5140,7 +5140,7 @@ void map_hp_symbols(void) {
HPM->share(party,"party");
HPM->share(storage,"storage");
HPM->share(trade,"trade");
- HPM->share(iStatus,"iStatus");
+ HPM->share(status,"status");
HPM->share(chat, "chat");
HPM->share(duel,"duel");
HPM->share(elemental,"elemental");
@@ -5399,7 +5399,7 @@ int do_init(int argc, char *argv[])
read_map_zone_db();/* read after item and skill initalization */
mob->init();
pc->do_init_pc();
- iStatus->do_init_status();
+ status->init();
party->do_init_party();
guild->init();
storage->init();
diff --git a/src/map/mercenary.c b/src/map/mercenary.c
index 402c477bf..881038eb4 100644
--- a/src/map/mercenary.c
+++ b/src/map/mercenary.c
@@ -297,8 +297,7 @@ int merc_data_received(struct s_mercenary *merc, bool flag)
}
db = &mercenary->db[i];
- if( !sd->md )
- {
+ if( !sd->md ) {
sd->md = md = (struct mercenary_data*)aCalloc(1,sizeof(struct mercenary_data));
md->bl.type = BL_MER;
md->bl.id = npc->get_new_npc_id();
@@ -307,8 +306,8 @@ int merc_data_received(struct s_mercenary *merc, bool flag)
md->master = sd;
md->db = db;
memcpy(&md->mercenary, merc, sizeof(struct s_mercenary));
- iStatus->set_viewdata(&md->bl, md->mercenary.class_);
- iStatus->change_init(&md->bl);
+ status->set_viewdata(&md->bl, md->mercenary.class_);
+ status->change_init(&md->bl);
unit->dataset(&md->bl);
md->ud.dir = sd->ud.dir;
diff --git a/src/map/mob.c b/src/map/mob.c
index ceb00a6ce..ff949a3ff 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -134,7 +134,7 @@ void mvptomb_create(struct mob_data *md, char *killer, time_t time)
nd->bl.id = md->tomb_nid = npc->get_new_npc_id();
- nd->dir = md->ud.dir;
+ nd->dir = md->ud.dir;
nd->bl.m = md->bl.m;
nd->bl.x = md->bl.x;
nd->bl.y = md->bl.y;
@@ -156,8 +156,8 @@ void mvptomb_create(struct mob_data *md, char *killer, time_t time)
iMap->addnpc(nd->bl.m, nd);
iMap->addblock(&nd->bl);
- iStatus->set_viewdata(&nd->bl, nd->class_);
- clif->spawn(&nd->bl);
+ status->set_viewdata(&nd->bl, nd->class_);
+ clif->spawn(&nd->bl);
}
@@ -281,8 +281,8 @@ struct mob_data* mob_spawn_dataset(struct spawn_data *data) {
md->spawn_timer = INVALID_TIMER;
md->deletetimer = INVALID_TIMER;
md->skill_idx = -1;
- iStatus->set_viewdata(&md->bl, md->class_);
- iStatus->change_init(&md->bl);
+ status->set_viewdata(&md->bl, md->class_);
+ status->change_init(&md->bl);
unit->dataset(&md->bl);
iMap->addiddb(&md->bl);
@@ -410,7 +410,7 @@ bool mob_ksprotected (struct block_list *src, struct block_list *target)
return true;
} while(0);
- iStatus->change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0);
+ status->change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0);
return false;
}
@@ -894,7 +894,7 @@ int mob_spawn (struct mob_data *md)
unit->remove_map(&md->bl,CLR_RESPAWN,ALC_MARK);
else if (md->spawn && md->class_ != md->spawn->class_) {
md->class_ = md->spawn->class_;
- iStatus->set_viewdata(&md->bl, md->class_);
+ status->set_viewdata(&md->bl, md->class_);
md->db = mob->db(md->class_);
memcpy(md->name,md->spawn->name,NAME_LENGTH);
}
@@ -1017,7 +1017,7 @@ int mob_target(struct mob_data *md,struct block_list *bl,int dist)
if(md->target_id && !mob->can_changetarget(md, bl, status_get_mode(&md->bl)))
return 0;
- if(!iStatus->check_skilluse(&md->bl, bl, 0, 0))
+ if(!status->check_skilluse(&md->bl, bl, 0, 0))
return 0;
md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
@@ -1045,10 +1045,10 @@ int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
mode= va_arg(ap,int);
//If can't seek yet, not an enemy, or you can't attack it, skip.
- if ((*target) == bl || !iStatus->check_skilluse(&md->bl, bl, 0, 0))
+ if ((*target) == bl || !status->check_skilluse(&md->bl, bl, 0, 0))
return 0;
- if ((mode&MD_TARGETWEAK) && iStatus->get_lv(bl) >= md->level-5)
+ if ((mode&MD_TARGETWEAK) && status->get_lv(bl) >= md->level-5)
return 0;
if(battle->check_target(&md->bl,bl,BCT_ENEMY)<=0)
@@ -1094,8 +1094,7 @@ int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
/*==========================================
* chase target-change routine.
*------------------------------------------*/
-int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
-{
+int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap) {
struct mob_data *md;
struct block_list **target;
@@ -1104,9 +1103,10 @@ int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
target= va_arg(ap,struct block_list**);
//If can't seek yet, not an enemy, or you can't attack it, skip.
- if ((*target) == bl ||
- battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ||
- !iStatus->check_skilluse(&md->bl, bl, 0, 0))
+ if( *target == bl
+ || battle->check_target(&md->bl,bl,BCT_ENEMY) <= 0
+ || !status->check_skilluse(&md->bl, bl, 0, 0)
+ )
return 0;
if(battle->check_range (&md->bl, bl, md->status.rhw.range)) {
@@ -1128,7 +1128,7 @@ int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) {
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
- if( iStatus->check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
+ if( status->check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
(*target) = bl;
}
return 1;
@@ -1194,7 +1194,7 @@ int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
bl=iMap->id2bl(md->master_id);
- if (!bl || iStatus->isdead(bl)) {
+ if (!bl || status->isdead(bl)) {
status_kill(&md->bl);
return 1;
}
@@ -1254,7 +1254,7 @@ int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
if (tbl && battle->check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
tbl = NULL;
}
- if (tbl && iStatus->check_skilluse(&md->bl, tbl, 0, 0)) {
+ if (tbl && status->check_skilluse(&md->bl, tbl, 0, 0)) {
md->target_id=tbl->id;
md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
if(md->min_chase>MAX_MINCHASE)
@@ -1347,8 +1347,9 @@ int mob_randomwalk(struct mob_data *md,unsigned int tick)
}
return 0;
}
- speed=iStatus->get_speed(&md->bl);
- for(i=c=0;i<md->ud.walkpath.path_len;i++){ // The next walk start time is calculated.
+ speed=status->get_speed(&md->bl);
+ for(i=c=0;i<md->ud.walkpath.path_len;i++) {
+ // The next walk start time is calculated.
if(md->ud.walkpath.path[i]&1)
c+=speed*MOVE_DIAGONAL_COST/MOVE_COST;
else
@@ -1421,17 +1422,18 @@ bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
can_move = (mode&MD_CANMOVE)&&unit->can_move(&md->bl);
- if (md->target_id)
- { //Check validity of current target. [Skotlex]
+ if (md->target_id) {
+ //Check validity of current target. [Skotlex]
tbl = iMap->id2bl(md->target_id);
- if (!tbl || tbl->m != md->bl.m ||
- (md->ud.attacktimer == INVALID_TIMER && !iStatus->check_skilluse(&md->bl, tbl, 0, 0)) ||
- (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
- (
- tbl->type == BL_PC &&
- ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS)) ||
- ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
- )) { //Unlock current target.
+ if (!tbl || tbl->m != md->bl.m
+ || (md->ud.attacktimer == INVALID_TIMER && !status->check_skilluse(&md->bl, tbl, 0, 0))
+ || (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase))
+ || ( tbl->type == BL_PC
+ && ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS))
+ || ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
+ )
+ ) {
+ //Unlock current target.
if (mob->warpchase(md, tbl))
return true; //Chasing this target.
mob->unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk.
@@ -1464,18 +1466,19 @@ bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
{
int dist;
if( md->bl.m != abl->m || abl->prev == NULL
- || (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area
- || battle->check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
- || (battle_config.mob_ai&0x2 && !iStatus->check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
- || (!battle->check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
- && ( // Reach check
- (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
- || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
- || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target.
- || !mob->can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
- )
- ) )
- { // Rude attacked
+ || (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area
+ || battle->check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
+ || (battle_config.mob_ai&0x2 && !status->check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
+ || (!battle->check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
+ && ( // Reach check
+ (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
+ || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
+ || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target.
+ || !mob->can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
+ )
+ )
+ ) {
+ // Rude attacked
if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
&& !mob->skill_use(md, tick, MSC_RUDEATTACKED) && can_move
&& !tbl && unit->escape(&md->bl, abl, rnd()%10 +1))
@@ -1486,12 +1489,10 @@ bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
}
}
else
- if (!(battle_config.mob_ai&0x2) && !iStatus->check_skilluse(&md->bl, abl, 0, 0))
- {
+ if (!(battle_config.mob_ai&0x2) && !status->check_skilluse(&md->bl, abl, 0, 0)) {
//Can't attack back, but didn't invoke a rude attacked skill...
- }
- else
- { //Attackable
+ } else {
+ //Attackable
if (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist)
|| battle->get_target(tbl) != md->bl.id)
{ //Change if the new target is closer than the actual one
@@ -1897,12 +1898,11 @@ int mob_deleteslave(struct mob_data *md)
return 0;
}
// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
-int mob_respawn(int tid, unsigned int tick, int id, intptr_t data)
-{
+int mob_respawn(int tid, unsigned int tick, int id, intptr_t data) {
struct block_list *bl = iMap->id2bl(id);
if(!bl) return 0;
- iStatus->revive(bl, (uint8)data, 0);
+ status->revive(bl, (uint8)data, 0);
return 1;
}
@@ -2168,7 +2168,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) {
if (md->sc.data[SC_RICHMANKIM])
bonus += md->sc.data[SC_RICHMANKIM]->val2;
if(sd) {
- temp = iStatus->get_class(&md->bl);
+ temp = status->get_class(&md->bl);
if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets
else
ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] &&
@@ -2609,7 +2609,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) {
}
- if(!md->spawn) //Tell iStatus->damage to remove it from memory.
+ if(!md->spawn) //Tell status->damage to remove it from memory.
return 5; // Note: Actually, it's 4. Oh well...
// MvP tomb [GreenBox]
@@ -2617,7 +2617,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) {
mob->mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL));
if( !rebirth ) {
- iStatus->change_clear(&md->bl,1);
+ status->change_clear(&md->bl,1);
mob->setdelayspawn(md); //Set respawning.
}
return 3; //Remove from map.
@@ -2745,7 +2745,7 @@ int mob_class_change (struct mob_data *md, int class_)
mob_stop_attack(md);
mob_stop_walking(md, 0);
unit->skillcastcancel(&md->bl, 0);
- iStatus->set_viewdata(&md->bl, class_);
+ status->set_viewdata(&md->bl, class_);
clif->class_change(&md->bl, md->vd->class_, 1);
status_calc_mob(md, 1);
md->ud.state.speed_changed = 1; //Speed change update.
@@ -3338,7 +3338,7 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons
strcpy(db->sprite,sd->status.name);
strcpy(db->name,sd->status.name);
strcpy(db->jname,sd->status.name);
- db->lv=iStatus->get_lv(&sd->bl);
+ db->lv=status->get_lv(&sd->bl);
memcpy(mstatus, &sd->base_status, sizeof(struct status_data));
mstatus->rhw.atk2= mstatus->dex + mstatus->rhw.atk + mstatus->rhw.atk2; //Max ATK
mstatus->rhw.atk = mstatus->dex; //Min ATK
@@ -3747,7 +3747,7 @@ bool mob_parse_dbrow(char** str) {
data.bl.type = BL_MOB;
data.level = db->lv;
memcpy(&data.status, mstatus, sizeof(struct status_data));
- iStatus->calc_misc(&data.bl, mstatus, db->lv);
+ status->calc_misc(&data.bl, mstatus, db->lv);
// MVP EXP Bonus: MEXP
// Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza]
diff --git a/src/map/npc.c b/src/map/npc.c
index fb106d2d6..024f649d0 100644
--- a/src/map/npc.c
+++ b/src/map/npc.c
@@ -2071,7 +2071,7 @@ struct npc_data* npc_add_warp(char* name, short from_mapid, short from_x, short
nd->subtype = WARP;
npc->setcells(nd);
iMap->addblock(&nd->bl);
- iStatus->set_viewdata(&nd->bl, nd->class_);
+ status->set_viewdata(&nd->bl, nd->class_);
nd->ud = &npc->base_ud;
if( maplist[nd->bl.m].users )
clif->spawn(&nd->bl);
@@ -2136,7 +2136,7 @@ const char* npc_parse_warp(char* w1, char* w2, char* w3, char* w4, const char* s
nd->subtype = WARP;
npc->setcells(nd);
iMap->addblock(&nd->bl);
- iStatus->set_viewdata(&nd->bl, nd->class_);
+ status->set_viewdata(&nd->bl, nd->class_);
nd->ud = &npc->base_ud;
if( maplist[nd->bl.m].users )
clif->spawn(&nd->bl);
@@ -2248,7 +2248,7 @@ const char* npc_parse_shop(char* w1, char* w2, char* w3, char* w4, const char* s
if( m >= 0 ) {// normal shop npc
iMap->addnpc(m,nd);
iMap->addblock(&nd->bl);
- iStatus->set_viewdata(&nd->bl, nd->class_);
+ status->set_viewdata(&nd->bl, nd->class_);
nd->ud = &npc->base_ud;
nd->dir = dir;
if( maplist[nd->bl.m].users )
@@ -2440,7 +2440,7 @@ const char* npc_parse_script(char* w1, char* w2, char* w3, char* w4, const char*
npc->setcells(nd);
iMap->addblock(&nd->bl);
if( class_ >= 0 ) {
- iStatus->set_viewdata(&nd->bl, nd->class_);
+ status->set_viewdata(&nd->bl, nd->class_);
if( maplist[nd->bl.m].users )
clif->spawn(&nd->bl);
}
@@ -2596,7 +2596,7 @@ const char* npc_parse_duplicate(char* w1, char* w2, char* w3, char* w4, const ch
npc->setcells(nd);
iMap->addblock(&nd->bl);
if( class_ >= 0 ) {
- iStatus->set_viewdata(&nd->bl, nd->class_);
+ status->set_viewdata(&nd->bl, nd->class_);
if( maplist[nd->bl.m].users )
clif->spawn(&nd->bl);
}
@@ -2666,7 +2666,7 @@ int npc_duplicate4instance(struct npc_data *snd, int16 m) {
wnd->subtype = WARP;
npc->setcells(wnd);
iMap->addblock(&wnd->bl);
- iStatus->set_viewdata(&wnd->bl, wnd->class_);
+ status->set_viewdata(&wnd->bl, wnd->class_);
wnd->ud = &npc->base_ud;
if( maplist[wnd->bl.m].users )
clif->spawn(&wnd->bl);
@@ -2789,8 +2789,7 @@ void npc_setdisplayname(struct npc_data* nd, const char* newname)
///
/// @param nd Target npc
/// @param class_ New display class
-void npc_setclass(struct npc_data* nd, short class_)
-{
+void npc_setclass(struct npc_data* nd, short class_) {
nullpo_retv(nd);
if( nd->class_ == class_ )
@@ -2799,7 +2798,7 @@ void npc_setclass(struct npc_data* nd, short class_)
if( maplist[nd->bl.m].users )
clif->clearunit_area(&nd->bl, CLR_OUTSIGHT);// fade out
nd->class_ = class_;
- iStatus->set_viewdata(&nd->bl, class_);
+ status->set_viewdata(&nd->bl, class_);
if( maplist[nd->bl.m].users )
clif->spawn(&nd->bl);// fade in
}
diff --git a/src/map/pc.c b/src/map/pc.c
index 86ee7a8db..9dbb5175a 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -314,7 +314,7 @@ static int pc_check_banding( struct block_list *bl, va_list ap ) {
if(pc_isdead(tsd))
return 0;
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if( bl == src )
return 0;
@@ -341,12 +341,12 @@ int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
memset(b_sd, 0, sizeof(b_sd));
i = party_foreachsamemap(pc_check_banding,sd,range,&sd->bl,&c,&b_sd);
- if( c < 1 ) //just recalc status no need to recalc hp
- { // No more Royal Guards in Banding found.
- if( (sc = iStatus->get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] )
- {
+ if( c < 1 ) {
+ //just recalc status no need to recalc hp
+ if( (sc = status->get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] ) {
+ // No more Royal Guards in Banding found.
sc->data[SC_BANDING]->val2 = 0; // Reset the counter
- status_calc_bl(&sd->bl, iStatus->sc2scb_flag(SC_BANDING));
+ status_calc_bl(&sd->bl, status->sc2scb_flag(SC_BANDING));
}
return 0;
}
@@ -383,13 +383,11 @@ int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
for( j = 0; j < i; j++ )
{
bsd = iMap->id2sd(b_sd[j]);
- if( bsd != NULL )
- {
- iStatus->set_hp(&bsd->bl,hp,0); // Set hp
- if( (sc = iStatus->get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] )
- {
+ if( bsd != NULL ) {
+ status->set_hp(&bsd->bl,hp,0); // Set hp
+ if( (sc = status->get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] ) {
sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self.
- status_calc_bl(&bsd->bl, iStatus->sc2scb_flag(SC_BANDING)); // Set atk and def.
+ status_calc_bl(&bsd->bl, status->sc2scb_flag(SC_BANDING)); // Set atk and def.
}
}
}
@@ -451,10 +449,10 @@ int pc_setrestartvalue(struct map_session_data *sd,int type) {
st = &sd->battle_status;
if (type&1) { //Normal resurrection
- st->hp = 1; //Otherwise iStatus->heal may fail if dead.
- iStatus->heal(&sd->bl, bst->hp, 0, 1);
+ st->hp = 1; //Otherwise status->heal may fail if dead.
+ status->heal(&sd->bl, bst->hp, 0, 1);
if( st->sp < bst->sp )
- iStatus->set_sp(&sd->bl, bst->sp, 1);
+ status->set_sp(&sd->bl, bst->sp, 1);
} else { //Just for saving on the char-server (with values as if respawned)
sd->status.hp = bst->hp;
sd->status.sp = (st->sp < bst->sp) ? bst->sp : st->sp;
@@ -1072,12 +1070,12 @@ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_tim
if( sd->status.option & OPTION_INVISIBLE && !pc->can_use_command(sd, "@hide") )
sd->status.option &=~ OPTION_INVISIBLE;
- iStatus->change_init(&sd->bl);
+ status->change_init(&sd->bl);
sd->sc.option = sd->status.option; //This is the actual option used in battle.
//Set here because we need the inventory data for weapon sprite parsing.
- iStatus->set_viewdata(&sd->bl, sd->status.class_);
+ status->set_viewdata(&sd->bl, sd->status.class_);
unit->dataset(&sd->bl);
sd->guild_x = -1;
@@ -1204,7 +1202,7 @@ int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
return 0;
}
- class_ = iStatus->get_class(bl);
+ class_ = status->get_class(bl);
if (!pcdb_checkid(class_)) {
unsigned int max_hp = status_get_max_hp(bl);
if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
@@ -1746,7 +1744,7 @@ int pc_disguise(struct map_session_data *sd, int class_) {
} else
sd->disguise = class_;
- iStatus->set_viewdata(&sd->bl, class_);
+ status->set_viewdata(&sd->bl, class_);
clif->changeoption(&sd->bl);
if (sd->bl.prev != NULL) {
@@ -3329,7 +3327,7 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell),
- target?-type2:type2, type3, val, 0, iStatus->current_equip_card_id);
+ target?-type2:type2, type3, val, 0, status->current_equip_card_id);
}
break;
case SP_AUTOSPELL_WHENHIT:
@@ -3338,7 +3336,7 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2),
- target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, iStatus->current_equip_card_id);
+ target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, status->current_equip_card_id);
}
break;
case SP_SP_DRAIN_RATE:
@@ -3433,28 +3431,26 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
return 0;
}
-int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val)
-{
+int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4,int val) {
nullpo_ret(sd);
- switch(type){
+ switch(type) {
case SP_AUTOSPELL:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, iStatus->current_equip_card_id);
+ pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, status->current_equip_card_id);
break;
case SP_AUTOSPELL_WHENHIT:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, iStatus->current_equip_card_id);
+ pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, status->current_equip_card_id);
break;
case SP_AUTOSPELL_ONSKILL:
- if(sd->state.lr_flag != 2)
- {
+ if(sd->state.lr_flag != 2) {
int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
- pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, iStatus->current_equip_card_id);
+ pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, status->current_equip_card_id);
}
break;
@@ -3475,24 +3471,23 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4
return 0;
}
-int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val)
-{
+int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4,int type5,int val) {
nullpo_ret(sd);
switch(type){
case SP_AUTOSPELL:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, iStatus->current_equip_card_id);
+ pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, status->current_equip_card_id);
break;
case SP_AUTOSPELL_WHENHIT:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, iStatus->current_equip_card_id);
+ pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, status->current_equip_card_id);
break;
case SP_AUTOSPELL_ONSKILL:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, iStatus->current_equip_card_id);
+ pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, status->current_equip_card_id);
break;
default:
@@ -4386,7 +4381,7 @@ int pc_useitem(struct map_session_data *sd,int n) {
//perform a skill-use check before going through. [Skotlex]
//resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
//FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
- if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !iStatus->check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
+ if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status->check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
return 0;
if( sd->inventory_data[n]->delay > 0 ) {
@@ -4686,8 +4681,8 @@ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skil
if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check
return 0;
- sd_status= iStatus->get_status_data(&sd->bl);
- md_status= iStatus->get_status_data(bl);
+ sd_status= status->get_status_data(&sd->bl);
+ md_status= status->get_status_data(bl);
if( md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) ||
maplist[bl->m].flag.nomobloot || // check noloot map flag [Lorky]
@@ -4876,8 +4871,8 @@ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y
if (sd->sc.data[SC_KNOWLEDGE]) {
struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE];
if (sce->timer != INVALID_TIMER)
- timer->delete(sce->timer, iStatus->change_timer);
- sce->timer = timer->add(timer->gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), iStatus->change_timer, sd->bl.id, SC_KNOWLEDGE);
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(timer->gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), status->change_timer, sd->bl.id, SC_KNOWLEDGE);
}
status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER);
status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER);
@@ -5147,12 +5142,12 @@ int pc_checkallowskill(struct map_session_data *sd)
if(!sd->sc.count)
return 0;
- for (i = 0; i < ARRAYLENGTH(scw_list); i++)
- { // Skills requiring specific weapon types
+ for (i = 0; i < ARRAYLENGTH(scw_list); i++) {
+ // Skills requiring specific weapon types
if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix )
continue;
- if(sd->sc.data[scw_list[i]] &&
- !pc_check_weapontype(sd,skill->get_weapontype(iStatus->sc2skill(scw_list[i]))))
+ if( sd->sc.data[scw_list[i]]
+ && !pc_check_weapontype(sd,skill->get_weapontype(status->sc2skill(scw_list[i]))))
status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
}
@@ -5684,15 +5679,14 @@ const char* job_name(int class_)
}
}
-int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data)
-{
+int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data) {
struct map_session_data *sd;
struct block_list *tbl;
sd = iMap->id2sd(id);
nullpo_ret(sd);
- if (sd->followtimer != tid){
+ if (sd->followtimer != tid) {
ShowError("pc_follow_timer %d != %d\n",sd->followtimer,tid);
sd->followtimer = INVALID_TIMER;
return 0;
@@ -5701,17 +5695,16 @@ int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data)
sd->followtimer = INVALID_TIMER;
tbl = iMap->id2bl(sd->followtarget);
- if (tbl == NULL || pc_isdead(sd) || iStatus->isdead(tbl))
- {
+ if (tbl == NULL || pc_isdead(sd) || status->isdead(tbl)) {
pc->stop_following(sd);
return 0;
}
// either player or target is currently detached from map blocks (could be teleporting),
// but still connected to this map, so we'll just increment the timer and check back later
- if (sd->bl.prev != NULL && tbl->prev != NULL &&
- sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER)
- {
+ if (sd->bl.prev != NULL && tbl->prev != NULL
+ && sd->ud.skilltimer == INVALID_TIMER && sd->ud.attacktimer == INVALID_TIMER && sd->ud.walktimer == INVALID_TIMER
+ ) {
if((sd->bl.m == tbl->m) && unit->can_reach_bl(&sd->bl,tbl, AREA_SIZE, 0, NULL, NULL)) {
if (!check_distance_bl(&sd->bl, tbl, 5))
unit->walktobl(&sd->bl, tbl, 5, 0);
@@ -5783,16 +5776,16 @@ int pc_checkbaselevelup(struct map_session_data *sd) {
status_percent_heal(&sd->bl,100,100);
if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
- sc_start(&sd->bl,iStatus->skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1));
- sc_start(&sd->bl,iStatus->skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1));
- sc_start(&sd->bl,iStatus->skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1));
- sc_start(&sd->bl,iStatus->skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1));
- sc_start(&sd->bl,iStatus->skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1));
+ sc_start(&sd->bl,status->skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1));
+ sc_start(&sd->bl,status->skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1));
+ sc_start(&sd->bl,status->skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1));
+ sc_start(&sd->bl,status->skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1));
+ sc_start(&sd->bl,status->skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1));
if (sd->state.snovice_dead_flag)
sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
} else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) {
- sc_start(&sd->bl,iStatus->skill2sc(AL_INCAGI),100,10,600000);
- sc_start(&sd->bl,iStatus->skill2sc(AL_BLESSING),100,10,600000);
+ sc_start(&sd->bl,status->skill2sc(AL_INCAGI),100,10,600000);
+ sc_start(&sd->bl,status->skill2sc(AL_BLESSING),100,10,600000);
}
clif->misceffect(&sd->bl,0);
npc->script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT
@@ -5853,14 +5846,14 @@ int pc_checkjoblevelup(struct map_session_data *sd)
*------------------------------------------*/
static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src) {
int bonus = 0;
- struct status_data *st = iStatus->get_status_data(src);
+ struct status_data *st = status->get_status_data(src);
if (sd->expaddrace[st->race])
bonus += sd->expaddrace[st->race];
bonus += sd->expaddrace[st->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
- if (battle_config.pk_mode &&
- (int)(iStatus->get_lv(src) - sd->status.base_level) >= 20)
+ if (battle_config.pk_mode
+ && (int)(status->get_lv(src) - sd->status.base_level) >= 20)
bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
if (sd->sc.data[SC_CASH_PLUSEXP])
@@ -6877,8 +6870,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) {
}
// activate Steel body if a super novice dies at 99+% exp [celest]
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag)
- {
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && !sd->state.snovice_dead_flag) {
unsigned int next = pc->nextbaseexp(sd);
if( next == 0 ) next = pc->thisbaseexp(sd);
if( get_percentage(sd->status.base_exp,next) >= 99 ) {
@@ -6888,7 +6880,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) {
clif->resurrection(&sd->bl, 1);
if(battle_config.pc_invincible_time)
pc->setinvincibletimer(sd, battle_config.pc_invincible_time);
- sc_start(&sd->bl,iStatus->skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1));
+ sc_start(&sd->bl,status->skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1));
if(map_flag_gvg2(sd->bl.m))
pc_respawn_timer(INVALID_TIMER, timer->gettick(), sd->bl.id, 0);
return 0;
@@ -7428,7 +7420,7 @@ int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
#endif
}
- return iStatus->heal(&sd->bl, hp, sp, 1);
+ return status->heal(&sd->bl, hp, sp, 1);
}
/*==========================================
@@ -7560,7 +7552,7 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
short id;
for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) {
//Remove status specific to your current tree skills.
- enum sc_type sc = iStatus->skill2sc(id);
+ enum sc_type sc = status->skill2sc(id);
if (sc > SC_COMMON_MAX && sd->sc.data[sc])
status_change_end(&sd->bl, sc, INVALID_TIMER);
}
@@ -7602,7 +7594,7 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
if (sd->disguise != -1)
pc->disguise(sd, -1);
- iStatus->set_viewdata(&sd->bl, job);
+ status->set_viewdata(&sd->bl, job);
clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
if(sd->vd.cloth_color)
clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
@@ -7697,7 +7689,7 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
switch(type){
case LOOK_BASE:
- iStatus->set_viewdata(&sd->bl, val);
+ status->set_viewdata(&sd->bl, val);
clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
if (sd->vd.cloth_color)
@@ -7812,9 +7804,9 @@ int pc_setoption(struct map_session_data *sd,int type)
else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR )
status_calc_pc(sd, 0);
for( i = 0; i < SC_MAX; i++ ){
- if ( !sd->sc.data[i] || !iStatus->get_sc_type(i) )
+ if ( !sd->sc.data[i] || !status->get_sc_type(i) )
continue;
- if ( iStatus->get_sc_type(i)&SC_MADO_NO_RESET )
+ if ( status->get_sc_type(i)&SC_MADO_NO_RESET )
continue;
switch (i) {
case SC_BERSERK:
@@ -7835,7 +7827,7 @@ int pc_setoption(struct map_session_data *sd,int type)
return 0; //Disguises break sprite changes
if (new_look < 0) { //Restore normal look.
- iStatus->set_viewdata(&sd->bl, sd->status.class_);
+ status->set_viewdata(&sd->bl, sd->status.class_);
new_look = sd->vd.class_;
}
@@ -9237,8 +9229,7 @@ void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
//Character regen. Flag is used to know which types of regen can take place.
//&1: HP regen
//&2: SP regen
-void pc_regen (struct map_session_data *sd, unsigned int diff_tick)
-{
+void pc_regen (struct map_session_data *sd, unsigned int diff_tick) {
int hp = 0, sp = 0;
if (sd->hp_regen.value) {
@@ -9258,7 +9249,7 @@ void pc_regen (struct map_session_data *sd, unsigned int diff_tick)
}
if (hp > 0 || sp > 0)
- iStatus->heal(&sd->bl, hp, sp, 0);
+ status->heal(&sd->bl, hp, sp, 0);
return;
}
diff --git a/src/map/pc.h b/src/map/pc.h
index 4b90e7fc3..d384e0145 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -672,7 +672,7 @@ enum equip_pos {
#define pc_rightside_def(sd) ((sd)->battle_status.def)
#define pc_leftside_mdef(sd) ((sd)->battle_status.mdef2)
#define pc_rightside_mdef(sd) ((sd)->battle_status.mdef)
-#define pc_leftside_matk(sd) (iStatus->base_matk(iStatus->get_status_data(&(sd)->bl), (sd)->status.base_level))
+#define pc_leftside_matk(sd) (status->base_matk(status->get_status_data(&(sd)->bl), (sd)->status.base_level))
#define pc_rightside_matk(sd) ((sd)->battle_status.rhw.matk+(sd)->battle_status.lhw.matk+(sd)->bonus.ematk)
#else
#define pc_leftside_atk(sd) ((sd)->battle_status.batk + (sd)->battle_status.rhw.atk + (sd)->battle_status.lhw.atk)
diff --git a/src/map/pet.c b/src/map/pet.c
index bb5982e7a..dd0ed1bb9 100644
--- a/src/map/pet.c
+++ b/src/map/pet.c
@@ -96,8 +96,7 @@ int pet_unlocktarget(struct pet_data *pd)
/*==========================================
* Pet Attack Skill [Skotlex]
*------------------------------------------*/
-int pet_attackskill(struct pet_data *pd, int target_id)
-{
+int pet_attackskill(struct pet_data *pd, int target_id) {
if (!battle_config.pet_status_support || !pd->a_skill ||
(battle_config.pet_equip_required && !pd->pet.equip))
return 0;
@@ -105,28 +104,27 @@ int pet_attackskill(struct pet_data *pd, int target_id)
if (DIFF_TICK(pd->ud.canact_tick, timer->gettick()) > 0)
return 0;
- if (rnd()%100 < (pd->a_skill->rate +pd->pet.intimate*pd->a_skill->bonusrate/1000))
- { //Skotlex: Use pet's skill
+ if (rnd()%100 < (pd->a_skill->rate +pd->pet.intimate*pd->a_skill->bonusrate/1000)) {
+ //Skotlex: Use pet's skill
int inf;
struct block_list *bl;
bl=iMap->id2bl(target_id);
- if(bl == NULL || pd->bl.m != bl->m || bl->prev == NULL || iStatus->isdead(bl) ||
- !check_distance_bl(&pd->bl, bl, pd->db->range3))
+ if( bl == NULL || pd->bl.m != bl->m || bl->prev == NULL
+ || status->isdead(bl) || !check_distance_bl(&pd->bl, bl, pd->db->range3))
return 0;
inf = skill->get_inf(pd->a_skill->id);
if (inf & INF_GROUND_SKILL)
unit->skilluse_pos(&pd->bl, bl->x, bl->y, pd->a_skill->id, pd->a_skill->lv);
- else //Offensive self skill? Could be stuff like GX.
+ else //Offensive self skill? Could be stuff like GX.
unit->skilluse_id(&pd->bl,(inf&INF_SELF_SKILL?pd->bl.id:bl->id), pd->a_skill->id, pd->a_skill->lv);
return 1; //Skill invoked.
}
return 0;
}
-int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type)
-{
+int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type) {
struct pet_data *pd;
int rate;
@@ -134,17 +132,17 @@ int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type)
Assert((pd->msd == 0) || (pd->msd->pd == pd));
- if(bl == NULL || bl->type != BL_MOB || bl->prev == NULL ||
- pd->pet.intimate < battle_config.pet_support_min_friendly ||
- pd->pet.hungry < 1 ||
- pd->pet.class_ == iStatus->get_class(bl))
+ if( bl == NULL || bl->type != BL_MOB || bl->prev == NULL
+ || pd->pet.intimate < battle_config.pet_support_min_friendly
+ || pd->pet.hungry < 1
+ || pd->pet.class_ == status->get_class(bl))
return 0;
- if(pd->bl.m != bl->m ||
- !check_distance_bl(&pd->bl, bl, pd->db->range2))
+ if( pd->bl.m != bl->m
+ || !check_distance_bl(&pd->bl, bl, pd->db->range2))
return 0;
- if (!iStatus->check_skilluse(&pd->bl, bl, 0, 0))
+ if (!status->check_skilluse(&pd->bl, bl, 0, 0))
return 0;
if(!type) {
@@ -351,7 +349,7 @@ int pet_data_init(struct map_session_data *sd, struct s_pet *petinfo)
pd->petDB = &pet->db[i];
pd->db = mob->db(petinfo->class_);
memcpy(&pd->pet, petinfo, sizeof(struct s_pet));
- iStatus->set_viewdata(&pd->bl, petinfo->class_);
+ status->set_viewdata(&pd->bl, petinfo->class_);
unit->dataset(&pd->bl);
pd->ud.dir = sd->ud.dir;
@@ -650,8 +648,7 @@ int pet_change_name_ack(struct map_session_data *sd, char* name, int flag)
return 1;
}
-int pet_equipitem(struct map_session_data *sd,int index)
-{
+int pet_equipitem(struct map_session_data *sd,int index) {
struct pet_data *pd;
int nameid;
@@ -668,13 +665,12 @@ int pet_equipitem(struct map_session_data *sd,int index)
pc->delitem(sd,index,1,0,0,LOG_TYPE_OTHER);
pd->pet.equip = nameid;
- iStatus->set_viewdata(&pd->bl, pd->pet.class_); //Updates view_data.
+ status->set_viewdata(&pd->bl, pd->pet.class_); //Updates view_data.
clif->send_petdata(NULL, sd->pd, 3, sd->pd->vd.head_bottom);
- if (battle_config.pet_equip_required)
- { //Skotlex: start support timers if need
+ if (battle_config.pet_equip_required) {
+ //Skotlex: start support timers if need
unsigned int tick = timer->gettick();
- if (pd->s_skill && pd->s_skill->timer == INVALID_TIMER)
- {
+ if (pd->s_skill && pd->s_skill->timer == INVALID_TIMER) {
if (pd->s_skill->id)
pd->s_skill->timer=timer->add(tick+pd->s_skill->delay*1000, pet->skill_support_timer, sd->bl.id, 0);
else
@@ -687,8 +683,7 @@ int pet_equipitem(struct map_session_data *sd,int index)
return 0;
}
-int pet_unequipitem(struct map_session_data *sd, struct pet_data *pd)
-{
+int pet_unequipitem(struct map_session_data *sd, struct pet_data *pd) {
struct item tmp_item;
int nameid,flag;
@@ -697,7 +692,7 @@ int pet_unequipitem(struct map_session_data *sd, struct pet_data *pd)
nameid = pd->pet.equip;
pd->pet.equip = 0;
- iStatus->set_viewdata(&pd->bl, pd->pet.class_);
+ status->set_viewdata(&pd->bl, pd->pet.class_);
clif->send_petdata(NULL, sd->pd, 3, sd->pd->vd.head_bottom);
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.nameid = nameid;
@@ -869,9 +864,9 @@ int pet_ai_sub_hard(struct pet_data *pd, struct map_session_data *sd, unsigned i
if (pd->target_id) {
target= iMap->id2bl(pd->target_id);
- if (!target || pd->bl.m != target->m || iStatus->isdead(target) ||
- !check_distance_bl(&pd->bl, target, pd->db->range3))
- {
+ if (!target || pd->bl.m != target->m || status->isdead(target)
+ || !check_distance_bl(&pd->bl, target, pd->db->range3)
+ ) {
target = NULL;
pet->unlocktarget(pd);
}
@@ -1130,7 +1125,7 @@ int pet_heal_timer(int tid, unsigned int tick, int id, intptr_t data) {
return 0;
}
- st = iStatus->get_status_data(&sd->bl);
+ st = status->get_status_data(&sd->bl);
if(pc_isdead(sd) ||
(rate = get_percentage(st->sp, st->max_sp)) > pd->s_skill->sp ||
@@ -1143,7 +1138,7 @@ int pet_heal_timer(int tid, unsigned int tick, int id, intptr_t data) {
pet_stop_attack(pd);
pet_stop_walking(pd,1);
clif->skill_nodamage(&pd->bl,&sd->bl,AL_HEAL,pd->s_skill->lv,1);
- iStatus->heal(&sd->bl, pd->s_skill->lv,0, 0);
+ status->heal(&sd->bl, pd->s_skill->lv,0, 0);
pd->s_skill->timer=timer->add(tick+pd->s_skill->delay*1000,pet->heal_timer,sd->bl.id,0);
return 0;
}
@@ -1166,7 +1161,7 @@ int pet_skill_support_timer(int tid, unsigned int tick, int id, intptr_t data) {
return 0;
}
- st = iStatus->get_status_data(&sd->bl);
+ st = status->get_status_data(&sd->bl);
if (DIFF_TICK(pd->ud.canact_tick, tick) > 0)
{ //Wait until the pet can act again.
diff --git a/src/map/script.c b/src/map/script.c
index d9794e3cd..b940d03e4 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -332,9 +332,9 @@ static void script_reportsrc(struct script_state *st)
break;
default:
if( bl->m >= 0 )
- ShowDebug("Source (Non-NPC type %d): name %s at %s (%d,%d)\n", bl->type, iStatus->get_name(bl), maplist[bl->m].name, bl->x, bl->y);
+ ShowDebug("Source (Non-NPC type %d): name %s at %s (%d,%d)\n", bl->type, status->get_name(bl), maplist[bl->m].name, bl->x, bl->y);
else
- ShowDebug("Source (Non-NPC type %d): name %s (invisible/not on a map)\n", bl->type, iStatus->get_name(bl));
+ ShowDebug("Source (Non-NPC type %d): name %s (invisible/not on a map)\n", bl->type, status->get_name(bl));
break;
}
}
@@ -3641,7 +3641,7 @@ void script_run_autobonus(const char *autobonus, int id, int pos)
struct script_code *scriptroot = (struct script_code *)strdb_get(script->autobonus_db, autobonus);
if( scriptroot ) {
- iStatus->current_equip_item_index = pos;
+ status->current_equip_item_index = pos;
script->run(scriptroot,0,id,0);
}
}
@@ -4874,8 +4874,7 @@ BUILDIN(warpguild)
/*==========================================
* Force Heal a player (hp and sp)
*------------------------------------------*/
-BUILDIN(heal)
-{
+BUILDIN(heal) {
TBL_PC *sd;
int hp,sp;
@@ -4884,7 +4883,7 @@ BUILDIN(heal)
hp=script_getnum(st,2);
sp=script_getnum(st,3);
- iStatus->heal(&sd->bl, hp, sp, 1);
+ status->heal(&sd->bl, hp, sp, 1);
return true;
}
/*==========================================
@@ -7253,8 +7252,7 @@ BUILDIN(getequipweaponlv)
* x : refine chance
* 0 : false (max refine level or unequip..)
*------------------------------------------*/
-BUILDIN(getequippercentrefinery)
-{
+BUILDIN(getequippercentrefinery) {
int i = -1,num;
TBL_PC *sd;
@@ -7266,7 +7264,7 @@ BUILDIN(getequippercentrefinery)
if (num > 0 && num <= ARRAYLENGTH(equip))
i=pc->checkequip(sd,equip[num-1]);
if(i >= 0 && sd->status.inventory[i].nameid && sd->status.inventory[i].refine < MAX_REFINE)
- script_pushint(st,iStatus->get_refine_chance(itemdb_wlv(sd->status.inventory[i].nameid), (int)sd->status.inventory[i].refine));
+ script_pushint(st,status->get_refine_chance(itemdb_wlv(sd->status.inventory[i].nameid), (int)sd->status.inventory[i].refine));
else
script_pushint(st,0);
@@ -7544,8 +7542,7 @@ BUILDIN(bonus)
return true;
}
-BUILDIN(autobonus)
-{
+BUILDIN(autobonus) {
unsigned int dur;
short rate;
short atk_type = 0;
@@ -7556,7 +7553,7 @@ BUILDIN(autobonus)
if( sd == NULL )
return true; // no player attached
- if( sd->state.autobonus&sd->status.inventory[iStatus->current_equip_item_index].equip )
+ if( sd->state.autobonus&sd->status.inventory[status->current_equip_item_index].equip )
return true;
rate = script_getnum(st,3);
@@ -7570,9 +7567,9 @@ BUILDIN(autobonus)
if( script_hasdata(st,6) )
other_script = script_getstr(st,6);
- if( pc->addautobonus(sd->autobonus,ARRAYLENGTH(sd->autobonus),
- bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[iStatus->current_equip_item_index].equip,false) )
- {
+ if( pc->addautobonus(sd->autobonus,ARRAYLENGTH(sd->autobonus),bonus_script,rate,dur,atk_type,other_script,
+ sd->status.inventory[status->current_equip_item_index].equip,false)
+ ) {
script_add_autobonus(bonus_script);
if( other_script )
script_add_autobonus(other_script);
@@ -7581,8 +7578,7 @@ BUILDIN(autobonus)
return true;
}
-BUILDIN(autobonus2)
-{
+BUILDIN(autobonus2) {
unsigned int dur;
short rate;
short atk_type = 0;
@@ -7593,7 +7589,7 @@ BUILDIN(autobonus2)
if( sd == NULL )
return true; // no player attached
- if( sd->state.autobonus&sd->status.inventory[iStatus->current_equip_item_index].equip )
+ if( sd->state.autobonus&sd->status.inventory[status->current_equip_item_index].equip )
return true;
rate = script_getnum(st,3);
@@ -7607,9 +7603,9 @@ BUILDIN(autobonus2)
if( script_hasdata(st,6) )
other_script = script_getstr(st,6);
- if( pc->addautobonus(sd->autobonus2,ARRAYLENGTH(sd->autobonus2),
- bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[iStatus->current_equip_item_index].equip,false) )
- {
+ if( pc->addautobonus(sd->autobonus2,ARRAYLENGTH(sd->autobonus2),bonus_script,rate,dur,atk_type,other_script,
+ sd->status.inventory[status->current_equip_item_index].equip,false)
+ ) {
script_add_autobonus(bonus_script);
if( other_script )
script_add_autobonus(other_script);
@@ -7618,8 +7614,7 @@ BUILDIN(autobonus2)
return true;
}
-BUILDIN(autobonus3)
-{
+BUILDIN(autobonus3) {
unsigned int dur;
short rate,atk_type;
TBL_PC* sd;
@@ -7629,7 +7624,7 @@ BUILDIN(autobonus3)
if( sd == NULL )
return true; // no player attached
- if( sd->state.autobonus&sd->status.inventory[iStatus->current_equip_item_index].equip )
+ if( sd->state.autobonus&sd->status.inventory[status->current_equip_item_index].equip )
return true;
rate = script_getnum(st,3);
@@ -7642,9 +7637,9 @@ BUILDIN(autobonus3)
if( script_hasdata(st,6) )
other_script = script_getstr(st,6);
- if( pc->addautobonus(sd->autobonus3,ARRAYLENGTH(sd->autobonus3),
- bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[iStatus->current_equip_item_index].equip,true) )
- {
+ if( pc->addautobonus(sd->autobonus3,ARRAYLENGTH(sd->autobonus3),bonus_script,rate,dur,atk_type,other_script,
+ sd->status.inventory[status->current_equip_item_index].equip,true)
+ ) {
script_add_autobonus(bonus_script);
if( other_script )
script_add_autobonus(other_script);
@@ -9488,8 +9483,7 @@ BUILDIN(hideonnpc)
/// Starts a status effect on the target unit or on the attached player.
///
/// sc_start <effect_id>,<duration>,<val1>{,<unit_id>};
-BUILDIN(sc_start)
-{
+BUILDIN(sc_start) {
struct block_list* bl;
enum sc_type type;
int tick;
@@ -9504,20 +9498,20 @@ BUILDIN(sc_start)
else
bl = iMap->id2bl(st->rid);
- if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && iStatus->sc2skill(type) != 0 )
- {// When there isn't a duration specified, try to get it from the skill_db
- tick = skill->get_time(iStatus->sc2skill(type), val1);
+ if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && status->sc2skill(type) != 0 ) {
+ // When there isn't a duration specified, try to get it from the skill_db
+ tick = skill->get_time(status->sc2skill(type), val1);
}
- if( script->potion_flag == 1 && script->potion_target )
- { //skill.c set the flags before running the script, this must be a potion-pitched effect.
+ if( script->potion_flag == 1 && script->potion_target ) {
+ //skill.c set the flags before running the script, this must be a potion-pitched effect.
bl = iMap->id2bl(script->potion_target);
tick /= 2;// Thrown potions only last half.
val4 = 1;// Mark that this was a thrown sc_effect
}
if( bl )
- iStatus->change_start(bl, type, 10000, val1, 0, 0, val4, tick, 2);
+ status->change_start(bl, type, 10000, val1, 0, 0, val4, tick, 2);
return true;
}
@@ -9525,8 +9519,7 @@ BUILDIN(sc_start)
/// Starts a status effect on the target unit or on the attached player.
///
/// sc_start2 <effect_id>,<duration>,<val1>,<percent chance>{,<unit_id>};
-BUILDIN(sc_start2)
-{
+BUILDIN(sc_start2) {
struct block_list* bl;
enum sc_type type;
int tick;
@@ -9543,20 +9536,20 @@ BUILDIN(sc_start2)
else
bl = iMap->id2bl(st->rid);
- if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && iStatus->sc2skill(type) != 0 )
- {// When there isn't a duration specified, try to get it from the skill_db
- tick = skill->get_time(iStatus->sc2skill(type), val1);
+ if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && status->sc2skill(type) != 0 ) {
+ // When there isn't a duration specified, try to get it from the skill_db
+ tick = skill->get_time(status->sc2skill(type), val1);
}
- if( script->potion_flag == 1 && script->potion_target )
- { //skill.c set the flags before running the script, this must be a potion-pitched effect.
+ if( script->potion_flag == 1 && script->potion_target ) {
+ //skill.c set the flags before running the script, this must be a potion-pitched effect.
bl = iMap->id2bl(script->potion_target);
tick /= 2;// Thrown potions only last half.
val4 = 1;// Mark that this was a thrown sc_effect
}
if( bl )
- iStatus->change_start(bl, type, rate, val1, 0, 0, val4, tick, 2);
+ status->change_start(bl, type, rate, val1, 0, 0, val4, tick, 2);
return true;
}
@@ -9564,8 +9557,7 @@ BUILDIN(sc_start2)
/// Starts a status effect on the target unit or on the attached player.
///
/// sc_start4 <effect_id>,<duration>,<val1>,<val2>,<val3>,<val4>{,<unit_id>};
-BUILDIN(sc_start4)
-{
+BUILDIN(sc_start4) {
struct block_list* bl;
enum sc_type type;
int tick;
@@ -9585,19 +9577,19 @@ BUILDIN(sc_start4)
else
bl = iMap->id2bl(st->rid);
- if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && iStatus->sc2skill(type) != 0 )
- {// When there isn't a duration specified, try to get it from the skill_db
- tick = skill->get_time(iStatus->sc2skill(type), val1);
+ if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && status->sc2skill(type) != 0 ) {
+ // When there isn't a duration specified, try to get it from the skill_db
+ tick = skill->get_time(status->sc2skill(type), val1);
}
- if( script->potion_flag == 1 && script->potion_target )
- { //skill.c set the flags before running the script, this must be a potion-pitched effect.
+ if( script->potion_flag == 1 && script->potion_target ) {
+ //skill.c set the flags before running the script, this must be a potion-pitched effect.
bl = iMap->id2bl(script->potion_target);
tick /= 2;// Thrown potions only last half.
}
if( bl )
- iStatus->change_start(bl, type, 10000, val1, val2, val3, val4, tick, 2);
+ status->change_start(bl, type, 10000, val1, val2, val3, val4, tick, 2);
return true;
}
@@ -9605,8 +9597,7 @@ BUILDIN(sc_start4)
/// Ends one or all status effects on the target unit or on the attached player.
///
/// sc_end <effect_id>{,<unit_id>};
-BUILDIN(sc_end)
-{
+BUILDIN(sc_end) {
struct block_list* bl;
int type;
@@ -9622,23 +9613,19 @@ BUILDIN(sc_end)
if (!bl)
return true;
- if (type >= 0 && type < SC_MAX)
- {
- struct status_change *sc = iStatus->get_sc(bl);
+ if (type >= 0 && type < SC_MAX) {
+ struct status_change *sc = status->get_sc(bl);
struct status_change_entry *sce = sc ? sc->data[type] : NULL;
if (!sce)
return true;
-
- switch (type)
- {
+ switch (type) {
case SC_WEIGHTOVER50:
case SC_WEIGHTOVER90:
case SC_NOCHAT:
case SC_PUSH_CART:
return true;
-
default:
break;
}
@@ -9648,7 +9635,7 @@ BUILDIN(sc_end)
status_change_end(bl, (sc_type)type, INVALID_TIMER);
}
else
- iStatus->change_clear(bl, 3); // remove all effects
+ status->change_clear(bl, 3); // remove all effects
return true;
}
@@ -9656,8 +9643,7 @@ BUILDIN(sc_end)
/*==========================================
* @FIXME atm will return reduced tick, 0 immune, 1 no tick
*------------------------------------------*/
-BUILDIN(getscrate)
-{
+BUILDIN(getscrate) {
struct block_list *bl;
int type,rate;
@@ -9669,7 +9655,7 @@ BUILDIN(getscrate)
bl = iMap->id2bl(st->rid);
if (bl)
- rate = iStatus->get_sc_def(bl, (sc_type)type, 10000, 10000, 0);
+ rate = status->get_sc_def(bl, (sc_type)type, 10000, 10000, 0);
script_pushint(st,rate);
return true;
@@ -9951,8 +9937,7 @@ BUILDIN(skillpointcount)
/*==========================================
*
*------------------------------------------*/
-BUILDIN(changebase)
-{
+BUILDIN(changebase) {
TBL_PC *sd=NULL;
int vclass;
@@ -9974,7 +9959,7 @@ BUILDIN(changebase)
}
if(sd->disguise == -1 && vclass != sd->vd.class_) {
- iStatus->set_viewdata(&sd->bl, vclass);
+ status->set_viewdata(&sd->bl, vclass);
//Updated client view. Base, Weapon and Cloth Colors.
clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
@@ -12357,7 +12342,7 @@ BUILDIN(recovery)
for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) )
{
if(pc_isdead(sd))
- iStatus->revive(&sd->bl, 100, 100);
+ status->revive(&sd->bl, 100, 100);
else
status_percent_heal(&sd->bl, 100, 100);
clif->message(sd->fd,msg_txt(680));
@@ -13076,8 +13061,7 @@ BUILDIN(isequipped)
* Check how many given inserted cards in the CURRENT
* weapon - used for 2/15's cards patch [Lupus]
*------------------------------------------------*/
-BUILDIN(cardscnt)
-{
+BUILDIN(cardscnt) {
TBL_PC *sd;
int i, k, id = 1;
int ret = 0;
@@ -13090,7 +13074,7 @@ BUILDIN(cardscnt)
if (id <= 0)
continue;
- index = iStatus->current_equip_item_index; //we get CURRENT WEAPON inventory index from status.c [Lupus]
+ index = status->current_equip_item_index; //we get CURRENT WEAPON inventory index from status.c [Lupus]
if(index < 0) continue;
if(!sd->inventory_data[index])
@@ -13109,7 +13093,7 @@ BUILDIN(cardscnt)
}
}
script_pushint(st,ret);
- // script_pushint(st,iStatus->current_equip_item_index);
+ // script_pushint(st,status->current_equip_item_index);
return true;
}
@@ -13117,11 +13101,10 @@ BUILDIN(cardscnt)
* Returns the refined number of the current item, or an
* item with inventory index specified
*-------------------------------------------------------*/
-BUILDIN(getrefine)
-{
+BUILDIN(getrefine) {
TBL_PC *sd;
if ((sd = script_rid2sd(st))!= NULL)
- script_pushint(st,sd->status.inventory[iStatus->current_equip_item_index].refine);
+ script_pushint(st,sd->status.inventory[status->current_equip_item_index].refine);
else
script_pushint(st,0);
return true;
@@ -15043,8 +15026,7 @@ BUILDIN(unitstop) {
/// Makes the unit say the message
///
/// unittalk <unit_id>,"<message>";
-BUILDIN(unittalk)
-{
+BUILDIN(unittalk) {
int unit_id;
const char* message;
struct block_list* bl;
@@ -15053,11 +15035,10 @@ BUILDIN(unittalk)
message = script_getstr(st, 3);
bl = iMap->id2bl(unit_id);
- if( bl != NULL )
- {
+ if( bl != NULL ) {
struct StringBuf sbuf;
StrBuf->Init(&sbuf);
- StrBuf->Printf(&sbuf, "%s : %s", iStatus->get_name(bl), message);
+ StrBuf->Printf(&sbuf, "%s : %s", status->get_name(bl), message);
clif->disp_overhead(bl, StrBuf->Value(&sbuf));
if( bl->type == BL_PC )
clif->message(((TBL_PC*)bl)->fd, StrBuf->Value(&sbuf));
@@ -15440,8 +15421,7 @@ BUILDIN(mercenary_create)
return true;
}
-BUILDIN(mercenary_heal)
-{
+BUILDIN(mercenary_heal) {
struct map_session_data *sd = script_rid2sd(st);
int hp, sp;
@@ -15450,12 +15430,11 @@ BUILDIN(mercenary_heal)
hp = script_getnum(st,2);
sp = script_getnum(st,3);
- iStatus->heal(&sd->md->bl, hp, sp, 0);
+ status->heal(&sd->md->bl, hp, sp, 0);
return true;
}
-BUILDIN(mercenary_sc_start)
-{
+BUILDIN(mercenary_sc_start) {
struct map_session_data *sd = script_rid2sd(st);
enum sc_type type;
int tick, val1;
@@ -15467,7 +15446,7 @@ BUILDIN(mercenary_sc_start)
tick = script_getnum(st,3);
val1 = script_getnum(st,4);
- iStatus->change_start(&sd->md->bl, type, 10000, val1, 0, 0, 0, tick, 2);
+ status->change_start(&sd->md->bl, type, 10000, val1, 0, 0, 0, tick, 2);
return true;
}
diff --git a/src/map/skill.c b/src/map/skill.c
index 3541f9f45..8a5969345 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -373,11 +373,11 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
switch( skill_id ) {
case BA_APPLEIDUN:
- #ifdef RENEWAL
+#ifdef RENEWAL
hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
- #else
+#else // not RENEWAL
hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
- #endif
+#endif // RENEWAL
if( sd )
hp += 5*pc->checkskill(sd,BA_MUSICALLESSON);
break;
@@ -390,15 +390,15 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
default:
if (skill_lv >= battle_config.max_heal_lv)
return battle_config.max_heal;
- #ifdef RENEWAL
- /**
- * Renewal Heal Formula
- * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
- **/
- hp = (iStatus->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
- #else
- hp = ( iStatus->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
- #endif
+#ifdef RENEWAL
+ /**
+ * Renewal Heal Formula
+ * Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
+ **/
+ hp = (status->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
+#else // not RENEWAL
+ hp = ( status->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
+#endif // RENEWAL
if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
hp += hp * skill2_lv * 2 / 100;
else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
@@ -415,7 +415,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) )
hp += hp*skill2_lv/100;
- sc = iStatus->get_sc(target);
+ sc = status->get_sc(target);
if( sc && sc->count ) {
if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
@@ -430,15 +430,17 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
}
#ifdef RENEWAL
- // MATK part of the RE heal formula [malufett]
- // Note: in this part matk bonuses from items or skills are not applied
+ // MATK part of the RE heal formula [malufett]
+ // Note: in this part matk bonuses from items or skills are not applied
switch( skill_id ) {
- case BA_APPLEIDUN: case PR_SANCTUARY:
- case NPC_EVILLAND: break;
+ case BA_APPLEIDUN:
+ case PR_SANCTUARY:
+ case NPC_EVILLAND:
+ break;
default:
- hp += iStatus->get_matk(src, 3);
+ hp += status->get_matk(src, 3);
}
-#endif
+#endif // RENEWAL
return hp;
}
@@ -680,8 +682,7 @@ struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill
/*==========================================
*
*------------------------------------------*/
-int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
-{
+int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick) {
struct map_session_data *sd, *dstsd;
struct mob_data *md, *dstmd;
struct status_data *sstatus, *tstatus;
@@ -703,10 +704,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
dstsd = BL_CAST(BL_PC, bl);
dstmd = BL_CAST(BL_MOB, bl);
- sc = iStatus->get_sc(src);
- tsc = iStatus->get_sc(bl);
- sstatus = iStatus->get_status_data(src);
- tstatus = iStatus->get_status_data(bl);
+ sc = status->get_sc(src);
+ tsc = status->get_sc(bl);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(bl);
if (!tsc) //skill additional effect is about adding effects to the target...
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
@@ -739,13 +740,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
type = sd->addeff[i].id;
- temp = skill->get_time2(iStatus->sc2skill(type),7);
+ temp = skill->get_time2(status->sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
- iStatus->change_start(bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
+ status->change_start(bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
if (sd->addeff[i].flag&ATF_SELF)
- iStatus->change_start(src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
+ status->change_start(src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,temp,0);
}
}
@@ -757,12 +758,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
continue;
type = sd->addeff3[i].id;
- temp = skill->get_time2(iStatus->sc2skill(type),7);
+ temp = skill->get_time2(status->sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
- iStatus->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ status->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
if( sd->addeff3[i].target&ATF_SELF )
- iStatus->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ status->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
}
}
}
@@ -825,7 +826,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
struct status_change_entry *sce;
// Enchant Poison gives a chance to poison attacked enemies
if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
- iStatus->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
+ status->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
skill->get_time2(AS_ENCHANTPOISON,sce->val1),0);
// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
if((sce=sc->data[SC_EDP]))
@@ -837,7 +838,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case SM_BASH:
if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 )
- iStatus->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
+ status->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0);
break;
@@ -1006,7 +1007,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case NPC_PETRIFYATTACK:
- sc_start4(bl,iStatus->skill2sc(skill_id),50+10*skill_lv,
+ sc_start4(bl,status->skill2sc(skill_id),50+10*skill_lv,
skill_lv,0,0,skill->get_time(skill_id,skill_lv),
skill->get_time2(skill_id,skill_lv));
break;
@@ -1017,19 +1018,20 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
case NPC_HELLPOWER:
- sc_start(bl,iStatus->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,status->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_ACIDBREATH:
case NPC_ICEBREATH:
- sc_start(bl,iStatus->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,status->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_BLEEDING:
sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
break;
case NPC_MENTALBREAKER:
- { //Based on observations by Tharis, Mental Breaker should do SP damage
+ {
+ //Based on observations by Tharis, Mental Breaker should do SP damage
//equal to Matk*skLevel.
- rate = iStatus->get_matk(src, 2);
+ rate = status->get_matk(src, 2);
rate*=skill_lv;
status_zap(bl, 0, rate);
break;
@@ -1073,7 +1075,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case LK_JOINTBEAT:
if (tsc->jb_flag) {
- enum sc_type type = iStatus->skill2sc(skill_id);
+ enum sc_type type = status->skill2sc(skill_id);
sc_start4(bl,type,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv));
tsc->jb_flag = 0;
}
@@ -1126,7 +1128,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case GS_BULLSEYE: //0.1% coma rate.
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
- iStatus->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+ status->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
break;
case GS_PIERCINGSHOT:
sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
@@ -1180,12 +1182,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start4(bl,SC_BURNING,100,skill_lv,0,src->id,0,skill->get_time2(skill_id,skill_lv));
break;
case WL_EARTHSTRAIN:
- {
- // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett]
- const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC };
- skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + iStatus->get_lv(src) / 4 + status_get_dex(src) / 10,
- skill_lv, skill->get_time2(skill_id,skill_lv));
- }
+ {
+ // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett]
+ const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC };
+ skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + status->get_lv(src) / 4 + status_get_dex(src) / 10,
+ skill_lv, skill->get_time2(skill_id,skill_lv));
+ }
break;
case WL_JACKFROST:
sc_start(bl,SC_FREEZE,100,skill_lv,skill->get_time(skill_id,skill_lv));
@@ -1240,7 +1242,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv));
break;
case LG_PINPOINTATTACK:
- rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + iStatus->get_lv(src))) / 10);
+ rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status->get_lv(src))) / 10);
switch( skill_lv ) {
case 1:
sc_start2(bl,SC_BLOODING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
@@ -1282,7 +1284,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
break;
case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
- sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + iStatus->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case SR_EARTHSHAKER:
sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
@@ -1365,7 +1367,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case EL_ROCK_CRUSHER:
case EL_ROCK_CRUSHER_ATK:
- sc_start(bl,iStatus->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
+ sc_start(bl,status->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
break;
case EL_TYPOON_MIS:
sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
@@ -1397,15 +1399,14 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
src = sd?&sd->bl:src;
}
- if( attack_type&BF_WEAPON )
- { // Coma, Breaking Equipment
- if( sd && sd->special_state.bonus_coma )
- {
+ if( attack_type&BF_WEAPON ) {
+ // Coma, Breaking Equipment
+ if( sd && sd->special_state.bonus_coma ) {
rate = sd->weapon_coma_ele[tstatus->def_ele];
rate += sd->weapon_coma_race[tstatus->race];
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (rate)
- iStatus->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
+ status->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
}
if( sd && battle_config.equip_self_break_rate )
{ // Self weapon breaking
@@ -1444,7 +1445,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
}
- if( sd && sd->ed && sc && !iStatus->isdead(bl) && !skill_id ){
+ if( sd && sd->ed && sc && !status->isdead(bl) && !skill_id ) {
struct unit_data *ud = unit->bl2ud(src);
if( sc->data[SC_WILD_STORM_OPTION] )
@@ -1473,8 +1474,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
// Autospell when attacking
- if( sd && !iStatus->isdead(bl) && sd->autospell[0].id )
- {
+ if( sd && !status->isdead(bl) && sd->autospell[0].id ) {
struct block_list *tbl;
struct unit_data *ud;
int i, skill_lv, type, notok;
@@ -1712,8 +1712,7 @@ static int skill_area_temp[8];
* type of skills, so not every instance of skill->additional_effect needs a call
* to this one.
*/
-int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
-{
+int skill_counter_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick) {
int rate;
struct map_session_data *sd=NULL;
struct map_session_data *dstsd=NULL;
@@ -1726,31 +1725,30 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
sd = BL_CAST(BL_PC, src);
dstsd = BL_CAST(BL_PC, bl);
- if(dstsd && attack_type&BF_WEAPON)
- { //Counter effects.
+ if(dstsd && attack_type&BF_WEAPON) {
+ //Counter effects.
enum sc_type type;
int i, time;
- for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
- {
+ for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++) {
rate = dstsd->addeff2[i].rate;
if (attack_type&BF_LONG)
rate+=dstsd->addeff2[i].arrow_rate;
if (!rate) continue;
- if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
- { //Trigger has range consideration.
+ if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
+ //Trigger has range consideration.
if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
(dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
continue; //Range Failed.
}
type = dstsd->addeff2[i].id;
- time = skill->get_time2(iStatus->sc2skill(type),7);
+ time = skill->get_time2(status->sc2skill(type),7);
if (dstsd->addeff2[i].flag&ATF_TARGET)
- iStatus->change_start(src,type,rate,7,0,0,0,time,0);
+ status->change_start(src,type,rate,7,0,0,0,time,0);
- if (dstsd->addeff2[i].flag&ATF_SELF && !iStatus->isdead(bl))
- iStatus->change_start(bl,type,rate,7,0,0,0,time,0);
+ if (dstsd->addeff2[i].flag&ATF_SELF && !status->isdead(bl))
+ status->change_start(bl,type,rate,7,0,0,0,time,0);
}
}
@@ -1776,24 +1774,25 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
break;
}
- if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
+ if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR
+ && rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
- if(sd && skill_id && attack_type&BF_MAGIC && iStatus->isdead(bl) &&
- !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
- (rate=pc->checkskill(sd,HW_SOULDRAIN))>0
- ){ //Soul Drain should only work on targetted spells [Skotlex]
+ if( sd && skill_id && attack_type&BF_MAGIC && status->isdead(bl)
+ && !(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL))
+ && (rate=pc->checkskill(sd,HW_SOULDRAIN)) > 0
+ ) {
+ //Soul Drain should only work on targetted spells [Skotlex]
if( pc_issit(sd) ) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
if( skill->get_nk(skill_id)&NK_SPLASH && skill_area_temp[1] != bl->id )
;
- else{
+ else {
clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
- iStatus->heal(src, 0, iStatus->get_lv(bl)*(95+15*rate)/100, 2);
+ status->heal(src, 0, status->get_lv(bl)*(95+15*rate)/100, 2);
}
}
- if( sd && iStatus->isdead(bl) ) {
+ if( sd && status->isdead(bl) ) {
int sp = 0, hp = 0;
if( attack_type&BF_WEAPON ) {
sp += sd->bonus.sp_gain_value;
@@ -1806,21 +1805,23 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
hp += sd->bonus.magic_hp_gain_value;
if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
struct status_change *sc = NULL;
- if( ( sc = iStatus->get_sc(src) ) ) {
- if(sc->data[SC_SOULLINK] &&
- sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
- sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL)
- sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
+ if( ( sc = status->get_sc(src) ) ) {
+ if( sc->data[SC_SOULLINK]
+ && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
+ && sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL
+ )
+ sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
}
}
}
- if( hp || sp ) { // updated to force healing to allow healing through berserk
- iStatus->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
+ if( hp || sp ) {
+ // updated to force healing to allow healing through berserk
+ status->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
}
}
// Trigger counter-spells to retaliate against damage causing skills.
- if(dstsd && !iStatus->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
+ if(dstsd && !status->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
struct block_list *tbl;
struct unit_data *ud;
int i, skill_id, skill_lv, rate, type, notok;
@@ -1911,7 +1912,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
//Autobonus when attacked
- if( dstsd && !iStatus->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
+ if( dstsd && !status->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
int i;
for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
if( rnd()%1000 >= dstsd->autobonus2[i].rate )
@@ -1938,7 +1939,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM};
const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM};
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
int i,j;
TBL_PC *sd;
sd = BL_CAST(BL_PC, bl);
@@ -1980,7 +1981,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
else if (rnd()%10000 >= rate)
where&=~where_list[i];
else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
- sc_start(bl,scatk[i],100,0,skill->get_time(iStatus->sc2skill(scatk[i]),1));
+ sc_start(bl,scatk[i],100,0,skill->get_time(status->sc2skill(scatk[i]),1));
}
}
if (!where) //Nothing to break.
@@ -2034,7 +2035,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int
if (rnd()%100 >= rate)
return 0;
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
return 0;
@@ -2108,7 +2109,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
//Checks if 'bl' should reflect back a spell cast by 'src'.
//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) {
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
struct map_session_data* sd = BL_CAST(BL_PC, bl);
if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
@@ -2128,7 +2129,7 @@ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
return 1;
- if( sc->data[SC_KAITE] && (src->type == BL_PC || iStatus->get_lv(src) <= 80) )
+ if( sc->data[SC_KAITE] && (src->type == BL_PC || status->get_lv(src) <= 80) )
{// Kaite only works against non-players if they are low-level.
clif->specialeffect(bl, 438, AREA);
if( --sc->data[SC_KAITE]->val2 <= 0 )
@@ -2171,20 +2172,20 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (src != dsrc) {
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (!iStatus->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
+ if (!status->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
return 0;
} else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) {
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
- if (!iStatus->check_skilluse(src, bl, skill_id, 2))
+ if (!status->check_skilluse(src, bl, skill_id, 2))
return 0;
}
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
- sstatus = iStatus->get_status_data(src);
- tstatus = iStatus->get_status_data(bl);
- sc= iStatus->get_sc(bl);
+ sstatus = status->get_status_data(src);
+ tstatus = status->get_status_data(bl);
+ sc = status->get_sc(bl);
if (sc && !sc->count) sc = NULL; //Don't need it.
// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
@@ -2212,10 +2213,10 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
}
}
- if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
- { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
- if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) )
- { //Magic reflection, switch caster/target
+ if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) ) {
+ // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
+ if( (dmg.damage || dmg.damage2) && (type = skill->magic_reflect(src, bl, src==dsrc)) ) {
+ //Magic reflection, switch caster/target
struct block_list *tbl = bl;
rmdamage = 1;
bl = src;
@@ -2223,7 +2224,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
dsrc = tbl;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc && !sc->count)
sc = NULL; //Don't need it.
/* bugreport:2564 flag&2 disables double casting trigger */
@@ -2253,18 +2254,18 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (s_ele == -1) // the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,iStatus->get_sc(src));
+ s_ele = status_get_attack_sc_element(src,status->get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
if( sc && sc->data[SC_ENERGYCOAT] ) {
- struct status_data *st = iStatus->get_status_data(bl);
+ struct status_data *st = status->get_status_data(bl);
int per = 100*st->sp / st->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
- if (!iStatus->charge(bl, 0, (10+5*per)*st->max_sp/1000))
+ if (!status->charge(bl, 0, (10+5*per)*st->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
@@ -2280,7 +2281,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
if(skill_id == WZ_WATERBALL && skill_lv > 1)
sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
- iStatus->heal(bl, 0, sp, 2);
+ status->heal(bl, 0, sp, 2);
}
}
@@ -2331,8 +2332,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sce->val1 = skill_id; //Update combo-skill
sce->val3 = skill_id;
if( sce->timer != INVALID_TIMER )
- timer->delete(sce->timer, iStatus->change_timer);
- sce->timer = timer->add(tick+sce->val4, iStatus->change_timer, src->id, SC_COMBOATTACK);
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(tick+sce->val4, status->change_timer, src->id, SC_COMBOATTACK);
break;
}
unit->cancel_combo(src); // Cancel combo wait
@@ -2623,7 +2624,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Instant damage
if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if( !iStatus->isdead(bl) && additional_effects )
+ if( !status->isdead(bl) && additional_effects )
skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
if( damage > 0 ) //Counter status effects [Skotlex]
skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
@@ -2637,7 +2638,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
- if (dmg.blewcount > 0 && bl!=dsrc && !iStatus->isdead(bl)) {
+ if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) {
int8 dir = -1; // default
switch(skill_id) {//direction
case MG_FIREWALL:
@@ -2733,7 +2734,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
if( skill_id == RG_INTIMIDATE ) {
int rate = 50 + skill_lv * 5;
- rate = rate + (iStatus->get_lv(src) - iStatus->get_lv(bl));
+ rate = rate + (status->get_lv(src) - status->get_lv(bl));
if(rnd()%100 < rate)
skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
} else if( skill_id == SC_FATALMENACE )
@@ -2761,14 +2762,15 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case RK_CRUSHSTRIKE:
skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
break;
- case GC_VENOMPRESSURE: {
- struct status_change *ssc = iStatus->get_sc(src);
- if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
- sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
- status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
- clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- }
+ case GC_VENOMPRESSURE:
+ {
+ struct status_change *ssc = status->get_sc(src);
+ if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
+ sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
+ status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
+ }
break;
case WM_METALICSOUND:
status_zap(bl, 0, damage*100/(100*(110-pc->checkskill(sd,WM_LESSON)*10)));
@@ -2781,15 +2783,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
skill->onskillusage(sd, bl, skill_id, tick);
}
- if (!(flag&2) &&
- (
- skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
- ) &&
- (sc = iStatus->get_sc(src)) &&
- sc->data[SC_DOUBLECASTING] &&
- rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2)
- {
-// skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
+ if (!(flag&2)
+ && (skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT)
+ && (sc = status->get_sc(src))
+ && sc->data[SC_DOUBLECASTING]
+ && rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2
+ ) {
+ //skill->addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
skill->addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
}
@@ -2916,7 +2916,7 @@ int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
skill_id = va_arg(ap,int);
- if( iStatus->isdead(bl) && skill_id != AL_WARP )
+ if( status->isdead(bl) && skill_id != AL_WARP )
return 0;
if( skill_id == HP_BASILICA && bl->type == BL_PC )
@@ -2974,13 +2974,12 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv,
return 0;
nullpo_ret(bl);
- switch( bl->type )
- {
+ switch( bl->type ) {
case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
case BL_MER: sd = ((TBL_MER*)bl)->master; break;
}
- st = iStatus->get_status_data(bl);
+ st = status->get_status_data(bl);
if( (idx = skill->get_index(skill_id)) == 0 )
return 0;
@@ -3106,9 +3105,9 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break; // Target not on Map
if(src->m != target->m)
break; // Different Maps
- if(iStatus->isdead(src))
+ if(status->isdead(src))
break; // Caster is Dead
- if(iStatus->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
+ if(status->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
break;
switch(skl->skill_id) {
@@ -3116,7 +3115,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
if (unit->warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
short x,y;
iMap->search_freecell(src, 0, &x, &y, 1, 1, 0);
- if (target != src && !iStatus->isdead(target))
+ if (target != src && !status->isdead(target))
unit->warp(target, -1, x, y, CLR_TELEPORT);
}
break;
@@ -3136,12 +3135,12 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break;
case WZ_WATERBALL:
skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
- if (!iStatus->isdead(target))
+ if (!status->isdead(target))
skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- if (skl->type>1 && !iStatus->isdead(target) && !iStatus->isdead(src)) {
+ if (skl->type>1 && !status->isdead(target) && !status->isdead(src)) {
skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
} else {
- struct status_change *sc = iStatus->get_sc(src);
+ struct status_change *sc = status->get_sc(src);
if(sc) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
@@ -3210,7 +3209,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break;
case LG_OVERBRAND_BRANDISH:
case LG_OVERBRAND_PLUSATK:
- if( iStatus->check_skilluse(src, target, skl->skill_id, 1) )
+ if( status->check_skilluse(src, target, skl->skill_id, 1) )
skill->attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
else
clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(target), 0, 1, skl->skill_id, skl->skill_lv, skill->get_hit(skl->skill_id));
@@ -3243,15 +3242,16 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
}
break;
case CH_PALMSTRIKE:
- {
- struct status_change* tsc = iStatus->get_sc(target);
- struct status_change* sc = iStatus->get_sc(src);
- if( ( tsc && tsc->option&OPTION_HIDE ) ||
- ( sc && sc->option&OPTION_HIDE ) ){
- skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
- break;
- }
+ {
+ struct status_change* tsc = status->get_sc(target);
+ struct status_change* sc = status->get_sc(src);
+ if( (tsc && tsc->option&OPTION_HIDE)
+ || (sc && sc->option&OPTION_HIDE)
+ ) {
+ skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
+ break;
}
+ }
default:
skill->attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
break;
@@ -3365,8 +3365,7 @@ int skill_reveal_trap (struct block_list *bl, va_list ap) {
*
*
*------------------------------------------*/
-int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
-{
+int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag) {
struct map_session_data *sd = NULL;
struct status_data *tstatus;
struct status_change *sc;
@@ -3384,23 +3383,23 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
sd = BL_CAST(BL_PC, src);
- if (iStatus->isdead(bl))
+ if (status->isdead(bl))
return 1;
- if (skill_id && skill->get_type(skill_id) == BF_MAGIC && iStatus->isimmune(bl) == 100) {
+ if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status->isimmune(bl) == 100) {
//GTB makes all targetted magic display miss with a single bolt.
- sc_type sct = iStatus->skill2sc(skill_id);
+ sc_type sct = status->skill2sc(skill_id);
if(sct != SC_NONE)
status_change_end(bl, sct, INVALID_TIMER);
clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id));
return 1;
}
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
- tstatus = iStatus->get_status_data(bl);
+ tstatus = status->get_status_data(bl);
iMap->freeblock_lock();
@@ -3546,7 +3545,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case 5: flag |= BREAK_NECK; break;
}
//TODO: is there really no cleaner way to do this?
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc) sc->jb_flag = flag;
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
@@ -3659,26 +3658,23 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
- if( skill_id == MO_EXTREMITYFIST )
- {
+ if( skill_id == MO_EXTREMITYFIST ) {
mbl = src;
i = 3; // for Asura(from caster)
- iStatus->set_sp(src, 0, 0);
+ status->set_sp(src, 0, 0);
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
- #ifdef RENEWAL
+#ifdef RENEWAL
sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
- #endif
- }else{
+#endif // RENEWAL
+ } else {
status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
status_change_end(src, SC_HIDING, INVALID_TIMER);
- iStatus->set_hp(src,
- #ifdef RENEWAL
- max(status_get_max_hp(src)/100, 1)
- #else
- 1
- #endif
- , 0);
+#ifdef RENEWAL
+ status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0);
+#else // not RENEWAL
+ status->set_hp(src, 1, 0);
+#endif // RENEWAL
}
dir = iMap->calc_dir(src,bl->x,bl->y);
if( dir > 0 && dir < 4) x = -i;
@@ -3764,7 +3760,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- iStatus->heal(src,heal,0,0);
+ status->heal(src,heal,0,0);
}
} else {
switch ( skill_id ) {
@@ -3920,7 +3916,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_MAGICALATTACK:
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- sc_start(src,iStatus->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(src,status->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case HVAN_CAPRICE: //[blackhole89]
@@ -3982,7 +3978,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case SL_STIN:
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -4009,18 +4005,18 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
* Rune Knight
**/
case RK_DRAGONBREATH_WATER:
- case RK_DRAGONBREATH: {
- struct status_change *tsc = NULL;
- if( (tsc = iStatus->get_sc(bl)) && (tsc->data[SC_HIDING] )) {
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- } else
- skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
- }
+ case RK_DRAGONBREATH:
+ {
+ struct status_change *tsc = NULL;
+ if( (tsc = status->get_sc(bl)) && (tsc->data[SC_HIDING] )) {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ } else
+ skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
+ }
break;
-
case NPC_SELFDESTRUCTION: {
struct status_change *tsc = NULL;
- if( (tsc = iStatus->get_sc(bl)) && tsc->data[SC_HIDING] )
+ if( (tsc = status->get_sc(bl)) && tsc->data[SC_HIDING] )
break;
}
case HVAN_EXPLOSION:
@@ -4045,14 +4041,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
- {
- int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
- src, src, bl, skill_id, skill_lv, tick, flag);
- if (heal > 0){
- clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- iStatus->heal(src, heal, 0, 0);
- }
+ {
+ int heal = skill->attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
+ src, src, bl, skill_id, skill_lv, tick, flag);
+ if (heal > 0){
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
+ status->heal(src, heal, 0, 0);
}
+ }
break;
case GS_BULLSEYE:
@@ -4124,9 +4120,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case GC_PHANTOMMENACE:
- if( flag&1 )
- { // Only Hits Invisible Targets
- struct status_change *tsc = iStatus->get_sc(bl);
+ if( flag&1 ) {
+ // Only Hits Invisible Targets
+ struct status_change *tsc = status->get_sc(bl);
if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
}
@@ -4136,21 +4132,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
break;
case WL_DRAINLIFE:
- {
- int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- int rate = 70 + 5 * skill_lv;
+ {
+ int heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ int rate = 70 + 5 * skill_lv;
- heal = heal * (5 + 5 * skill_lv) / 100;
+ heal = heal * (5 + 5 * skill_lv) / 100;
- if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP
- heal = 0; // Don't absorb heal from Ice Walls or other skill units.
+ if( bl->type == BL_SKILL || status_get_hp(src) == status_get_max_hp(src)) // Don't absorb when caster was in full HP
+ heal = 0; // Don't absorb heal from Ice Walls or other skill units.
- if( heal && rnd()%100 < rate )
- {
- iStatus->heal(src, heal, 0, 0);
- clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- }
+ if( heal && rnd()%100 < rate ) {
+ status->heal(src, heal, 0, 0);
+ clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
}
+ }
break;
case WL_TETRAVORTEX:
@@ -4283,7 +4278,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case RA_SENSITIVEKEEN:
if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
- struct status_change * tsc = iStatus->get_sc(bl);
+ struct status_change * tsc = status->get_sc(bl);
if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
@@ -4356,10 +4351,10 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case LG_OVERBRAND:
- if( iStatus->check_skilluse(src, bl, skill_id, 1) )
- skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
- else
- clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id));
+ if( status->check_skilluse(src, bl, skill_id, 1) )
+ skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
+ else
+ clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id));
break;
case LG_OVERBRAND_BRANDISH:
@@ -4409,15 +4404,15 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
break;
- case SO_POISON_BUSTER: {
- struct status_change *tsc = iStatus->get_sc(bl);
- if( tsc && tsc->data[SC_POISON] ) {
- skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
- status_change_end(bl, SC_POISON, INVALID_TIMER);
- }
- else if( sd )
- clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
- }
+ case SO_POISON_BUSTER:
+ {
+ struct status_change *tsc = status->get_sc(bl);
+ if( tsc && tsc->data[SC_POISON] ) {
+ skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
+ status_change_end(bl, SC_POISON, INVALID_TIMER);
+ } else if( sd )
+ clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
+ }
break;
case GN_SPORE_EXPLOSION:
@@ -4482,9 +4477,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case EL_TIDAL_WEAPON:
if( src->type == BL_ELEM ) {
struct elemental_data *ele = BL_CAST(BL_ELEM,src);
- struct status_change *sc = iStatus->get_sc(&ele->bl);
- struct status_change *tsc = iStatus->get_sc(bl);
- sc_type type = iStatus->skill2sc(skill_id), type2;
+ struct status_change *sc = status->get_sc(&ele->bl);
+ struct status_change *tsc = status->get_sc(bl);
+ sc_type type = status->skill2sc(skill_id), type2;
type2 = type-1;
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
@@ -4635,7 +4630,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
do {
if(!target || target->prev==NULL) break;
- if(src->m != target->m || iStatus->isdead(src)) break;
+ if(src->m != target->m || status->isdead(src)) break;
switch (ud->skill_id) {
//These should become skill_castend_pos
@@ -4670,7 +4665,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
}
if( ud->skill_id == PR_TURNUNDEAD ) {
- struct status_data *tstatus = iStatus->get_status_data(target);
+ struct status_data *tstatus = status->get_status_data(target);
if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
break;
}
@@ -4680,9 +4675,8 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
}
- if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
- {
- sc = iStatus->get_sc(target);
+ if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA ) {
+ sc = status->get_sc(target);
if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
{ //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
@@ -4727,16 +4721,18 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
}
- if(inf&BCT_ENEMY && (sc = iStatus->get_sc(target)) &&
- sc->data[SC_FOGWALL] &&
- rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
- if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
- break;
+ if( inf&BCT_ENEMY
+ && (sc = status->get_sc(target)) && sc->data[SC_FOGWALL]
+ && rnd() % 100 < 75
+ ) {
+ //Fogwall makes all offensive-type targetted skills fail at 75%
+ if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
+ break;
}
}
//Avoid doing double checks for instant-cast skills.
- if (tid != INVALID_TIMER && !iStatus->check_skilluse(src, target, ud->skill_id, 1))
+ if (tid != INVALID_TIMER && !status->check_skilluse(src, target, ud->skill_id, 1))
break;
if(md) {
@@ -4803,10 +4799,9 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
- if( (sc = iStatus->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] )
- {
+ if( (sc = status->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] ) {
const struct TimerData *td = timer->get(sc->data[SC_NOEQUIPSHIELD]->timer);
- if( td && td->func == iStatus->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
+ if( td && td->func == status->change_timer && DIFF_TICK(td->tick,timer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
break;
}
sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv));
@@ -4832,12 +4827,13 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
else
skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
if(sc && sc->count) {
- if(sc->data[SC_SOULLINK] &&
- sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
- sc->data[SC_SOULLINK]->val3 == ud->skill_id &&
- ud->skill_id != WZ_WATERBALL)
+ if( sc->data[SC_SOULLINK]
+ && sc->data[SC_SOULLINK]->val2 == SL_WIZARD
+ && sc->data[SC_SOULLINK]->val3 == ud->skill_id
+ && ud->skill_id != WZ_WATERBALL
+ )
sc->data[SC_SOULLINK]->val3 = 0; //Clear bounced spell check.
if( sc->data[SC_DANCING] && skill->get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
@@ -4857,11 +4853,11 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
} while(0);
//Skill failed.
- if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
- { //When Asura fails... (except when it fails from Fog of Wall)
+ if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) {
+ //When Asura fails... (except when it fails from Fog of Wall)
//Consume SP/spheres
skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
- iStatus->set_sp(src, 0, 0);
+ status->set_sp(src, 0, 0);
sc = &sd->sc;
if (sc->count)
{ //End states
@@ -4937,10 +4933,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(bl->prev == NULL)
return 1;
- if(iStatus->isdead(src))
+ if(status->isdead(src))
return 1;
- if( src != bl && iStatus->isdead(bl) ) {
+ if( src != bl && status->isdead(bl) ) {
/**
* Skills that may be cast on dead targets
**/
@@ -4955,8 +4951,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
}
- tstatus = iStatus->get_status_data(bl);
- sstatus = iStatus->get_status_data(src);
+ tstatus = status->get_status_data(bl);
+ sstatus = status->get_status_data(src);
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
switch (skill_id) {
@@ -5013,7 +5009,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RK_FIGHTINGSPIRIT:
case RK_ABUNDANCE:
if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){
- if( iStatus->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
+ if( status->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
skill->consume_requirement(sd,skill_id,skill_lv,2);
iMap->freeblock_unlock();
return 0;
@@ -5026,8 +5022,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
}
- type = iStatus->skill2sc(skill_id);
- tsc = iStatus->get_sc(bl);
+ type = status->skill2sc(skill_id);
+ tsc = status->get_sc(bl);
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
if (src!=bl && type > -1 &&
@@ -5051,7 +5047,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( skill_id == AB_HIGHNESSHEAL ) {
heal = heal * ( 15 + 5 * skill_lv ) / 10;
}
- if( iStatus->isimmune(bl) ||
+ if( status->isimmune(bl) ||
(dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) )
heal=0;
@@ -5077,7 +5073,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage (src, bl, skill_id, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
heal = ~heal + 1;
- heal_get_jobexp = iStatus->heal(bl,heal,0,0);
+ heal_get_jobexp = status->heal(bl,heal,0,0);
if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
@@ -5110,10 +5106,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
- iStatus->set_hp(src, 1, 0);
- iStatus->set_sp(src, 0, 0);
+ status->set_hp(src, 1, 0);
+ status->set_sp(src, 0, 0);
break;
- } else if (iStatus->isdead(bl) && flag&1) { //Revive
+ } else if (status->isdead(bl) && flag&1) { //Revive
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
skill_lv = 3; //Resurrection level 3 is used
} else //Invalid target, skip resurrection.
@@ -5125,7 +5121,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if (!iStatus->isdead(bl))
+ if (!status->isdead(bl))
break;
{
int per = 0, sper = 0;
@@ -5143,7 +5139,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
if(dstsd && dstsd->special_state.restart_full_recover)
per = sper = 100;
- if (iStatus->revive(bl, per, sper))
+ if (status->revive(bl, per, sper))
{
clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
if(sd && dstsd && battle_config.resurrection_exp > 0)
@@ -5168,12 +5164,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AL_DECAGI:
case MER_DECAGI:
clif->skill_nodamage (src, bl, skill_id, skill_lv,
- sc_start(bl, type, (40 + skill_lv * 2 + (iStatus->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
+ sc_start(bl, type, (40 + skill_lv * 2 + (status->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
break;
case AL_CRUCIS:
if (flag&1)
- sc_start(bl,type, 23+skill_lv*4 +iStatus->get_lv(src) -iStatus->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type, 23+skill_lv*4 +status->get_lv(src) -status->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
else {
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
@@ -5247,23 +5243,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_FULLRECOVERY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (iStatus->isimmune(bl))
+ if (status->isimmune(bl))
break;
status_percent_heal(bl, 100, 100);
break;
case NPC_ALLHEAL:
- {
- int heal;
- if( iStatus->isimmune(bl) )
- break;
- heal = status_percent_heal(bl, 100, 0);
- clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
- if( dstmd )
- { // Reset Damage Logs
- memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
- dstmd->tdmg = 0;
- }
+ {
+ int heal;
+ if( status->isimmune(bl) )
+ break;
+ heal = status_percent_heal(bl, 100, 0);
+ clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
+ if( dstmd ) {
+ // Reset Damage Logs
+ memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
+ dstmd->tdmg = 0;
}
+ }
break;
case SA_SUMMONMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -5275,7 +5271,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_INSTANTDEATH:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- iStatus->set_hp(bl,1,0);
+ status->set_hp(bl,1,0);
break;
case SA_QUESTION:
case SA_GRAVITY:
@@ -5320,7 +5316,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_FORTUNE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd) pc->getzeny(sd,iStatus->get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
+ if(sd) pc->getzeny(sd,status->get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
break;
case SA_TAMINGMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -5345,7 +5341,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case CG_MARIONETTE:
{
- struct status_change* sc = iStatus->get_sc(src);
+ struct status_change* sc = status->get_sc(src);
if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
{// Cannot cast on another bard/dancer-type class of the same gender as caster
@@ -5694,13 +5690,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case AC_CONCENTRATION:
- {
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- iMap->foreachinrange( iStatus->change_timer_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src,NULL,type,tick);
- }
+ {
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ iMap->foreachinrange( status->change_timer_sub, src,
+ skill->get_splash(skill_id, skill_lv), BL_CHAR,
+ src,NULL,type,tick);
+ }
break;
case SM_PROVOKE:
@@ -5713,7 +5709,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
- (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + iStatus->get_lv(src) - iStatus->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
+ (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status->get_lv(src) - status->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
if( !i )
{
if( sd )
@@ -5750,7 +5746,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
}
- if( (lv = iStatus->get_lv(src) - dstsd->status.base_level) < 0 )
+ if( (lv = status->get_lv(src) - dstsd->status.base_level) < 0 )
lv = -lv;
if( lv > battle_config.devotion_level_difference || // Level difference requeriments
(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
@@ -5837,7 +5833,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
i = 2 * dstmd->level;
mob->target(dstmd,src,0);
}
- if (i) iStatus->heal(src, 0, i, 3);
+ if (i) status->heal(src, 0, i, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
break;
@@ -5949,7 +5945,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
src, skill_id, skill_lv, tick, flag|i,
skill->castend_damage_id);
iMap->addblock(src);
- iStatus->damage(src, src, sstatus->max_hp,0,0,1);
+ status->damage(src, src, sstatus->max_hp,0,0,1);
break;
case AL_ANGELUS:
@@ -6019,13 +6015,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SL_KAUPE:
if (sd) {
if (!dstsd || !(
- (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER) ||
- (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
- dstsd->status.char_id == sd->status.char_id ||
- dstsd->status.char_id == sd->status.partner_id ||
- dstsd->status.char_id == sd->status.child
- )) {
- iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
+ (sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_SOULLINKER)
+ || (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER
+ || dstsd->status.char_id == sd->status.char_id
+ || dstsd->status.char_id == sd->status.partner_id
+ || dstsd->status.char_id == sd->status.child
+ )
+ ) {
+ status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -6118,15 +6115,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case DC_WINKCHARM:
if( dstsd )
clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(bl,SC_CONFUSION,30,7,skill->get_time2(skill_id,skill_lv)));
- else
- if( dstmd )
- {
- if( iStatus->get_lv(src) > iStatus->get_lv(bl)
- && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
- && !(tstatus->mode&MD_BOSS) )
+ else if( dstmd ) {
+ if( status->get_lv(src) > status->get_lv(bl)
+ && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
+ && !(tstatus->mode&MD_BOSS)
+ ) {
clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
- else
- {
+ } else {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
if(sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
@@ -6163,7 +6158,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(iStatus->isimmune(bl) || !tsc)
+ if(status->isimmune(bl) || !tsc)
break;
if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
@@ -6192,11 +6187,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NV_FIRSTAID:
clif->skill_nodamage(src,bl,skill_id,5,1);
- iStatus->heal(bl,5,0,0);
+ status->heal(bl,5,0,0);
break;
case AL_CURE:
- if(iStatus->isimmune(bl)) {
+ if(status->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
@@ -6213,7 +6208,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case PR_STRECOVERY:
- if(iStatus->isimmune(bl)) {
+ if(status->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
@@ -6226,10 +6221,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
//Is this equation really right? It looks so... special.
if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
- iStatus->change_start(bl, SC_BLIND,
- 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
- 1,0,0,0,
- skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
+ status->change_start(bl, SC_BLIND,
+ 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0,
+ skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
if(dstmd)
@@ -6267,10 +6261,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case MER_SCAPEGOAT:
- if( mer && mer->master )
- {
- iStatus->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
- iStatus->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
+ if( mer && mer->master ) {
+ status->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
+ status->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
}
break;
@@ -6576,7 +6569,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp = 0;
#endif
- iStatus->heal(bl,(int)hp,sp,0);
+ status->heal(bl,(int)hp,sp,0);
}
break;
case AM_CP_WEAPON:
@@ -6644,7 +6637,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(iStatus->isimmune(bl) || !tsc || !tsc->count)
+ if(status->isimmune(bl) || !tsc || !tsc->count)
break;
if( sd && dstsd && !map_flag_vs(sd->bl.m)
@@ -6654,12 +6647,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
}
- for(i = 0; i < SC_MAX; i++)
- {
+ for(i = 0; i < SC_MAX; i++) {
if ( !tsc->data[i] )
continue;
- if( SC_COMMON_MAX < i ){
- if ( iStatus->get_sc_type(i)&SC_NO_DISPELL )
+ if( SC_COMMON_MAX < i ) {
+ if ( status->get_sc_type(i)&SC_NO_DISPELL )
continue;
}
switch (i) {
@@ -6747,7 +6739,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sp = skill->get_sp(skill_id,skill_lv);
sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
if(sp < 1) sp = 1;
- iStatus->heal(bl,0,sp,2);
+ status->heal(bl,0,sp,2);
status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
} else {
struct unit_data *ud = unit->bl2ud(bl);
@@ -6780,7 +6772,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sp = sp*(25*(skill_lv-1))/100;
if(hp || sp)
- iStatus->heal(src, hp, sp, 2);
+ status->heal(src, hp, sp, 2);
}
}
break;
@@ -7017,49 +7009,49 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case WE_MALE:
- {
- int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
- int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, gain_hp, 0, 0),1);
- }
+ {
+ int hp_rate = (!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
+ int gain_hp = tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,status->heal(bl, gain_hp, 0, 0),1);
+ }
break;
case WE_FEMALE:
- {
- int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
- int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, 0, gain_sp, 0),1);
- }
+ {
+ int sp_rate = (!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
+ int gain_sp = tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
+ clif->skill_nodamage(src,bl,skill_id,status->heal(bl, 0, gain_sp, 0),1);
+ }
break;
// parent-baby skills
case WE_BABY:
- if(sd){
+ if(sd) {
struct map_session_data *f_sd = pc->get_father(sd);
struct map_session_data *m_sd = pc->get_mother(sd);
// if neither was found
- if(!f_sd && !m_sd){
+ if(!f_sd && !m_sd) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
iMap->freeblock_unlock();
return 0;
}
- iStatus->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
+ status->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
}
break;
case PF_HPCONVERSION:
- {
- int hp, sp;
- hp = sstatus->max_hp/10;
- sp = hp * 10 * skill_lv / 100;
- if (!iStatus->charge(src,hp,0)) {
- if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- break;
- }
- clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- iStatus->heal(bl,0,sp,2);
+ {
+ int hp, sp;
+ hp = sstatus->max_hp/10;
+ sp = hp * 10 * skill_lv / 100;
+ if (!status->charge(src,hp,0)) {
+ if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
+ break;
}
+ clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
+ status->heal(bl,0,sp,2);
+ }
break;
case MA_REMOVETRAP:
@@ -7216,20 +7208,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
dstmd->state.soul_change_flag = 1;
sp2 = sstatus->max_sp * 3 /100;
- iStatus->heal(src, 0, sp2, 2);
+ status->heal(src, 0, sp2, 2);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
}
sp1 = sstatus->sp;
sp2 = tstatus->sp;
- #ifdef RENEWAL
- sp1 = sp1 / 2;
- sp2 = sp2 / 2;
- if( tsc && tsc->data[SC_EXTREMITYFIST2] )
- sp1 = tstatus->sp;
- #endif
- iStatus->set_sp(src, sp2, 3);
- iStatus->set_sp(bl, sp1, 3);
+#ifdef RENEWAL
+ sp1 = sp1 / 2;
+ sp2 = sp2 / 2;
+ if( tsc && tsc->data[SC_EXTREMITYFIST2] )
+ sp1 = tstatus->sp;
+#endif // RENEWAL
+ status->set_sp(src, sp2, 3);
+ status->set_sp(bl, sp1, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -7267,7 +7259,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if(sp > 0)
clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- iStatus->heal(bl,hp,sp,0);
+ status->heal(bl,hp,sp,0);
}
break;
// Full Chemical Protection
@@ -7337,13 +7329,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
case 2: // all buffs removed
- iStatus->change_clear_buffs(bl,1);
+ status->change_clear_buffs(bl,1);
break;
case 3: // 1000 damage, random armor destroyed
{
status_fix_damage(src, bl, 1000, 0);
clif->damage(src,bl,tick,0,0,1000,0,0,0);
- if( !iStatus->isdead(bl) ) {
+ if( !status->isdead(bl) ) {
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
}
@@ -7353,7 +7345,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
case 5: // 2000HP heal, random teleported
- iStatus->heal(src, 2000, 0, 0);
+ status->heal(src, 2000, 0, 0);
if( !map_flag_vs(bl->m) )
unit->warp(bl, -1,-1,-1, CLR_TELEPORT);
break;
@@ -7452,7 +7444,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (tsce) {
if(sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
+ status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
status_change_end(bl, SC_SWOO, INVALID_TIMER);
break;
}
@@ -7460,7 +7452,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ status->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
@@ -7471,42 +7463,42 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
// New guild skills [Celest]
case GD_BATTLEORDER:
if(flag&1) {
- if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
+ if (status->get_guild_id(src) == status->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (iStatus->get_guild_id(src)) {
+ } else if (status->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill->castend_nodamage_id);
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
break;
case GD_REGENERATION:
if(flag&1) {
- if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
+ if (status->get_guild_id(src) == status->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (iStatus->get_guild_id(src)) {
+ } else if (status->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill->castend_nodamage_id);
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
break;
case GD_RESTORE:
if(flag&1) {
- if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
+ if (status->get_guild_id(src) == status->get_guild_id(bl))
clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
- } else if (iStatus->get_guild_id(src)) {
+ } else if (status->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
- skill->get_splash(skill_id, skill_lv), BL_PC,
- src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
- skill->castend_nodamage_id);
+ skill->get_splash(skill_id, skill_lv), BL_PC,
+ src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
+ skill->castend_nodamage_id);
if (sd)
guild->block_skill(sd,skill->get_time2(skill_id,skill_lv));
}
@@ -7518,7 +7510,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int j = 0;
struct guild *g;
// i don't know if it actually summons in a circle, but oh well. ;P
- g = sd ? sd->guild : guild->search(iStatus->get_guild_id(src));
+ g = sd ? sd->guild : guild->search(status->get_guild_id(src));
if (!g)
break;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -7636,7 +7628,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
//Eh? why double skill packet?
clif->skill_nodamage(src,bl,AL_HEAL,i,1);
clif->skill_nodamage(src,bl,skill_id,i,1);
- iStatus->heal(bl, i, 0, 0);
+ status->heal(bl, i, 0, 0);
}
break;
//Homun single-target support skills [orn]
@@ -7741,7 +7733,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case RK_ENCHANTBLADE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
- sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+iStatus->get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
+ sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status->get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
break;
case RK_DRAGONHOWLING:
if( flag&1)
@@ -7768,23 +7760,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
break;
case RK_STONEHARDSKIN:
- if( sd )
- {
+ if( sd ) {
int heal = sstatus->hp / 4; // 25% HP
- if( iStatus->charge(bl,heal,0) )
+ if( status->charge(bl,heal,0) )
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv)));
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
}
break;
case RK_REFRESH:
- {
- int heal = status_get_max_hp(bl) * 25 / 100;
- clif->skill_nodamage(src,bl,skill_id,skill_lv,
- sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- iStatus->heal(bl,heal,0,1);
- iStatus->change_clear_buffs(bl,4);
- }
+ {
+ int heal = status_get_max_hp(bl) * 25 / 100;
+ clif->skill_nodamage(src,bl,skill_id,skill_lv,
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
+ status->heal(bl,heal,0,1);
+ status->change_clear_buffs(bl,4);
+ }
break;
case RK_MILLENNIUMSHIELD:
@@ -7829,9 +7820,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
}else if( skill_area_temp[5]&0x20 ){
i = status_get_max_hp(bl) * 25 / 100;
- iStatus->change_clear_buffs(bl,4);
+ status->change_clear_buffs(bl,4);
skill_area_temp[5] &= ~0x20;
- iStatus->heal(bl,i,0,1);
+ status->heal(bl,i,0,1);
type = SC_REFRESH;
}else if( skill_area_temp[5]&0x40 ){
skill_area_temp[5] &= ~0x40;
@@ -7839,7 +7830,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}else if( skill_area_temp[5]&0x80 ){
if( dstsd ){
i = sstatus->hp / 4;
- if( iStatus->charge(bl,i,0) )
+ if( status->charge(bl,i,0) )
type = SC_STONEHARDSKIN;
skill_area_temp[5] &= ~0x80;
}
@@ -7945,8 +7936,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
}
- if( !iStatus->charge(bl,heal,0) )
- {
+ if( !status->charge(bl,heal,0) ) {
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
}
@@ -7989,13 +7979,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) {
i = skill->calc_heal(src, bl, AL_HEAL, pc->checkskill(sd, AL_HEAL), true);
- if( (dstsd && pc_ismadogear(dstsd)) || iStatus->isimmune(bl))
+ if( (dstsd && pc_ismadogear(dstsd)) || status->isimmune(bl))
i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
clif->skill_nodamage(bl, bl, skill_id, i, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && i )
i = ~i + 1;
- iStatus->heal(bl, i, 0, 0);
+ status->heal(bl, i, 0, 0);
}
}
else if( sd )
@@ -8051,23 +8041,21 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case AB_CLEARANCE:
- if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 )
- { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
+ if( flag&1 || (i = skill->get_splash(skill_id, skill_lv)) < 1 ) {
+ //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv)
- {
+ if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skill_lv) {
if (sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(iStatus->isimmune(bl) || !tsc || !tsc->count)
+ if(status->isimmune(bl) || !tsc || !tsc->count)
break;
- for(i = 0; i < SC_MAX; i++)
- {
+ for(i = 0; i < SC_MAX; i++) {
if ( !tsc->data[i] )
continue;
if( SC_COMMON_MAX > i )
- if ( iStatus->get_sc_type(i)&SC_NO_CLEARANCE )
+ if ( status->get_sc_type(i)&SC_NO_CLEARANCE )
continue;
switch (i) {
case SC_ASSUMPTIO:
@@ -8142,12 +8130,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_SIENNAEXECRATE:
if( flag&1 ) {
- if( iStatus->isimmune(bl) || !tsc )
+ if( status->isimmune(bl) || !tsc )
break;
if( tsc && tsc->data[SC_STONE] )
status_change_end(bl,SC_STONE,INVALID_TIMER);
else
- iStatus->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
+ status->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
} else {
int rate = 45 + 5 * skill_lv;
if( rnd()%100 < rate ){
@@ -8174,7 +8162,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_READING_SB:
if( sd ) {
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++)
if( sc && !sc->data[i] )
@@ -8256,7 +8244,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
pc->setmadogear(sd, 0);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
- iStatus->set_sp(src, 0, 0);
+ status->set_sp(src, 0, 0);
}
break;
@@ -8284,10 +8272,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( dstsd && pc_ismadogear(dstsd) )
{
heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
- iStatus->heal(bl,heal,0,2);
+ status->heal(bl,heal,0,2);
} else {
heal = sd->status.max_hp * (3+3*skill_lv) / 100;
- iStatus->heal(src,heal,0,2);
+ status->heal(src,heal,0,2);
}
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
@@ -8354,8 +8342,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SC_WEAKNESS:
if( !(tsc && tsc->data[type]) ) {
//((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10
- - iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status->get_lv(src)/10
+ - status->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)));
} else if( sd )
@@ -8364,16 +8352,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SC_IGNORANCE:
if( !(tsc && tsc->data[type]) ) {
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10
- - iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0)
+ + status->get_lv(src)/10 - status->get_lv(bl)/10 - tstatus->luk/10
+ - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
if (clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) {
int sp = 200 * skill_lv;
if( dstmd ) sp = dstmd->level * 2;
if( status_zap(bl,0,sp) )
- iStatus->heal(src,0,sp/2,3);
- }
- else if( sd ) clif->skill_fail(sd,skill_id,0,0);
+ status->heal(src,0,sp/2,3);
+ } else if( sd )
+ clif->skill_fail(sd,skill_id,0,0);
} else if( sd )
clif->skill_fail(sd,skill_id,0,0);
break;
@@ -8484,16 +8473,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
val = 105 * it->refine / 10;
sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill->get_time(skill_id,skill_lv));
break;
- case 2: case 3:
- if( rate < brate )
- {
+ case 2:
+ case 3:
+ if( rate < brate ) {
val = sstatus->max_hp * (11 + it->refine) / 100;
- iStatus->heal(bl, val, 0, 3);
+ status->heal(bl, val, 0, 3);
}
break;
- /*case 3:
- // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
- break;*/
+#if 0 // TODO: I need confirm what effect should be here. Moved to case 2 to until we got it.
+ case 3:
+ // Full protection.
+ break;
+#endif // 0
}
}
break;
@@ -8613,17 +8604,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
int heal;
- if( iStatus->isimmune(bl) )
- {
+ if( status->isimmune(bl) ) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
- iStatus->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, 0);
- if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + iStatus->get_lv(src)) / 4) - (1 + (rnd() % 10))) )
- {
+ if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status->get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STUN, INVALID_TIMER);
@@ -8677,7 +8666,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_DEADHILLHERE:
if( bl->type == BL_PC ) {
- if( !iStatus->isdead(bl) )
+ if( !status->isdead(bl) )
break;
if( rnd()%100 < 88 + 2 * skill_lv ) {
@@ -8747,8 +8736,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_SONG_OF_MANA:
case WM_DANCE_WITH_WUG:
case WM_LERADS_DEW:
- if( flag&1 ) { // These affect to to all party members near the caster.
- struct status_change *sc = iStatus->get_sc(src);
+ if( flag&1 ) {
+ // These affect to to all party members near the caster.
+ struct status_change *sc = status->get_sc(src);
if( sc && sc->data[type] ) {
sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv));
}
@@ -8874,13 +8864,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_LULLABY_DEEPSLEEP:
if( flag&1 ){
//[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster?s Base Level / 15) + (Caster?s Job Level / 5)] %
- int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + iStatus->get_lv(src) / 15;
+ int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status->get_lv(src) / 15;
if( bl != src )
sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv));
}else {
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
iMap->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), BL_CHAR,
- src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
+ src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill->castend_nodamage_id);
}
break;
@@ -8954,13 +8944,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int e_hp, e_sp;
if( !ed ) break;
- if( !iStatus->charge(&sd->bl,s_hp,s_sp) ) {
+ if( !status->charge(&sd->bl,s_hp,s_sp) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
e_hp = ed->battle_status.max_hp * 10 / 100;
e_sp = ed->battle_status.max_sp * 10 / 100;
- iStatus->heal(&ed->bl,e_hp,e_sp,3);
+ status->heal(&ed->bl,e_hp,e_sp,3);
clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
}
break;
@@ -8985,7 +8975,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case GN_BLOOD_SUCKER:
{
- struct status_change *sc = iStatus->get_sc(src);
+ struct status_change *sc = status->get_sc(src);
if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
if( tsc && tsc->data[type] ){
@@ -9075,24 +9065,25 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case EL_WIND_CURTAIN:
case EL_SOLID_SKIN:
case EL_STONE_SHIELD:
- case EL_WIND_STEP: {
- struct elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- sc_type type2 = type-1;
- struct status_change *sc = iStatus->get_sc(&ele->bl);
-
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental->clean_single_effect(ele, skill_id);
- } else {
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
- skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
- sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
- sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
- }
+ case EL_WIND_STEP:
+ {
+ struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+ if( ele ) {
+ sc_type type2 = type-1;
+ struct status_change *sc = status->get_sc(&ele->bl);
+
+ if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental->clean_single_effect(ele, skill_id);
+ } else {
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ clif->skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
+ skill->blown(src,bl,(rnd()%skill->get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
+ sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
}
}
+ }
break;
case EL_FIRE_MANTLE:
@@ -9104,23 +9095,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
skill->unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
break;
- case EL_WATER_SCREEN: {
- struct elemental_data *ele = BL_CAST(BL_ELEM, src);
- if( ele ) {
- struct status_change *sc = iStatus->get_sc(&ele->bl);
- sc_type type2 = type-1;
+ case EL_WATER_SCREEN:
+ {
+ struct elemental_data *ele = BL_CAST(BL_ELEM, src);
+ if( ele ) {
+ struct status_change *sc = status->get_sc(&ele->bl);
+ sc_type type2 = type-1;
- clif->skill_nodamage(src,src,skill_id,skill_lv,1);
- if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
- elemental->clean_single_effect(ele, skill_id);
- } else {
- // This not heals at the end.
- clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
- sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
- sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
- }
+ clif->skill_nodamage(src,src,skill_id,skill_lv,1);
+ if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
+ elemental->clean_single_effect(ele, skill_id);
+ } else {
+ // This not heals at the end.
+ clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
+ sc_start(src,type2,100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type,100,src->id,skill->get_time(skill_id,skill_lv));
}
}
+ }
break;
case KO_KAHU_ENTEN:
@@ -9138,12 +9130,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case KO_ZANZOU:
- if(sd){
+ if(sd) {
struct mob_data *md;
- md = mob->once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
- if( md )
- {
+ md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
+ if( md ) {
md->master_id = src->id;
md->special_state.ai = AI_ZANZOU;
if( md->deletetimer != INVALID_TIMER )
@@ -9173,14 +9164,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case KO_JYUSATSU:
- if( dstsd && tsc && !tsc->data[type] &&
- rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ){
+ if( dstsd && tsc && !tsc->data[type]
+ && rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv))
+ ) {
clif->skill_nodamage(src, bl, skill_id, skill_lv,
- iStatus->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
+ status->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0);
- if( iStatus->get_lv(bl) <= iStatus->get_lv(src) )
- iStatus->change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0);
- }else if( sd )
+ if( status->get_lv(bl) <= status->get_lv(src) )
+ status->change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0);
+ } else if( sd )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
@@ -9248,100 +9240,102 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
break;
- case MH_SILENT_BREEZE: {
- struct status_change *ssc = iStatus->get_sc(src);
+ case MH_SILENT_BREEZE:
+ {
+ struct status_change *ssc = status->get_sc(src);
struct block_list *m_bl = battle->get_master(src);
- const enum sc_type scs[] = {
- SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION
- };
- int heal;
- if(tsc){
- for (i = 0; i < ARRAYLENGTH(scs); i++) {
- if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
- }
- if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
- iStatus->change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ const enum sc_type scs[] = {
+ SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION
+ };
+ int heal;
+ if(tsc){
+ for (i = 0; i < ARRAYLENGTH(scs); i++) {
+ if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
+ }
+ if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
+ status->change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
}
heal = status_get_matk_min(src)*4;
- iStatus->heal(bl, heal, 0, 7);
+ status->heal(bl, heal, 0, 7);
//now inflict silence on everyone
if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
- iStatus->change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ status->change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
if(m_bl){
- struct status_change *msc = iStatus->get_sc(m_bl);
- if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
- iStatus->change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ struct status_change *msc = status->get_sc(m_bl);
+ if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
+ status->change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
}
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_OVERED_BOOST:
- if (hd){
- struct block_list *s_bl = battle->get_master(src);
- if(hd->homunculus.hunger>50) //reduce hunger
- hd->homunculus.hunger = hd->homunculus.hunger/2;
- else
- hd->homunculus.hunger = min(1,hd->homunculus.hunger);
- if(s_bl && s_bl->type==BL_PC){
- iStatus->set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
- clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
- sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus
- }
- sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- }
- break;
- case MH_GRANITIC_ARMOR:
- case MH_PYROCLASTIC: {
- struct block_list *s_bl = battle->get_master(src);
- if(s_bl)
- sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
- sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
+ case MH_OVERED_BOOST:
+ if (hd) {
+ struct block_list *s_bl = battle->get_master(src);
+ if(hd->homunculus.hunger>50) //reduce hunger
+ hd->homunculus.hunger = hd->homunculus.hunger/2;
+ else
+ hd->homunculus.hunger = min(1,hd->homunculus.hunger);
+ if(s_bl && s_bl->type==BL_PC) {
+ status->set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
+ clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
+ sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus
}
- break;
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
+ case MH_GRANITIC_ARMOR:
+ case MH_PYROCLASTIC:
+ {
+ struct block_list *s_bl = battle->get_master(src);
+ if(s_bl)
+ sc_start2(s_bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv)); //start on master
+ sc_start2(bl, type, 100, skill_lv, hd->homunculus.level, skill->get_time(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
- case MH_LIGHT_OF_REGENE:
- if(hd){
+ case MH_LIGHT_OF_REGENE:
+ if(hd) {
hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
if(sd) clif->send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
}
//don't break need to start status and start block timer
- case MH_MAGMA_FLOW:
- case MH_PAIN_KILLER:
- sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- break;
- case MH_SUMMON_LEGION:
- {
- int summons[5] = {1004, 1303, 1303, 1994, 1994};
- int qty[5] = {3 , 3 , 4 , 4 , 5};
- struct mob_data *md;
- int i, dummy = 0;
+ case MH_MAGMA_FLOW:
+ case MH_PAIN_KILLER:
+ sc_start(bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv));
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ break;
+ case MH_SUMMON_LEGION:
+ {
+ int summons[5] = {1004, 1303, 1303, 1994, 1994};
+ int qty[5] = {3 , 3 , 4 , 4 , 5};
+ struct mob_data *md;
+ int i, dummy = 0;
- i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &dummy);
- if(i >= qty[skill_lv-1])
- break;
-
- for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
- md = mob->once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
- if (md) {
- md->master_id = src->id;
- if (md->deletetimer != INVALID_TIMER)
- timer->delete(md->deletetimer, mob->timer_delete);
- md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0);
- mob->spawn(md); //Now it is ready for spawning.
- sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
- }
- }
- if (hd)
- skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
- }
+ i = iMap->foreachinmap(skill->check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &dummy);
+ if(i >= qty[skill_lv-1])
break;
+
+ for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
+ md = mob->once_spawn_sub(src, src->m, src->x, src->y, status->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
+ if (md) {
+ md->master_id = src->id;
+ if (md->deletetimer != INVALID_TIMER)
+ timer->delete(md->deletetimer, mob->timer_delete);
+ md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id, skill_lv), mob->timer_delete, md->bl.id, 0);
+ mob->spawn(md); //Now it is ready for spawning.
+ sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
+ }
+ }
+ if (hd)
+ skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
+ }
+ break;
default:
ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -9349,8 +9343,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
return 1;
}
- if(skill_id != SR_CURSEDCIRCLE){
- struct status_change *sc = iStatus->get_sc(src);
+ if(skill_id != SR_CURSEDCIRCLE) {
+ struct status_change *sc = status->get_sc(src);
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
}
@@ -9411,7 +9405,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
ud->skilltimer = INVALID_TIMER;
do {
- if( iStatus->isdead(src) )
+ if( status->isdead(src) )
break;
if( !(src->type&battle_config.skill_reiteration) &&
@@ -9445,9 +9439,9 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
}
}
- if(tid != INVALID_TIMER)
- { //Avoid double checks on instant cast skills. [Skotlex]
- if (!iStatus->check_skilluse(src, NULL, ud->skill_id, 1))
+ if(tid != INVALID_TIMER) {
+ //Avoid double checks on instant cast skills. [Skotlex]
+ if (!status->check_skilluse(src, NULL, ud->skill_id, 1))
break;
if(battle_config.skill_add_range &&
!check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
@@ -9693,13 +9687,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
nullpo_ret(src);
- if(iStatus->isdead(src))
+ if(status->isdead(src))
return 0;
sd = BL_CAST(BL_PC, src);
- sc = iStatus->get_sc(src);
- type = iStatus->skill2sc(skill_id);
+ sc = status->get_sc(src);
+ type = status->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) { //Skill effect.
@@ -9744,7 +9738,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case HT_DETECTING:
i = skill->get_splash(skill_id, skill_lv);
- iMap->foreachinarea( iStatus->change_timer_sub,
+ iMap->foreachinarea( status->change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
src,NULL,SC_SIGHT,tick);
if(battle_config.traps_setting&1)
@@ -9988,7 +9982,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
struct mob_data *md;
// Correct info, don't change any of this! [celest]
- md = mob->once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
if (md) {
md->master_id = src->id;
md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
@@ -10110,18 +10104,15 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
break;
case PA_GOSPEL:
- if (sce && sce->val4 == BCT_SELF)
- {
+ if (sce && sce->val4 == BCT_SELF) {
status_change_end(src, SC_GOSPEL, INVALID_TIMER);
return 0;
- }
- else
- {
+ } else {
sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
if (!sg) break;
if (sce)
status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
- iStatus->change_clear_buffs(src,3);
+ status->change_clear_buffs(src,3);
sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
}
@@ -10221,9 +10212,8 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
int class_ = 2042;
struct mob_data *md;
- md = mob->once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE);
- if( md )
- {
+ md = mob->once_spawn_sub(src, src->m, x, y, status->get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ if( md ) {
md->master_id = src->id;
md->special_state.ai = AI_FLORA;
if( md->deletetimer != INVALID_TIMER )
@@ -10274,7 +10264,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
break;
case LG_RAYOFGENESIS:
- if( iStatus->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
+ if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
i = skill->get_splash(skill_id,skill_lv);
iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
@@ -10522,8 +10512,8 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
}
sd = BL_CAST(BL_PC, src);
- st = iStatus->get_status_data(src);
- sc = iStatus->get_sc(src); // for traps, firewall and fogwall - celest
+ st = status->get_status_data(src);
+ sc = status->get_sc(src); // for traps, firewall and fogwall - celest
switch( skill_id ) {
case MH_STEINWAND:
@@ -11003,7 +10993,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
nullpo_ret(src);
nullpo_ret(bl);
- if(bl->prev==NULL || !src->alive || iStatus->isdead(bl))
+ if(bl->prev==NULL || !src->alive || status->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
@@ -11013,12 +11003,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
return 0; //AoE skills are ineffective. [Skotlex]
if( iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
return 0;
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
- type = iStatus->skill2sc(sg->skill_id);
+ type = status->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
switch (sg->unit_id) {
@@ -11029,7 +11019,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
break;
} else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( iStatus->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
+ if( status->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
const struct TimerData* td = sc->data[type]?timer->get(sc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
@@ -11111,7 +11101,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
case UNT_HERMODE:
if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
- iStatus->change_clear_buffs(bl,1); //Should dispell only allies.
+ status->change_clear_buffs(bl,1); //Should dispell only allies.
case UNT_RICHMANKIM:
case UNT_ETERNALCHAOS:
case UNT_DRUMBATTLEFIELD:
@@ -11142,8 +11132,8 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
else if (sce->val4 == 1) {
//Readjust timers since the effect will not last long.
sce->val4 = 0;
- timer->delete(sce->timer, iStatus->change_timer);
- sce->timer = timer->add(tick+sg->limit, iStatus->change_timer, bl->id, type);
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(tick+sg->limit, status->change_timer, bl->id, type);
}
break;
@@ -11217,19 +11207,19 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
nullpo_ret(src);
nullpo_ret(bl);
- if (bl->prev==NULL || !src->alive || iStatus->isdead(bl))
+ if (bl->prev==NULL || !src->alive || status->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
nullpo_ret(ss=iMap->id2bl(sg->src_id));
tsd = BL_CAST(BL_PC, bl);
- tsc = iStatus->get_sc(bl);
+ tsc = status->get_sc(bl);
if ( tsc && tsc->data[SC_HOVERING] )
return 0; //Under hovering characters are immune to trap and ground target skills.
- tstatus = iStatus->get_status_data(bl);
- type = iStatus->skill2sc(sg->skill_id);
+ tstatus = status->get_status_data(bl);
+ type = status->skill2sc(sg->skill_id);
skill_id = sg->skill_id;
if (sg->interval == -1) {
@@ -11268,8 +11258,8 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
//Take into account these hit more times than the timer interval can handle.
do
skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
- while(--src->val2 && x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl));
+ while(--src->val2 && x == bl->x && y == bl->y
+ && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl));
if (src->val2<=0)
skill->delunit(src);
@@ -11292,12 +11282,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
if( tstatus->hp >= tstatus->max_hp )
break;
- if( iStatus->isimmune(bl) )
+ if( status->isimmune(bl) )
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
- iStatus->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, 0);
if( diff >= 500 )
sg->val1--;
}
@@ -11307,18 +11297,18 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_EVILLAND:
//Will heal demon and undead element monsters, but not players.
- if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
- { //Damage enemies
+ if ((bl->type == BL_PC) || (!battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)) {
+ //Damage enemies
if(battle->check_target(&src->bl,bl,BCT_ENEMY)>0)
skill->attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
} else {
int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
if (tstatus->hp >= tstatus->max_hp)
break;
- if (iStatus->isimmune(bl))
+ if (status->isimmune(bl))
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- iStatus->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, 0);
}
break;
@@ -11329,8 +11319,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case UNT_DUMMYSKILL:
- switch (sg->skill_id)
- {
+ switch (sg->skill_id) {
case SG_SUN_WARM: //SG skills [Komurka]
case SG_MOON_WARM:
case SG_STAR_WARM:
@@ -11339,23 +11328,20 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
const int x = bl->x, y = bl->y;
//If target isn't knocked back it should hit every "interval" ms [Playtester]
- do
- {
+ do {
if( bl->type == BL_PC )
status_zap(bl, 0, 15); // sp damage to players
- else // mobs
- if( iStatus->charge(ss, 0, 2) ) // costs 2 SP per hit
- {
+ else if( status->charge(ss, 0, 2) ) { // mobs
+ // costs 2 SP per hit
if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
- iStatus->charge(ss, 0, 8); //costs additional 8 SP if miss
- }
- else
- { //should end when out of sp.
+ status->charge(ss, 0, 8); //costs additional 8 SP if miss
+ } else { // mobs
+ //should end when out of sp.
sg->limit = DIFF_TICK(tick,sg->tick);
break;
}
- } while( x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl) );
+ } while( x == bl->x && y == bl->y
+ && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status->isdead(bl) );
}
break;
/**
@@ -11402,7 +11388,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_MANHOLE:
if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
+ if( status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
const struct TimerData* td = tsc->data[type]?timer->get(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
@@ -11432,8 +11418,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( bl->id != ss->id ) {
if( status_get_mode(bl)&MD_BOSS )
break;
- if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
-
+ if( status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
iMap->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
@@ -11446,7 +11431,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_VENOMDUST:
if(tsc && !tsc->data[type])
- iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
+ status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
break;
@@ -11521,7 +11506,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- iStatus->heal(bl, heal, 0, 0);
+ status->heal(bl, heal, 0, 0);
break;
}
@@ -11538,15 +11523,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
int heal;
int i = rnd()%13; // Positive buff count
int time = skill->get_time2(sg->skill_id, sg->skill_lv); //Duration
- switch (i)
- {
+ switch (i) {
case 0: // Heal 1~9999 HP
heal = rnd() %9999+1;
clif->skill_nodamage(ss,bl,AL_HEAL,heal,1);
- iStatus->heal(bl,heal,0,0);
+ status->heal(bl,heal,0,0);
break;
case 1: // End all negative status
- iStatus->change_clear_buffs(bl,2);
+ status->change_clear_buffs(bl,2);
if (tsd) clif->gospel_info(tsd, 0x15);
break;
case 2: // Immunity to all status
@@ -11686,7 +11670,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
hp = tstatus->max_hp * hp / 100;
sp = tstatus->max_sp * sp / 100;
- iStatus->heal(bl, hp, sp, 2);
+ status->heal(bl, hp, sp, 2);
sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
}
// Reveal hidden players every 5 seconds.
@@ -11775,11 +11759,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case UNT_FIRE_EXPANSION_SMOKE_POWDER:
- sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
+ sc_start(bl, status->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
break;
case UNT_FIRE_EXPANSION_TEAR_GAS:
- sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
+ sc_start(bl, status->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
break;
case UNT_HELLS_PLANT:
@@ -11791,21 +11775,21 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_CLOUD_KILL:
if(tsc && !tsc->data[type])
- iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
+ status->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_WARMER:
if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
- struct status_change *ssc = iStatus->get_sc(ss);
+ struct status_change *ssc = status->get_sc(ss);
if( ssc && ssc->data[SC_HEATER_OPTION] )
hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
if( tstatus->hp != tstatus->max_hp )
clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
if( tsc && tsc->data[SC_AKAITSUKI] && hp )
hp = ~hp + 1;
- iStatus->heal(bl, hp, 0, 0);
+ status->heal(bl, hp, 0, 0);
sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
}
break;
@@ -11819,14 +11803,14 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if (sg->unit_id != UNT_ZEPHYR && !battle->check_undead(tstatus->race, tstatus->def_ele)) {
int hp = tstatus->max_hp / 100; //+1% each 5s
if ((sg->val3) % 5) { //each 5s
- if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)){
- iStatus->heal(bl, hp, 0, 2);
- } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
- ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
- ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
- ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
- ){
- iStatus->heal(bl, -hp, 0, 0);
+ if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)) {
+ status->heal(bl, hp, 0, 2);
+ } else if( (sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
+ || (sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
+ || (sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
+ || (sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
+ ) {
+ status->heal(bl, -hp, 0, 0);
}
}
sg->val3++; //timer
@@ -11904,7 +11888,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_POISON_MIST:
skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- iStatus->change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
+ status->change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
break;
}
@@ -11925,12 +11909,13 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
nullpo_ret(src);
nullpo_ret(bl);
nullpo_ret(sg=src->group);
- sc = iStatus->get_sc(bl);
- type = iStatus->skill2sc(sg->skill_id);
+ sc = status->get_sc(bl);
+ type = status->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
- if( bl->prev==NULL ||
- (iStatus->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
+ if( bl->prev == NULL
+ || (status->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB)
+ ) //Need to delete the trap if the source died.
return 0;
switch(sg->unit_id){
@@ -11969,17 +11954,16 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
/*==========================================
* Triggered when a char steps out of a skill group (entirely) [Skotlex]
*------------------------------------------*/
-static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
-{
+static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick) {
struct status_change *sc;
struct status_change_entry *sce;
enum sc_type type;
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
- type = iStatus->skill2sc(skill_id);
+ type = status->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) {
@@ -12038,11 +12022,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
if (sce) {
- timer->delete(sce->timer, iStatus->change_timer);
+ timer->delete(sce->timer, status->change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.
sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
- sce->timer = timer->add(tick+skill->get_time2(skill_id,1), iStatus->change_timer, bl->id, type);
+ sce->timer = timer->add(tick+skill->get_time2(skill_id,1), status->change_timer, bl->id, type);
}
break;
case PF_FOGWALL:
@@ -12052,8 +12036,8 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
status_change_end(bl, SC_BLIND, INVALID_TIMER);
else {
- timer->delete(sce->timer, iStatus->change_timer);
- sce->timer = timer->add(30000+tick, iStatus->change_timer, bl->id, SC_BLIND);
+ timer->delete(sce->timer, status->change_timer);
+ sce->timer = timer->add(30000+tick, status->change_timer, bl->id, SC_BLIND);
}
}
}
@@ -12250,13 +12234,13 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16
case PR_BENEDICTIO:
for (i = 0; i < c; i++) {
if ((tsd = iMap->id2sd(p_sd[i])) != NULL)
- iStatus->charge(&tsd->bl, 0, 10);
+ status->charge(&tsd->bl, 0, 10);
}
return c;
case AB_ADORAMUS:
if( c > 0 && (tsd = iMap->id2sd(p_sd[0])) != NULL ) {
i = 2 * (*skill_lv);
- iStatus->charge(&tsd->bl, 0, i);
+ status->charge(&tsd->bl, 0, i);
}
break;
case WM_GREAT_ECHO:
@@ -12404,22 +12388,51 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
return 0;
switch( skill_id ) { // Turn off check.
- case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
- case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
- case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
- case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
- if( sc && sc->data[iStatus->skill2sc(skill_id)] )
+ case BS_MAXIMIZE:
+ case NV_TRICKDEAD:
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case CR_AUTOGUARD:
+ case ML_AUTOGUARD:
+ case CR_DEFENDER:
+ case ML_DEFENDER:
+ case ST_CHASEWALK:
+ case PA_GOSPEL:
+ case CR_SHRINK:
+ case TK_RUN:
+ case GS_GATLINGFEVER:
+ case TK_READYCOUNTER:
+ case TK_READYDOWN:
+ case TK_READYSTORM:
+ case TK_READYTURN:
+ case SG_FUSION:
+ case RA_WUGDASH:
+ case KO_YAMIKUMO:
+ if( sc && sc->data[status->skill2sc(skill_id)] )
return 1;
}
// Check the skills that can be used while mounted on a warg
if( pc_isridingwug(sd) ) {
switch( skill_id ) {
- case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
- case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
- case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
- case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
- case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case HT_SPRINGTRAP:
+ case RA_DETONATOR:
+ case RA_CLUSTERBOMB:
+ case HT_TALKIEBOX:
+ case RA_FIRINGTRAP:
+ case RA_ICEBOUNDTRAP:
+ case RA_WUGDASH:
+ case RA_WUGRIDER:
+ case RA_WUGSTRIKE:
break;
default: // in official there is no message.
return 0;
@@ -12428,14 +12441,19 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
}
if( pc_ismadogear(sd) ) {
switch( skill_id ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
- case BS_REPAIRWEAPON: case WS_MELTDOWN:
- case BS_HAMMERFALL: case WS_CARTBOOST:
- case BS_ADRENALINE: case WS_WEAPONREFINE:
- case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
- case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
- case BS_MAXIMIZE:
- case BS_ADRENALINE2:
- case BS_UNFAIRLYTRICK:
+ case BS_REPAIRWEAPON:
+ case WS_MELTDOWN:
+ case BS_HAMMERFALL:
+ case WS_CARTBOOST:
+ case BS_ADRENALINE:
+ case WS_WEAPONREFINE:
+ case BS_WEAPONPERFECT:
+ case WS_CARTTERMINATION:
+ case BS_OVERTHRUST:
+ case WS_OVERTHRUSTMAX:
+ case BS_MAXIMIZE:
+ case BS_ADRENALINE2:
+ case BS_UNFAIRLYTRICK:
case BS_GREED:
clif->skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
return 0;
@@ -13493,12 +13511,11 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
if( !sd )
return req;
- /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
-#if 0
+#if 0 /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
if( sd->state.abra_flag )
-#else
+#else // not 0
if( sd->skillitem == skill_id )
-#endif
+#endif // 0
return req; // Hocus-Pocus don't have requirements.
sc = &sd->sc;
@@ -13506,11 +13523,26 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
sc = NULL;
switch( skill_id ) { // Turn off check.
- case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
- case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
- case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
- case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
- if( sc && sc->data[iStatus->skill2sc(skill_id)] )
+ case BS_MAXIMIZE:
+ case NV_TRICKDEAD:
+ case TF_HIDING:
+ case AS_CLOAKING:
+ case CR_AUTOGUARD:
+ case ML_AUTOGUARD:
+ case CR_DEFENDER:
+ case ML_DEFENDER:
+ case ST_CHASEWALK:
+ case PA_GOSPEL:
+ case CR_SHRINK:
+ case TK_RUN:
+ case GS_GATLINGFEVER:
+ case TK_READYCOUNTER:
+ case TK_READYDOWN:
+ case TK_READYSTORM:
+ case TK_READYTURN:
+ case SG_FUSION:
+ case KO_YAMIKUMO:
+ if( sc && sc->data[status->skill2sc(skill_id)] )
return req;
}
@@ -13806,9 +13838,8 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
/*==========================================
* Does cast-time reductions based on sc data.
*------------------------------------------*/
-int skill_castfix_sc (struct block_list *bl, int time)
-{
- struct status_change *sc = iStatus->get_sc(bl);
+int skill_castfix_sc (struct block_list *bl, int time) {
+ struct status_change *sc = status->get_sc(bl);
if( time < 0 )
return 0;
@@ -13819,8 +13850,8 @@ int skill_castfix_sc (struct block_list *bl, int time)
if (sc && sc->count) {
if (sc->data[SC_SLOWCAST])
time += time * sc->data[SC_SLOWCAST]->val2 / 100;
- if (sc->data[SC_NEEDLE_OF_PARALYZE])
- time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3;
+ if (sc->data[SC_NEEDLE_OF_PARALYZE])
+ time += sc->data[SC_NEEDLE_OF_PARALYZE]->val3;
if (sc->data[SC_SUFFRAGIUM]) {
time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
@@ -13835,15 +13866,14 @@ int skill_castfix_sc (struct block_list *bl, int time)
if (sc->data[SC_IZAYOI])
time -= time * 50 / 100;
}
- time = max(time, 0);
+ time = max(time, 0);
-// ShowInfo("Castime castfix_sc = %d\n",time);
+ //ShowInfo("Castime castfix_sc = %d\n",time);
return time;
}
#ifdef RENEWAL_CAST
-int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
-{
- struct status_change *sc = iStatus->get_sc(bl);
+int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv) {
+ struct status_change *sc = status->get_sc(bl);
struct map_session_data *sd = BL_CAST(BL_PC,bl);
int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
@@ -13935,7 +13965,7 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
if( sc->data[SC_SECRAMENT] )
fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) )
- fixcast_r = max(fixcast_r, (status_get_int(bl) + iStatus->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
+ fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
// Fixed cast non percentage bonuses
if( sc->data[SC_MANDRAGORA] )
fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
@@ -13964,12 +13994,11 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
/*==========================================
* Does delay reductions based on dex/agi, sc data, item bonuses, ...
*------------------------------------------*/
-int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
-{
+int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
int delaynodex = skill->get_delaynodex(skill_id, skill_lv);
int time = skill->get_delay(skill_id, skill_lv);
struct map_session_data *sd;
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
nullpo_ret(bl);
sd = BL_CAST(BL_PC, bl);
@@ -14322,7 +14351,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
return;
}
- per = iStatus->get_refine_chance(ditem->wlv, (int)item->refine) * 10;
+ per = status->get_refine_chance(ditem->wlv, (int)item->refine) * 10;
// Aegis leaked formula. [malufett]
if( sd->status.class_ == JOB_MECHANIC_T )
@@ -14452,8 +14481,8 @@ int skill_sit_in (struct block_list *bl, va_list ap) {
if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) {
sd->state.rest=1;
- iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
- iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
+ status->calc_regen(bl, &sd->battle_status, &sd->regen);
+ status->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
@@ -14467,8 +14496,8 @@ int skill_sit_out (struct block_list *bl, va_list ap) {
sd->state.gangsterparadise=0;
if(sd->state.rest && type&2) {
sd->state.rest=0;
- iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
- iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
+ status->calc_regen(bl, &sd->battle_status, &sd->regen);
+ status->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
}
@@ -14527,7 +14556,7 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap) {
if(!skill_lv) return 0;
tick=va_arg(ap,unsigned int);
- if (src == bl || iStatus->isdead(bl))
+ if (src == bl || status->isdead(bl))
return 0;
if (bl->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)bl;
@@ -14558,13 +14587,12 @@ void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill
/*==========================================
*
*------------------------------------------*/
-int skill_attack_area (struct block_list *bl, va_list ap)
-{
+int skill_attack_area (struct block_list *bl, va_list ap) {
struct block_list *src,*dsrc;
int atk_type,skill_id,skill_lv,flag,type;
unsigned int tick;
- if(iStatus->isdead(bl))
+ if(status->isdead(bl))
return 0;
atk_type = va_arg(ap,int);
@@ -14580,8 +14608,8 @@ int skill_attack_area (struct block_list *bl, va_list ap)
if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
- if(battle->check_target(dsrc,bl,type) <= 0 ||
- !iStatus->check_skilluse(NULL, bl, skill_id, 2))
+ if( battle->check_target(dsrc,bl,type) <= 0
+ || !status->check_skilluse(NULL, bl, skill_id, 2))
return 0;
@@ -14984,7 +15012,7 @@ int skill_maelstrom_suction(struct block_list *bl, va_list ap) {
int sp = su->group->skill_lv * skill_lv;
if( src->type == BL_PC )
sp += ((TBL_PC*)src)->status.job_level / 5;
- iStatus->heal(src, 0, sp/2, 1);
+ status->heal(src, 0, sp/2, 1);
}
}
@@ -14994,13 +15022,12 @@ int skill_maelstrom_suction(struct block_list *bl, va_list ap) {
/*==========================================
*
*------------------------------------------*/
-int skill_enchant_elemental_end (struct block_list *bl, int type)
-{
+int skill_enchant_elemental_end (struct block_list *bl, int type) {
struct status_change *sc;
const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS, SC_EXEEDBREAK };
int i;
nullpo_ret(bl);
- nullpo_ret(sc= iStatus->get_sc(bl));
+ nullpo_ret(sc = status->get_sc(bl));
if (!sc->count) return 0;
@@ -15180,7 +15207,7 @@ int skill_delunit (struct skill_unit* su) {
break;
case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
if( group->val2 ) { // Someone Traped
- struct status_change *tsc = iStatus->get_sc( iMap->id2bl(group->val2));
+ struct status_change *tsc = status->get_sc( iMap->id2bl(group->val2));
if( tsc && tsc->data[SC__MANHOLE] )
tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
}
@@ -15260,26 +15287,26 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
i = MAX_SKILLUNITGROUP-1;
}
- group = ers_alloc(skill->unit_ers, struct skill_unit_group);
- group->src_id = src->id;
- group->party_id = iStatus->get_party_id(src);
- group->guild_id = iStatus->get_guild_id(src);
- group->bg_id = bg->team_get_id(src);
- group->group_id = skill_get_new_group_id();
- group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
- group->unit_count = count;
+ group = ers_alloc(skill->unit_ers, struct skill_unit_group);
+ group->src_id = src->id;
+ group->party_id = status->get_party_id(src);
+ group->guild_id = status->get_guild_id(src);
+ group->bg_id = bg->team_get_id(src);
+ group->group_id = skill_get_new_group_id();
+ group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
+ group->unit_count = count;
group->alive_count = 0;
- group->val1 = 0;
- group->val2 = 0;
- group->val3 = 0;
- group->skill_id = skill_id;
- group->skill_lv = skill_lv;
- group->unit_id = unit_id;
- group->map = src->m;
- group->limit = limit;
- group->interval = interval;
- group->tick = timer->gettick();
- group->valstr = NULL;
+ group->val1 = 0;
+ group->val2 = 0;
+ group->val3 = 0;
+ group->skill_id = skill_id;
+ group->skill_lv = skill_lv;
+ group->unit_id = unit_id;
+ group->map = src->m;
+ group->limit = limit;
+ group->interval = interval;
+ group->tick = timer->gettick();
+ group->valstr = NULL;
ud->skillunit[i] = group;
@@ -15312,7 +15339,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
return 0;
}
- if( !iStatus->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
+ if( !status->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
switch( group->skill_id ) {
case BA_DISSONANCE:
case BA_POEMBRAGI:
@@ -15329,9 +15356,8 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
}
}
- if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
- {
- struct status_change* sc = iStatus->get_sc(src);
+ if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
+ struct status_change* sc = status->get_sc(src);
if (sc && sc->data[SC_DANCING])
{
sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
@@ -15342,7 +15368,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
// end Gospel's status change on 'src'
// (needs to be done when the group is deleted by other means than skill deactivation)
if (group->unit_id == UNT_GOSPEL) {
- struct status_change *sc = iStatus->get_sc(src);
+ struct status_change *sc = status->get_sc(src);
if(sc && sc->data[SC_GOSPEL]) {
sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
status_change_end(src, SC_GOSPEL, INVALID_TIMER);
@@ -15353,40 +15379,40 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
- {
- struct status_change *sc = NULL;
- if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_WARM] ) {
- sc->data[SC_WARM]->val4 = 0;
- status_change_end(src, SC_WARM, INVALID_TIMER);
- }
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) != NULL && sc->data[SC_WARM] ) {
+ sc->data[SC_WARM]->val4 = 0;
+ status_change_end(src, SC_WARM, INVALID_TIMER);
}
+ }
break;
case NC_NEUTRALBARRIER:
- {
- struct status_change *sc = NULL;
- if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
- sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
- status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
- }
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
+ sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
+ status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
}
+ }
break;
case NC_STEALTHFIELD:
- {
- struct status_change *sc = NULL;
- if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
- sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
- status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
- }
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
+ sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
+ status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
}
+ }
break;
case LG_BANDING:
- {
- struct status_change *sc = NULL;
- if( (sc = iStatus->get_sc(src)) && sc->data[SC_BANDING] ) {
- sc->data[SC_BANDING]->val4 = 0;
- status_change_end(src,SC_BANDING,INVALID_TIMER);
- }
+ {
+ struct status_change *sc = NULL;
+ if( (sc = status->get_sc(src)) && sc->data[SC_BANDING] ) {
+ sc->data[SC_BANDING]->val4 = 0;
+ status_change_end(src,SC_BANDING,INVALID_TIMER);
}
+ }
break;
}
@@ -15631,7 +15657,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
{
struct block_list *src = iMap->id2bl(group->src_id);
struct status_change *sc;
- if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
+ if( !src || (sc = status->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
skill->delunit(su);
break;
}
@@ -16018,7 +16044,7 @@ int skill_produce_mix(struct map_session_data *sd, uint16 skill_id, int nameid,
struct item_data* data;
nullpo_ret(sd);
- st = iStatus->get_status_data(&sd->bl);
+ st = status->get_status_data(&sd->bl);
if( sd->skill_id_old == skill_id )
skill_lv = sd->skill_lv_old;
@@ -16663,7 +16689,7 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
}
void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
// non-offensive and non-magic skills do not affect the status
if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC))
@@ -16674,7 +16700,7 @@ void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
} else {
sc->data[SC_MAGICPOWER]->val4 = 1;
- status_calc_bl(bl, iStatus->sc2scb_flag(SC_MAGICPOWER));
+ status_calc_bl(bl, status->sc2scb_flag(SC_MAGICPOWER));
#ifndef RENEWAL
if(bl->type == BL_PC){// update current display.
clif->updatestatus(((TBL_PC *)bl),SP_MATK1);
@@ -16729,7 +16755,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
nullpo_ret(sd);
- sc = iStatus->get_sc(&sd->bl);
+ sc = status->get_sc(&sd->bl);
status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break;
@@ -17466,7 +17492,7 @@ void skill_init_unit_layout (void) {
int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
int inf = 0;
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
if( !sc || !bl || !skill_id )
return 0; // Can do it
diff --git a/src/map/status.c b/src/map/status.c
index 46f732e81..501448cc7 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -1086,45 +1086,44 @@ static inline void status_cpy(struct status_data* a, const struct status_data* b
memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
}
-//Sets HP to given value. Flag is the flag passed to iStatus->heal in case
+//Sets HP to given value. Flag is the flag passed to status->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 *st;
if (hp < 1) return 0;
- st = iStatus->get_status_data(bl);
+ st = status->get_status_data(bl);
if (st == &dummy_status)
return 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->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
+//Sets SP to given value. Flag is the flag passed to status->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 *st;
- st = iStatus->get_status_data(bl);
+ st = status->get_status_data(bl);
if (st == &dummy_status)
return 0;
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->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)
-{
+int status_charge(struct block_list* bl, int64 hp, int64 sp) {
if(!(bl->type&BL_CONSUME))
return (int)(hp+sp); //Assume all was charged so there are no 'not enough' fails.
- return iStatus->damage(NULL, bl, hp, sp, 0, 3);
+ return status->damage(NULL, bl, hp, sp, 0, 3);
}
//Inflicts damage on the target with the according walkdelay.
@@ -1145,19 +1144,19 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
sp = 0; //Not a valid SP target.
if (hp < 0) { //Assume absorbed damage.
- iStatus->heal(target, -hp, 0, 1);
+ status->heal(target, -hp, 0, 1);
hp = 0;
}
if (sp < 0) {
- iStatus->heal(target, 0, -sp, 1);
+ status->heal(target, 0, -sp, 1);
sp = 0;
}
if (target->type == BL_SKILL)
return skill->unit_ondamaged((struct skill_unit *)target, src, hp, timer->gettick());
- st = iStatus->get_status_data(target);
+ st = status->get_status_data(target);
if( st == &dummy_status )
return 0;
@@ -1182,7 +1181,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
// if (!target->prev && !(flag&2))
// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
- sc = iStatus->get_sc(target);
+ sc = status->get_sc(target);
if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
hp = 1;
@@ -1287,9 +1286,9 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
battle_config.clear_unit_ondeath&target->type)
skill->clear_unitgroup(target);
- if(target->type&BL_REGEN)
- { //Reset regen ticks.
- struct regen_data *regen = iStatus->get_regen_data(target);
+ if(target->type&BL_REGEN) {
+ //Reset regen ticks.
+ struct regen_data *regen = status->get_regen_data(target);
if (regen) {
memset(&regen->tick, 0, sizeof(regen->tick));
if (regen->sregen)
@@ -1299,42 +1298,43 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
}
}
- if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) )
- { //flag&8 = disable Kaizel
+ if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) {
+ //flag&8 = disable Kaizel
int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
//Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
- iStatus->revive(target, 100, 100);
+ status->revive(target, 100, 100);
else
- iStatus->revive(target, sc->data[SC_KAIZEL]->val2, 0);
- iStatus->change_clear(target,0);
+ status->revive(target, sc->data[SC_KAIZEL]->val2, 0);
+ status->change_clear(target,0);
clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1);
- sc_start(target,iStatus->skill2sc(PR_KYRIE),100,10,time);
+ sc_start(target,status->skill2sc(PR_KYRIE),100,10,time);
if( target->type == BL_MOB )
((TBL_MOB*)target)->state.rebirth = 1;
return (int)(hp+sp);
}
- if(target->type == BL_PC){
+ if(target->type == BL_PC) {
TBL_PC *sd = BL_CAST(BL_PC,target);
TBL_HOM *hd = sd->hd;
if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){
clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage
- clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, iStatus->revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0));
+ clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status->revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0));
status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
return (int)(hp + sp);
}
}
- if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so.
- iStatus->revive(target, sc->data[SC_REBIRTH]->val2, 0);
- iStatus->change_clear(target,0);
+ if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {
+ // Ensure the monster has not already rebirthed before doing so.
+ status->revive(target, sc->data[SC_REBIRTH]->val2, 0);
+ status->change_clear(target,0);
((TBL_MOB*)target)->state.rebirth = 1;
return (int)(hp+sp);
}
- iStatus->change_clear(target,0);
+ status->change_clear(target,0);
if(flag&4) //Delete from memory. (also invokes map removal code)
unit->free(target,CLR_DEAD);
@@ -1359,7 +1359,7 @@ int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) {
struct status_change *sc;
int hp,sp;
- st = iStatus->get_status_data(bl);
+ st = status->get_status_data(bl);
if (st == &dummy_status || !st->hp)
return 0;
@@ -1368,13 +1368,13 @@ int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) {
hp = (int)cap_value(in_hp,INT_MIN,INT_MAX);
sp = (int)cap_value(in_sp,INT_MIN,INT_MAX);
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
if (hp < 0) {
if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
- iStatus->damage(NULL, bl, -hp, 0, 0, 1);
+ status->damage(NULL, bl, -hp, 0, 0, 1);
hp = 0;
}
@@ -1392,7 +1392,7 @@ int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) {
if(sp < 0) {
if (sp==INT_MIN) sp++;
- iStatus->damage(NULL, bl, 0, -sp, 0, 1);
+ status->damage(NULL, bl, 0, -sp, 0, 1);
sp = 0;
}
@@ -1436,7 +1436,7 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe
struct status_data *st;
unsigned int hp = 0, sp = 0;
- st = iStatus->get_status_data(target);
+ st = status->get_status_data(target);
//It's safe now [MarkZD]
@@ -1470,32 +1470,32 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe
sp = 1;
//Ugly check in case damage dealt is too much for the received args of
- //iStatus->heal / iStatus->damage. [Skotlex]
+ //status->heal / status->damage. [Skotlex]
if (hp > INT_MAX) {
hp -= INT_MAX;
if (flag)
- iStatus->damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
+ status->damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
else
- iStatus->heal(target, INT_MAX, 0, 0);
+ status->heal(target, INT_MAX, 0, 0);
}
if (sp > INT_MAX) {
sp -= INT_MAX;
if (flag)
- iStatus->damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
+ status->damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
else
- iStatus->heal(target, 0, INT_MAX, 0);
+ status->heal(target, 0, INT_MAX, 0);
}
if (flag)
- return iStatus->damage(src, target, hp, sp, 0, (!src||src==target?5:1));
- return iStatus->heal(target, hp, sp, 0);
+ return status->damage(src, target, hp, sp, 0, (!src||src==target?5:1));
+ return status->heal(target, hp, sp, 0);
}
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;
+ if (!status->isdead(bl)) return 0;
- st = iStatus->get_status_data(bl);
+ st = status->get_status_data(bl);
if (st == &dummy_status)
return 0; //Invalid target.
@@ -1543,9 +1543,9 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
struct status_change *sc=NULL, *tsc;
int hide_flag;
- st = src ? iStatus->get_status_data(src) : &dummy_status;
+ st = src ? status->get_status_data(src) : &dummy_status;
- if (src && src->type != BL_PC && iStatus->isdead(src))
+ if (src && src->type != BL_PC && status->isdead(src))
return 0;
if (!skill_id) { //Normal attack checks.
@@ -1553,9 +1553,9 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
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]
- if (target && iStatus->isdead(target))
+ if (target && status->isdead(target))
return 0;
- if( src && (sc = iStatus->get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB)
+ if( src && (sc = status->get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB)
return 0;
}
@@ -1581,13 +1581,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
case PA_PRESSURE:
if( flag && target ) {
//Gloria Avoids pretty much everything....
- tsc = iStatus->get_sc(target);
+ tsc = status->get_sc(target);
if(tsc && tsc->option&OPTION_HIDE)
return 0;
}
break;
case GN_WALLOFTHORN:
- if( target && iStatus->isdead(target) )
+ if( target && status->isdead(target) )
return 0;
break;
case AL_TELEPORT:
@@ -1602,7 +1602,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
}
}
- if ( src ) sc = iStatus->get_sc(src);
+ if ( src ) sc = status->get_sc(src);
if( sc && sc->count ) {
@@ -1695,7 +1695,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
)
return 0;
- if( sc->data[SC__MANHOLE] || ((tsc = iStatus->get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
+ if( sc->data[SC__MANHOLE] || ((tsc = status->get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
switch(skill_id) {//##TODO## make this a flag in skill_db?
// Skills that can be used even under Man Hole effects.
case SC_SHADOWFORM:
@@ -1735,7 +1735,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
if (target == NULL || target == src) //No further checking needed.
return 1;
- tsc = iStatus->get_sc(target);
+ tsc = status->get_sc(target);
if(tsc && tsc->count) {
/* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
@@ -1812,8 +1812,8 @@ 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 view_range;
- struct status_data *st = iStatus->get_status_data(src);
- struct status_change *tsc = iStatus->get_sc(target);
+ struct status_data *st = status->get_status_data(src);
+ struct status_change *tsc = status->get_sc(target);
switch (src->type) {
case BL_MOB:
view_range = ((TBL_MOB*)src)->min_chase;
@@ -1957,19 +1957,19 @@ void status_calc_misc(struct block_list *bl, struct status_data *st, int level)
st->cri = st->flee2 = 0;
#ifdef RENEWAL // renewal formulas
- st->matk_min = st->matk_max = bl->type == BL_PC ? iStatus->base_matk(st, level) : level + st->int_;
+ st->matk_min = st->matk_max = bl->type == BL_PC ? status->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
+#else // not RENEWAL
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
+#endif // RENEWAL
if( bl->type&battle_config.enable_critical )
st->cri += 10 + (st->luk*10/3); //(every 1 luk = +0.3 critical)
@@ -2011,7 +2011,7 @@ void status_calc_misc(struct block_list *bl, struct status_data *st, int level)
st->cri = 10;
}
if(bl->type&BL_REGEN)
- iStatus->calc_regen(bl, st, iStatus->get_regen_data(bl));
+ status->calc_regen(bl, st, status->get_regen_data(bl));
}
//Skotlex: Calculates the initial status for the given mob
@@ -2067,7 +2067,7 @@ int status_calc_mob_(struct mob_data* md, bool first) {
mbl = iMap->id2bl(md->master_id);
if (flag&8 && mbl) {
- struct status_data *mstatus = iStatus->get_base_status(mbl);
+ struct status_data *mstatus = status->get_base_status(mbl);
if (mstatus &&
battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
mstatus->speed = mstatus->speed;
@@ -2088,7 +2088,7 @@ int status_calc_mob_(struct mob_data* md, bool first) {
} 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
- mstatus->max_hp = 1500 + 200*ud->skill_lv + 10*iStatus->get_lv(mbl);
+ mstatus->max_hp = 1500 + 200*ud->skill_lv + 10*status->get_lv(mbl);
mstatus->mode|= MD_CANATTACK|MD_AGGRESSIVE;
}
mstatus->hp = mstatus->max_hp;
@@ -2147,7 +2147,7 @@ int status_calc_mob_(struct mob_data* md, bool first) {
}
}
- iStatus->calc_misc(&md->bl, mstatus, md->level);
+ status->calc_misc(&md->bl, mstatus, md->level);
if(flag&4)
{ // Strengthen Guardians - custom value +10% / lv
@@ -2229,13 +2229,13 @@ int status_calc_pet_(struct pet_data *pd, bool first)
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);
+ status->calc_misc(&pd->bl, &pd->status, lv);
if (!first) //Not done the first time because the pet is not visible yet
clif->send_petstatus(sd);
}
} else if (first) {
- iStatus->calc_misc(&pd->bl, &pd->status, pd->db->lv);
+ status->calc_misc(&pd->bl, &pd->status, pd->db->lv);
if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
pd->pet.level = pd->db->lv;
}
@@ -2466,7 +2466,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
// Parse equipment.
for(i=0;i<EQI_MAX-1;i++) {
- iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ status->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
@@ -2601,7 +2601,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
//Parse Cards
for(i=0;i<EQI_MAX-1;i++) {
- iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ status->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
@@ -2618,8 +2618,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
//Card script execution.
if(itemdb_isspecial(sd->status.inventory[index].card[0]))
continue;
- for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
- iStatus->current_equip_card_id= c= sd->status.inventory[index].card[j];
+ for(j=0;j<MAX_SLOTS;j++) {
+ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
+ status->current_equip_card_id= c= sd->status.inventory[index].card[j];
if(!c)
continue;
data = itemdb->exists(c);
@@ -2749,7 +2750,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
// ------ BASE ATTACK CALCULATION ------
- // Base batk value is set on iStatus->calc_misc
+ // Base batk value is set on status->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])
bstatus->batk += sd->weapon_atk[sd->status.weapon];
@@ -2842,7 +2843,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
}
// ----- MISC CALCULATION -----
- iStatus->calc_misc(&sd->bl, bstatus, sd->status.base_level);
+ status->calc_misc(&sd->bl, bstatus, sd->status.base_level);
//Equipment modifiers for misc settings
if(sd->matk_rate < 0)
@@ -3156,7 +3157,7 @@ int status_calc_mercenary_(struct mercenary_data *md, bool first) {
md->battle_status.sp = merc->sp;
}
- iStatus->calc_misc(&md->bl, mstatus, md->db->lv);
+ status->calc_misc(&md->bl, mstatus, md->db->lv);
status_cpy(&md->battle_status, mstatus);
return 0;
@@ -3185,7 +3186,7 @@ int status_calc_homunculus_(struct homun_data *hd, bool first) {
hstatus->mode = MD_CANMOVE|MD_CANATTACK;
hstatus->speed = DEFAULT_WALK_SPEED;
if (battle_config.hom_setting&0x8 && hd->master)
- hstatus->speed = iStatus->get_speed(&hd->master->bl);
+ hstatus->speed = status->get_speed(&hd->master->bl);
hstatus->hp = 1;
hstatus->sp = 1;
@@ -3229,7 +3230,7 @@ int status_calc_homunculus_(struct homun_data *hd, bool first) {
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, hstatus, hom->level);
+ status->calc_misc(&hd->bl, hstatus, hom->level);
#ifdef RENEWAL
hstatus->matk_max = hstatus->matk_min;
@@ -3254,7 +3255,7 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) {
else
estatus->mode = ele->mode;
- iStatus->calc_misc(&ed->bl, estatus, 0);
+ status->calc_misc(&ed->bl, estatus, 0);
estatus->max_hp = ele->max_hp;
estatus->max_sp = ele->max_sp;
@@ -3271,7 +3272,7 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) {
memcpy(&ed->battle_status,estatus,sizeof(struct status_data));
} else {
- iStatus->calc_misc(&ed->bl, estatus, 0);
+ status->calc_misc(&ed->bl, estatus, 0);
status_cpy(&ed->battle_status, estatus);
}
@@ -3306,7 +3307,7 @@ int status_calc_npc_(struct npc_data *nd, bool first) {
nstatus->dex = nd->stat_point;
nstatus->luk = nd->stat_point;
- iStatus->calc_misc(&nd->bl, nstatus, nd->level);
+ status->calc_misc(&nd->bl, nstatus, nd->level);
status_cpy(&nd->status, nstatus);
return 0;
@@ -3527,9 +3528,9 @@ 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 *bst = iStatus->get_base_status(bl);
- struct status_data *st = iStatus->get_status_data(bl);
- struct status_change *sc = iStatus->get_sc(bl);
+ const struct status_data *bst = status->get_base_status(bl);
+ struct status_data *st = status->get_status_data(bl);
+ struct status_change *sc = status->get_sc(bl);
TBL_PC *sd = BL_CAST(BL_PC,bl);
int temp;
@@ -3606,7 +3607,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
temp += st->batk;
st->batk = cap_value(temp, 0, USHRT_MAX);
}
- st->batk = iStatus->calc_batk(bl, sc, st->batk, true);
+ st->batk = status->calc_batk(bl, sc, st->batk, true);
}
if(flag&SCB_WATK) {
@@ -3664,7 +3665,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
}
if(flag&SCB_DEF) {
- st->def = iStatus->calc_def(bl, sc, bst->def, true);
+ st->def = status->calc_def(bl, sc, bst->def, true);
if( bl->type&BL_HOM )
st->def += (st->vit/5 - bst->vit/5);
@@ -3676,9 +3677,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
&& st->agi == bst->agi
#endif
)
- st->def2 = iStatus->calc_def2(bl, sc, bst->def2, true);
+ st->def2 = status->calc_def2(bl, sc, bst->def2, true);
else
- st->def2 = iStatus->calc_def2(bl, sc, bst->def2
+ st->def2 = status->calc_def2(bl, sc, bst->def2
#ifdef RENEWAL
+ (int)( ((float)st->vit/2 - (float)bst->vit/2) + ((float)st->agi/5 - (float)bst->agi/5) )
#else
@@ -3688,7 +3689,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
}
if(flag&SCB_MDEF) {
- st->mdef = iStatus->calc_mdef(bl, sc, bst->mdef, true);
+ st->mdef = status->calc_mdef(bl, sc, bst->mdef, true);
if( bl->type&BL_HOM )
st->mdef += (st->int_/5 - bst->int_/5);
@@ -3700,9 +3701,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
&& st->dex == bst->dex
#endif
)
- st->mdef2 = iStatus->calc_mdef2(bl, sc, bst->mdef2, true);
+ st->mdef2 = status->calc_mdef2(bl, sc, bst->mdef2, true);
else
- st->mdef2 = iStatus->calc_mdef2(bl, sc, bst->mdef2 +(st->int_ - bst->int_)
+ st->mdef2 = status->calc_mdef2(bl, sc, bst->mdef2 +(st->int_ - bst->int_)
#ifdef RENEWAL
+ (int)( ((float)st->dex/5 - (float)bst->dex/5) + ((float)st->vit/5 - (float)bst->vit/5) )
#else
@@ -3725,7 +3726,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
st->speed = battle_config.max_walk_speed;
if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
- st->speed = iStatus->get_speed(&((TBL_HOM*)bl)->master->bl);
+ st->speed = status->get_speed(&((TBL_HOM*)bl)->master->bl);
}
@@ -3751,9 +3752,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
}
if(flag&SCB_ATK_ELE) {
- st->rhw.ele = iStatus->calc_attack_element(bl, sc, bst->rhw.ele);
+ st->rhw.ele = status->calc_attack_element(bl, sc, bst->rhw.ele);
if (sd) sd->state.lr_flag = 1;
- st->lhw.ele = iStatus->calc_attack_element(bl, sc, bst->lhw.ele);
+ st->lhw.ele = status->calc_attack_element(bl, sc, bst->lhw.ele);
if (sd) sd->state.lr_flag = 0;
}
@@ -3815,8 +3816,8 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
}
}
- if(flag&SCB_MATK) {
- iStatus->get_matk(bl, 0);
+ if(flag&SCB_MATK) {
+ status->get_matk(bl, 0);
}
if(flag&SCB_ASPD) {
@@ -3892,10 +3893,10 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
}
if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
- iStatus->calc_regen(bl, st, iStatus->get_regen_data(bl));
+ status->calc_regen(bl, st, status->get_regen_data(bl));
if(flag&SCB_REGEN && bl->type&BL_REGEN)
- iStatus->calc_regen_rate(bl, iStatus->get_regen_data(bl), sc);
+ status->calc_regen_rate(bl, status->get_regen_data(bl), sc);
}
/// Recalculates parts of an object's base status and battle status according to the specified flags.
/// Also sends updates to the client wherever applicable.
@@ -3911,18 +3912,18 @@ void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first) {
}
// remember previous values
- st = iStatus->get_status_data(bl);
+ st = status->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 ) {
- case BL_PC: iStatus->calc_pc_(BL_CAST(BL_PC,bl), first); break;
- case BL_MOB: iStatus->calc_mob_(BL_CAST(BL_MOB,bl), first); break;
- case BL_PET: iStatus->calc_pet_(BL_CAST(BL_PET,bl), first); break;
- case BL_HOM: iStatus->calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
- case BL_MER: iStatus->calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
- case BL_ELEM: iStatus->calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
- case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
+ case BL_PC: status->calc_pc_(BL_CAST(BL_PC,bl), first); break;
+ case BL_MOB: status->calc_mob_(BL_CAST(BL_MOB,bl), first); break;
+ case BL_PET: status->calc_pet_(BL_CAST(BL_PET,bl), first); break;
+ case BL_HOM: status->calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
+ case BL_MER: status->calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
+ case BL_ELEM: status->calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
+ case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
}
}
@@ -5831,7 +5832,7 @@ 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 *st = iStatus->get_status_data(bl);
+ struct status_data *st = status->get_status_data(bl);
int def = st ? st->def : 0;
ud = unit->bl2ud(bl);
if (ud && ud->skilltimer != INVALID_TIMER)
@@ -5840,11 +5841,10 @@ defType status_get_def(struct block_list *bl) {
return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}
-unsigned short status_get_speed(struct block_list *bl)
-{
+unsigned short status_get_speed(struct block_list *bl) {
if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
return ((struct npc_data *)bl)->speed;
- return iStatus->get_status_data(bl)->speed;
+ return status->get_status_data(bl)->speed;
}
int status_get_party_id(struct block_list *bl) {
@@ -5984,15 +5984,13 @@ int status_get_race2(struct block_list *bl)
return 0;
}
-int status_isdead(struct block_list *bl)
-{
+int status_isdead(struct block_list *bl) {
nullpo_ret(bl);
- return iStatus->get_status_data(bl)->hp == 0;
+ return status->get_status_data(bl)->hp == 0;
}
-int status_isimmune(struct block_list *bl)
-{
- struct status_change *sc =iStatus->get_sc(bl);
+int status_isimmune(struct block_list *bl) {
+ struct status_change *sc = status->get_sc(bl);
if (sc && sc->data[SC_HERMODE])
return 100;
@@ -6168,16 +6166,15 @@ struct status_change *status_get_sc(struct block_list *bl) {
return NULL;
}
-void status_change_init(struct block_list *bl)
-{
- struct status_change *sc = iStatus->get_sc(bl);
+void status_change_init(struct block_list *bl) {
+ struct status_change *sc = status->get_sc(bl);
nullpo_retv(sc);
memset(sc, 0, sizeof (struct status_change));
}
//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.
+//the flag values are the same as in status->change_start.
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
@@ -6192,7 +6189,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
nullpo_ret(bl);
//Status that are blocked by Golden Thief Bug card or Wand of Hermod
- if (iStatus->isimmune(bl))
+ if (status->isimmune(bl))
switch (type) {
case SC_DEC_AGI:
case SC_SILENCE:
@@ -6227,8 +6224,8 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
}
sd = BL_CAST(BL_PC,bl);
- st = iStatus->get_status_data(bl);
- sc = iStatus->get_sc(bl);
+ st = status->get_status_data(bl);
+ sc = status->get_sc(bl);
if( sc && !sc->count )
sc = NULL;
switch (type) {
@@ -6248,7 +6245,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
break;
case SC_DEEP_SLEEP:
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.
+ tick_def = st->int_*10 + status->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
@@ -6263,7 +6260,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
break;
case SC_CURSE:
//Special property: inmunity when luk is greater than level or zero
- if (st->luk > iStatus->get_lv(bl) || st->luk == 0)
+ if (st->luk > status->get_lv(bl) || st->luk == 0)
return 0;
sc_def = st->luk*100;
sc_def2 = st->luk*10;
@@ -6288,7 +6285,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
case SC_STONESKIN:
if (sd) //Duration greatly reduced for players.
tick /= 15;
- sc_def2 = iStatus->get_lv(bl)*20 + st->vit*25 + st->agi*10; // Lineal Reduction of Rate
+ sc_def2 = status->get_lv(bl)*20 + st->vit*25 + st->agi*10; // Lineal Reduction of Rate
tick_def2 = 0; //No duration reduction
break;
case SC_MARSHOFABYSS:
@@ -6300,7 +6297,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
tick_def2 = (st->vit + st->dex)*50;
break;
if( bl->type == BL_PC )
- tick -= (iStatus->get_lv(bl) / 5 + st->vit / 4 + st->agi / 10)*100;
+ tick -= (status->get_lv(bl) / 5 + st->vit / 4 + st->agi / 10)*100;
else
tick -= (st->vit + st->luk) / 20 * 1000;
break;
@@ -6325,10 +6322,10 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
tick -= 1000 * (st->agi/10);
break;
case SC_COLD:
- tick -= (1000*(st->vit/10))+(iStatus->get_lv(bl)/50);
+ tick -= (1000*(st->vit/10))+(status->get_lv(bl)/50);
break;
case SC_SIREN:
- tick -= 1000 * ((iStatus->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5));
+ tick -= 1000 * ((status->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5));
tick = max(tick,10000);
break;
case SC_MANDRAGORA:
@@ -6523,8 +6520,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
nullpo_ret(bl);
- sc = iStatus->get_sc(bl);
- st = iStatus->get_status_data(bl);
+ sc = status->get_sc(bl);
+ st = status->get_status_data(bl);
if( type <= SC_NONE || type >= SC_MAX ) {
ShowError("status_change_start: invalid status change (%d)!\n", type);
@@ -6534,16 +6531,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if( !sc )
return 0; //Unable to receive status changes
- if( iStatus->isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
+ if( status->isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
return 0;
- if( bl->type == BL_MOB)
- {
+ if( bl->type == BL_MOB) {
struct mob_data *md = BL_CAST(BL_MOB,bl);
if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
return 0; //Emperium/BG Monsters can't be afflicted by status changes
- // if(md && mob_is_gvg(md) && iStatus->sc2scb_flag(type)&SCB_MAXHP)
- // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
+ //if(md && mob_is_gvg(md) && status->sc2scb_flag(type)&SCB_MAXHP)
+ // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
}
if( sc->data[SC_REFRESH] ) {
@@ -6597,7 +6593,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//Adjust tick according to status resistances
if( !(flag&(1|4)) ) {
- tick = iStatus->get_sc_def(bl, type, rate, tick, flag);
+ tick = status->get_sc_def(bl, type, rate, tick, flag);
if( !tick ) return 0;
}
@@ -6716,25 +6712,25 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
return 0;
break;
case SC_MODECHANGE:
- {
- int mode;
- 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 : bst->mode; //Base mode
- if (val4) mode&=~val4; //Del mode
- if (val3) mode|= val3; //Add mode
- if (mode == bst->mode) { //No change.
- if (sc->data[type]) //Abort previous status
- return status_change_end(bl, type, INVALID_TIMER);
- return 0;
- }
+ {
+ int mode;
+ struct status_data *bst = status->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 : bst->mode; //Base mode
+ if (val4) mode&=~val4; //Del mode
+ if (val3) mode|= val3; //Add mode
+ if (mode == bst->mode) { //No change.
+ if (sc->data[type]) //Abort previous status
+ return status_change_end(bl, type, INVALID_TIMER);
+ return 0;
}
+ }
break;
//Strip skills, need to divest something or it fails.
case SC_NOEQUIPWEAPON:
@@ -7249,7 +7245,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//Kaahi overwrites previous level regardless of existing level.
//Delete timer if it exists.
if (sce->val4 != INVALID_TIMER) {
- timer->delete(sce->val4,iStatus->kaahi_heal_timer);
+ timer->delete(sce->val4,status->kaahi_heal_timer);
sce->val4 = INVALID_TIMER;
}
break;
@@ -7280,7 +7276,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
}
- vd = iStatus->get_viewdata(bl);
+ vd = status->get_viewdata(bl);
calc_flag = StatusChangeFlagTable[type];
if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
switch(type) {
@@ -7292,17 +7288,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 7; // Hit-count [Celest]
if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !maplist[bl->m].flag.battleground && !val4 ) {
struct map_session_data *tsd;
- if( sd )
- {
+ if( sd ) {
int i;
- for( i = 0; i < 5; i++ )
- {
+ for( i = 0; i < 5; i++ ) {
if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
- iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
}
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
}
//val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
if( val4 )
@@ -7381,20 +7374,16 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_REFLECTSHIELD:
val2=10+val1*3; // %Dmg reflected
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
- {
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
struct map_session_data *tsd;
- if( sd )
- {
+ if( sd ) {
int i;
- for( i = 0; i < 5; i++ )
- {
+ for( i = 0; i < 5; i++ ) {
if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
- iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
break;
case SC_NOEQUIPWEAPON:
@@ -7635,47 +7624,40 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_AUTOGUARD:
- if( !(flag&1) )
- {
+ if( !(flag&1) ) {
struct map_session_data *tsd;
int i,t;
- for( i = val2 = 0; i < val1; i++)
- {
+ for( i = val2 = 0; i < val1; i++) {
t = 5-(i>>1);
val2 += (t < 0)? 1:t;
}
- if( bl->type&(BL_PC|BL_MER) )
- {
- if( sd )
- {
- for( i = 0; i < 5; i++ )
- {
+ if( bl->type&(BL_PC|BL_MER) ) {
+ if( sd ) {
+ for( i = 0; i < 5; i++ ) {
if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
- iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
}
break;
case SC_DEFENDER:
- if (!(flag&1))
- {
+ if (!(flag&1)) {
val2 = 5 + 15*val1; //Damage reduction
val3 = 0; // unused, previously speed adjustment
val4 = 250 - 50*val1; //Aspd adjustment
- if (sd)
- {
+ if (sd) {
struct map_session_data *tsd;
int i;
- for (i = 0; i < 5; i++)
- { //See if there are devoted characters, and pass the status to them. [Skotlex]
+ for (i = 0; i < 5; i++) {
+ //See if there are devoted characters, and pass the status to them. [Skotlex]
if (sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])))
- iStatus->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ status->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
}
}
}
@@ -7702,7 +7684,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_JOINTBEAT:
if( val2&BREAK_NECK )
- sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(iStatus->sc2skill(type),val1));
+ sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1));
break;
case SC_BERSERK:
@@ -7712,58 +7694,59 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
//HP healing is performing after the calc_status call.
//Val2 holds HP penalty
- if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1);
+ if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1);
if (!val4) val4 = 10000; //Val4 holds damage interval
val3 = tick/val4; //val3 holds skill duration
tick_time = val4; // [GodLesZ] tick time
break;
case SC_GOSPEL:
- if(val4 == BCT_SELF) { // self effect
+ if(val4 == BCT_SELF) {
+ // self effect
val2 = tick/10000;
tick_time = 10000; // [GodLesZ] tick time
- iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ status->change_clear_buffs(bl,3); //Remove buffs/debuffs
}
break;
case SC_MARIONETTE_MASTER:
- {
- int stat;
-
- val3 = 0;
- val4 = 0;
- stat = ( sd ? sd->status.str : iStatus->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.agi : iStatus->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.vit : iStatus->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
- stat = ( sd ? sd->status.int_: iStatus->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.dex : iStatus->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.luk : iStatus->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
- break;
- }
+ {
+ int stat;
+
+ val3 = 0;
+ val4 = 0;
+ stat = ( sd ? sd->status.str : status->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.agi : status->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.vit : status->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
+ stat = ( sd ? sd->status.int_: status->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.dex : status->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.luk : status->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
+ }
+ break;
case SC_MARIONETTE:
- {
- int stat,max_stat;
- // fetch caster information
- struct block_list *pbl = iMap->id2bl(val1);
- 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* tst = iStatus->get_status_data(bl); // battle status
-
- if (!psce)
- return 0;
+ {
+ int stat,max_stat;
+ // fetch caster information
+ struct block_list *pbl = iMap->id2bl(val1);
+ struct status_change *psc = pbl ? status->get_sc(pbl) : NULL;
+ struct status_change_entry *psce = psc ? psc->data[SC_MARIONETTE_MASTER] : NULL;
+ // fetch target's stats
+ struct status_data* tst = status->get_status_data(bl); // battle status
+
+ if (!psce)
+ return 0;
- val3 = 0;
- val4 = 0;
- max_stat = battle_config.max_parameter; //Cap to 99 (default)
- 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;
- }
+ val3 = 0;
+ val4 = 0;
+ max_stat = battle_config.max_parameter; //Cap to 99 (default)
+ 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:
val2 = 15*val1; //Reflect chance
val3 = 3; //Reflections
@@ -7789,24 +7772,24 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_DEVOTION:
- {
- struct block_list *d_bl;
- struct status_change *d_sc;
-
- if( (d_bl = iMap->id2bl(val1)) && (d_sc = iStatus->get_sc(d_bl)) && d_sc->count ) {
- // Inherits Status From Source
- const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
- enum sc_type type2;
- int i = (map_flag_gvg(bl->m) || maplist[bl->m].flag.battleground)?2:3;
- while( i >= 0 ) {
- type2 = types[i];
- if( d_sc->data[type2] )
- sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(iStatus->sc2skill(type2),d_sc->data[type2]->val1));
- i--;
- }
+ {
+ struct block_list *d_bl;
+ struct status_change *d_sc;
+
+ if( (d_bl = iMap->id2bl(val1)) && (d_sc = status->get_sc(d_bl)) && d_sc->count ) {
+ // Inherits Status From Source
+ const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
+ enum sc_type type2;
+ int i = (map_flag_gvg(bl->m) || maplist[bl->m].flag.battleground)?2:3;
+ while( i >= 0 ) {
+ type2 = types[i];
+ if( d_sc->data[type2] )
+ sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1));
+ i--;
}
- break;
}
+ break;
+ }
case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
if( val3 && bl->type == BL_MOB ) {
@@ -7818,21 +7801,21 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
return 1;
break;
case SC_RG_CCONFINE_S:
- {
- struct block_list *src = val2?iMap->id2bl(val2):NULL;
- struct status_change *sc2 = src?iStatus->get_sc(src):NULL;
- struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL;
- if (src && sc2) {
- if (!sce2) //Start lock on caster.
- sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
- else { //Increase count of locked enemies and refresh time.
- (sce2->val2)++;
- timer->delete(sce2->timer, iStatus->change_timer);
- sce2->timer = timer->add(timer->gettick()+tick+1000, iStatus->change_timer, src->id, SC_RG_CCONFINE_M);
- }
- } else //Status failed.
- return 0;
- }
+ {
+ struct block_list *src = val2 ? iMap->id2bl(val2) : NULL;
+ struct status_change *sc2 = src ? status->get_sc(src) : NULL;
+ struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL;
+ if (src && sc2) {
+ if (!sce2) //Start lock on caster.
+ sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
+ else { //Increase count of locked enemies and refresh time.
+ (sce2->val2)++;
+ timer->delete(sce2->timer, status->change_timer);
+ sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src->id, SC_RG_CCONFINE_M);
+ }
+ } else //Status failed.
+ return 0;
+ }
break;
case SC_KAITE:
val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
@@ -7937,13 +7920,13 @@ 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) + st->dex + st->luk)/2; //def increase
+ val2 = (status->get_lv(bl) + st->dex + st->luk)/2; //def increase
break;
case SC_MOON_COMFORT:
- val2 = (iStatus->get_lv(bl) + st->dex + st->luk)/10; //flee increase
+ val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase
break;
case SC_STAR_COMFORT:
- val2 = (iStatus->get_lv(bl) + st->dex + st->luk); //Aspd increase
+ val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase
break;
case SC_QUAGMIRE:
val2 = (sd?5:10)*val1; //Agi/Dex decrease.
@@ -8189,7 +8172,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick_time = 4000; // [GodLesZ] tick time
break;
case SC_PYREXIA:
- iStatus->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
+ status->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
val4 = tick / 3000;
tick_time = 3000; // [GodLesZ] tick time
break;
@@ -8402,7 +8385,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick_time = 3000; // [GodLesZ] tick time
break;
case SC_SATURDAY_NIGHT_FEVER:
- if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1);
+ if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1);
if (!val4) val4 = 3000;
val3 = tick/val4;
tick_time = val4; // [GodLesZ] tick time
@@ -8464,12 +8447,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_EXEEDBREAK:
val1 *= 150; // 150 * skill_lv
- if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
- val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * iStatus->get_lv(bl) / 100);
+ if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
+ val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status->get_lv(bl) / 100);
val1 += 15 * (sd ? sd->status.job_level:50) + 100;
- }
- 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]
+ } else // Mobs
+ val1 += (400 * status->get_lv(bl) / 100) + (15 * (status->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
break;
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.
@@ -8492,14 +8474,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_INSPIRATION:
- if( sd )
- {
+ if( sd ) {
val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
}
val4 = tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
- iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ status->change_clear_buffs(bl,3); //Remove buffs/debuffs
break;
case SC_SPELLFIST:
case SC_CURSEDCIRCLE_ATKER:
@@ -8650,25 +8631,33 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick_time = 1000;
break;
case SC_ZANGETSU:
- val2 = val4 = iStatus->get_lv(bl) / 3 + 20 * val1;
- val3 = iStatus->get_lv(bl) / 2 + 30 * val1;
+ val2 = val4 = status->get_lv(bl) / 3 + 20 * val1;
+ val3 = status->get_lv(bl) / 2 + 30 * val1;
val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
val3 = (!(status_get_sp(bl)%2) ? val4 : -val3);
break;
case SC_GENSOU:
- {
- int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
-#define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;}
- if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
- return 0;
+#define PER( a ) do { \
+ if( a <= 15 ) lv = 1; \
+ else if( a <= 30 ) lv = 2; \
+ else if( a <= 50 ) lv = 3; \
+ else if( a <= 75 ) lv = 4; \
+} while(0)
- PER( 100 / (status_get_max_hp(bl) / hp) );
- iStatus->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);
+ {
+ int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
- PER( 100 / (status_get_max_sp(bl) / sp) );
- iStatus->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
- }
+ if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
+ return 0;
+
+ PER( 100 / (status_get_max_hp(bl) / hp) );
+ status->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);
+
+ PER( 100 / (status_get_max_sp(bl) / sp) );
+ status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
+ }
+#undef PER
break;
case SC_ANGRIFFS_MODUS:
val2 = 50 + 20 * val1; //atk bonus
@@ -9060,7 +9049,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
if((sce=sc->data[type])) {// reuse old sc
if( sce->timer != INVALID_TIMER )
- timer->delete(sce->timer, iStatus->change_timer);
+ timer->delete(sce->timer, status->change_timer);
} else {// new sc
++(sc->count);
sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
@@ -9070,7 +9059,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
sce->val3 = val3;
sce->val4 = val4;
if (tick >= 0)
- sce->timer = timer->add(timer->gettick() + tick, iStatus->change_timer, bl->id, type);
+ sce->timer = timer->add(timer->gettick() + tick, status->change_timer, bl->id, type);
else
sce->timer = INVALID_TIMER; //Infinite duration
@@ -9083,8 +9072,8 @@ 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, 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
+ status->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
+ status->set_sp(bl, 0, 0); //Damage all SP
}
sce->val2 = 5 * st->max_hp / 100;
break;
@@ -9177,7 +9166,7 @@ int status_change_clear(struct block_list* bl, int type) {
struct status_change* sc;
int i;
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (!sc || !sc->count)
return 0;
@@ -9187,7 +9176,7 @@ int status_change_clear(struct block_list* bl, int type) {
continue;
if(type == 0){
- if( iStatus->get_sc_type(i)&SC_NO_REM_DEATH ){
+ if( status->get_sc_type(i)&SC_NO_REM_DEATH ) {
switch (i) {
case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
@@ -9215,7 +9204,7 @@ int status_change_clear(struct block_list* bl, int type) {
//If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
(sc->count)--;
if (sc->data[i]->timer != INVALID_TIMER)
- timer->delete(sc->data[i]->timer, iStatus->change_timer);
+ timer->delete(sc->data[i]->timer, status->change_timer);
ers_free(sc_data_ers, sc->data[i]);
sc->data[i] = NULL;
}
@@ -9248,8 +9237,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
nullpo_ret(bl);
- sc = iStatus->get_sc(bl);
- st = iStatus->get_status_data(bl);
+ sc = status->get_sc(bl);
+ st = status->get_status_data(bl);
if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
return 0;
@@ -9264,7 +9253,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
//Do not end infinite endure.
return 0;
if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
- timer->delete(sce->timer,iStatus->change_timer);
+ timer->delete(sce->timer,status->change_timer);
if (sc->opt1)
switch (type) {
//"Ugly workaround" [Skotlex]
@@ -9280,7 +9269,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
//since these SC are not affected by it, and it lets us know
//if we have already delayed this attack or not.
sce->val1 = 0;
- sce->timer = timer->add(timer->gettick()+10, iStatus->change_timer, bl->id, type);
+ sce->timer = timer->add(timer->gettick()+10, status->change_timer, bl->id, type);
return 1;
}
}
@@ -9294,7 +9283,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
status_display_remove(sd,type);
}
- vd = iStatus->get_viewdata(bl);
+ vd = status->get_viewdata(bl);
calc_flag = StatusChangeFlagTable[type];
switch(type) {
case SC_GRANITIC_ARMOR:
@@ -9302,7 +9291,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
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);
+ status->damage(NULL, bl, damage,0,0,1);
}
break;
case SC_PYROCLASTIC:
@@ -9320,11 +9309,11 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
if (ud->walktimer != INVALID_TIMER)
unit->stop_walking(bl,1);
}
- if (begin_spurt && sce->val1 >= 7 &&
- DIFF_TICK(timer->gettick(), sce->val4) <= 1000 &&
- (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
- )
- sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(iStatus->sc2skill(type), sce->val1));
+ if (begin_spurt && sce->val1 >= 7
+ && DIFF_TICK(timer->gettick(), sce->val4) <= 1000
+ && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
+ )
+ sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1));
}
break;
case SC_AUTOBERSERK:
@@ -9375,14 +9364,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
break;
case SC_BLADESTOP:
- if(sce->val4)
- {
+ if(sce->val4) {
int tid = sce->val4;
struct block_list *tbl = iMap->id2bl(tid);
- struct status_change *tsc = iStatus->get_sc(tbl);
+ struct status_change *tsc = status->get_sc(tbl);
sce->val4 = 0;
- if(tbl && tsc && tsc->data[SC_BLADESTOP])
- {
+ if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
tsc->data[SC_BLADESTOP]->val4 = 0;
status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
}
@@ -9466,8 +9453,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
break;
case SC_RG_CCONFINE_S:
{
- struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL;
- struct status_change *sc2 = src?iStatus->get_sc(src):NULL;
+ struct block_list *src = sce->val2 ? iMap->id2bl(sce->val2) : NULL;
+ struct status_change *sc2 = src ? status->get_sc(src) : NULL;
if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
//If status was already ended, do nothing.
//Decrease count
@@ -9479,9 +9466,9 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
if (sce->val2 > 0) {
//Caster has been unlocked... nearby chars need to be unlocked.
int range = 1
- +skill->get_range2(bl, iStatus->sc2skill(type), sce->val1)
+ +skill->get_range2(bl, status->sc2skill(type), sce->val1)
+skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
- iMap->foreachinarea(iStatus->change_timer_sub,
+ iMap->foreachinarea(status->change_timer_sub,
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,timer->gettick());
}
break;
@@ -9508,12 +9495,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
break;
case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE: /// Marionette target
- if (sce->val1)
- { // check for partner and end their marionette status as well
+ case SC_MARIONETTE: /// Marionette target
+ if (sce->val1) {
+ // check for partner and end their marionette status as well
enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
struct block_list *pbl = iMap->id2bl(sce->val1);
- struct status_change* sc2 = pbl?iStatus->get_sc(pbl):NULL;
+ struct status_change* sc2 = pbl ? status->get_sc(pbl) : NULL;
if (sc2 && sc2->data[type2])
{
@@ -9529,7 +9516,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
status_percent_heal(bl, 100, 0);
status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
} else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
- iStatus->set_hp(bl, 100, 0);
+ status->set_hp(bl, 100, 0);
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);
@@ -9567,7 +9554,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
case SC_KAAHI:
//Delete timer if it exists.
if (sce->val4 != INVALID_TIMER)
- timer->delete(sce->val4,iStatus->kaahi_heal_timer);
+ timer->delete(sce->val4,status->kaahi_heal_timer);
break;
case SC_JAILED:
if(tid == INVALID_TIMER)
@@ -9580,8 +9567,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
if (tid == INVALID_TIMER)
break;
// "lose almost all their HP and SP" on natural expiration.
- iStatus->set_hp(bl, 10, 0);
- iStatus->set_sp(bl, 10, 0);
+ status->set_hp(bl, 10, 0);
+ status->set_sp(bl, 10, 0);
break;
case SC_AUTOTRADE:
if (tid == INVALID_TIMER)
@@ -9594,11 +9581,10 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
return 1;
break;
case SC_STOP:
- if( sce->val2 )
- {
+ if( sce->val2 ) {
struct block_list* tbl = iMap->id2bl(sce->val2);
sce->val2 = 0;
- if( tbl && (sc = iStatus->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
+ if( tbl && (sc = status->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
status_change_end(tbl, SC_STOP, INVALID_TIMER);
}
break;
@@ -9667,7 +9653,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
break;
case SC_CURSEDCIRCLE_ATKER:
if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
- iMap->foreachinrange(iStatus->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick());
+ iMap->foreachinrange(status->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick());
break;
case SC_RAISINGDRAGON:
if( sd && sce->val2 && !pc_isdead(sd) ) {
@@ -9682,20 +9668,20 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
}
break;
case SC_CURSEDCIRCLE_TARGET:
- {
- struct block_list *src = iMap->id2bl(sce->val2);
- struct status_change *sc = iStatus->get_sc(src);
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
- status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
- clif->bladestop(bl, sce->val2, 0);
- }
+ {
+ struct block_list *src = iMap->id2bl(sce->val2);
+ struct status_change *sc = status->get_sc(src);
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
+ status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
+ clif->bladestop(bl, sce->val2, 0);
}
+ }
break;
case SC_BLOOD_SUCKER:
if( sce->val2 ){
struct block_list *src = iMap->id2bl(sce->val2);
- if(src){
- struct status_change *sc = iStatus->get_sc(src);
+ if(src) {
+ struct status_change *sc = status->get_sc(src);
sc->bs_counter--;
}
}
@@ -9938,9 +9924,10 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) {
struct status_data *st;
int hp;
- if(!((bl=iMap->id2bl(id))&&
- (sc=iStatus->get_sc(bl)) &&
- (sce = sc->data[SC_KAAHI])))
+ if(!( (bl=iMap->id2bl(id))
+ && (sc=status->get_sc(bl))
+ && (sce=sc->data[SC_KAAHI])
+ ))
return 0;
if(sce->val4 != tid) {
@@ -9949,8 +9936,8 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) {
return 0;
}
- st=iStatus->get_status_data(bl);
- if(!iStatus->charge(bl, 0, sce->val3)) {
+ st=status->get_status_data(bl);
+ if(!status->charge(bl, 0, sce->val3)) {
sce->val4 = INVALID_TIMER;
return 0;
}
@@ -9959,7 +9946,7 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) {
if (hp > sce->val2)
hp = sce->val2;
if (hp)
- iStatus->heal(bl, hp, 0, 2);
+ status->heal(bl, hp, 0, 2);
sce->val4 = INVALID_TIMER;
return 1;
}
@@ -9977,13 +9964,12 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
struct status_change_entry *sce;
bl = iMap->id2bl(id);
- if(!bl)
- {
+ if(!bl) {
ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
return 0;
}
- sc = iStatus->get_sc(bl);
- st = iStatus->get_status_data(bl);
+ sc = status->get_sc(bl);
+ st = status->get_status_data(bl);
if(!(sc && (sce = sc->data[type])))
{
@@ -10000,49 +9986,48 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
sd = BL_CAST(BL_PC, bl);
// set the next timer of the sce (don't assume the status still exists)
-#define sc_timer_next(t,f,i,d) \
+#define sc_timer_next(t,f,i,d) do { \
if( (sce=sc->data[type]) ) \
- sce->timer = timer->add(t,f,i,d); \
+ sce->timer = timer->add(t,f,i,d); \
else \
- ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
+ ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data); \
+} while(0)
- switch(type)
- {
+ switch(type) {
case SC_MAXIMIZEPOWER:
case SC_CLOAKING:
- if(!iStatus->charge(bl, 0, 1))
+ if(!status->charge(bl, 0, 1))
break; //Not enough SP to continue.
- sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
return 0;
case SC_CHASEWALK:
- if(!iStatus->charge(bl, 0, sce->val4))
+ if(!status->charge(bl, 0, sce->val4))
break; //Not enough SP to continue.
if (!sc->data[SC_CHASEWALK2]) {
sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
- (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
- *skill->get_time2(iStatus->sc2skill(type),sce->val1));
+ (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+ * skill->get_time2(status->sc2skill(type),sce->val1));
}
- sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
return 0;
break;
case SC_SKA:
- if(--(sce->val2)>0){
+ if(--(sce->val2)>0) {
sce->val3 = rnd()%100; //Random defense.
- sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data);
+ sc_timer_next(1000+tick, status->change_timer,bl->id, data);
return 0;
}
break;
case SC_HIDING:
- if(--(sce->val2)>0){
-
- if(sce->val2 % sce->val4 == 0 && !iStatus->charge(bl, 0, 1))
+ if(--(sce->val2)>0) {
+ if(sce->val2 % sce->val4 == 0 && !status->charge(bl, 0, 1))
break; //Fail if it's time to substract SP and there isn't.
- sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data);
+ sc_timer_next(1000+tick, status->change_timer,bl->id, data);
return 0;
}
break;
@@ -10051,20 +10036,20 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
case SC_RUWACH:
case SC_WZ_SIGHTBLASTER:
if(type == SC_WZ_SIGHTBLASTER)
- iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
+ iMap->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
else
- iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
+ iMap->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
if( --(sce->val2)>0 ){
sce->val4 += 250; // use for Shadow Form 2 seconds checking.
- sc_timer_next(250+tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(250+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_PROVOKE:
- if(sce->val2) { //Auto-provoke (it is ended in iStatus->heal)
- sc_timer_next(1000*60+tick,iStatus->change_timer, bl->id, data );
+ if(sce->val2) { //Auto-provoke (it is ended in status->heal)
+ sc_timer_next(1000*60+tick, status->change_timer, bl->id, data );
return 0;
}
break;
@@ -10076,14 +10061,14 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
unit->stop_attack(bl);
sc->opt1 = OPT1_STONE;
clif->changeoption(bl);
- sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data );
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data );
status_calc_bl(bl, StatusChangeFlagTable[type]);
return 0;
}
if(--(sce->val3) > 0) {
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 );
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data );
return 0;
}
break;
@@ -10102,7 +10087,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
iMap->freeblock_lock();
status_zap(bl, sce->val4, 0);
if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data );
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
}
iMap->freeblock_unlock();
}
@@ -10111,8 +10096,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
break;
case SC_TENSIONRELAX:
- if(st->max_hp > st->hp && --(sce->val3) > 0){
- sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
+ if(st->max_hp > st->hp && --(sce->val3) > 0) {
+ sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10142,7 +10127,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
iMap->freeblock_unlock();
break;
}
- sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
}
iMap->freeblock_unlock();
return 0;
@@ -10151,27 +10136,24 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
- if( sd && --(sce->val4) >= 0 )
- {
+ if( sd && --(sce->val4) >= 0 ) {
// val1 < 0 = per max% | val1 > 0 = exact amount
int hp = 0;
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);
+ status->heal(bl, hp, 0, 2);
+ sc_timer_next((sce->val2 * 1000) + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_CASH_BOSS_ALARM:
- if( sd && --(sce->val4) >= 0 )
- {
+ if( sd && --(sce->val4) >= 0 ) {
struct mob_data *boss_md = iMap->id2boss(sce->val1);
- if( boss_md && sd->bl.m == boss_md->bl.m )
- {
+ if( boss_md && sd->bl.m == boss_md->bl.m ) {
clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
if (boss_md->bl.prev != NULL) {
- sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
}
}
@@ -10223,34 +10205,32 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
s=10;
break;
}
- if( s != 0 && sce->val3 % s == 0 )
- {
+ if( s != 0 && sce->val3 % s == 0 ) {
if (sc->data[SC_LONGING])
sp*= 3;
- if (!iStatus->charge(bl, 0, sp))
+ if (!status->charge(bl, 0, sp))
break;
}
- sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_BERSERK:
// 5% every 10 seconds [DracoRPG]
- 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);
+ if( --( sce->val3 ) > 0 && status->charge(bl, sce->val2, 0) && st->hp > 100 ) {
+ sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_NOCHAT:
- if(sd){
+ if(sd) {
sd->status.manner++;
clif->changestatus(sd,SP_MANNER,sd->status.manner);
clif->updatestatus(sd,SP_MANNER);
- if (sd->status.manner < 0)
- { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
- sc_timer_next(60000+tick, iStatus->change_timer, bl->id, data);
+ if (sd->status.manner < 0) {
+ //Every 60 seconds your manner goes up by 1 until it gets back to 0.
+ sc_timer_next(60000+tick, status->change_timer, bl->id, data);
return 0;
}
}
@@ -10264,7 +10244,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
// clif->message(bl, counter);
//}
if((sce->val4 -= 500) > 0) {
- sc_timer_next(500 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(500 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10273,46 +10253,43 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
case SC_MARIONETTE:
{
struct block_list *pbl = iMap->id2bl(sce->val1);
- if( pbl && check_distance_bl(bl, pbl, 7) )
- {
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ if( pbl && check_distance_bl(bl, pbl, 7) ) {
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
}
break;
case SC_GOSPEL:
- if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
- {
+ if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
int hp, sp;
hp = (sce->val1 > 5) ? 45 : 30;
sp = (sce->val1 > 5) ? 35 : 20;
- if(!iStatus->charge(bl, hp, sp))
+ if(!status->charge(bl, hp, sp))
break;
- sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(10000+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_JAILED:
- if(sce->val1 == INT_MAX || --(sce->val1) > 0)
- {
- sc_timer_next(60000+tick, iStatus->change_timer, bl->id,data);
+ if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
+ sc_timer_next(60000+tick, status->change_timer, bl->id,data);
return 0;
}
break;
case SC_BLIND:
- if(sc->data[SC_FOGWALL])
- { //Blind lasts forever while you are standing on the fog.
- sc_timer_next(5000+tick, iStatus->change_timer, bl->id, data);
+ if(sc->data[SC_FOGWALL]) {
+ //Blind lasts forever while you are standing on the fog.
+ sc_timer_next(5000+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_ABUNDANCE:
if(--(sce->val4) > 0) {
- iStatus->heal(bl,0,60,0);
- sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data);
+ status->heal(bl,0,60,0);
+ sc_timer_next(10000+tick, status->change_timer, bl->id, data);
}
break;
@@ -10322,7 +10299,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
status_fix_damage(NULL,bl,100,0);
if( sc->data[type] ) {
- sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data);
+ sc_timer_next(3000+tick,status->change_timer,bl->id,data);
}
iMap->freeblock_unlock();
return 0;
@@ -10335,9 +10312,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
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);
+ status->damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
if( sc->data[type] ) {
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data );
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
}
iMap->freeblock_unlock();
return 0;
@@ -10383,20 +10360,20 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
}
clif->emotion(bl,E_HEH);
- sc_timer_next(4000+tick,iStatus->change_timer,bl->id,data);
+ sc_timer_next(4000+tick,status->change_timer,bl->id,data);
}
return 0;
}
break;
case SC_TOXIN:
- if( --(sce->val4) > 0 )
- { //Damage is every 10 seconds including 3%sp drain.
+ if( --(sce->val4) > 0 ) {
+ //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, st->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
+ status->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 );
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data );
}
iMap->freeblock_unlock();
return 0;
@@ -10404,28 +10381,26 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
break;
case SC_OBLIVIONCURSE:
- if( --(sce->val4) > 0 )
- {
+ if( --(sce->val4) > 0 ) {
clif->emotion(bl,E_WHAT);
- sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data );
+ sc_timer_next(3000 + tick, status->change_timer, bl->id, data );
return 0;
}
break;
case SC_WEAPONBLOCKING:
- if( --(sce->val4) > 0 )
- {
- if( !iStatus->charge(bl,0,3) )
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl,0,3) )
break;
- sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data);
+ sc_timer_next(3000+tick,status->change_timer,bl->id,data);
return 0;
}
break;
case SC_CLOAKINGEXCEED:
- if(!iStatus->charge(bl,0,10-sce->val1))
+ if(!status->charge(bl,0,10-sce->val1))
break;
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_RENOVATIO:
@@ -10433,24 +10408,23 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
int heal = st->max_hp * 3 / 100;
if( sc && sc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
- iStatus->heal(bl, heal, 0, 2);
- sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ status->heal(bl, heal, 0, 2);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_BURNING:
- if( --(sce->val4) > 0 )
- {
+ if( --(sce->val4) > 0 ) {
struct block_list *src = iMap->id2bl(sce->val3);
int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
iMap->freeblock_lock();
clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
- iStatus->damage(src, bl, damage, 0, 0, 1);
+ status->damage(src, bl, damage, 0, 0, 1);
if( sc->data[type]){ // Target still lives. [LimitLine]
- sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
}
iMap->freeblock_unlock();
return 0;
@@ -10458,11 +10432,10 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
break;
case SC_FEAR:
- if( --(sce->val4) > 0 )
- {
+ if( --(sce->val4) > 0 ) {
if( sce->val2 > 0 )
sce->val2--;
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10472,78 +10445,75 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
case SC_SUMMON3:
case SC_SUMMON4:
case SC_SUMMON5:
- if( --(sce->val4) > 0 )
- {
- if( !iStatus->charge(bl, 0, 1) )
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl, 0, 1) )
break;
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_READING_SB:
- if( !iStatus->charge(bl, 0, sce->val2) ){
+ if( !status->charge(bl, 0, sce->val2) ) {
int i;
for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
status_change_end(bl, (sc_type)i, INVALID_TIMER);
break;
}
- sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_ELECTRICSHOCKER:
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);
+ status->charge(bl, 0, st->max_sp / 100 * sce->val1 );
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_CAMOUFLAGE:
- if(--(sce->val4) > 0){
- iStatus->charge(bl,0,7 - sce->val1);
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ if(--(sce->val4) > 0) {
+ status->charge(bl,0,7 - sce->val1);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC__REPRODUCE:
- if(!iStatus->charge(bl, 0, 1))
+ if(!status->charge(bl, 0, 1))
break;
- sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
return 0;
case SC__SHADOWFORM:
- if( --(sce->val4) > 0 )
- {
- if( !iStatus->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
break;
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC__INVISIBILITY:
if( --(sce->val4) > 0 ) {
- if( !iStatus->charge(bl, 0, (st->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
+ if( !status->charge(bl, 0, (st->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
break;
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_STRIKING:
- if( --(sce->val4) > 0 )
- {
- if( !iStatus->charge(bl,0, sce->val1 ) )
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl,0, sce->val1 ) )
break;
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_VACUUM_EXTREME:
- if( --(sce->val4) > 0 ){
- sc_timer_next(100 + tick, iStatus->change_timer, bl->id, data);
+ if( --(sce->val4) > 0 ) {
+ sc_timer_next(100 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10551,26 +10521,25 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
if( --(sce->val4) > 0 ) {
struct block_list *src = iMap->id2bl(sce->val2);
int damage;
- if( !src || (src && (iStatus->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
+ if( !src || (src && (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
break;
iMap->freeblock_lock();
damage = sce->val3;
- iStatus->damage(src, bl, damage, 0, clif->damage(bl,bl,tick,st->amotion,st->dmotion+200,damage,1,0,0), 1);
+ status->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);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
}
iMap->freeblock_unlock();
- iStatus->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
+ status->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
return 0;
}
break;
case SC_SIREN:
- if( --(sce->val4) > 0 )
- {
+ if( --(sce->val4) > 0 ) {
clif->emotion(bl,E_LV);
- sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10578,28 +10547,26 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
case SC_DEEP_SLEEP:
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);
+ status->heal(bl, st->max_hp / 100, st->max_sp / 100, 2);
+ sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SIRCLEOFNATURE:
- if( --(sce->val4) > 0 )
- {
- if( !iStatus->charge(bl,0,sce->val2) )
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl,0,sce->val2) )
break;
- iStatus->heal(bl, sce->val3, 0, 1);
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ status->heal(bl, sce->val3, 0, 1);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SONG_OF_MANA:
- if( --(sce->val4) > 0 )
- {
- iStatus->heal(bl,0,sce->val3,3);
- sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data);
+ if( --(sce->val4) > 0 ) {
+ status->heal(bl,0,sce->val3,3);
+ sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10610,9 +10577,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
if( --(sce->val3) > 0 ) {
int hp = st->hp / 100;
int sp = st->sp / 100;
- if( !iStatus->charge(bl, hp, sp) )
+ if( !status->charge(bl, hp, sp) )
break;
- sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10621,39 +10588,38 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
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, st->max_hp * 2 / 100, st->max_sp / 100);
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ status->charge(bl, st->max_hp * 2 / 100, st->max_sp / 100);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_FORCEOFVANGUARD:
- if( !iStatus->charge(bl,0,20) )
+ if( !status->charge(bl,0,20) )
break;
- sc_timer_next(6000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(6000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_BANDING:
- if( iStatus->charge(bl, 0, 7 - sce->val1) )
- {
+ if( status->charge(bl, 0, 7 - sce->val1) ) {
if( sd ) pc->banding(sd, sce->val1);
- sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_LG_REFLECTDAMAGE:
if( --(sce->val4) > 0 ) {
- if( !iStatus->charge(bl,0,sce->val3) )
+ if( !status->charge(bl,0,sce->val3) )
break;
- sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_OVERHEAT_LIMITPOINT:
if( --(sce->val1) > 0 ) { // Cooling
- sc_timer_next(30000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(30000 + tick, status->change_timer, bl->id, data);
}
break;
@@ -10664,7 +10630,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
iMap->freeblock_lock();
status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0));
if( sc->data[type] ) {
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
}
iMap->freeblock_unlock();
}
@@ -10674,19 +10640,16 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
{
if( --(sce->val3) <= 0 )
break; // Time out
- if( sce->val2 == bl->id )
- {
- if( !iStatus->charge(bl,0,14 + (3 * sce->val1)) )
+ if( sce->val2 == bl->id ) {
+ if( !status->charge(bl,0,14 + (3 * sce->val1)) )
break; // No more SP status should end, and in the next second will end for the other affected players
- }
- else
- {
+ } else {
struct block_list *src = iMap->id2bl(sce->val2);
struct status_change *ssc;
- if( !src || (ssc = iStatus->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
+ if( !src || (ssc = status->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
break; // Source no more under Magnetic Field
}
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
}
break;
@@ -10695,19 +10658,18 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
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;
+ if( !status->charge(bl,hp,sp) ) break;
- sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data);
+ sc_timer_next(1000+tick,status->change_timer,bl->id, data);
return 0;
}
break;
case SC_RAISINGDRAGON:
// 1% every 5 seconds [Jobbie]
- if( --(sce->val3)>0 && iStatus->charge(bl, sce->val2, 0) )
- {
+ if( --(sce->val3)>0 && status->charge(bl, sce->val2, 0) ) {
if( !sc->data[type] ) return 0;
- sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10720,27 +10682,26 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
case SC_WIND_STEP:
case SC_STONE_SHIELD:
case SC_SOLID_SKIN:
- if( !iStatus->charge(bl,0,sce->val2) ){
+ if( !status->charge(bl,0,sce->val2) ){
struct block_list *s_bl = battle->get_master(bl);
if( s_bl )
status_change_end(s_bl,type+1,INVALID_TIMER);
status_change_end(bl,type,INVALID_TIMER);
break;
}
- sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_STOMACHACHE:
- if( --(sce->val4) > 0 ){
- iStatus->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
- if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
- {
+ if( --(sce->val4) > 0 ) {
+ status->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
+ if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
pc_stop_walking(sd,1|4);
pc_stop_attack(sd);
pc_setsit(sd);
clif->sitting(bl);
}
- sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10749,51 +10710,48 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
case SC_SOULCOLD:
case SC_HAWKEYES:
/* they only end by status_change_end */
- sc_timer_next(600000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(600000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_MEIKYOUSISUI:
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);
+ status->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, 0);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_IZAYOI:
case SC_KAGEMUSYA:
- if( --(sce->val2) > 0 ){
- if(!iStatus->charge(bl, 0, 1)) break;
- sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
+ if( --(sce->val2) > 0 ) {
+ if(!status->charge(bl, 0, 1)) break;
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_ANGRIFFS_MODUS:
if(--(sce->val4) > 0) { //drain hp/sp
- if( !iStatus->charge(bl,100,20) ) break;
- sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data);
+ if( !status->charge(bl,100,20) ) break;
+ sc_timer_next(1000+tick,status->change_timer,bl->id, data);
return 0;
}
break;
case SC_FULL_THROTTLE:
- if( --(sce->val4) > 0 )
- {
+ if( --(sce->val4) > 0 ) {
status_percent_damage(bl, bl, sce->val2, 0, false);
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_KINGS_GRACE:
- if( --(sce->val4) > 0 )
- {
+ if( --(sce->val4) > 0 ) {
status_percent_heal(bl, sce->val2, 0);
- sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_FRIGG_SONG:
- if( --(sce->val4) > 0 )
- {
- iStatus->heal(bl, sce->val3, 0, 0);
- sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ if( --(sce->val4) > 0 ) {
+ status->heal(bl, sce->val3, 0, 0);
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10807,8 +10765,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
/*==========================================
* Foreach iteration of repetitive status
*------------------------------------------*/
-int status_change_timer_sub(struct block_list* bl, va_list ap)
-{
+int status_change_timer_sub(struct block_list* bl, va_list ap) {
struct status_change* tsc;
struct block_list* src = va_arg(ap,struct block_list*);
@@ -10816,10 +10773,10 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
unsigned int tick = va_arg(ap,unsigned int);
- if (iStatus->isdead(bl))
+ if (status->isdead(bl))
return 0;
- tsc = iStatus->get_sc(bl);
+ tsc = status->get_sc(bl);
switch( type ) {
case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
@@ -10850,11 +10807,12 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
break;
case SC_WZ_SIGHTBLASTER:
- if (battle->check_target( src, bl, BCT_ENEMY ) > 0 &&
- iStatus->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
- {
+ if (battle->check_target( src, bl, BCT_ENEMY ) > 0
+ && status->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)
+ ) {
if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
- && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){
+ && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)
+ ){
sce->val2 = 0; //This signals it to end.
}
}
@@ -10876,13 +10834,13 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
return 0;
}
-int status_get_total_def(struct block_list *src){ return iStatus->get_status_data(src)->def2 + (short)iStatus->get_def(src); }
-int status_get_total_mdef(struct block_list *src){ return iStatus->get_status_data(src)->mdef2 + (short)status_get_mdef(src); }
+int status_get_total_def(struct block_list *src) { return status->get_status_data(src)->def2 + (short)status->get_def(src); }
+int status_get_total_mdef(struct block_list *src) { return status->get_status_data(src)->mdef2 + (short)status_get_mdef(src); }
#ifdef RENEWAL
-int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){
+int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag) {
int min = 0, max = 0, dstr;
float strdex_bonus, variance;
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
if ( bl->type == BL_PC && watk->atk ){
if ( flag&2 )
@@ -10938,22 +10896,19 @@ int status_get_matk(struct block_list *bl, int flag) {
if( bl == NULL )
return 1;
- st = iStatus->get_status_data(bl);
- sc = iStatus->get_sc(bl);
+ st = status->get_status_data(bl);
+ sc = status->get_sc(bl);
sd = BL_CAST(BL_PC, bl);
if( flag == 2 ) // just get matk
GETRANDMATK(st);
-#ifndef RENEWAL
- 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
+#ifdef RENEWAL
/**
- * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
- * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
- **/
- st->matk_min = iStatus->base_matk(st, iStatus->get_lv(bl));
+ * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
+ * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
+ **/
+ st->matk_min = status->base_matk(st, status->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 )
@@ -10964,16 +10919,19 @@ int status_get_matk(struct block_list *bl, int flag) {
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 && (st->rhw.matk + st->lhw.matk) > 0 ){
+ 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 ){
- st->matk_min = st->matk_max = status_get_int(bl) + iStatus->get_lv(bl);
+ } else if( bl->type&BL_MOB ) {
+ st->matk_min = st->matk_max = status_get_int(bl) + status->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;
}
+#else // not RENEWAL
+ 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);
#endif
if (bl->type&BL_PC && sd->matk_rate != 100) {
st->matk_max = st->matk_max * sd->matk_rate/100;
@@ -11005,10 +10963,9 @@ int status_get_matk(struct block_list *bl, int flag) {
* type&1 -> buffs, type&2 -> debuffs
* type&4 -> especific debuffs(implemented with refresh)
*------------------------------------------*/
-int status_change_clear_buffs (struct block_list* bl, int type)
-{
+int status_change_clear_buffs (struct block_list* bl, int type) {
int i;
- struct status_change *sc= iStatus->get_sc(bl);
+ struct status_change *sc= status->get_sc(bl);
if (!sc || !sc->count)
return 0;
@@ -11017,18 +10974,17 @@ int status_change_clear_buffs (struct block_list* bl, int type)
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
status_change_end(bl, (sc_type)i, INVALID_TIMER);
- for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
- {
- if( !sc->data[i] || !iStatus->get_sc_type(i) )
+ for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
+ if( !sc->data[i] || !status->get_sc_type(i) )
continue;
- if( type&3 && !(iStatus->get_sc_type(i)&SC_BUFF) && !(iStatus->get_sc_type(i)&SC_DEBUFF) )
+ if( type&3 && !(status->get_sc_type(i)&SC_BUFF) && !(status->get_sc_type(i)&SC_DEBUFF) )
continue;
- if( type < 3 ){
- if( type&1 && !(iStatus->get_sc_type(i)&SC_BUFF) )
+ if( type < 3 ) {
+ if( type&1 && !(status->get_sc_type(i)&SC_BUFF) )
continue;
- if( type&2 && !(iStatus->get_sc_type(i)&SC_DEBUFF) )
+ if( type&2 && !(status->get_sc_type(i)&SC_DEBUFF) )
continue;
}
switch (i) {
@@ -11066,7 +11022,7 @@ int status_change_clear_buffs (struct block_list* bl, int type)
int status_change_spread( struct block_list *src, struct block_list *bl ) {
int i, flag = 0;
- struct status_change *sc = iStatus->get_sc(src);
+ struct status_change *sc = status->get_sc(src);
unsigned int tick;
struct status_change_data data;
@@ -11107,7 +11063,7 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) {
case SC_PARALYSE:
if( sc->data[i]->timer != INVALID_TIMER ) {
const struct TimerData *td = timer->get(sc->data[i]->timer);
- if (td == NULL || td->func != iStatus->change_timer || DIFF_TICK(td->tick,tick) < 0)
+ if (td == NULL || td->func != status->change_timer || DIFF_TICK(td->tick,tick) < 0)
continue;
data.tick = DIFF_TICK(td->tick,tick);
} else
@@ -11138,14 +11094,13 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) {
break;
default:
continue;
- break;
}
- if( i ){
+ if( i ) {
data.val1 = sc->data[i]->val1;
data.val2 = sc->data[i]->val2;
data.val3 = sc->data[i]->val3;
data.val4 = sc->data[i]->val4;
- iStatus->change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
+ status->change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
flag = 1;
}
}
@@ -11165,10 +11120,10 @@ static int status_natural_heal(struct block_list* bl, va_list args) {
struct map_session_data *sd;
int val,rate,bonus = 0,flag;
- regen = iStatus->get_regen_data(bl);
+ regen = status->get_regen_data(bl);
if (!regen) return 0;
- st = iStatus->get_status_data(bl);
- sc = iStatus->get_sc(bl);
+ st = status->get_status_data(bl);
+ sc = status->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
sd = BL_CAST(BL_PC,bl);
@@ -11179,10 +11134,11 @@ static int status_natural_heal(struct block_list* bl, va_list args) {
if (flag&RGN_SP && (st->sp >= st->max_sp || regen->state.block&2))
flag&=~(RGN_SP|RGN_SSP);
- if (flag && (
- iStatus->isdead(bl) ||
- (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
- ))
+ if (flag
+ && (status->isdead(bl)
+ || (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
+ )
+ )
flag=0;
if (sd) {
@@ -11192,37 +11148,38 @@ static int status_natural_heal(struct block_list* bl, va_list args) {
pc->regen(sd, natural_heal_diff_tick);
}
- if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
- (vd = iStatus->get_viewdata(bl)) && vd->dead_sit == 2)
- { //Apply sitting regen bonus.
+ if (flag&(RGN_SHP|RGN_SSP)
+ && regen->ssregen
+ && (vd = status->get_viewdata(bl))
+ && vd->dead_sit == 2
+ ) {
+ //Apply sitting regen bonus.
sregen = regen->ssregen;
- if(flag&(RGN_SHP))
- { //Sitting HP regen
+ if(flag&(RGN_SHP)) {
+ //Sitting HP regen
val = natural_heal_diff_tick * sregen->rate.hp;
if (regen->state.overweight)
val>>=1; //Half as fast when overweight.
sregen->tick.hp += val;
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp)
- { //Full
+ if(status->heal(bl, sregen->hp, 0, 3) < sregen->hp) {
+ //Full
flag&=~(RGN_HP|RGN_SHP);
break;
}
}
}
- if(flag&(RGN_SSP))
- { //Sitting SP regen
+ if(flag&(RGN_SSP)) {
+ //Sitting SP regen
val = natural_heal_diff_tick * sregen->rate.sp;
if (regen->state.overweight)
val>>=1; //Half as fast when overweight.
sregen->tick.sp += val;
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(iStatus->heal(bl, 0, sregen->sp, 3) < sregen->sp)
- { //Full
+ if(status->heal(bl, 0, sregen->sp, 3) < sregen->sp) {
+ //Full
flag&=~(RGN_SP|RGN_SSP);
break;
}
@@ -11235,8 +11192,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) {
ud = unit->bl2ud(bl);
- if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
- {
+ if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
flag&=~(RGN_SHP|RGN_SSP);
if(!regen->state.walk)
flag&=~RGN_HP;
@@ -11245,9 +11201,8 @@ static int status_natural_heal(struct block_list* bl, va_list args) {
if (!flag)
return 0;
- if (flag&(RGN_HP|RGN_SP))
- {
- if(!vd) vd = iStatus->get_viewdata(bl);
+ if (flag&(RGN_HP|RGN_SP)) {
+ if(!vd) vd = status->get_viewdata(bl);
if(vd && vd->dead_sit == 2)
bonus++;
if(regen->state.gc)
@@ -11255,8 +11210,7 @@ static int status_natural_heal(struct block_list* bl, va_list args) {
}
//Natural Hp regen
- if (flag&RGN_HP)
- {
+ if (flag&RGN_HP) {
rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
if (ud && ud->walktimer != INVALID_TIMER)
rate/=2;
@@ -11265,35 +11219,32 @@ static int status_natural_heal(struct block_list* bl, va_list args) {
regen->tick.hp += rate;
- if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
- {
+ if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
val = 0;
do {
val += regen->hp;
regen->tick.hp -= battle_config.natural_healhp_interval;
} while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
- if (iStatus->heal(bl, val, 0, 1) < val)
+ if (status->heal(bl, val, 0, 1) < val)
flag&=~RGN_SHP; //full.
}
}
//Natural SP regen
- if(flag&RGN_SP)
- {
+ if(flag&RGN_SP) {
rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
// Homun SP regen fix (they should regen as if they were sitting (twice as fast)
if(bl->type==BL_HOM) rate *=2;
regen->tick.sp += rate;
- if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
- {
+ if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
val = 0;
do {
val += regen->sp;
regen->tick.sp -= battle_config.natural_healsp_interval;
} while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
- if (iStatus->heal(bl, 0, val, 1) < val)
+ if (status->heal(bl, 0, val, 1) < val)
flag&=~RGN_SSP; //full.
}
}
@@ -11304,40 +11255,38 @@ static int status_natural_heal(struct block_list* bl, va_list args) {
//Skill regen
sregen = regen->sregen;
- if(flag&RGN_SHP)
- { //Skill HP regen
+ if(flag&RGN_SHP) {
+ //Skill HP regen
sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp)
+ if(status->heal(bl, sregen->hp, 0, 3) < sregen->hp)
break; //Full
}
}
- if(flag&RGN_SSP)
- { //Skill SP regen
+ if(flag&RGN_SSP) {
+ //Skill SP regen
sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
val = sregen->sp;
if (sd && sd->state.doridori) {
val*=2;
sd->state.doridori = 0;
if ((rate = pc->checkskill(sd,TK_SPTIME)))
- sc_start(bl,iStatus->skill2sc(TK_SPTIME),
- 100,rate,skill->get_time(TK_SPTIME, rate));
- if (
- (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- rnd()%10000 < battle_config.sg_angel_skill_ratio
- ) { //Angel of the Sun/Moon/Star
- clif->feel_hate_reset(sd);
- pc->resethate(sd);
- pc->resetfeel(sd);
+ sc_start(bl,status->skill2sc(TK_SPTIME),
+ 100,rate,skill->get_time(TK_SPTIME, rate));
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR
+ &&rnd()%10000 < battle_config.sg_angel_skill_ratio
+ ) {
+ //Angel of the Sun/Moon/Star
+ clif->feel_hate_reset(sd);
+ pc->resethate(sd);
+ pc->resetfeel(sd);
}
}
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(iStatus->heal(bl, 0, val, 3) < val)
+ if(status->heal(bl, 0, val, 3) < val)
break; //Full
}
}
@@ -11548,22 +11497,20 @@ int status_readdb(void)
/*==========================================
* Status db init and destroy.
*------------------------------------------*/
-int do_init_status(void)
-{
- timer->add_func_list(iStatus->change_timer,"status_change_timer");
+int do_init_status(void) {
+ timer->add_func_list(status->change_timer,"status_change_timer");
timer->add_func_list(kaahi_heal_timer,"kaahi_heal_timer");
timer->add_func_list(status_natural_heal_timer,"status_natural_heal_timer");
initChangeTables();
initDummyData();
- iStatus->readdb();
+ status->readdb();
status_calc_sigma();
natural_heal_prev_tick = timer->gettick();
sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
timer->add_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
return 0;
}
-void do_final_status(void)
-{
+void do_final_status(void) {
ers_destroy(sc_data_ers);
}
@@ -11573,100 +11520,100 @@ void do_final_status(void)
* created by Susu
*-------------------------------------*/
void status_defaults(void) {
- iStatus = &iStatus_s;
+ status = &status_s;
/* vars */
- iStatus->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
- iStatus->current_equip_card_id = 0; //To prevent card-stacking (from jA) [Skotlex]
+ status->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
+ status->current_equip_card_id = 0; //To prevent card-stacking (from jA) [Skotlex]
//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
//to avoid cards exploits
/* funcs */
- iStatus->get_refine_chance = status_get_refine_chance;
+ status->get_refine_chance = status_get_refine_chance;
// for looking up associated data
- iStatus->skill2sc = status_skill2sc;
- iStatus->sc2skill = status_sc2skill;
- iStatus->sc2scb_flag = status_sc2scb_flag;
- iStatus->type2relevant_bl_types = status_type2relevant_bl_types;
- iStatus->get_sc_type = status_get_sc_type;
+ status->skill2sc = status_skill2sc;
+ status->sc2skill = status_sc2skill;
+ status->sc2scb_flag = status_sc2scb_flag;
+ status->type2relevant_bl_types = status_type2relevant_bl_types;
+ status->get_sc_type = status_get_sc_type;
- iStatus->damage = status_damage;
+ status->damage = status_damage;
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
- iStatus->charge = status_charge;
- iStatus->percent_change = status_percent_change;
+ status->charge = status_charge;
+ status->percent_change = status_percent_change;
//Used to set the hp/sp of an object to an absolute value (can't kill)
- iStatus->set_hp = status_set_hp;
- iStatus->set_sp = status_set_sp;
- iStatus->heal = status_heal;
- iStatus->revive = status_revive;
-
- iStatus->get_regen_data = status_get_regen_data;
- iStatus->get_status_data = status_get_status_data;
- iStatus->get_base_status = status_get_base_status;
- iStatus->get_name = status_get_name;
- iStatus->get_class = status_get_class;
- iStatus->get_lv = status_get_lv;
- iStatus->get_def = status_get_def;
- iStatus->get_speed = status_get_speed;
- iStatus->calc_attack_element = status_calc_attack_element;
- iStatus->get_party_id = status_get_party_id;
- iStatus->get_guild_id = status_get_guild_id;
- iStatus->get_emblem_id = status_get_emblem_id;
- iStatus->get_mexp = status_get_mexp;
- iStatus->get_race2 = status_get_race2;
-
- iStatus->get_viewdata = status_get_viewdata;
- iStatus->set_viewdata = status_set_viewdata;
- iStatus->change_init = status_change_init;
- iStatus->get_sc = status_get_sc;
-
- iStatus->isdead = status_isdead;
- iStatus->isimmune = status_isimmune;
-
- iStatus->get_sc_def = status_get_sc_def;
-
- iStatus->change_start = status_change_start;
- iStatus->change_end_ = status_change_end_;
- iStatus->kaahi_heal_timer = kaahi_heal_timer;
- iStatus->change_timer = status_change_timer;
- iStatus->change_timer_sub = status_change_timer_sub;
- iStatus->change_clear = status_change_clear;
- iStatus->change_clear_buffs = status_change_clear_buffs;
-
- iStatus->calc_bl_ = status_calc_bl_;
- iStatus->calc_mob_ = status_calc_mob_;
- iStatus->calc_pet_ = status_calc_pet_;
- iStatus->calc_pc_ = status_calc_pc_;
- iStatus->calc_homunculus_ = status_calc_homunculus_;
- iStatus->calc_mercenary_ = status_calc_mercenary_;
- iStatus->calc_elemental_ = status_calc_elemental_;
-
- iStatus->calc_misc = status_calc_misc;
- iStatus->calc_regen = status_calc_regen;
- iStatus->calc_regen_rate = status_calc_regen_rate;
-
- iStatus->check_skilluse = status_check_skilluse; // [Skotlex]
- iStatus->check_visibility = status_check_visibility; //[Skotlex]
-
- iStatus->change_spread = status_change_spread;
-
- iStatus->calc_def = status_calc_def;
- iStatus->calc_def2 = status_calc_def2;
- iStatus->calc_mdef = status_calc_mdef;
- iStatus->calc_mdef2 = status_calc_mdef2;
- iStatus->calc_batk = status_calc_batk;
+ status->set_hp = status_set_hp;
+ status->set_sp = status_set_sp;
+ status->heal = status_heal;
+ status->revive = status_revive;
+
+ status->get_regen_data = status_get_regen_data;
+ status->get_status_data = status_get_status_data;
+ status->get_base_status = status_get_base_status;
+ status->get_name = status_get_name;
+ status->get_class = status_get_class;
+ status->get_lv = status_get_lv;
+ status->get_def = status_get_def;
+ status->get_speed = status_get_speed;
+ status->calc_attack_element = status_calc_attack_element;
+ status->get_party_id = status_get_party_id;
+ status->get_guild_id = status_get_guild_id;
+ status->get_emblem_id = status_get_emblem_id;
+ status->get_mexp = status_get_mexp;
+ status->get_race2 = status_get_race2;
+
+ status->get_viewdata = status_get_viewdata;
+ status->set_viewdata = status_set_viewdata;
+ status->change_init = status_change_init;
+ status->get_sc = status_get_sc;
+
+ status->isdead = status_isdead;
+ status->isimmune = status_isimmune;
+
+ status->get_sc_def = status_get_sc_def;
+
+ status->change_start = status_change_start;
+ status->change_end_ = status_change_end_;
+ status->kaahi_heal_timer = kaahi_heal_timer;
+ status->change_timer = status_change_timer;
+ status->change_timer_sub = status_change_timer_sub;
+ status->change_clear = status_change_clear;
+ status->change_clear_buffs = status_change_clear_buffs;
+
+ status->calc_bl_ = status_calc_bl_;
+ status->calc_mob_ = status_calc_mob_;
+ status->calc_pet_ = status_calc_pet_;
+ status->calc_pc_ = status_calc_pc_;
+ status->calc_homunculus_ = status_calc_homunculus_;
+ status->calc_mercenary_ = status_calc_mercenary_;
+ status->calc_elemental_ = status_calc_elemental_;
+
+ status->calc_misc = status_calc_misc;
+ status->calc_regen = status_calc_regen;
+ status->calc_regen_rate = status_calc_regen_rate;
+
+ status->check_skilluse = status_check_skilluse; // [Skotlex]
+ status->check_visibility = status_check_visibility; //[Skotlex]
+
+ status->change_spread = status_change_spread;
+
+ status->calc_def = status_calc_def;
+ status->calc_def2 = status_calc_def2;
+ status->calc_mdef = status_calc_mdef;
+ status->calc_mdef2 = status_calc_mdef2;
+ status->calc_batk = status_calc_batk;
#ifdef RENEWAL
- iStatus->base_matk = status_base_matk;
- iStatus->get_weapon_atk = status_get_weapon_atk;
+ status->base_matk = status_base_matk;
+ status->get_weapon_atk = status_get_weapon_atk;
#endif
- iStatus->get_total_mdef = status_get_total_mdef;
- iStatus->get_total_def = status_get_total_def;
+ status->get_total_mdef = status_get_total_mdef;
+ status->get_total_def = status_get_total_def;
- iStatus->get_matk = status_get_matk;
+ status->get_matk = status_get_matk;
- iStatus->readdb = status_readdb;
- iStatus->do_init_status = do_init_status;
- iStatus->do_final_status = do_final_status;
+ status->readdb = status_readdb;
+ status->init = do_init_status;
+ status->final = do_final_status;
}
diff --git a/src/map/status.h b/src/map/status.h
index c6da44d83..16a9be081 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -1718,67 +1718,67 @@ struct status_change {
//Define for standard HP damage attacks.
-#define status_fix_damage(src, target, hp, walkdelay) iStatus->damage(src, target, hp, 0, walkdelay, 0)
+#define status_fix_damage(src, target, hp, walkdelay) status->damage(src, target, hp, 0, walkdelay, 0)
//Define for standard HP/SP damage triggers.
-#define status_zap(bl, hp, sp) iStatus->damage(NULL, bl, hp, sp, 0, 1)
-//Easier handling of iStatus->percent_change
-#define status_percent_heal(bl, hp_rate, sp_rate) iStatus->percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
-#define status_percent_damage(src, target, hp_rate, sp_rate, kill) iStatus->percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
+#define status_zap(bl, hp, sp) status->damage(NULL, bl, hp, sp, 0, 1)
+//Easier handling of status->percent_change
+#define status_percent_heal(bl, hp_rate, sp_rate) status->percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
+#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status->percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
//Instant kill with no drops/exp/etc
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
-#define status_get_range(bl) iStatus->get_status_data(bl)->rhw.range
-#define status_get_hp(bl) iStatus->get_status_data(bl)->hp
-#define status_get_max_hp(bl) iStatus->get_status_data(bl)->max_hp
-#define status_get_sp(bl) iStatus->get_status_data(bl)->sp
-#define status_get_max_sp(bl) iStatus->get_status_data(bl)->max_sp
-#define status_get_str(bl) iStatus->get_status_data(bl)->str
-#define status_get_agi(bl) iStatus->get_status_data(bl)->agi
-#define status_get_vit(bl) iStatus->get_status_data(bl)->vit
-#define status_get_int(bl) iStatus->get_status_data(bl)->int_
-#define status_get_dex(bl) iStatus->get_status_data(bl)->dex
-#define status_get_luk(bl) iStatus->get_status_data(bl)->luk
-#define status_get_hit(bl) iStatus->get_status_data(bl)->hit
-#define status_get_flee(bl) iStatus->get_status_data(bl)->flee
-#define status_get_mdef(bl) iStatus->get_status_data(bl)->mdef
-#define status_get_flee2(bl) iStatus->get_status_data(bl)->flee2
-#define status_get_def2(bl) iStatus->get_status_data(bl)->def2
-#define status_get_mdef2(bl) iStatus->get_status_data(bl)->mdef2
-#define status_get_critical(bl) iStatus->get_status_data(bl)->cri
-#define status_get_batk(bl) iStatus->get_status_data(bl)->batk
-#define status_get_watk(bl) iStatus->get_status_data(bl)->rhw.atk
-#define status_get_watk2(bl) iStatus->get_status_data(bl)->rhw.atk2
-#define status_get_matk_max(bl) iStatus->get_status_data(bl)->matk_max
-#define status_get_matk_min(bl) iStatus->get_status_data(bl)->matk_min
-#define status_get_lwatk(bl) iStatus->get_status_data(bl)->lhw.atk
-#define status_get_lwatk2(bl) iStatus->get_status_data(bl)->lhw.atk2
-#define status_get_adelay(bl) iStatus->get_status_data(bl)->adelay
-#define status_get_amotion(bl) iStatus->get_status_data(bl)->amotion
-#define status_get_dmotion(bl) iStatus->get_status_data(bl)->dmotion
-#define status_get_element(bl) iStatus->get_status_data(bl)->def_ele
-#define status_get_element_level(bl) iStatus->get_status_data(bl)->ele_lv
-#define status_get_attack_sc_element(bl, sc) iStatus->calc_attack_element(bl, sc, 0)
-#define status_get_attack_element(bl) iStatus->get_status_data(bl)->rhw.ele
-#define status_get_attack_lelement(bl) iStatus->get_status_data(bl)->lhw.ele
-#define status_get_race(bl) iStatus->get_status_data(bl)->race
-#define status_get_size(bl) iStatus->get_status_data(bl)->size
-#define status_get_mode(bl) iStatus->get_status_data(bl)->mode
+#define status_get_range(bl) status->get_status_data(bl)->rhw.range
+#define status_get_hp(bl) status->get_status_data(bl)->hp
+#define status_get_max_hp(bl) status->get_status_data(bl)->max_hp
+#define status_get_sp(bl) status->get_status_data(bl)->sp
+#define status_get_max_sp(bl) status->get_status_data(bl)->max_sp
+#define status_get_str(bl) status->get_status_data(bl)->str
+#define status_get_agi(bl) status->get_status_data(bl)->agi
+#define status_get_vit(bl) status->get_status_data(bl)->vit
+#define status_get_int(bl) status->get_status_data(bl)->int_
+#define status_get_dex(bl) status->get_status_data(bl)->dex
+#define status_get_luk(bl) status->get_status_data(bl)->luk
+#define status_get_hit(bl) status->get_status_data(bl)->hit
+#define status_get_flee(bl) status->get_status_data(bl)->flee
+#define status_get_mdef(bl) status->get_status_data(bl)->mdef
+#define status_get_flee2(bl) status->get_status_data(bl)->flee2
+#define status_get_def2(bl) status->get_status_data(bl)->def2
+#define status_get_mdef2(bl) status->get_status_data(bl)->mdef2
+#define status_get_critical(bl) status->get_status_data(bl)->cri
+#define status_get_batk(bl) status->get_status_data(bl)->batk
+#define status_get_watk(bl) status->get_status_data(bl)->rhw.atk
+#define status_get_watk2(bl) status->get_status_data(bl)->rhw.atk2
+#define status_get_matk_max(bl) status->get_status_data(bl)->matk_max
+#define status_get_matk_min(bl) status->get_status_data(bl)->matk_min
+#define status_get_lwatk(bl) status->get_status_data(bl)->lhw.atk
+#define status_get_lwatk2(bl) status->get_status_data(bl)->lhw.atk2
+#define status_get_adelay(bl) status->get_status_data(bl)->adelay
+#define status_get_amotion(bl) status->get_status_data(bl)->amotion
+#define status_get_dmotion(bl) status->get_status_data(bl)->dmotion
+#define status_get_element(bl) status->get_status_data(bl)->def_ele
+#define status_get_element_level(bl) status->get_status_data(bl)->ele_lv
+#define status_get_attack_sc_element(bl, sc) status->calc_attack_element(bl, sc, 0)
+#define status_get_attack_element(bl) status->get_status_data(bl)->rhw.ele
+#define status_get_attack_lelement(bl) status->get_status_data(bl)->lhw.ele
+#define status_get_race(bl) status->get_status_data(bl)->race
+#define status_get_size(bl) status->get_status_data(bl)->size
+#define status_get_mode(bl) status->get_status_data(bl)->mode
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
-#define sc_start(bl, type, rate, val1, tick) iStatus->change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
-#define sc_start2(bl, type, rate, val1, val2, tick) iStatus->change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
-#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) iStatus->change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
+#define sc_start(bl, type, rate, val1, tick) status->change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
+#define sc_start2(bl, type, rate, val1, val2, tick) status->change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
+#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status->change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
-#define status_change_end(bl,type,tid) iStatus->change_end_(bl,type,tid,__FILE__,__LINE__)
+#define status_change_end(bl,type,tid) status->change_end_(bl,type,tid,__FILE__,__LINE__)
-#define status_calc_bl(bl, flag) iStatus->calc_bl_(bl, (enum scb_flag)(flag), false)
-#define status_calc_mob(md, first) iStatus->calc_bl_(&(md)->bl, SCB_ALL, first)
-#define status_calc_pet(pd, first) iStatus->calc_bl_(&(pd)->bl, SCB_ALL, first)
-#define status_calc_pc(sd, first) iStatus->calc_bl_(&(sd)->bl, SCB_ALL, first)
-#define status_calc_homunculus(hd, first) iStatus->calc_bl_(&(hd)->bl, SCB_ALL, first)
-#define status_calc_mercenary(md, first) iStatus->calc_bl_(&(md)->bl, SCB_ALL, first)
-#define status_calc_elemental(ed, first) iStatus->calc_bl_(&(ed)->bl, SCB_ALL, first)
-#define status_calc_npc(nd, first) iStatus->calc_bl_(&(nd)->bl, SCB_ALL, first)
+#define status_calc_bl(bl, flag) status->calc_bl_(bl, (enum scb_flag)(flag), false)
+#define status_calc_mob(md, first) status->calc_bl_(&(md)->bl, SCB_ALL, first)
+#define status_calc_pet(pd, first) status->calc_bl_(&(pd)->bl, SCB_ALL, first)
+#define status_calc_pc(sd, first) status->calc_bl_(&(sd)->bl, SCB_ALL, first)
+#define status_calc_homunculus(hd, first) status->calc_bl_(&(hd)->bl, SCB_ALL, first)
+#define status_calc_mercenary(md, first) status->calc_bl_(&(md)->bl, SCB_ALL, first)
+#define status_calc_elemental(ed, first) status->calc_bl_(&(ed)->bl, SCB_ALL, first)
+#define status_calc_npc(nd, first) status->calc_bl_(&(nd)->bl, SCB_ALL, first)
/*=====================================
* Interface : status.h
@@ -1878,11 +1878,11 @@ struct status_interface {
int (*get_matk) (struct block_list *src, int flag);
int (*readdb) (void);
- int (*do_init_status) (void);
- void (*do_final_status) (void);
-} iStatus_s;
+ int (*init) (void);
+ void (*final) (void);
+} status_s;
-struct status_interface *iStatus;
+struct status_interface *status;
void status_defaults(void);
diff --git a/src/map/unit.c b/src/map/unit.c
index 4a794da09..e4ea365df 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -129,9 +129,9 @@ int unit_walktoxy_sub(struct block_list *bl)
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
- i = iStatus->get_speed(bl)*MOVE_DIAGONAL_COST/MOVE_COST;
+ i = status->get_speed(bl)*MOVE_DIAGONAL_COST/MOVE_COST;
else
- i = iStatus->get_speed(bl);
+ i = status->get_speed(bl);
if( i > 0)
ud->walktimer = timer->add(timer->gettick()+i,unit->walktoxy_timer,bl->id,i);
return 1;
@@ -278,9 +278,9 @@ int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data)
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
- i = iStatus->get_speed(bl)*14/10;
+ i = status->get_speed(bl)*14/10;
else
- i = iStatus->get_speed(bl);
+ i = status->get_speed(bl);
if(i > 0) {
ud->walktimer = timer->add(tick+i,unit->walktoxy_timer,id,i);
@@ -294,7 +294,8 @@ int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data)
else if (ud->target_to) {
//Update target trajectory.
struct block_list *tbl = iMap->id2bl(ud->target_to);
- if (!tbl || !iStatus->check_visibility(bl, tbl)) { //Cancel chase.
+ if (!tbl || !status->check_visibility(bl, tbl)) {
+ //Cancel chase.
ud->to_x = bl->x;
ud->to_y = bl->y;
if (tbl && bl->type == BL_MOB && mob->warpchase((TBL_MOB*)bl, tbl) )
@@ -376,7 +377,7 @@ int unit_walktoxy( struct block_list *bl, short x, short y, int flag)
ud->to_y = y;
unit->set_target(ud, 0);
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc && sc->data[SC_CONFUSION]) //Randomize the target position
iMap->random_dir(bl, &ud->to_x, &ud->to_y);
@@ -451,7 +452,7 @@ int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int
ud->state.attack_continue = flag&2?1:0; //Chase to attack.
unit->set_target(ud, 0);
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
if (sc && sc->data[SC_CONFUSION]) //Randomize the target position
iMap->random_dir(bl, &ud->to_x, &ud->to_y);
@@ -482,9 +483,8 @@ int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int
return 0;
}
-int unit_run(struct block_list *bl)
-{
- struct status_change *sc = iStatus->get_sc(bl);
+int unit_run(struct block_list *bl) {
+ struct status_change *sc = status->get_sc(bl);
short to_x,to_y,dir_x,dir_y;
int lv;
int i;
@@ -555,7 +555,7 @@ int unit_run(struct block_list *bl)
//Exclusive function to Wug Dash state. [Jobbie/3CeAM]
int unit_wugdash(struct block_list *bl, struct map_session_data *sd) {
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
short to_x,to_y,dir_x,dir_y;
int lv;
int i;
@@ -930,7 +930,7 @@ int unit_can_move(struct block_list *bl) {
nullpo_ret(bl);
ud = unit->bl2ud(bl);
- sc = iStatus->get_sc(bl);
+ sc = status->get_sc(bl);
sd = BL_CAST(BL_PC, bl);
if (!ud)
@@ -951,45 +951,49 @@ int unit_can_move(struct block_list *bl) {
return 0; //Can't move
if (sc) {
- if( sc->count && (
- sc->data[SC_ANKLESNARE]
- || sc->data[SC_AUTOCOUNTER]
- || sc->data[SC_TRICKDEAD]
- || sc->data[SC_BLADESTOP]
- || sc->data[SC_BLADESTOP_WAIT]
- || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
- || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
- || sc->data[SC_STOP]
- || sc->data[SC_RG_CCONFINE_M]
- || sc->data[SC_RG_CCONFINE_S]
- || sc->data[SC_GS_MADNESSCANCEL]
- || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
- || sc->data[SC_WHITEIMPRISON]
- || sc->data[SC_ELECTRICSHOCKER]
- || sc->data[SC_WUGBITE]
- || sc->data[SC_THORNS_TRAP]
- || sc->data[SC_MAGNETICFIELD]
- || sc->data[SC__MANHOLE]
- || sc->data[SC_CURSEDCIRCLE_ATKER]
- || sc->data[SC_CURSEDCIRCLE_TARGET]
- || (sc->data[SC_COLD] && bl->type != BL_MOB)
- || sc->data[SC_NETHERWORLD]
- || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3 && !(sc->data[SC_CAMOUFLAGE]->val3&1))
- || sc->data[SC_MEIKYOUSISUI]
- || sc->data[SC_KG_KAGEHUMI]
- || sc->data[SC_KYOUGAKU]
- || sc->data[SC_NEEDLE_OF_PARALYZE]
- || sc->data[SC_VACUUM_EXTREME]
- || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
- || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
- || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
- !sc->data[SC_LONGING] ||
- (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
- (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
- ) )
- || (sc->data[SC_CLOAKING] && //Need wall at level 1-2
- sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1))
- ) )
+ if( sc->count
+ && (
+ sc->data[SC_ANKLESNARE]
+ || sc->data[SC_AUTOCOUNTER]
+ || sc->data[SC_TRICKDEAD]
+ || sc->data[SC_BLADESTOP]
+ || sc->data[SC_BLADESTOP_WAIT]
+ || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
+ || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
+ || sc->data[SC_STOP]
+ || sc->data[SC_RG_CCONFINE_M]
+ || sc->data[SC_RG_CCONFINE_S]
+ || sc->data[SC_GS_MADNESSCANCEL]
+ || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
+ || sc->data[SC_WHITEIMPRISON]
+ || sc->data[SC_ELECTRICSHOCKER]
+ || sc->data[SC_WUGBITE]
+ || sc->data[SC_THORNS_TRAP]
+ || sc->data[SC_MAGNETICFIELD]
+ || sc->data[SC__MANHOLE]
+ || sc->data[SC_CURSEDCIRCLE_ATKER]
+ || sc->data[SC_CURSEDCIRCLE_TARGET]
+ || (sc->data[SC_COLD] && bl->type != BL_MOB)
+ || sc->data[SC_NETHERWORLD]
+ || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3 && !(sc->data[SC_CAMOUFLAGE]->val3&1))
+ || sc->data[SC_MEIKYOUSISUI]
+ || sc->data[SC_KG_KAGEHUMI]
+ || sc->data[SC_KYOUGAKU]
+ || sc->data[SC_NEEDLE_OF_PARALYZE]
+ || sc->data[SC_VACUUM_EXTREME]
+ || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
+ || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
+ || (sc->data[SC_CLOAKING] && sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1)) //Need wall at level 1-2
+ || (
+ sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4
+ && (
+ !sc->data[SC_LONGING]
+ || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT
+ || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
+ )
+ )
+ )
+ )
return 0;
@@ -1007,18 +1011,17 @@ int unit_can_move(struct block_list *bl) {
* Resume running after a walk delay
*------------------------------------------*/
-int unit_resume_running(int tid, unsigned int tick, int id, intptr_t data)
-{
+int unit_resume_running(int tid, unsigned int tick, int id, intptr_t data) {
struct unit_data *ud = (struct unit_data *)data;
TBL_PC * sd = iMap->id2sd(id);
if(sd && pc_isridingwug(sd))
clif->skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv,
- sc_start4(ud->bl,iStatus->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit->getdir(ud->bl),0,0,1));
+ sc_start4(ud->bl,status->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit->getdir(ud->bl),0,0,1));
else
clif->skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv,
- sc_start4(ud->bl,iStatus->skill2sc(TK_RUN),100,ud->skill_lv,unit->getdir(ud->bl),0,0,0));
+ sc_start4(ud->bl,status->skill2sc(TK_RUN),100,ud->skill_lv,unit->getdir(ud->bl),0,0,0));
if (sd) clif->walkok(sd);
@@ -1074,8 +1077,7 @@ int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int
return 1;
}
-int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel)
-{
+int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel) {
struct unit_data *ud;
struct status_data *tstatus;
struct status_change *sc;
@@ -1085,14 +1087,14 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
int temp = 0, range;
nullpo_ret(src);
- if(iStatus->isdead(src))
+ if(status->isdead(src))
return 0; //Do not continue source is dead
sd = BL_CAST(BL_PC, src);
ud = unit->bl2ud(src);
if(ud == NULL) return 0;
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
@@ -1169,10 +1171,10 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF && src->id == target_id)
return 0;
- if(!iStatus->check_skilluse(src, target, skill_id, 0))
+ if(!status->check_skilluse(src, target, skill_id, 0))
return 0;
- tstatus = iStatus->get_status_data(target);
+ tstatus = status->get_status_data(target);
// Record the status of the previous skill)
if(sd) {
@@ -1260,7 +1262,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
case ALL_RESURRECTION:
if(battle->check_undead(tstatus->race,tstatus->def_ele)) {
temp = 1;
- } else if (!iStatus->isdead(target))
+ } else if (!status->isdead(target))
return 0; //Can't cast on non-dead characters.
break;
case MO_FINGEROFFENSIVE:
@@ -1451,7 +1453,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
nullpo_ret(src);
if (!src->prev) return 0; // not on the map
- if(iStatus->isdead(src)) return 0;
+ if(status->isdead(src)) return 0;
sd = BL_CAST(BL_PC, src);
ud = unit->bl2ud(src);
@@ -1460,7 +1462,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
if(ud->skilltimer != INVALID_TIMER) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
return 0;
- sc = iStatus->get_sc(src);
+ sc = status->get_sc(src);
if (sc && !sc->count)
sc = NULL;
@@ -1482,7 +1484,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
}
}
- if (!iStatus->check_skilluse(src, NULL, skill_id, 0))
+ if (!status->check_skilluse(src, NULL, skill_id, 0))
return 0;
if( iMap->getcell(src->m, skill_x, skill_y, CELL_CHKWALL) )
@@ -1629,7 +1631,7 @@ int unit_attack(struct block_list *src,int target_id,int continuous)
nullpo_ret(ud = unit->bl2ud(src));
target = iMap->id2bl(target_id);
- if( target==NULL || iStatus->isdead(target) ) {
+ if( target==NULL || status->isdead(target) ) {
unit->unattackable(src);
return 1;
}
@@ -1645,7 +1647,7 @@ int unit_attack(struct block_list *src,int target_id,int continuous)
return 0;
}
}
- if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !iStatus->check_skilluse(src, target, 0, 0) ) {
+ if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !status->check_skilluse(src, target, 0, 0) ) {
unit->unattackable(src);
return 1;
}
@@ -1829,12 +1831,12 @@ int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
if( src == NULL || src->prev == NULL || target==NULL || target->prev == NULL )
return 0;
- if( iStatus->isdead(src) || iStatus->isdead(target) ||
- battle->check_target(src,target,BCT_ENEMY) <= 0 || !iStatus->check_skilluse(src, target, 0, 0)
+ if( status->isdead(src) || status->isdead(target)
+ || battle->check_target(src,target,BCT_ENEMY) <= 0 || !status->check_skilluse(src, target, 0, 0)
#ifdef OFFICIAL_WALKPATH
- || !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL)
+ || !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL)
#endif
- )
+ )
return 0; // can't attack under these conditions
if( src->m != target->m )
@@ -1862,7 +1864,7 @@ int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
return 1;
}
- sstatus = iStatus->get_status_data(src);
+ sstatus = status->get_status_data(src);
range = sstatus->rhw.range + 1;
if( unit->is_walking(target) )
@@ -2067,12 +2069,11 @@ int unit_changeviewsize(struct block_list *bl,short size)
* Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
* if clrtype is 1 (death), appropiate cleanup is performed.
* Otherwise it is assumed bl is being warped.
- * On-Kill specific stuff is not performed here, look at iStatus->damage for that.
+ * On-Kill specific stuff is not performed here, look at status->damage for that.
*------------------------------------------*/
-int unit_remove_map(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func)
-{
+int unit_remove_map(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func) {
struct unit_data *ud = unit->bl2ud(bl);
- struct status_change *sc = iStatus->get_sc(bl);
+ struct status_change *sc = status->get_sc(bl);
nullpo_ret(ud);
if(bl->prev == NULL)
@@ -2289,7 +2290,7 @@ int unit_remove_map(struct block_list *bl, clr_type clrtype, const char* file, i
/**
* BL_MOB is handled by mob_dead unless the monster is not dead.
**/
- if( bl->type != BL_MOB || !iStatus->isdead(bl) )
+ if( bl->type != BL_MOB || !status->isdead(bl) )
clif->clearunit_area(bl,clrtype);
iMap->delblock(bl);
iMap->freeblock_unlock();
@@ -2341,7 +2342,7 @@ int unit_free(struct block_list *bl, clr_type clrtype)
int i;
unsigned int k;
- if( iStatus->isdead(bl) )
+ if( status->isdead(bl) )
pc->setrestartvalue(sd,2);
pc->delinvincibletimer(sd);
@@ -2583,7 +2584,7 @@ int unit_free(struct block_list *bl, clr_type clrtype)
}
skill->clear_unitgroup(bl);
- iStatus->change_clear(bl,1);
+ status->change_clear(bl,1);
iMap->deliddb(bl);
if( bl->type != BL_PC ) //Players are handled by map_quit
iMap->freeblock(bl);