diff options
-rw-r--r-- | src/char/char.c | 10 | ||||
-rw-r--r-- | src/common/mmo.h | 4 | ||||
-rw-r--r-- | src/map/battle.c | 36 | ||||
-rw-r--r-- | src/map/clif.c | 4 | ||||
-rw-r--r-- | src/map/pc.c | 58 | ||||
-rw-r--r-- | src/map/pc.h | 13 | ||||
-rw-r--r-- | src/map/script.c | 2 | ||||
-rw-r--r-- | src/map/skill.c | 10 | ||||
-rw-r--r-- | src/map/status.c | 39 |
9 files changed, 94 insertions, 82 deletions
diff --git a/src/char/char.c b/src/char/char.c index 4687d4d6b..09aa8684b 100644 --- a/src/char/char.c +++ b/src/char/char.c @@ -460,7 +460,7 @@ int char_mmo_char_tosql(int char_id, struct mmo_charstatus* p) (p->int_ != cp->int_) || (p->dex != cp->dex) || (p->luk != cp->luk) || (p->option != cp->option) || (p->party_id != cp->party_id) || (p->guild_id != cp->guild_id) || - (p->pet_id != cp->pet_id) || (p->weapon != cp->weapon) || (p->hom_id != cp->hom_id) || + (p->pet_id != cp->pet_id) || (p->look.weapon != cp->look.weapon) || (p->hom_id != cp->hom_id) || (p->ele_id != cp->ele_id) || (p->shield != cp->shield) || (p->head_top != cp->head_top) || (p->head_mid != cp->head_mid) || (p->head_bottom != cp->head_bottom) || (p->delete_date != cp->delete_date) || (p->rename != cp->rename) || (p->slotchange != cp->slotchange) || (p->robe != cp->robe) || @@ -490,7 +490,7 @@ int char_mmo_char_tosql(int char_id, struct mmo_charstatus* p) p->max_hp, p->hp, p->max_sp, p->sp, p->status_point, p->skill_point, p->str, p->agi, p->vit, p->int_, p->dex, p->luk, p->option, p->party_id, p->guild_id, p->pet_id, p->hom_id, p->ele_id, - p->weapon, p->shield, p->head_top, p->head_mid, p->head_bottom, + p->look.weapon, p->shield, p->head_top, p->head_mid, p->head_bottom, mapindex_id2name(p->last_point.map), p->last_point.x, p->last_point.y, mapindex_id2name(p->save_point.map), p->save_point.x, p->save_point.y, p->rename, (unsigned long)p->delete_date, // FIXME: platform-dependent size @@ -1094,7 +1094,7 @@ int char_mmo_chars_fromsql(struct char_session_data* sd, uint8* buf) || SQL_ERROR == SQL->StmtBindColumn(stmt, 25, SQLDT_SHORT, &p.hair_color, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 26, SQLDT_SHORT, &p.clothes_color, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 27, SQLDT_SHORT, &p.body, 0, NULL, NULL) - || SQL_ERROR == SQL->StmtBindColumn(stmt, 28, SQLDT_SHORT, &p.weapon, 0, NULL, NULL) + || SQL_ERROR == SQL->StmtBindColumn(stmt, 28, SQLDT_SHORT, &p.look.weapon, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 29, SQLDT_SHORT, &p.shield, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 30, SQLDT_SHORT, &p.head_top, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 31, SQLDT_SHORT, &p.head_mid, 0, NULL, NULL) @@ -1208,7 +1208,7 @@ int char_mmo_char_fromsql(int char_id, struct mmo_charstatus* p, bool load_every || SQL_ERROR == SQL->StmtBindColumn(stmt, 31, SQLDT_SHORT, &p->hair_color, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 32, SQLDT_SHORT, &p->clothes_color, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 33, SQLDT_SHORT, &p->body, 0, NULL, NULL) - || SQL_ERROR == SQL->StmtBindColumn(stmt, 34, SQLDT_SHORT, &p->weapon, 0, NULL, NULL) + || SQL_ERROR == SQL->StmtBindColumn(stmt, 34, SQLDT_SHORT, &p->look.weapon, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 35, SQLDT_SHORT, &p->shield, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 36, SQLDT_SHORT, &p->head_top, 0, NULL, NULL) || SQL_ERROR == SQL->StmtBindColumn(stmt, 37, SQLDT_SHORT, &p->head_mid, 0, NULL, NULL) @@ -1942,7 +1942,7 @@ int char_mmo_char_tobuf(uint8* buffer, struct mmo_charstatus* p) { //When the weapon is sent and your option is riding, the client crashes on login!? // FIXME[Haru]: is OPTION_HANBOK intended to be part of this list? And if it is, should the list also include other OPTION_ costumes? - WBUFW(buf,56) = (p->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR|OPTION_HANBOK)) ? 0 : p->weapon; + WBUFW(buf,56) = (p->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_WUGRIDER|OPTION_MADOGEAR|OPTION_HANBOK)) ? 0 : p->look.weapon; WBUFW(buf,58) = p->base_level; WBUFW(buf,60) = min(p->skill_point, INT16_MAX); diff --git a/src/common/mmo.h b/src/common/mmo.h index 7670a7ac8..1ade0caa9 100644 --- a/src/common/mmo.h +++ b/src/common/mmo.h @@ -612,7 +612,9 @@ struct mmo_charstatus { int spear_faith, spear_calls; int sword_faith, sword_calls; - short weapon; // enum weapon_type + struct { + short weapon; ///< Weapon view sprite id. + } look; short shield; // view-id short head_top,head_mid,head_bottom; short robe; diff --git a/src/map/battle.c b/src/map/battle.c index 9d67242a2..2861599b8 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -875,7 +875,7 @@ int64 battle_calc_masteryfix(struct block_list *src, struct block_list *target, } #else if( skill_id != ASC_BREAKER && weapon ) // Adv Katar Mastery is does not applies to ASC_BREAKER, but other masteries DO apply >_> - if( sd->status.weapon == W_KATAR && (skill2_lv=pc->checkskill(sd,ASC_KATAR)) > 0 ) + if (sd->weapontype == W_KATAR && (skill2_lv=pc->checkskill(sd,ASC_KATAR)) > 0) damage += damage * (10 + 2 * skill2_lv) / 100; #endif @@ -2032,7 +2032,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 100 + 100 * skill_lv + 100 * (skill_lv / 2); break; case RG_BACKSTAP: - if( sd && sd->status.weapon == W_BOW && battle_config.backstab_bow_penalty ) + if (sd != NULL && sd->weapontype == W_BOW && battle_config.backstab_bow_penalty) skillratio += (200 + 40 * skill_lv) / 2; else skillratio += 200 + 40 * skill_lv; @@ -2053,10 +2053,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block case CR_HOLYCROSS: { int ratio = 35 * skill_lv; - #ifdef RENEWAL - if(sd && sd->status.weapon == W_2HSPEAR) - ratio *= 2; - #endif +#ifdef RENEWAL + if (sd != NULL && sd->weapontype == W_2HSPEAR) + ratio *= 2; +#endif skillratio += ratio; break; } @@ -2714,7 +2714,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block skillratio += 2*sc->data[SC_TRUESIGHT]->val1; if( sc->data[SC_LKCONCENTRATION] ) skillratio += sc->data[SC_LKCONCENTRATION]->val2; - if( sd && sd->status.weapon == W_KATAR && (i=pc->checkskill(sd,ASC_KATAR)) > 0 ) + if (sd != NULL && sd->weapontype == W_KATAR && (i=pc->checkskill(sd,ASC_KATAR)) > 0) skillratio += skillratio * (10 + 2 * i) / 100; #endif if( (!skill_id || skill_id == KN_AUTOCOUNTER) && sc->data[SC_CRUSHSTRIKE] ){ @@ -3023,7 +3023,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam status_change_end(bl,SC_DEEP_SLEEP,INVALID_TIMER); } if( s_sd && t_sd && sc->data[SC_COLD] && flag&BF_WEAPON ){ - switch(s_sd->status.weapon){ + switch (s_sd->weapontype) { case W_MACE: case W_2HMACE: case W_1HAXE: @@ -3165,7 +3165,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam if( (sce = sc->data[SC_STONEHARDSKIN]) && flag&(BF_SHORT|BF_WEAPON) && damage > 0 ) { sce->val2 -= (int)cap_value(damage,INT_MIN,INT_MAX); if( src->type == BL_PC ) { - if (s_sd && s_sd->status.weapon != W_BOW) + if (s_sd != NULL && s_sd->weapontype != W_BOW) skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF); } else skill->break_equip(src, EQP_WEAPON, 3000, BCT_SELF); @@ -4648,7 +4648,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list short cri = sstatus->cri; if (sd != NULL) { // if show_katar_crit_bonus is enabled, it already done the calculation in status.c - if (!battle_config.show_katar_crit_bonus && sd->status.weapon == W_KATAR) { + if (!battle_config.show_katar_crit_bonus && sd->weapontype == W_KATAR) { cri <<= 1; } @@ -4821,8 +4821,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if ((temp = pc->checkskill(sd,BS_WEAPONRESEARCH)) > 0) hitrate += hitrate * ( 2 * temp ) / 100; - if( (sd->status.weapon == W_1HSWORD || sd->status.weapon == W_DAGGER) && - (temp = pc->checkskill(sd, GN_TRAINING_SWORD))>0 ) + if ((sd->weapontype == W_1HSWORD || sd->weapontype == W_DAGGER) && (temp = pc->checkskill(sd, GN_TRAINING_SWORD)) > 0) hitrate += 3 * temp; } @@ -4956,7 +4955,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list (!skill_id && sc && sc->data[SC_HLIF_CHANGE]?4:0)| (sc && sc->data[SC_WEAPONPERFECT]?8:0); if (flag.arrow && sd) - switch(sd->status.weapon) { + switch (sd->weapontype) { case W_BOW: case W_REVOLVER: case W_GATLING: @@ -5582,7 +5581,8 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if(wd.damage < 1) wd.damage = 1; if(wd.damage2 < 1) wd.damage2 = 1; #endif - } else if(sd->status.weapon == W_KATAR && !skill_id) { //Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) + } else if (sd->weapontype == W_KATAR && skill_id == 0) { + // Katars (offhand damage only applies to normal attacks, tested on Aegis 10.2) temp = pc->checkskill(sd,TF_DOUBLE); wd.damage2 = wd.damage * (1 + (temp * 2))/100; @@ -5701,7 +5701,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list } //Reject Sword bugreport:4493 by Daegaladh if (wd.damage != 0 && tsc != NULL && tsc->data[SC_SWORDREJECT] != NULL - && (sd == NULL || sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD || sd->status.weapon == W_2HSWORD) + && (sd == NULL || sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD || sd->weapontype == W_2HSWORD) && rnd()%100 < tsc->data[SC_SWORDREJECT]->val2 ) { ATK_RATER(50); @@ -6099,7 +6099,7 @@ bool battle_check_arrows(struct map_session_data *sd) } //Ammo check by Ishizu-chan if (sd->inventory_data[index]) { - switch (sd->status.weapon) { + switch (sd->weapontype) { case W_BOW: if (sd->inventory_data[index]->subtype != A_ARROW) { clif->arrow_fail(sd, 0); @@ -6160,7 +6160,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t if (sd) { - sd->state.arrow_atk = (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)); + sd->state.arrow_atk = (sd->weapontype == W_BOW || (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE)); if (sd->state.arrow_atk) { if (battle->check_arrows(sd) == false) @@ -6186,7 +6186,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t return ATK_BLOCK; } } - if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->status.weapon == W_FIST ? 1 : 2)) ) + if( tsc && tsc->data[SC_BLADESTOP_WAIT] && !is_boss(src) && (src->type == BL_PC || tsd == NULL || distance_bl(src, target) <= (tsd->weapontype == W_FIST ? 1 : 2)) ) { uint16 skill_lv = tsc->data[SC_BLADESTOP_WAIT]->val1; int duration = skill->get_time2(MO_BLADESTOP,skill_lv); diff --git a/src/map/clif.c b/src/map/clif.c index 3599640b9..2962aaa8b 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -888,7 +888,7 @@ void clif_get_weapon_view(struct map_session_data* sd, unsigned short *rhand, un } #if PACKETVER < 4 - *rhand = sd->status.weapon; + *rhand = sd->status.look.weapon; *lhand = sd->status.shield; #else if (sd->equip_index[EQI_HAND_R] >= 0 && @@ -9449,7 +9449,7 @@ void clif_parse_LoadEndAck(int fd, struct map_session_data *sd) { // Character Looks #if PACKETVER < 4 - clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon); clif->changelook(&sd->bl,LOOK_SHIELD,sd->status.shield); #else clif->changelook(&sd->bl,LOOK_WEAPON,0); diff --git a/src/map/pc.c b/src/map/pc.c index 904867f76..c30161a0c 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -829,40 +829,40 @@ int pc_calcweapontype(struct map_session_data *sd) // single-hand if(sd->weapontype2 == W_FIST) { - sd->status.weapon = sd->weapontype1; + sd->weapontype = sd->weapontype1; return 1; } if(sd->weapontype1 == W_FIST) { - sd->status.weapon = sd->weapontype2; + sd->weapontype = sd->weapontype2; return 1; } // dual-wield - sd->status.weapon = W_FIST; + sd->weapontype = W_FIST; switch (sd->weapontype1){ case W_DAGGER: switch (sd->weapontype2) { - case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break; - case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break; - case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break; + case W_DAGGER: sd->weapontype = W_DOUBLE_DD; break; + case W_1HSWORD: sd->weapontype = W_DOUBLE_DS; break; + case W_1HAXE: sd->weapontype = W_DOUBLE_DA; break; } break; case W_1HSWORD: switch (sd->weapontype2) { - case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break; - case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break; - case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break; + case W_DAGGER: sd->weapontype = W_DOUBLE_DS; break; + case W_1HSWORD: sd->weapontype = W_DOUBLE_SS; break; + case W_1HAXE: sd->weapontype = W_DOUBLE_SA; break; } break; case W_1HAXE: switch (sd->weapontype2) { - case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break; - case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break; - case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break; + case W_DAGGER: sd->weapontype = W_DOUBLE_DA; break; + case W_1HSWORD: sd->weapontype = W_DOUBLE_SA; break; + case W_1HAXE: sd->weapontype = W_DOUBLE_AA; break; } } // unknown, default to right hand type - if (sd->status.weapon == W_FIST) - sd->status.weapon = sd->weapontype1; + if (sd->weapontype == W_FIST) + sd->weapontype = sd->weapontype1; return 2; } @@ -885,10 +885,13 @@ int pc_setequipindex(struct map_session_data *sd) sd->equip_index[j] = i; if (sd->status.inventory[i].equip & EQP_HAND_R) { - if (sd->inventory_data[i]) + if (sd->inventory_data[i]) { sd->weapontype1 = sd->inventory_data[i]->subtype; - else + sd->status.look.weapon = sd->inventory_data[i]->view_sprite; + } else { sd->weapontype1 = W_FIST; + sd->status.look.weapon = 0; + } } if (sd->status.inventory[i].equip & EQP_HAND_L) { @@ -2486,7 +2489,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) { } switch (sd->state.lr_flag) { case 2: - switch (sd->status.weapon) { + switch (sd->weapontype) { case W_BOW: case W_REVOLVER: case W_RIFLE: @@ -2553,7 +2556,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val) { case SP_ATTACKRANGE: switch (sd->state.lr_flag) { case 2: - switch (sd->status.weapon) { + switch (sd->weapontype) { case W_BOW: case W_REVOLVER: case W_RIFLE: @@ -5940,7 +5943,7 @@ int pc_checkallowskill(struct map_session_data *sd) status_change_end(&sd->bl, scw_list[i], INVALID_TIMER); } - if(sd->sc.data[SC_STRUP] && sd->status.weapon != W_FIST) + if(sd->sc.data[SC_STRUP] && sd->weapontype != W_FIST) // Spurt requires bare hands (feet, in fact xD) status_change_end(&sd->bl, SC_STRUP, INVALID_TIMER); @@ -8842,7 +8845,7 @@ int pc_changelook(struct map_session_data *sd,int type,int val) case LOOK_BASE: status->set_viewdata(&sd->bl, val); clif->changelook(&sd->bl, LOOK_BASE, sd->vd.class); - clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon); if (sd->vd.cloth_color) clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color); if (sd->vd.body_style) @@ -8861,7 +8864,7 @@ int pc_changelook(struct map_session_data *sd,int type,int val) } break; case LOOK_WEAPON: - sd->status.weapon=val; + sd->status.look.weapon = val; break; case LOOK_HEAD_BOTTOM: sd->status.head_bottom=val; @@ -9755,12 +9758,15 @@ void pc_equipitem_pos(struct map_session_data *sd, struct item_data *id, int n, nullpo_retv(sd); if ((!map_no_view(sd->bl.m,EQP_SHADOW_WEAPON) && pos & EQP_SHADOW_WEAPON) || (pos & EQP_HAND_R)) { - if (id != NULL) + if (id != NULL) { sd->weapontype1 = id->subtype; - else + sd->status.look.weapon = id->view_sprite; + } else { sd->weapontype1 = W_FIST; + sd->status.look.weapon = 0; + } pc->calcweapontype(sd); - clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon); } if ((!map_no_view(sd->bl.m,EQP_SHADOW_SHIELD) && pos & EQP_SHADOW_SHIELD) || (pos & EQP_HAND_L)) { @@ -9988,9 +9994,9 @@ void pc_unequipitem_pos(struct map_session_data *sd, int n, int pos) nullpo_retv(sd); if (pos & EQP_HAND_R) { sd->weapontype1 = W_FIST; - sd->status.weapon = sd->weapontype2; pc->calcweapontype(sd); - clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon); + sd->status.look.weapon = 0; + clif->changelook(&sd->bl, LOOK_WEAPON, sd->status.look.weapon); if (!battle_config.dancing_weaponswitch_fix) status_change_end(&sd->bl, SC_DANCING, INVALID_TIMER); // Unequipping => stop dancing. } diff --git a/src/map/pc.h b/src/map/pc.h index c94ec6099..62129b5ae 100644 --- a/src/map/pc.h +++ b/src/map/pc.h @@ -308,7 +308,9 @@ struct map_session_data { short nameid; int64 tick; } item_delay[MAX_ITEMDELAYS]; // [Paradox924X] - short weapontype1,weapontype2; + int16 weapontype; ///< Weapon type considering both hands (@see enum weapon_type). + int16 weapontype1; ///< Weapon type in the right/primary hand (@see enum weapon_type). + int16 weapontype2; ///< Weapon type in the left/secondary hand (@see enum weapon_type). short disguise; // [Valaris] struct weapon_data right_weapon, left_weapon; @@ -685,8 +687,13 @@ END_ZEROED_BLOCK; #define pc_stop_attack(sd) (unit->stop_attack(&(sd)->bl)) //Weapon check considering dual wielding. -#define pc_check_weapontype(sd, type) ((type)&((sd)->status.weapon < MAX_SINGLE_WEAPON_TYPE? \ - 1<<(sd)->status.weapon:(1<<(sd)->weapontype1)|(1<<(sd)->weapontype2)|(1<<(sd)->status.weapon))) +#define pc_check_weapontype(sd, type) ( \ + (type) & ( \ + (sd)->weapontype < MAX_SINGLE_WEAPON_TYPE ? \ + 1 << (sd)->weapontype : \ + (1 << (sd)->weapontype1) | (1 << (sd)->weapontype2) \ + ) \ + ) // clientside display macros (values to the left/right of the "+") #ifdef RENEWAL diff --git a/src/map/script.c b/src/map/script.c index a919467cf..58dd65173 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -15519,7 +15519,7 @@ BUILDIN(getlook) type=script_getnum(st,2); switch(type) { case LOOK_HAIR: val = sd->status.hair; break; //1 - case LOOK_WEAPON: val = sd->status.weapon; break; //2 + case LOOK_WEAPON: val = sd->status.look.weapon; break; //2 case LOOK_HEAD_BOTTOM: val = sd->status.head_bottom; break; //3 case LOOK_HEAD_TOP: val = sd->status.head_top; break; //4 case LOOK_HEAD_MID: val = sd->status.head_mid; break; //5 diff --git a/src/map/skill.c b/src/map/skill.c index 1f510e6fe..4649ace42 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -806,7 +806,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 break; // If a normal attack is a skill, it's splash damage. [Inkfish] if(sd) { // Automatic trigger of Blitz Beat - if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 && + if (pc_isfalcon(sd) && sd->weapontype == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 && rnd()%1000 <= sstatus->luk*3 ) { rate = sd->status.job_level / 10 + 1; skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL); @@ -815,7 +815,7 @@ int skill_additional_effect(struct block_list* src, struct block_list *bl, uint1 if( pc_iswug(sd) && (temp=pc->checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*3 ) skill->castend_damage_id(src,bl,RA_WUGSTRIKE,temp,tick,0); // Gank - if(dstmd && sd->status.weapon != W_BOW && + if(dstmd && sd->weapontype != W_BOW && (temp=pc->checkskill(sd,RG_SNATCHER)) > 0 && (temp*15 + 55) + pc->checkskill(sd,TF_STEAL)*10 > rnd()%1000) { if(pc->steal_item(sd,bl,pc->checkskill(sd,TF_STEAL))) @@ -2012,7 +2012,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in if (sd->bonus.unbreakable) rate -= rate*sd->bonus.unbreakable/100; if (where&EQP_WEAPON) { - switch (sd->status.weapon) { + switch (sd->weapontype) { case W_FIST: //Bare fists should not break :P case W_1HAXE: case W_2HAXE: @@ -5917,7 +5917,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin case SA_LIGHTNINGLOADER: case SA_SEISMICWEAPON: if (dstsd) { - if(dstsd->status.weapon == W_FIST || + if (dstsd->weapontype == W_FIST || (dstsd->sc.count && !dstsd->sc.data[type] && ( //Allow re-enchanting to lengthen time. [Skotlex] dstsd->sc.data[SC_PROPERTYFIRE] || @@ -13391,7 +13391,7 @@ int skill_isammotype (struct map_session_data *sd, int skill_id) nullpo_ret(sd); return ( battle_config.arrow_decrement==2 && - (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) && + (sd->weapontype == W_BOW || (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE)) && skill_id != HT_PHANTASMIC && skill->get_type(skill_id) == BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_DAMAGE) && diff --git a/src/map/status.c b/src/map/status.c index 0d2171eac..ed29e85be 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -2713,9 +2713,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) sd->left_weapon.atkmods[1] = status->dbs->atkmods[1][sd->weapontype2]; sd->left_weapon.atkmods[2] = status->dbs->atkmods[2][sd->weapontype2]; - if ((pc_isridingpeco(sd) || pc_isridingdragon(sd)) - && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR) - ) { + if ((pc_isridingpeco(sd) || pc_isridingdragon(sd)) && (sd->weapontype == W_1HSPEAR || sd->weapontype == W_2HSPEAR)) { //When Riding with spear, damage modifier to mid-class becomes //same as versus large size. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2]; @@ -2779,8 +2777,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) // 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_SINGLE_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) - bstatus->batk += sd->weapon_atk[sd->status.weapon]; + if (sd->weapontype < MAX_SINGLE_WEAPON_TYPE && sd->weapon_atk[sd->weapontype]) + bstatus->batk += sd->weapon_atk[sd->weapontype]; // Absolute modifiers from passive skills #ifndef RENEWAL if((skill_lv=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE. @@ -2928,10 +2926,10 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) #ifndef RENEWAL bstatus->hit += skill_lv; #endif - if(sd->status.weapon == W_BOW) + if (sd->weapontype == W_BOW) bstatus->rhw.range += skill_lv; } - if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) { + if (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE) { if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0) bstatus->hit += 2*skill_lv; if((skill_lv=pc->checkskill(sd,GS_SNAKEEYE))>0) { @@ -2939,9 +2937,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) bstatus->rhw.range += skill_lv; } } - if( (sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0 ) + if ((sd->weapontype == W_1HAXE || sd->weapontype == W_2HAXE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0) bstatus->hit += 3*skill_lv; - if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0) + if ((sd->weapontype == W_MACE || sd->weapontype == W_2HMACE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0) bstatus->hit += 2*skill_lv; if (pc->checkskill(sd, SU_POWEROFLIFE) > 0) bstatus->hit += 20; @@ -3001,12 +2999,11 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) // Relative modifiers from passive skills #ifndef RENEWAL_ASPD - if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) + if (sd->weapontype == W_BOOK && (skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK)) > 0) bstatus->aspd_rate -= 5*skill_lv; if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) bstatus->aspd_rate -= 30*skill_lv; - if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 && - (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) + if (sd->weapontype >= W_REVOLVER && sd->weapontype <= W_GRENADE && (skill_lv=pc->checkskill(sd,GS_SINGLEACTION)) > 0) bstatus->aspd_rate -= ((skill_lv+1)/2) * 10; if (pc_isridingpeco(sd)) bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); @@ -3896,7 +3893,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } else { st->cri = status->calc_critical(bl, sc, bst->cri + 3*(st->luk - bst->luk), true); } - if (battle_config.show_katar_crit_bonus && bl->type == BL_PC && BL_UCAST(BL_PC, bl)->status.weapon == W_KATAR) { + if (battle_config.show_katar_crit_bonus && bl->type == BL_PC && BL_UCAST(BL_PC, bl)->weapontype == W_KATAR) { st->cri *= 2; } } @@ -4327,11 +4324,11 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) nullpo_ret(st); amotion = status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype1]; - if ( sd->status.weapon > MAX_SINGLE_WEAPON_TYPE) + if (sd->weapontype > MAX_SINGLE_WEAPON_TYPE) amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype2] / 4; if ( sd->status.shield ) amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class)][MAX_SINGLE_WEAPON_TYPE]; - switch ( sd->status.weapon ) { + switch (sd->weapontype) { case W_BOW: case W_MUSICAL: case W_WHIP: @@ -4346,15 +4343,15 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) temp = st->dex * st->dex / 5.0f + st->agi * st->agi * 0.5f; } temp = (float)(sqrt(temp) * 0.25f) + 0xc4; - if ( (skill_lv = pc->checkskill(sd, SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK ) + if (sd->weapontype == W_BOOK && (skill_lv = pc->checkskill(sd, SA_ADVANCEDBOOK)) > 0) val += (skill_lv - 1) / 2 + 1; if ( (skill_lv = pc->checkskill(sd, GS_SINGLEACTION)) > 0 ) val += ((skill_lv + 1) / 2); amotion = ((int)(temp + ((float)(status->calc_aspd(&sd->bl, &sd->sc, 1) + val) * st->agi / 200)) - min(amotion, 200)); #else // base weapon delay - amotion = (sd->status.weapon < MAX_SINGLE_WEAPON_TYPE) - ? (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->status.weapon]) // single weapon + amotion = (sd->weapontype < MAX_SINGLE_WEAPON_TYPE) + ? (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype]) // single weapon : (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype1] + status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype2]) * 7 / 10; // dual-wield // percentual delay reduction from stats @@ -4381,7 +4378,7 @@ unsigned short status_base_atk(const struct block_list *bl, const struct status_ return 0; if (bl->type == BL_PC) { - switch (BL_UCCAST(BL_PC, bl)->status.weapon) { + switch (BL_UCCAST(BL_PC, bl)->weapontype) { case W_BOW: case W_MUSICAL: case W_WHIP: @@ -5942,7 +5939,7 @@ short status_calc_aspd(struct block_list *bl, struct status_change *sc, short fl if (bl->type != BL_PC) { bonus = sc->data[SC_ASSNCROS]->val2; } else { - switch (BL_UCCAST(BL_PC, bl)->status.weapon) { + switch (BL_UCCAST(BL_PC, bl)->weapontype) { case W_BOW: case W_REVOLVER: case W_RIFLE: @@ -6103,7 +6100,7 @@ short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int if (bl->type != BL_PC) { max = sc->data[SC_ASSNCROS]->val2; } else { - switch (BL_UCCAST(BL_PC, bl)->status.weapon) { + switch (BL_UCCAST(BL_PC, bl)->weapontype) { case W_BOW: case W_REVOLVER: case W_RIFLE: |