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-rw-r--r--src/map/skill.c598
1 files changed, 299 insertions, 299 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 474cbc5aa..27973a901 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -397,9 +397,9 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
* 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;
+ hp = (iStatus->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
#else
- 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);
+ 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
if( sd && ((skill = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
hp += hp * skill * 2 / 100;
@@ -417,7 +417,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
if( tsd && (skill = pc->skillheal2_bonus(tsd, skill_id)) )
hp += hp*skill/100;
- sc = status_get_sc(target);
+ sc = iStatus->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;
@@ -438,7 +438,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
case BA_APPLEIDUN: case PR_SANCTUARY:
case NPC_EVILLAND: break;
default:
- hp += status_get_matk(src, 3);
+ hp += iStatus->get_matk(src, 3);
}
#endif
return hp;
@@ -707,10 +707,10 @@ 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 = status_get_sc(src);
- tsc = status_get_sc(bl);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(bl);
+ sc = iStatus->get_sc(src);
+ tsc = iStatus->get_sc(bl);
+ sstatus = iStatus->get_status_data(src);
+ tstatus = iStatus->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;
@@ -743,13 +743,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
type = sd->addeff[i].id;
- temp = skill->get_time2(status_sc2skill(type),7);
+ temp = skill->get_time2(iStatus->sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
- status_change_start(bl,type,rate,7,0,0,0,temp,0);
+ iStatus->change_start(bl,type,rate,7,0,0,0,temp,0);
if (sd->addeff[i].flag&ATF_SELF)
- status_change_start(src,type,rate,7,0,0,0,temp,0);
+ iStatus->change_start(src,type,rate,7,0,0,0,temp,0);
}
}
@@ -761,12 +761,12 @@ 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(status_sc2skill(type),7);
+ temp = skill->get_time2(iStatus->sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
- status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ iStatus->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
if( sd->addeff3[i].target&ATF_SELF )
- status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ iStatus->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
}
}
}
@@ -829,7 +829,7 @@ 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.
- status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
+ iStatus->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]))
@@ -841,7 +841,7 @@ 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 )
- status_change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
+ iStatus->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;
@@ -1008,7 +1008,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case NPC_PETRIFYATTACK:
- sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv,
+ sc_start4(bl,iStatus->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;
@@ -1019,11 +1019,11 @@ 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,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,iStatus->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,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,iStatus->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));
@@ -1031,7 +1031,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case NPC_MENTALBREAKER:
{ //Based on observations by Tharis, Mental Breaker should do SP damage
//equal to Matk*skLevel.
- rate = status_get_matk(src, 2);
+ rate = iStatus->get_matk(src, 2);
rate*=skill_lv;
status_zap(bl, 0, rate);
break;
@@ -1074,7 +1074,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case LK_JOINTBEAT:
- status = status_skill2sc(skill_id);
+ status = iStatus->skill2sc(skill_id);
if (tsc->jb_flag) {
sc_start4(bl,status,(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;
@@ -1128,7 +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)
- status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+ iStatus->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));
@@ -1185,7 +1185,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
{
// 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->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));
}
break;
@@ -1242,7 +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 + status_get_lv(src))) / 10);
+ rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + iStatus->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));
@@ -1284,7 +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 + status_get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + iStatus->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));
@@ -1367,7 +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,status_skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
+ sc_start(bl,iStatus->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));
@@ -1407,7 +1407,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
rate += sd->weapon_coma_race[tstatus->race];
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (rate)
- status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
+ iStatus->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
}
if( sd && battle_config.equip_self_break_rate )
{ // Self weapon breaking
@@ -1446,7 +1446,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
}
- if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
+ if( sd && sd->ed && sc && !iStatus->isdead(bl) && !skill_id ){
struct unit_data *ud = unit_bl2ud(src);
if( sc->data[SC_WILD_STORM_OPTION] )
@@ -1475,7 +1475,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
// Autospell when attacking
- if( sd && !status_isdead(bl) && sd->autospell[0].id )
+ if( sd && !iStatus->isdead(bl) && sd->autospell[0].id )
{
struct block_list *tbl;
struct unit_data *ud;
@@ -1745,13 +1745,13 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
continue; //Range Failed.
}
type = dstsd->addeff2[i].id;
- time = skill->get_time2(status_sc2skill(type),7);
+ time = skill->get_time2(iStatus->sc2skill(type),7);
if (dstsd->addeff2[i].flag&ATF_TARGET)
- status_change_start(src,type,rate,7,0,0,0,time,0);
+ iStatus->change_start(src,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);
+ if (dstsd->addeff2[i].flag&ATF_SELF && !iStatus->isdead(bl))
+ iStatus->change_start(bl,type,rate,7,0,0,0,time,0);
}
}
@@ -1781,16 +1781,16 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
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 && status_isdead(bl) &&
+ 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 (pc_issit(sd)) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
- status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
+ iStatus->heal(src, 0, iStatus->get_lv(bl)*(95+15*rate)/100, 2);
}
- if( sd && status_isdead(bl) ) {
+ if( sd && iStatus->isdead(bl) ) {
int sp = 0, hp = 0;
if( attack_type&BF_WEAPON ) {
sp += sd->bonus.sp_gain_value;
@@ -1803,7 +1803,7 @@ 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 = status_get_sc(src) ) ) {
+ 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)
@@ -1812,12 +1812,12 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
}
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);
+ iStatus->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
}
}
// Trigger counter-spells to retaliate against damage causing skills.
- if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
+ if(dstsd && !iStatus->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;
@@ -1908,7 +1908,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
//Autobonus when attacked
- if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
+ if( dstsd && !iStatus->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 )
@@ -1935,7 +1935,7 @@ 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 = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
int i,j;
TBL_PC *sd;
sd = BL_CAST(BL_PC, bl);
@@ -1977,7 +1977,7 @@ 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(status_sc2skill(scatk[i]),1));
+ sc_start(bl,scatk[i],100,0,skill->get_time(iStatus->sc2skill(scatk[i]),1));
}
}
if (!where) //Nothing to break.
@@ -2031,7 +2031,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int
if (rnd()%100 >= rate)
return 0;
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
return 0;
@@ -2107,7 +2107,7 @@ 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 = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
struct map_session_data* sd = BL_CAST(BL_PC, bl);
if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
@@ -2127,7 +2127,7 @@ 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 || status_get_lv(src) <= 80) )
+ if( sc->data[SC_KAITE] && (src->type == BL_PC || iStatus->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 )
@@ -2170,20 +2170,20 @@ 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 (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
+ if (!iStatus->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 (!status_check_skilluse(src, bl, skill_id, 2))
+ if (!iStatus->check_skilluse(src, bl, skill_id, 2))
return 0;
}
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(bl);
- sc= status_get_sc(bl);
+ sstatus = iStatus->get_status_data(src);
+ tstatus = iStatus->get_status_data(bl);
+ sc= iStatus->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?
@@ -2222,7 +2222,7 @@ 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 = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc && !sc->count)
sc = NULL; //Don't need it.
/* bugreport:2564 flag&2 disables double casting trigger */
@@ -2252,18 +2252,18 @@ 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,status_get_sc(src));
+ s_ele = status_get_attack_sc_element(src,iStatus->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 *status = status_get_status_data(bl);
+ struct status_data *status = iStatus->get_status_data(bl);
int per = 100*status->sp / status->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 (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
+ if (!iStatus->charge(bl, 0, (10+5*per)*status->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
@@ -2279,7 +2279,7 @@ 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
- status_heal(bl, 0, sp, 2);
+ iStatus->heal(bl, 0, sp, 2);
}
}
@@ -2330,8 +2330,8 @@ 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 )
- iTimer->delete_timer(sce->timer, status_change_timer);
- sce->timer = iTimer->add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBOATTACK);
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
+ sce->timer = iTimer->add_timer(tick+sce->val4, iStatus->change_timer, src->id, SC_COMBOATTACK);
break;
}
unit_cancel_combo(src); // Cancel combo wait
@@ -2622,7 +2622,7 @@ 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( !status_isdead(bl) && additional_effects )
+ if( !iStatus->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);
@@ -2636,7 +2636,7 @@ 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 && !status_isdead(bl)) {
+ if (dmg.blewcount > 0 && bl!=dsrc && !iStatus->isdead(bl)) {
int8 dir = -1; // default
switch(skill_id) {//direction
case MG_FIREWALL:
@@ -2727,7 +2727,7 @@ 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 + (status_get_lv(src) - status_get_lv(bl));
+ rate = rate + (iStatus->get_lv(src) - iStatus->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 )
@@ -2756,7 +2756,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
break;
case GC_VENOMPRESSURE: {
- struct status_change *ssc = status_get_sc(src);
+ 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);
@@ -2779,7 +2779,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
(
skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
) &&
- (sc = status_get_sc(src)) &&
+ (sc = iStatus->get_sc(src)) &&
sc->data[SC_DOUBLECASTING] &&
rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2)
{
@@ -2910,7 +2910,7 @@ int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
skill_id = va_arg(ap,int);
- if( status_isdead(bl) && skill_id != AL_WARP )
+ if( iStatus->isdead(bl) && skill_id != AL_WARP )
return 0;
if( skill_id == HP_BASILICA && bl->type == BL_PC )
@@ -2961,7 +2961,7 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag
if( sce->val3 != strvit || sce->val4 != agidex ) {
sce->val3 = strvit;
sce->val4 = agidex;
- status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
+ status_calc_bl(&sd->bl, iStatus->sc2scb_flag(SC_GUILDAURA));
}
return 0;
}
@@ -2992,7 +2992,7 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv,
case BL_MER: sd = ((TBL_MER*)bl)->master; break;
}
- status = status_get_status_data(bl);
+ status = iStatus->get_status_data(bl);
if( (idx = skill->get_index(skill_id)) == 0 )
return 0;
@@ -3118,9 +3118,9 @@ 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(status_isdead(src))
+ if(iStatus->isdead(src))
break; // Caster is Dead
- if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
+ if(iStatus->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
break;
switch(skl->skill_id) {
@@ -3128,7 +3128,7 @@ 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 && !status_isdead(target))
+ if (target != src && !iStatus->isdead(target))
unit_warp(target, -1, x, y, CLR_TELEPORT);
}
break;
@@ -3148,12 +3148,12 @@ 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 (!status_isdead(target))
+ if (!iStatus->isdead(target))
skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
+ if (skl->type>1 && !iStatus->isdead(target) && !iStatus->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 = status_get_sc(src);
+ struct status_change *sc = iStatus->get_sc(src);
if(sc) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
@@ -3251,8 +3251,8 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break;
case CH_PALMSTRIKE:
{
- struct status_change* tsc = status_get_sc(target);
- struct status_change* sc = status_get_sc(src);
+ 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 );
@@ -3391,23 +3391,23 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
sd = BL_CAST(BL_PC, src);
- if (status_isdead(bl))
+ if (iStatus->isdead(bl))
return 1;
- if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) {
+ if (skill_id && skill->get_type(skill_id) == BF_MAGIC && iStatus->isimmune(bl) == 100) {
//GTB makes all targetted magic display miss with a single bolt.
- sc_type sct = status_skill2sc(skill_id);
+ sc_type sct = iStatus->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 = status_get_sc(src);
+ sc = iStatus->get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
- tstatus = status_get_status_data(bl);
+ tstatus = iStatus->get_status_data(bl);
iMap->freeblock_lock();
@@ -3553,7 +3553,7 @@ 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 = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc) sc->jb_flag = flag;
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
@@ -3670,7 +3670,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
{
mbl = src;
i = 3; // for Asura(from caster)
- status_set_sp(src, 0, 0);
+ iStatus->set_sp(src, 0, 0);
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
@@ -3679,7 +3679,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}else{
status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
status_change_end(src, SC_HIDING, INVALID_TIMER);
- status_set_hp(src,
+ iStatus->set_hp(src,
#ifdef RENEWAL
max(status_get_max_hp(src)/100, 1)
#else
@@ -3770,7 +3770,7 @@ 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);
- status_heal(src,heal,0,0);
+ iStatus->heal(src,heal,0,0);
}
} else {
switch ( skill_id ) {
@@ -3926,7 +3926,7 @@ 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,status_skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(src,iStatus->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case HVAN_CAPRICE: //[blackhole89]
@@ -3991,7 +3991,7 @@ 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) {
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -4020,7 +4020,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case RK_DRAGONBREATH_WATER:
case RK_DRAGONBREATH: {
struct status_change *tsc = NULL;
- if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
+ 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);
@@ -4029,7 +4029,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_SELFDESTRUCTION: {
struct status_change *tsc = NULL;
- if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
+ if( (tsc = iStatus->get_sc(bl)) && tsc->data[SC_HIDING] )
break;
}
case HVAN_EXPLOSION:
@@ -4059,7 +4059,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
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);
+ iStatus->heal(src, heal, 0, 0);
}
}
break;
@@ -4135,7 +4135,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case GC_PHANTOMMENACE:
if( flag&1 )
{ // Only Hits Invisible Targets
- struct status_change *tsc = status_get_sc(bl);
+ struct status_change *tsc = iStatus->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);
}
@@ -4156,7 +4156,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
if( heal && rnd()%100 < rate )
{
- status_heal(src, heal, 0, 0);
+ iStatus->heal(src, heal, 0, 0);
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
}
}
@@ -4292,7 +4292,7 @@ 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 = status_get_sc(bl);
+ struct status_change * tsc = iStatus->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);
@@ -4416,7 +4416,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case SO_POISON_BUSTER: {
- struct status_change *tsc = status_get_sc(bl);
+ 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);
@@ -4488,9 +4488,9 @@ 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 = status_get_sc(&ele->bl);
- struct status_change *tsc = status_get_sc(bl);
- sc_type type = status_skill2sc(skill_id), type2;
+ 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;
type2 = type-1;
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
@@ -4641,7 +4641,7 @@ 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 || status_isdead(src)) break;
+ if(src->m != target->m || iStatus->isdead(src)) break;
switch (ud->skill_id) {
//These should become skill_castend_pos
@@ -4676,7 +4676,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
}
if( ud->skill_id == PR_TURNUNDEAD ) {
- struct status_data *tstatus = status_get_status_data(target);
+ struct status_data *tstatus = iStatus->get_status_data(target);
if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
break;
}
@@ -4688,7 +4688,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
{
- sc = status_get_sc(target);
+ sc = iStatus->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);
@@ -4733,7 +4733,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
}
- if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
+ 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);
@@ -4742,7 +4742,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
}
//Avoid doing double checks for instant-cast skills.
- if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
+ if (tid != INVALID_TIMER && !iStatus->check_skilluse(src, target, ud->skill_id, 1))
break;
if(md) {
@@ -4809,10 +4809,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
- if( (sc = status_get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] )
+ if( (sc = iStatus->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] )
{
const struct TimerData *timer = iTimer->get_timer(sc->data[SC_NOEQUIPSHIELD]->timer);
- if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,iTimer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
+ if( timer && timer->func == iStatus->change_timer && DIFF_TICK(timer->tick,iTimer->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));
@@ -4838,7 +4838,7 @@ 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 = status_get_sc(src);
+ sc = iStatus->get_sc(src);
if(sc && sc->count) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
@@ -4867,7 +4867,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
{ //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);
- status_set_sp(src, 0, 0);
+ iStatus->set_sp(src, 0, 0);
sc = &sd->sc;
if (sc->count)
{ //End states
@@ -4943,10 +4943,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(bl->prev == NULL)
return 1;
- if(status_isdead(src))
+ if(iStatus->isdead(src))
return 1;
- if( src != bl && status_isdead(bl) ) {
+ if( src != bl && iStatus->isdead(bl) ) {
/**
* Skills that may be cast on dead targets
**/
@@ -4961,8 +4961,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
}
- tstatus = status_get_status_data(bl);
- sstatus = status_get_status_data(src);
+ tstatus = iStatus->get_status_data(bl);
+ sstatus = iStatus->get_status_data(src);
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
switch (skill_id) {
@@ -5013,7 +5013,7 @@ 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( status_change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
+ if( iStatus->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 +5026,8 @@ 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 = status_skill2sc(skill_id);
- tsc = status_get_sc(bl);
+ type = iStatus->skill2sc(skill_id);
+ tsc = iStatus->get_sc(bl);
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
if (src!=bl && type > -1 &&
@@ -5051,7 +5051,7 @@ 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( status_isimmune(bl) ||
+ if( iStatus->isimmune(bl) ||
(dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
(dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
heal=0;
@@ -5078,7 +5078,7 @@ 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 = status_heal(bl,heal,0,0);
+ heal_get_jobexp = iStatus->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;
@@ -5111,10 +5111,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
- status_set_hp(src, 1, 0);
- status_set_sp(src, 0, 0);
+ iStatus->set_hp(src, 1, 0);
+ iStatus->set_sp(src, 0, 0);
break;
- } else if (status_isdead(bl) && flag&1) { //Revive
+ } else if (iStatus->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.
@@ -5126,7 +5126,7 @@ 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 (!status_isdead(bl))
+ if (!iStatus->isdead(bl))
break;
{
int per = 0, sper = 0;
@@ -5144,7 +5144,7 @@ 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 (status_revive(bl, per, sper))
+ if (iStatus->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)
@@ -5169,12 +5169,12 @@ 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 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(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)));
break;
case AL_CRUCIS:
if (flag&1)
- 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));
+ 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));
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);
@@ -5248,14 +5248,14 @@ 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 (status_isimmune(bl))
+ if (iStatus->isimmune(bl))
break;
status_percent_heal(bl, 100, 100);
break;
case NPC_ALLHEAL:
{
int heal;
- if( status_isimmune(bl) )
+ if( iStatus->isimmune(bl) )
break;
heal = status_percent_heal(bl, 100, 0);
clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
@@ -5276,7 +5276,7 @@ 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);
- status_set_hp(bl,1,0);
+ iStatus->set_hp(bl,1,0);
break;
case SA_QUESTION:
case SA_GRAVITY:
@@ -5321,7 +5321,7 @@ 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,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
+ if(sd) pc->getzeny(sd,iStatus->get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
break;
case SA_TAMINGMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -5346,7 +5346,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case CG_MARIONETTE:
{
- struct status_change* sc = status_get_sc(src);
+ struct status_change* sc = iStatus->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
@@ -5700,7 +5700,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
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,
+ iMap->foreachinrange( iStatus->change_timer_sub, src,
skill->get_splash(skill_id, skill_lv), BL_CHAR,
src,NULL,type,tick);
}
@@ -5716,7 +5716,7 @@ 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 + status_get_lv(src) - status_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 + iStatus->get_lv(src) - iStatus->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
if( !i )
{
if( sd )
@@ -5753,7 +5753,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
}
- if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
+ if( (lv = iStatus->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
@@ -5840,7 +5840,7 @@ 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) status_heal(src, 0, i, 3);
+ if (i) iStatus->heal(src, 0, i, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
break;
@@ -5952,7 +5952,7 @@ 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);
- status_damage(src, src, sstatus->max_hp,0,0,1);
+ iStatus->damage(src, src, sstatus->max_hp,0,0,1);
break;
case AL_ANGELUS:
@@ -6028,7 +6028,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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);
+ iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -6124,7 +6124,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
else
if( dstmd )
{
- if( status_get_lv(src) > status_get_lv(bl)
+ 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) )
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)));
@@ -6166,7 +6166,7 @@ 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(status_isimmune(bl) || !tsc)
+ if(iStatus->isimmune(bl) || !tsc)
break;
if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
@@ -6195,11 +6195,11 @@ 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);
- status_heal(bl,5,0,0);
+ iStatus->heal(bl,5,0,0);
break;
case AL_CURE:
- if(status_isimmune(bl)) {
+ if(iStatus->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
@@ -6216,7 +6216,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case PR_STRECOVERY:
- if(status_isimmune(bl)) {
+ if(iStatus->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
@@ -6229,7 +6229,7 @@ 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) ) {
- status_change_start(bl, SC_BLIND,
+ 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);
@@ -6272,8 +6272,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case MER_SCAPEGOAT:
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);
+ iStatus->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
+ iStatus->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
}
break;
@@ -6580,7 +6580,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp = 0;
#endif
- status_heal(bl,(int)hp,sp,0);
+ iStatus->heal(bl,(int)hp,sp,0);
}
break;
case AM_CP_WEAPON:
@@ -6648,7 +6648,7 @@ 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(status_isimmune(bl) || !tsc || !tsc->count)
+ if(iStatus->isimmune(bl) || !tsc || !tsc->count)
break;
if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
@@ -6661,7 +6661,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if ( !tsc->data[i] )
continue;
if( SC_COMMON_MAX < i ){
- if ( status_get_sc_type(i)&SC_NO_DISPELL )
+ if ( iStatus->get_sc_type(i)&SC_NO_DISPELL )
continue;
}
switch (i) {
@@ -6749,7 +6749,7 @@ 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;
- status_heal(bl,0,sp,2);
+ iStatus->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);
@@ -6782,7 +6782,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sp = sp*(25*(skill_lv-1))/100;
if(hp || sp)
- status_heal(src, hp, sp, 2);
+ iStatus->heal(src, hp, sp, 2);
}
}
break;
@@ -7022,14 +7022,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
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);
+ clif->skill_nodamage(src,bl,skill_id,iStatus->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,status_heal(bl, 0, gain_sp, 0),1);
+ clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, 0, gain_sp, 0),1);
}
break;
@@ -7044,7 +7044,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
iMap->freeblock_unlock();
return 0;
}
- status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
+ iStatus->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));
}
@@ -7055,12 +7055,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int hp, sp;
hp = sstatus->max_hp/10;
sp = hp * 10 * skill_lv / 100;
- if (!status_charge(src,hp,0)) {
+ 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);
- status_heal(bl,0,sp,2);
+ iStatus->heal(bl,0,sp,2);
}
break;
@@ -7218,7 +7218,7 @@ 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;
- status_heal(src, 0, sp2, 2);
+ iStatus->heal(src, 0, sp2, 2);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
}
@@ -7230,8 +7230,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp1 = tstatus->sp;
#endif
- status_set_sp(src, sp2, 3);
- status_set_sp(bl, sp1, 3);
+ iStatus->set_sp(src, sp2, 3);
+ iStatus->set_sp(bl, sp1, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -7269,7 +7269,7 @@ 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);
- status_heal(bl,hp,sp,0);
+ iStatus->heal(bl,hp,sp,0);
}
break;
// Full Chemical Protection
@@ -7339,13 +7339,13 @@ 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
- status_change_clear_buffs(bl,1);
+ iStatus->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( !status_isdead(bl) ) {
+ if( !iStatus->isdead(bl) ) {
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
}
@@ -7355,7 +7355,7 @@ 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
- status_heal(src, 2000, 0, 0);
+ iStatus->heal(src, 2000, 0, 0);
if( !map_flag_vs(bl->m) )
unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
break;
@@ -7454,7 +7454,7 @@ 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);
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
+ iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
status_change_end(bl, SC_SWOO, INVALID_TIMER);
break;
}
@@ -7462,7 +7462,7 @@ 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);
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ iStatus->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)));
@@ -7473,9 +7473,9 @@ 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 (status_get_guild_id(src) == status_get_guild_id(bl))
+ if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (status_get_guild_id(src)) {
+ } else if (iStatus->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,
@@ -7487,9 +7487,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case GD_REGENERATION:
if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
+ if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (status_get_guild_id(src)) {
+ } else if (iStatus->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,
@@ -7501,9 +7501,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case GD_RESTORE:
if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
+ if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
- } else if (status_get_guild_id(src)) {
+ } else if (iStatus->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,
@@ -7520,7 +7520,7 @@ 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->state.gmaster_flag:guild->search(status_get_guild_id(src));
+ g = sd?sd->state.gmaster_flag:guild->search(iStatus->get_guild_id(src));
if (!g)
break;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -7638,7 +7638,7 @@ 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);
- status_heal(bl, i, 0, 0);
+ iStatus->heal(bl, i, 0, 0);
}
break;
//Homun single-target support skills [orn]
@@ -7743,7 +7743,7 @@ 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+status_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+iStatus->get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
break;
case RK_DRAGONHOWLING:
if( flag&1)
@@ -7773,7 +7773,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd )
{
int heal = sstatus->hp / 4; // 25% HP
- if( status_charge(bl,heal,0) )
+ if( iStatus->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);
@@ -7784,8 +7784,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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);
+ iStatus->heal(bl,heal,0,1);
+ iStatus->change_clear_buffs(bl,4);
}
break;
@@ -7947,7 +7947,7 @@ 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( !status_charge(bl,heal,0) )
+ if( !iStatus->charge(bl,heal,0) )
{
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
@@ -7991,13 +7991,13 @@ 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)) || status_isimmune(bl))
+ if( (dstsd && pc_ismadogear(dstsd)) || iStatus->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;
- status_heal(bl, i, 0, 0);
+ iStatus->heal(bl, i, 0, 0);
}
}
else if( sd )
@@ -8062,14 +8062,14 @@ 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(status_isimmune(bl) || !tsc || !tsc->count)
+ if(iStatus->isimmune(bl) || !tsc || !tsc->count)
break;
for(i = 0; i < SC_MAX; i++)
{
if ( !tsc->data[i] )
continue;
if( SC_COMMON_MAX > i )
- if ( status_get_sc_type(i)&SC_NO_CLEARANCE )
+ if ( iStatus->get_sc_type(i)&SC_NO_CLEARANCE )
continue;
switch (i) {
case SC_ASSUMPTIO:
@@ -8144,12 +8144,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_SIENNAEXECRATE:
if( flag&1 ) {
- if( status_isimmune(bl) || !tsc )
+ if( iStatus->isimmune(bl) || !tsc )
break;
if( tsc && tsc->data[SC_STONE] )
status_change_end(bl,SC_STONE,INVALID_TIMER);
else
- status_change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
+ iStatus->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 ){
@@ -8176,7 +8176,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_READING_SB:
if( sd ) {
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++)
if( sc && !sc->data[i] )
@@ -8258,7 +8258,7 @@ 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);
- status_set_sp(src, 0, 0);
+ iStatus->set_sp(src, 0, 0);
}
break;
@@ -8286,10 +8286,10 @@ 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;
- status_heal(bl,heal,0,2);
+ iStatus->heal(bl,heal,0,2);
} else {
heal = sd->status.max_hp * (3+3*skill_lv) / 100;
- status_heal(src,heal,0,2);
+ iStatus->heal(src,heal,0,2);
}
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
@@ -8356,8 +8356,8 @@ 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) + 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);
+ 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);
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 )
@@ -8366,14 +8366,14 @@ 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) + 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);
+ 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);
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) )
- status_heal(src,0,sp/2,3);
+ iStatus->heal(src,0,sp/2,3);
}
else if( sd ) clif->skill_fail(sd,skill_id,0,0);
} else if( sd )
@@ -8490,7 +8490,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( rate < brate )
{
val = sstatus->max_hp * (11 + it->refine) / 100;
- status_heal(bl, val, 0, 3);
+ iStatus->heal(bl, val, 0, 3);
}
break;
/*case 3:
@@ -8615,16 +8615,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
int heal;
- if( status_isimmune(bl) )
+ if( iStatus->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;
- status_heal(bl, heal, 0, 0);
+ iStatus->heal(bl, heal, 0, 0);
- if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
+ if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + iStatus->get_lv(src)) / 4) - (1 + (rnd() % 10))) )
{
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
@@ -8679,7 +8679,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_DEADHILLHERE:
if( bl->type == BL_PC ) {
- if( !status_isdead(bl) )
+ if( !iStatus->isdead(bl) )
break;
if( rnd()%100 < 88 + 2 * skill_lv ) {
@@ -8750,7 +8750,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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 = status_get_sc(src);
+ struct status_change *sc = iStatus->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));
}
@@ -8876,7 +8876,7 @@ 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 ) + status_get_lv(src) / 15;
+ int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + iStatus->get_lv(src) / 15;
if( bl != src )
sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv));
}else {
@@ -8956,13 +8956,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int e_hp, e_sp;
if( !ed ) break;
- if( !status_charge(&sd->bl,s_hp,s_sp) ) {
+ if( !iStatus->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;
- status_heal(&ed->bl,e_hp,e_sp,3);
+ iStatus->heal(&ed->bl,e_hp,e_sp,3);
clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
}
break;
@@ -8986,7 +8986,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case GN_BLOOD_SUCKER:
{
- struct status_change *sc = status_get_sc(src);
+ struct status_change *sc = iStatus->get_sc(src);
if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
if( tsc && tsc->data[type] ){
@@ -9080,7 +9080,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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);
+ 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);
@@ -9108,7 +9108,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case EL_WATER_SCREEN: {
struct elemental_data *ele = BL_CAST(BL_ELEM, src);
if( ele ) {
- struct status_change *sc = status_get_sc(&ele->bl);
+ struct status_change *sc = iStatus->get_sc(&ele->bl);
sc_type type2 = type-1;
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
@@ -9142,7 +9142,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(sd){
struct mob_data *md;
- md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
+ md = mob_once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
if( md )
{
md->master_id = src->id;
@@ -9177,10 +9177,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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,
- status_change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
+ iStatus->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( status_get_lv(bl) <= status_get_lv(src) )
- status_change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 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 )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
@@ -9250,7 +9250,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case MH_SILENT_BREEZE: {
- struct status_change *ssc = status_get_sc(src);
+ struct status_change *ssc = iStatus->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
@@ -9261,18 +9261,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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);
+ iStatus->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;
- status_heal(bl, heal, 0, 7);
+ iStatus->heal(bl, heal, 0, 7);
//now inflict silence on everyone
if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
- status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ iStatus->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 = status_get_sc(m_bl);
+ struct status_change *msc = iStatus->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);
+ iStatus->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));
@@ -9286,7 +9286,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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
+ 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
}
@@ -9330,7 +9330,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
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);
+ 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)
@@ -9352,7 +9352,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
if(skill_id != SR_CURSEDCIRCLE){
- struct status_change *sc = status_get_sc(src);
+ struct status_change *sc = iStatus->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);
}
@@ -9413,7 +9413,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
ud->skilltimer = INVALID_TIMER;
do {
- if( status_isdead(src) )
+ if( iStatus->isdead(src) )
break;
if( !(src->type&battle_config.skill_reiteration) &&
@@ -9449,7 +9449,7 @@ 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 (!status_check_skilluse(src, NULL, ud->skill_id, 1))
+ if (!iStatus->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)) {
@@ -9696,13 +9696,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
nullpo_ret(src);
- if(status_isdead(src))
+ if(iStatus->isdead(src))
return 0;
sd = BL_CAST(BL_PC, src);
- sc = status_get_sc(src);
- type = status_skill2sc(skill_id);
+ sc = iStatus->get_sc(src);
+ type = iStatus->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) { //Skill effect.
@@ -9747,7 +9747,7 @@ 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( status_change_timer_sub,
+ iMap->foreachinarea( iStatus->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)
@@ -9990,7 +9990,7 @@ 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, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ md = mob_once_spawn_sub(src, src->m, x, y, iStatus->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;
@@ -10123,7 +10123,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
if (!sg) break;
if (sce)
status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
- status_change_clear_buffs(src,3);
+ iStatus->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
}
@@ -10223,7 +10223,7 @@ 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, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ md = mob_once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE);
if( md )
{
md->master_id = src->id;
@@ -10276,7 +10276,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
break;
case LG_RAYOFGENESIS:
- if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
+ if( iStatus->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);
@@ -10530,8 +10530,8 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
}
sd = BL_CAST(BL_PC, src);
- status = status_get_status_data(src);
- sc = status_get_sc(src); // for traps, firewall and fogwall - celest
+ status = iStatus->get_status_data(src);
+ sc = iStatus->get_sc(src); // for traps, firewall and fogwall - celest
switch( skill_id ) {
case MH_STEINWAND:
@@ -11011,7 +11011,7 @@ 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 || status_isdead(bl))
+ if(bl->prev==NULL || !src->alive || iStatus->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
@@ -11020,12 +11020,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
if( skill->get_type(sg->skill_id) == BF_MAGIC && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
return 0; //AoE skills are ineffective. [Skotlex]
- sc = status_get_sc(bl);
+ sc = iStatus->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 = status_skill2sc(sg->skill_id);
+ type = iStatus->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) {
@@ -11036,7 +11036,7 @@ 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( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
+ if( iStatus->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
const struct TimerData* td = sc->data[type]?iTimer->get_timer(sc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
@@ -11128,7 +11128,7 @@ 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)
- status_change_clear_buffs(bl,1); //Should dispell only allies.
+ iStatus->change_clear_buffs(bl,1); //Should dispell only allies.
case UNT_RICHMANKIM:
case UNT_ETERNALCHAOS:
case UNT_DRUMBATTLEFIELD:
@@ -11159,8 +11159,8 @@ 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;
- iTimer->delete_timer(sce->timer, status_change_timer);
- sce->timer = iTimer->add_timer(tick+sg->limit, status_change_timer, bl->id, type);
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
+ sce->timer = iTimer->add_timer(tick+sg->limit, iStatus->change_timer, bl->id, type);
}
break;
@@ -11234,19 +11234,19 @@ 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 || status_isdead(bl))
+ if (bl->prev==NULL || !src->alive || iStatus->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
nullpo_ret(ss=iMap->id2bl(sg->src_id));
tsd = BL_CAST(BL_PC, bl);
- tsc = status_get_sc(bl);
+ tsc = iStatus->get_sc(bl);
if ( tsc && tsc->data[SC_HOVERING] )
return 0; //Under hovering characters are immune to trap and ground target skills.
- tstatus = status_get_status_data(bl);
- type = status_skill2sc(sg->skill_id);
+ tstatus = iStatus->get_status_data(bl);
+ type = iStatus->skill2sc(sg->skill_id);
skill_id = sg->skill_id;
if (sg->interval == -1) {
@@ -11286,7 +11286,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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 && !status_isdead(bl));
+ ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl));
if (src->val2<=0)
skill->delunit(src);
@@ -11309,12 +11309,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
if( tstatus->hp >= tstatus->max_hp )
break;
- if( status_isimmune(bl) )
+ if( iStatus->isimmune(bl) )
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
- status_heal(bl, heal, 0, 0);
+ iStatus->heal(bl, heal, 0, 0);
if( diff >= 500 )
sg->val1--;
}
@@ -11332,10 +11332,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
if (tstatus->hp >= tstatus->max_hp)
break;
- if (status_isimmune(bl))
+ if (iStatus->isimmune(bl))
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- status_heal(bl, heal, 0, 0);
+ iStatus->heal(bl, heal, 0, 0);
}
break;
@@ -11361,10 +11361,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( bl->type == BL_PC )
status_zap(bl, 0, 15); // sp damage to players
else // mobs
- if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
+ if( iStatus->charge(ss, 0, 2) ) // 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) )
- status_charge(ss, 0, 8); //costs additional 8 SP if miss
+ iStatus->charge(ss, 0, 8); //costs additional 8 SP if miss
}
else
{ //should end when out of sp.
@@ -11372,7 +11372,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
}
} while( x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
+ ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl) );
}
break;
/**
@@ -11419,7 +11419,7 @@ 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( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
+ if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
const struct TimerData* td = tsc->data[type]?iTimer->get_timer(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
@@ -11449,7 +11449,7 @@ 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( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
+ 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) ) {
iMap->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
@@ -11463,7 +11463,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_VENOMDUST:
if(tsc && !tsc->data[type])
- status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
+ iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
break;
@@ -11538,7 +11538,7 @@ 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);
- status_heal(bl, heal, 0, 0);
+ iStatus->heal(bl, heal, 0, 0);
break;
}
@@ -11560,10 +11560,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case 0: // Heal 1~9999 HP
heal = rnd() %9999+1;
clif->skill_nodamage(ss,bl,AL_HEAL,heal,1);
- status_heal(bl,heal,0,0);
+ iStatus->heal(bl,heal,0,0);
break;
case 1: // End all negative status
- status_change_clear_buffs(bl,2);
+ iStatus->change_clear_buffs(bl,2);
if (tsd) clif->gospel_info(tsd, 0x15);
break;
case 2: // Immunity to all status
@@ -11703,7 +11703,7 @@ 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;
- status_heal(bl, hp, sp, 2);
+ iStatus->heal(bl, hp, sp, 2);
sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
}
// Reveal hidden players every 5 seconds.
@@ -11792,11 +11792,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case UNT_FIRE_EXPANSION_SMOKE_POWDER:
- sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
+ sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
break;
case UNT_FIRE_EXPANSION_TEAR_GAS:
- sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
+ sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
break;
case UNT_HELLS_PLANT:
@@ -11808,21 +11808,21 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_CLOUD_KILL:
if(tsc && !tsc->data[type])
- status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
+ iStatus->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 = status_get_sc(ss);
+ struct status_change *ssc = iStatus->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;
- status_heal(bl, hp, 0, 0);
+ iStatus->heal(bl, hp, 0, 0);
sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
}
break;
@@ -11837,13 +11837,13 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
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)){
- status_heal(bl, hp, 0, 2);
+ 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)
){
- status_heal(bl, -hp, 0, 0);
+ iStatus->heal(bl, -hp, 0, 0);
}
}
sg->val3++; //timer
@@ -11921,7 +11921,7 @@ 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);
- 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);
+ 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);
break;
}
@@ -11942,12 +11942,12 @@ 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 = status_get_sc(bl);
- type = status_skill2sc(sg->skill_id);
+ sc = iStatus->get_sc(bl);
+ type = iStatus->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
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.
+ (iStatus->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){
@@ -11992,11 +11992,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
struct status_change_entry *sce;
enum sc_type type;
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
- type = status_skill2sc(skill_id);
+ type = iStatus->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) {
@@ -12047,7 +12047,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
case SC_BLOODYLUST:
if (sce) {
status_change_end(bl, type, INVALID_TIMER);
- status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
+ iStatus->set_sp(bl, 0, 0); //set sp to 0 when quitting zone
}
break;
@@ -12060,11 +12060,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
if (sce) {
- iTimer->delete_timer(sce->timer, status_change_timer);
+ iTimer->delete_timer(sce->timer, iStatus->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 = iTimer->add_timer(tick+skill->get_time2(skill_id,1), status_change_timer, bl->id, type);
+ sce->timer = iTimer->add_timer(tick+skill->get_time2(skill_id,1), iStatus->change_timer, bl->id, type);
}
break;
case PF_FOGWALL:
@@ -12074,8 +12074,8 @@ 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 {
- iTimer->delete_timer(sce->timer, status_change_timer);
- sce->timer = iTimer->add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
+ sce->timer = iTimer->add_timer(30000+tick, iStatus->change_timer, bl->id, SC_BLIND);
}
}
}
@@ -12272,13 +12272,13 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
case PR_BENEDICTIO:
for (i = 0; i < c; i++) {
if ((tsd = iMap->id2sd(p_sd[i])) != NULL)
- status_charge(&tsd->bl, 0, 10);
+ iStatus->charge(&tsd->bl, 0, 10);
}
return c;
case AB_ADORAMUS:
if( c > 0 && (tsd = iMap->id2sd(p_sd[0])) != NULL ) {
i = 2 * (*skill_lv);
- status_charge(&tsd->bl, 0, i);
+ iStatus->charge(&tsd->bl, 0, i);
}
break;
case WM_GREAT_ECHO:
@@ -12430,7 +12430,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
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)] )
+ if( sc && sc->data[iStatus->skill2sc(skill_id)] )
return 1;
}
@@ -13535,7 +13535,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
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)] )
+ if( sc && sc->data[iStatus->skill2sc(skill_id)] )
return req;
}
@@ -13833,7 +13833,7 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
*------------------------------------------*/
int skill_castfix_sc (struct block_list *bl, int time)
{
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
if( time < 0 )
return 0;
@@ -13868,7 +13868,7 @@ int skill_castfix_sc (struct block_list *bl, int time)
#ifdef RENEWAL_CAST
int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
{
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->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;
@@ -13962,7 +13962,7 @@ 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) + status_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) + iStatus->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;
@@ -13996,7 +13996,7 @@ 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 = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
nullpo_ret(bl);
sd = BL_CAST(BL_PC, bl);
@@ -14349,7 +14349,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
return;
}
- per = status_get_refine_chance(ditem->wlv, (int)item->refine) * 10;
+ per = iStatus->get_refine_chance(ditem->wlv, (int)item->refine) * 10;
// Aegis leaked formula. [malufett]
if( sd->status.class_ == JOB_MECHANIC_T )
@@ -14479,8 +14479,8 @@ 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;
- status_calc_regen(bl, &sd->battle_status, &sd->regen);
- status_calc_regen_rate(bl, &sd->regen, &sd->sc);
+ iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
+ iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
@@ -14494,8 +14494,8 @@ 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;
- status_calc_regen(bl, &sd->battle_status, &sd->regen);
- status_calc_regen_rate(bl, &sd->regen, &sd->sc);
+ iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
+ iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
}
@@ -14554,7 +14554,7 @@ 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 || status_isdead(bl))
+ if (src == bl || iStatus->isdead(bl))
return 0;
if (bl->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)bl;
@@ -14591,7 +14591,7 @@ int skill_attack_area (struct block_list *bl, va_list ap)
int atk_type,skill_id,skill_lv,flag,type;
unsigned int tick;
- if(status_isdead(bl))
+ if(iStatus->isdead(bl))
return 0;
atk_type = va_arg(ap,int);
@@ -14608,7 +14608,7 @@ int skill_attack_area (struct block_list *bl, va_list ap)
return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
if(battle->check_target(dsrc,bl,type) <= 0 ||
- !status_check_skilluse(NULL, bl, skill_id, 2))
+ !iStatus->check_skilluse(NULL, bl, skill_id, 2))
return 0;
@@ -15005,7 +15005,7 @@ int skill_enchant_elemental_end (struct block_list *bl, int type)
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= status_get_sc(bl));
+ nullpo_ret(sc= iStatus->get_sc(bl));
if (!sc->count) return 0;
@@ -15183,7 +15183,7 @@ int skill_delunit (struct skill_unit* unit) {
break;
case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
if( group->val2 ) { // Someone Traped
- struct status_change *tsc = status_get_sc( iMap->id2bl(group->val2));
+ struct status_change *tsc = iStatus->get_sc( iMap->id2bl(group->val2));
if( tsc && tsc->data[SC__MANHOLE] )
tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
}
@@ -15265,8 +15265,8 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int 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->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));
@@ -15315,7 +15315,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
return 0;
}
- if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
+ if( !iStatus->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
switch( group->skill_id ) {
case BA_DISSONANCE:
case BA_POEMBRAGI:
@@ -15334,7 +15334,7 @@ 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 = status_get_sc(src);
+ struct status_change* sc = iStatus->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]
@@ -15345,7 +15345,7 @@ 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 = status_get_sc(src);
+ struct status_change *sc = iStatus->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);
@@ -15358,7 +15358,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case SG_STAR_WARM:
{
struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
+ 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);
}
@@ -15367,7 +15367,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case NC_NEUTRALBARRIER:
{
struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
+ 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);
}
@@ -15376,7 +15376,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case NC_STEALTHFIELD:
{
struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
+ 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);
}
@@ -15385,7 +15385,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case LG_BANDING:
{
struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
+ if( (sc = iStatus->get_sc(src)) && sc->data[SC_BANDING] ) {
sc->data[SC_BANDING]->val4 = 0;
status_change_end(src,SC_BANDING,INVALID_TIMER);
}
@@ -15635,7 +15635,7 @@ 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 = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
+ if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] )
{
skill->delunit(unit);
break;
@@ -16027,7 +16027,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
struct item_data* data;
nullpo_ret(sd);
- status = status_get_status_data(&sd->bl);
+ status = iStatus->get_status_data(&sd->bl);
if( sd->skill_id_old == skill_id )
skill_lv = sd->skill_lv_old;
@@ -16672,7 +16672,7 @@ 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 = status_get_sc(bl);
+ struct status_change *sc = iStatus->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))
@@ -16683,7 +16683,7 @@ 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, status_sc2scb_flag(SC_MAGICPOWER));
+ status_calc_bl(bl, iStatus->sc2scb_flag(SC_MAGICPOWER));
#ifndef RENEWAL
if(bl->type == BL_PC){// update current display.
clif->updatestatus(((TBL_PC *)bl),SP_MATK1);
@@ -16738,7 +16738,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
nullpo_ret(sd);
- sc = status_get_sc(&sd->bl);
+ sc = iStatus->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;
@@ -17456,7 +17456,7 @@ 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 = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
if( !sc || !bl || !skill_id )
return 0; // Can do it