diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 1785 |
1 files changed, 901 insertions, 884 deletions
diff --git a/src/map/status.c b/src/map/status.c index b7221ea6e..a76c03a6c 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -7,6 +7,7 @@ #include "../common/showmsg.h" #include "../common/malloc.h" #include "../common/utils.h" +#include "../common/ers.h" #include "pc.h" #include "map.h" @@ -63,6 +64,8 @@ int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only //to avoid cards exploits +static struct eri *sc_data_ers; //For sc_data entries + static void add_sc(int skill, int sc) { int sk = skill; @@ -637,10 +640,11 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s if (hp && !(flag&1)) { if (sc) { - if (sc->data[SC_DEVOTION].val1 && src && battle_getcurrentskill(src) != PA_PRESSURE) + struct status_change_entry *sce; + if ((sce=sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE) { //Devotion prevents any of the other ailments from ending. - struct map_session_data *sd2 = map_id2sd(sc->data[SC_DEVOTION].val1); - if (sd2 && sd2->devotion[sc->data[SC_DEVOTION].val2] == target->id) + struct map_session_data *sd2 = map_id2sd(sce->val1); + if (sd2 && sd2->devotion[sce->val2] == target->id) { clif_damage(&sd2->bl, &sd2->bl, gettick(), 0, 0, hp, 0, 0, 0); status_fix_damage(NULL, &sd2->bl, hp, 0); @@ -648,41 +652,41 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s } status_change_end(target, SC_DEVOTION, -1); } - if (sc->data[SC_FREEZE].timer != -1) + if (sc->data[SC_FREEZE]) status_change_end(target,SC_FREEZE,-1); - if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(target,SC_STONE,-1); - if (sc->data[SC_SLEEP].timer != -1) + if (sc->data[SC_SLEEP]) status_change_end(target,SC_SLEEP,-1); - if (sc->data[SC_WINKCHARM].timer != -1) + if (sc->data[SC_WINKCHARM]) status_change_end(target,SC_WINKCHARM,-1); - if (sc->data[SC_CONFUSION].timer != -1) + if (sc->data[SC_CONFUSION]) status_change_end(target, SC_CONFUSION, -1); - if (sc->data[SC_TRICKDEAD].timer != -1) + if (sc->data[SC_TRICKDEAD]) status_change_end(target, SC_TRICKDEAD, -1); - if (sc->data[SC_HIDING].timer != -1) + if (sc->data[SC_HIDING]) status_change_end(target, SC_HIDING, -1); - if (sc->data[SC_CLOAKING].timer != -1) + if (sc->data[SC_CLOAKING]) status_change_end(target, SC_CLOAKING, -1); - if (sc->data[SC_CHASEWALK].timer != -1) + if (sc->data[SC_CHASEWALK]) status_change_end(target, SC_CHASEWALK, -1); - if (sc->data[SC_ENDURE].timer != -1 && !sc->data[SC_ENDURE].val4) { + if ((sce=sc->data[SC_ENDURE]) && !sce->val4) { //Endure count is only reduced by non-players on non-gvg maps. //val4 signals infinite endure. [Skotlex] if (src && src->type != BL_PC && !map_flag_gvg(target->m) - && --(sc->data[SC_ENDURE].val2) < 0) + && --(sce->val2) < 0) status_change_end(target, SC_ENDURE, -1); } - if (sc->data[SC_GRAVITATION].timer != -1 && - sc->data[SC_GRAVITATION].val3 == BCT_SELF) { - struct skill_unit_group *sg = (struct skill_unit_group *)sc->data[SC_GRAVITATION].val4; + if ((sce=sc->data[SC_GRAVITATION]) && + sce->val3 == BCT_SELF) { + struct skill_unit_group *sg = (struct skill_unit_group *)sce->val4; if (sg) { skill_delunitgroup(target,sg); - sc->data[SC_GRAVITATION].val4 = 0; + sce->val4 = 0; status_change_end(target, SC_GRAVITATION, -1); } } - if(sc->data[SC_DANCING].timer != -1 && (unsigned int)hp > status->max_hp>>2) + if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2) skill_stop_dancing(target); } unit_skillcastcancel(target, 2); @@ -702,12 +706,11 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s status->sp-= sp; if (sc && hp && status->hp) { - if (sc->data[SC_AUTOBERSERK].timer != -1 && - (sc->data[SC_PROVOKE].timer==-1 || !sc->data[SC_PROVOKE].val2) && + if (sc->data[SC_AUTOBERSERK] && + (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) && status->hp < status->max_hp>>2) sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); - if (sc->data[SC_BERSERK].timer != -1 && - status->hp <= 100) + if (sc->data[SC_BERSERK] && status->hp <= 100) status_change_end(target, SC_BERSERK, -1); } @@ -801,7 +804,7 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) } if(hp) { - if (!(flag&1) && sc && sc->data[SC_BERSERK].timer!=-1) + if (!(flag&1) && sc && sc->data[SC_BERSERK]) hp = 0; if((unsigned int)hp > status->max_hp - status->hp) @@ -824,9 +827,9 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) status->sp+= sp; if(hp && sc && - sc->data[SC_AUTOBERSERK].timer != -1 && - sc->data[SC_PROVOKE].timer!=-1 && - sc->data[SC_PROVOKE].val2==1 && + sc->data[SC_AUTOBERSERK] && + sc->data[SC_PROVOKE] && + sc->data[SC_PROVOKE]->val2==1 && status->hp>=status->max_hp>>2 ) //End auto berserk. status_change_end(bl,SC_PROVOKE,-1); @@ -1007,22 +1010,21 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int } if ( - (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD) - || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag) - || (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF && skill_num != PA_GOSPEL) - || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF && flag != 2) -// || (sc->data[SC_CLOAKING].timer != -1 && sc->data[SC_CLOAKING].val1 < 3 && skill_num != AS_CLOAKING) //Official sites say it blocks attack/skill usage, ingame proof says it does not. + (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD) + || (sc->data[SC_AUTOCOUNTER] && !flag) + || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL) + || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2) ) return 0; - if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag) + if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage clif_emotion(src, 3); return 0; } - if (sc->data[SC_BLADESTOP].timer != -1) { - switch (sc->data[SC_BLADESTOP].val1) + if (sc->data[SC_BLADESTOP]) { + switch (sc->data[SC_BLADESTOP]->val1) { case 5: if (skill_num == MO_EXTREMITYFIST) break; case 4: if (skill_num == MO_CHAINCOMBO) break; @@ -1032,19 +1034,25 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int } } - if (sc->data[SC_DANCING].timer != -1 && flag!=2) + if (sc->data[SC_DANCING] && flag!=2) { - if(sc->data[SC_LONGING].timer != -1) + if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex] if (skill_num == BD_ENCORE || skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) ) return 0; } else - if (skill_num != BD_ADAPTATION && skill_num != CG_LONGINGFREEDOM - && skill_num != BA_MUSICALSTRIKE && skill_num != DC_THROWARROW) + switch (skill_num) { + case BD_ADAPTATION: + case CG_LONGINGFREEDOM: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + break; + default: return 0; - if ((sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION) + } + if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION) return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] } @@ -1052,20 +1060,20 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num) ) { //Skills blocked through status changes... if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through - sc->data[SC_SILENCE].timer != -1 || - (sc->data[SC_MARIONETTE].timer != -1 && skill_num != CG_MARIONETTE) || - (sc->data[SC_MARIONETTE2].timer != -1 && skill_num == CG_MARIONETTE) || - sc->data[SC_STEELBODY].timer != -1 || - sc->data[SC_BERSERK].timer != -1 + sc->data[SC_SILENCE] || + (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || + (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || + sc->data[SC_STEELBODY] || + sc->data[SC_BERSERK] )) return 0; //Skill blocking. if ( - (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) || - (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION) || - (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || - (sc->data[SC_NOCHAT].timer != -1 && sc->data[SC_NOCHAT].val1&MANNER_NOSKILL) + (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) || + (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) || + (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || + (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) ) return 0; @@ -1098,12 +1106,12 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int if(tsc && tsc->count) { - if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1) + if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD]) return 0; if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU) - && tsc->data[SC_FREEZE].timer != -1) + && tsc->data[SC_FREEZE]) return 0; - if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE].timer != -1 || (tsc->data[SC_STONE].timer != -1 && tsc->opt1 == OPT1_STONE))) + if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE))) return 0; } @@ -2246,8 +2254,8 @@ int status_calc_pc(struct map_session_data* sd,int first) sd->max_weight += 2000*skill; if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) sd->max_weight += 10000; - if(sd->sc.data[SC_KNOWLEDGE].timer != -1) - sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10; + if(sd->sc.data[SC_KNOWLEDGE]) + sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE]->val1/10; if((skill=pc_checkskill(sd,ALL_INCCARRY))>0) sd->max_weight += 2000*skill; @@ -2261,8 +2269,8 @@ int status_calc_pc(struct map_session_data* sd,int first) sd->dsprate -= 4*skill; if(sd->sc.count){ - if(sd->sc.data[SC_SERVICE4U].timer!=-1) - sd->dsprate -= sd->sc.data[SC_SERVICE4U].val3; + if(sd->sc.data[SC_SERVICE4U]) + sd->dsprate -= sd->sc.data[SC_SERVICE4U]->val3; } //Underflow protections. @@ -2293,25 +2301,26 @@ int status_calc_pc(struct map_session_data* sd,int first) } if(sd->sc.count){ - if(sd->sc.data[SC_CONCENTRATE].timer!=-1) + if(sd->sc.data[SC_CONCENTRATE]) { //Update the card-bonus data - sd->sc.data[SC_CONCENTRATE].val3 = sd->param_bonus[1]; //Agi - sd->sc.data[SC_CONCENTRATE].val4 = sd->param_bonus[4]; //Dex + sd->sc.data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi + sd->sc.data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex } - if(sd->sc.data[SC_SIEGFRIED].timer!=-1){ - sd->subele[1] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[2] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[3] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[4] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[5] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[6] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[7] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[8] += sd->sc.data[SC_SIEGFRIED].val2; - sd->subele[9] += sd->sc.data[SC_SIEGFRIED].val2; + if(sd->sc.data[SC_SIEGFRIED]){ + i = sd->sc.data[SC_SIEGFRIED]->val2; + sd->subele[ELE_WATER] += i; + sd->subele[ELE_EARTH] += i; + sd->subele[ELE_FIRE] += i; + sd->subele[ELE_WIND] += i; + sd->subele[ELE_POISON] += i; + sd->subele[ELE_HOLY] += i; + sd->subele[ELE_DARK] += i; + sd->subele[ELE_GHOST] += i; + sd->subele[ELE_UNDEAD] += i; } - if(sd->sc.data[SC_PROVIDENCE].timer!=-1){ - sd->subele[6] += sd->sc.data[SC_PROVIDENCE].val2; - sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE].val2; + if(sd->sc.data[SC_PROVIDENCE]){ + sd->subele[ELE_HOLY] += sd->sc.data[SC_PROVIDENCE]->val2; + sd->subrace[RC_DEMON] += sd->sc.data[SC_PROVIDENCE]->val2; } } @@ -2616,42 +2625,43 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str return; if ( - (sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1) - || (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1) - || sc->data[SC_BERSERK].timer != -1 - || sc->data[SC_TRICKDEAD].timer != -1 - || sc->data[SC_BLEEDING].timer != -1 + (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) + || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) + || sc->data[SC_BERSERK] + || sc->data[SC_TRICKDEAD] + || sc->data[SC_BLEEDING] ) //No regen regen->flag = 0; if ( - sc->data[SC_EXTREMITYFIST].timer != -1 - || sc->data[SC_DANCING].timer != -1 - || (sc->data[SC_EXPLOSIONSPIRITS].timer != -1 - && (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK)) + sc->data[SC_EXTREMITYFIST] + || sc->data[SC_DANCING] + || (sc->data[SC_EXPLOSIONSPIRITS] + && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ) //No natural SP regen regen->flag &=~RGN_SP; if( - sc->data[SC_TENSIONRELAX].timer!=-1 + sc->data[SC_TENSIONRELAX] ) { regen->rate.hp += 2; if (regen->sregen) regen->sregen->rate.hp += 3; } - if (sc->data[SC_MAGNIFICAT].timer != -1) + if (sc->data[SC_MAGNIFICAT]) { regen->rate.hp += 1; regen->rate.sp += 1; } - if (sc->data[SC_REGENERATION].timer != -1) + if (sc->data[SC_REGENERATION]) { - if (!sc->data[SC_REGENERATION].val4) + const struct status_change_entry *sce = sc->data[SC_REGENERATION]; + if (!sce->val4) { - regen->rate.hp += sc->data[SC_REGENERATION].val2; - regen->rate.sp += sc->data[SC_REGENERATION].val3; + regen->rate.hp += sce->val2; + regen->rate.sp += sce->val3; } else - regen->flag&=~sc->data[SC_REGENERATION].val4; //Remove regen as specified by val4 + regen->flag&=~sce->val4; //Remove regen as specified by val4 } } @@ -2715,9 +2725,9 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag) status->matk_min = status_calc_matk(&sd->bl, &sd->sc, status->matk_min); status->matk_max = status_calc_matk(&sd->bl, &sd->sc, status->matk_max); - if(sd->sc.data[SC_MAGICPOWER].timer!=-1) { //Store current matk values - sd->sc.data[SC_MAGICPOWER].val3 = status->matk_min; - sd->sc.data[SC_MAGICPOWER].val4 = status->matk_max; + if(sd->sc.data[SC_MAGICPOWER]) { //Store current matk values + sd->sc.mp_matk_min = status->matk_min; + sd->sc.mp_matk_max = status->matk_max; } } @@ -2834,7 +2844,6 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag) void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn] { struct status_data *status = &hd->battle_status, *b_status = &hd->base_status; - struct status_change *sc = &hd->sc; int skill = 0; @@ -2862,23 +2871,23 @@ void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn] if(flag&SCB_VIT) { //Since vit affects def, recalculate def. flag|=SCB_DEF; - status->def = status_calc_def(&hd->bl, sc, b_status->def); + status->def = status_calc_def(&hd->bl, &hd->sc, b_status->def); status->def+= (status->vit/5 - b_status->vit/5); } if(flag&SCB_INT) { flag|=SCB_MDEF; - status->mdef = status_calc_mdef(&hd->bl, sc, b_status->mdef); + status->mdef = status_calc_mdef(&hd->bl, &hd->sc, b_status->mdef); status->mdef+= (status->int_/5 - b_status->int_/5); } if(flag&SCB_DEX) { flag |=SCB_WATK; - status->rhw.atk = status_calc_watk(&hd->bl, sc, b_status->rhw.atk); + status->rhw.atk = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk); status->rhw.atk+= (status->dex - b_status->dex); } if(flag&SCB_STR) { flag |=SCB_WATK; - status->rhw.atk2 = status_calc_watk(&hd->bl, sc, b_status->rhw.atk2); + status->rhw.atk2 = status_calc_watk(&hd->bl, &hd->sc, b_status->rhw.atk2); status->rhw.atk2+= (status->str - b_status->str); } if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk) @@ -2896,7 +2905,7 @@ void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn] skill = (1000 -4*status->agi -status->dex) *hd->homunculusDB->baseASPD/1000; - status->aspd_rate = status_calc_aspd_rate(&hd->bl, sc , b_status->aspd_rate); + status->aspd_rate = status_calc_aspd_rate(&hd->bl, &hd->sc , b_status->aspd_rate); if(status->aspd_rate != 1000) skill = skill*status->aspd_rate/1000; @@ -2907,14 +2916,14 @@ void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn] if(flag&(SCB_AGI|SCB_DSPD)) { skill = 800-status->agi*4; status->dmotion = cap_value(skill, 400, 800); - status->dmotion = status_calc_dmotion(&hd->bl, sc, b_status->dmotion); + status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion); } if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP) && flag != SCB_ALL) status_calc_regen(&hd->bl, status, &hd->regen); if(flag&SCB_REGEN) - status_calc_regen_rate(&hd->bl, &hd->regen, sc); + status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc); if (flag == SCB_ALL) return; //Refresh is done on invoking function (status_calc_hom) @@ -3119,9 +3128,9 @@ void status_calc_bl(struct block_list *bl, unsigned long flag) status->matk_max = status_base_matk_max(status); status->matk_min = status_calc_matk(bl, sc, status->matk_min); status->matk_max = status_calc_matk(bl, sc, status->matk_max); - if(sc->data[SC_MAGICPOWER].timer!=-1) { //Store current matk values - sc->data[SC_MAGICPOWER].val3 = status->matk_min; - sc->data[SC_MAGICPOWER].val4 = status->matk_max; + if(sc->data[SC_MAGICPOWER]) { //Store current matk values + sc->mp_matk_min = status->matk_min; + sc->mp_matk_max = status->matk_max; } } @@ -3158,35 +3167,35 @@ static unsigned short status_calc_str(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(str,0,USHRT_MAX); - if(sc->data[SC_INCALLSTATUS].timer!=-1) - str += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCSTR].timer!=-1) - str += sc->data[SC_INCSTR].val1; - if(sc->data[SC_STRFOOD].timer!=-1) - str += sc->data[SC_STRFOOD].val1; - if(sc->data[SC_BATTLEORDERS].timer!=-1) + if(sc->data[SC_INCALLSTATUS]) + str += sc->data[SC_INCALLSTATUS]->val1; + if(sc->data[SC_INCSTR]) + str += sc->data[SC_INCSTR]->val1; + if(sc->data[SC_STRFOOD]) + str += sc->data[SC_STRFOOD]->val1; + if(sc->data[SC_BATTLEORDERS]) str += 5; - if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3>>16) - str += sc->data[SC_GUILDAURA].val3>>16; - if(sc->data[SC_LOUD].timer!=-1) + if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16) + str += (sc->data[SC_GUILDAURA]->val3)>>16; + if(sc->data[SC_LOUD]) str += 4; - if(sc->data[SC_TRUESIGHT].timer!=-1) + if(sc->data[SC_TRUESIGHT]) str += 5; - if(sc->data[SC_SPURT].timer!=-1) + if(sc->data[SC_SPURT]) str += 10; - if(sc->data[SC_NEN].timer!=-1) - str += sc->data[SC_NEN].val1; - if(sc->data[SC_BLESSING].timer != -1){ - if(sc->data[SC_BLESSING].val2) - str += sc->data[SC_BLESSING].val2; + if(sc->data[SC_NEN]) + str += sc->data[SC_NEN]->val1; + if(sc->data[SC_BLESSING]){ + if(sc->data[SC_BLESSING]->val2) + str += sc->data[SC_BLESSING]->val2; else str >>= 1; } - if(sc->data[SC_MARIONETTE].timer!=-1) - str -= (sc->data[SC_MARIONETTE].val3>>16)&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - str += (sc->data[SC_MARIONETTE2].val3>>16)&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && str < 50) + if(sc->data[SC_MARIONETTE]) + str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; + if(sc->data[SC_MARIONETTE2]) + str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF; + if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50) str = 50; return (unsigned short)cap_value(str,0,USHRT_MAX); @@ -3197,33 +3206,33 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(agi,0,USHRT_MAX); - if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1) - agi += (agi-sc->data[SC_CONCENTRATE].val3)*sc->data[SC_CONCENTRATE].val2/100; - if(sc->data[SC_INCALLSTATUS].timer!=-1) - agi += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCAGI].timer!=-1) - agi += sc->data[SC_INCAGI].val1; - if(sc->data[SC_AGIFOOD].timer!=-1) - agi += sc->data[SC_AGIFOOD].val1; - if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4>>16) - agi += sc->data[SC_GUILDAURA].val4>>16; - if(sc->data[SC_TRUESIGHT].timer!=-1) + if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) + agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100; + if(sc->data[SC_INCALLSTATUS]) + agi += sc->data[SC_INCALLSTATUS]->val1; + if(sc->data[SC_INCAGI]) + agi += sc->data[SC_INCAGI]->val1; + if(sc->data[SC_AGIFOOD]) + agi += sc->data[SC_AGIFOOD]->val1; + if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16) + agi += (sc->data[SC_GUILDAURA]->val4)>>16; + if(sc->data[SC_TRUESIGHT]) agi += 5; - if(sc->data[SC_INCREASEAGI].timer!=-1) - agi += sc->data[SC_INCREASEAGI].val2; - if(sc->data[SC_INCREASING].timer!=-1) + if(sc->data[SC_INCREASEAGI]) + agi += sc->data[SC_INCREASEAGI]->val2; + if(sc->data[SC_INCREASING]) agi += 4; // added based on skill updates [Reddozen] - if(sc->data[SC_DECREASEAGI].timer!=-1) - agi -= sc->data[SC_DECREASEAGI].val2; - if(sc->data[SC_QUAGMIRE].timer!=-1) - agi -= sc->data[SC_QUAGMIRE].val2; - if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) - agi -= sc->data[SC_SUITON].val2; - if(sc->data[SC_MARIONETTE].timer!=-1) - agi -= (sc->data[SC_MARIONETTE].val3>>8)&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - agi += (sc->data[SC_MARIONETTE2].val3>>8)&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && agi < 50) + if(sc->data[SC_DECREASEAGI]) + agi -= sc->data[SC_DECREASEAGI]->val2; + if(sc->data[SC_QUAGMIRE]) + agi -= sc->data[SC_QUAGMIRE]->val2; + if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3) + agi -= sc->data[SC_SUITON]->val2; + if(sc->data[SC_MARIONETTE]) + agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; + if(sc->data[SC_MARIONETTE2]) + agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF; + if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50) agi = 50; return (unsigned short)cap_value(agi,0,USHRT_MAX); @@ -3234,25 +3243,25 @@ static unsigned short status_calc_vit(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(vit,0,USHRT_MAX); - if(sc->data[SC_INCALLSTATUS].timer!=-1) - vit += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCVIT].timer!=-1) - vit += sc->data[SC_INCVIT].val1; - if(sc->data[SC_VITFOOD].timer!=-1) - vit += sc->data[SC_VITFOOD].val1; - if(sc->data[SC_CHANGE].timer!=-1) - vit += sc->data[SC_CHANGE].val2; - if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val3&0xFFFF) - vit += sc->data[SC_GUILDAURA].val3&0xFFFF; - if(sc->data[SC_TRUESIGHT].timer!=-1) + if(sc->data[SC_INCALLSTATUS]) + vit += sc->data[SC_INCALLSTATUS]->val1; + if(sc->data[SC_INCVIT]) + vit += sc->data[SC_INCVIT]->val1; + if(sc->data[SC_VITFOOD]) + vit += sc->data[SC_VITFOOD]->val1; + if(sc->data[SC_CHANGE]) + vit += sc->data[SC_CHANGE]->val2; + if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF) + vit += sc->data[SC_GUILDAURA]->val3&0xFFFF; + if(sc->data[SC_TRUESIGHT]) vit += 5; - if(sc->data[SC_STRIPARMOR].timer!=-1) - vit -= vit * sc->data[SC_STRIPARMOR].val2/100; - if(sc->data[SC_MARIONETTE].timer!=-1) - vit -= sc->data[SC_MARIONETTE].val3&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - vit += sc->data[SC_MARIONETTE2].val3&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && vit < 50) + if(sc->data[SC_STRIPARMOR]) + vit -= vit * sc->data[SC_STRIPARMOR]->val2/100; + if(sc->data[SC_MARIONETTE]) + vit -= sc->data[SC_MARIONETTE]->val3&0xFF; + if(sc->data[SC_MARIONETTE2]) + vit += sc->data[SC_MARIONETTE2]->val3&0xFF; + if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50) vit = 50; return (unsigned short)cap_value(vit,0,USHRT_MAX); @@ -3263,33 +3272,33 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(int_,0,USHRT_MAX); - if(sc->data[SC_INCALLSTATUS].timer!=-1) - int_ += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCINT].timer!=-1) - int_ += sc->data[SC_INCINT].val1; - if(sc->data[SC_INTFOOD].timer!=-1) - int_ += sc->data[SC_INTFOOD].val1; - if(sc->data[SC_CHANGE].timer!=-1) - int_ += sc->data[SC_CHANGE].val3; - if(sc->data[SC_BATTLEORDERS].timer!=-1) + if(sc->data[SC_INCALLSTATUS]) + int_ += sc->data[SC_INCALLSTATUS]->val1; + if(sc->data[SC_INCINT]) + int_ += sc->data[SC_INCINT]->val1; + if(sc->data[SC_INTFOOD]) + int_ += sc->data[SC_INTFOOD]->val1; + if(sc->data[SC_CHANGE]) + int_ += sc->data[SC_CHANGE]->val3; + if(sc->data[SC_BATTLEORDERS]) int_ += 5; - if(sc->data[SC_TRUESIGHT].timer!=-1) + if(sc->data[SC_TRUESIGHT]) int_ += 5; - if(sc->data[SC_BLESSING].timer != -1){ - if (sc->data[SC_BLESSING].val2) - int_ += sc->data[SC_BLESSING].val2; + if(sc->data[SC_BLESSING]){ + if (sc->data[SC_BLESSING]->val2) + int_ += sc->data[SC_BLESSING]->val2; else int_ >>= 1; } - if(sc->data[SC_STRIPHELM].timer!=-1) - int_ -= int_ * sc->data[SC_STRIPHELM].val2/100; - if(sc->data[SC_NEN].timer!=-1) - int_ += sc->data[SC_NEN].val1; - if(sc->data[SC_MARIONETTE].timer!=-1) - int_ -= (sc->data[SC_MARIONETTE].val4>>16)&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - int_ += (sc->data[SC_MARIONETTE2].val4>>16)&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && int_ < 50) + if(sc->data[SC_STRIPHELM]) + int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100; + if(sc->data[SC_NEN]) + int_ += sc->data[SC_NEN]->val1; + if(sc->data[SC_MARIONETTE]) + int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; + if(sc->data[SC_MARIONETTE2]) + int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF; + if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50) int_ = 50; return (unsigned short)cap_value(int_,0,USHRT_MAX); @@ -3300,36 +3309,36 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(dex,0,USHRT_MAX); - if(sc->data[SC_CONCENTRATE].timer!=-1 && sc->data[SC_QUAGMIRE].timer == -1) - dex += (dex-sc->data[SC_CONCENTRATE].val4)*sc->data[SC_CONCENTRATE].val2/100; + if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) + dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100; - if(sc->data[SC_INCALLSTATUS].timer!=-1) - dex += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCDEX].timer!=-1) - dex += sc->data[SC_INCDEX].val1; - if(sc->data[SC_DEXFOOD].timer!=-1) - dex += sc->data[SC_DEXFOOD].val1; - if(sc->data[SC_BATTLEORDERS].timer!=-1) + if(sc->data[SC_INCALLSTATUS]) + dex += sc->data[SC_INCALLSTATUS]->val1; + if(sc->data[SC_INCDEX]) + dex += sc->data[SC_INCDEX]->val1; + if(sc->data[SC_DEXFOOD]) + dex += sc->data[SC_DEXFOOD]->val1; + if(sc->data[SC_BATTLEORDERS]) dex += 5; - if(sc->data[SC_GUILDAURA].timer != -1 && sc->data[SC_GUILDAURA].val4&0xFFFF) - dex += sc->data[SC_GUILDAURA].val4&0xFFFF; - if(sc->data[SC_TRUESIGHT].timer!=-1) + if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF) + dex += sc->data[SC_GUILDAURA]->val4&0xFFFF; + if(sc->data[SC_TRUESIGHT]) dex += 5; - if(sc->data[SC_QUAGMIRE].timer!=-1) - dex -= sc->data[SC_QUAGMIRE].val2; - if(sc->data[SC_BLESSING].timer != -1){ - if (sc->data[SC_BLESSING].val2) - dex += sc->data[SC_BLESSING].val2; + if(sc->data[SC_QUAGMIRE]) + dex -= sc->data[SC_QUAGMIRE]->val2; + if(sc->data[SC_BLESSING]){ + if (sc->data[SC_BLESSING]->val2) + dex += sc->data[SC_BLESSING]->val2; else dex >>= 1; } - if(sc->data[SC_INCREASING].timer!=-1) + if(sc->data[SC_INCREASING]) dex += 4; // added based on skill updates [Reddozen] - if(sc->data[SC_MARIONETTE].timer!=-1) - dex -= (sc->data[SC_MARIONETTE].val4>>8)&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - dex += (sc->data[SC_MARIONETTE2].val4>>8)&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && dex < 50) + if(sc->data[SC_MARIONETTE]) + dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; + if(sc->data[SC_MARIONETTE2]) + dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF; + if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50) dex = 50; return (unsigned short)cap_value(dex,0,USHRT_MAX); @@ -3340,23 +3349,23 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(luk,0,USHRT_MAX); - if(sc->data[SC_CURSE].timer!=-1) + if(sc->data[SC_CURSE]) return 0; - if(sc->data[SC_INCALLSTATUS].timer!=-1) - luk += sc->data[SC_INCALLSTATUS].val1; - if(sc->data[SC_INCLUK].timer!=-1) - luk += sc->data[SC_INCLUK].val1; - if(sc->data[SC_LUKFOOD].timer!=-1) - luk += sc->data[SC_LUKFOOD].val1; - if(sc->data[SC_TRUESIGHT].timer!=-1) + if(sc->data[SC_INCALLSTATUS]) + luk += sc->data[SC_INCALLSTATUS]->val1; + if(sc->data[SC_INCLUK]) + luk += sc->data[SC_INCLUK]->val1; + if(sc->data[SC_LUKFOOD]) + luk += sc->data[SC_LUKFOOD]->val1; + if(sc->data[SC_TRUESIGHT]) luk += 5; - if(sc->data[SC_GLORIA].timer!=-1) + if(sc->data[SC_GLORIA]) luk += 30; - if(sc->data[SC_MARIONETTE].timer!=-1) - luk -= sc->data[SC_MARIONETTE].val4&0xFF; - if(sc->data[SC_MARIONETTE2].timer!=-1) - luk += sc->data[SC_MARIONETTE2].val4&0xFF; - if(sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_HIGH && luk < 50) + if(sc->data[SC_MARIONETTE]) + luk -= sc->data[SC_MARIONETTE]->val4&0xFF; + if(sc->data[SC_MARIONETTE2]) + luk += sc->data[SC_MARIONETTE2]->val4&0xFF; + if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50) luk = 50; return (unsigned short)cap_value(luk,0,USHRT_MAX); @@ -3367,34 +3376,34 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan if(!sc || !sc->count) return cap_value(batk,0,USHRT_MAX); - if(sc->data[SC_INCBASEATK].timer!=-1) - batk += sc->data[SC_INCBASEATK].val1; - if(sc->data[SC_ATKPOTION].timer!=-1) - batk += sc->data[SC_ATKPOTION].val1; - if(sc->data[SC_BATKFOOD].timer!=-1) - batk += sc->data[SC_BATKFOOD].val1; - if(sc->data[SC_INCATKRATE].timer!=-1) - batk += batk * sc->data[SC_INCATKRATE].val1/100; - if(sc->data[SC_PROVOKE].timer!=-1) - batk += batk * sc->data[SC_PROVOKE].val3/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - batk += batk * sc->data[SC_CONCENTRATION].val2/100; - if(sc->data[SC_SKE].timer!=-1) + if(sc->data[SC_INCBASEATK]) + batk += sc->data[SC_INCBASEATK]->val1; + if(sc->data[SC_ATKPOTION]) + batk += sc->data[SC_ATKPOTION]->val1; + if(sc->data[SC_BATKFOOD]) + batk += sc->data[SC_BATKFOOD]->val1; + if(sc->data[SC_INCATKRATE]) + batk += batk * sc->data[SC_INCATKRATE]->val1/100; + if(sc->data[SC_PROVOKE]) + batk += batk * sc->data[SC_PROVOKE]->val3/100; + if(sc->data[SC_CONCENTRATION]) + batk += batk * sc->data[SC_CONCENTRATION]->val2/100; + if(sc->data[SC_SKE]) batk += batk * 3; - if(sc->data[SC_BLOODLUST].timer!=-1) - batk += batk * sc->data[SC_BLOODLUST].val2/100; - if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2&BREAK_WAIST) + if(sc->data[SC_BLOODLUST]) + batk += batk * sc->data[SC_BLOODLUST]->val2/100; + if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) batk -= batk * 25/100; - if(sc->data[SC_CURSE].timer!=-1) + if(sc->data[SC_CURSE]) batk -= batk * 25/100; //Curse shouldn't effect on this? <- Curse OR Bleeding?? -// if(sc->data[SC_BLEEDING].timer != -1) +// if(sc->data[SC_BLEEDING]->) // batk -= batk * 25/100; - if(sc->data[SC_FLEET].timer!=-1) - batk += batk * sc->data[SC_FLEET].val3/100; - if(sc->data[SC_GATLINGFEVER].timer!=-1) - batk += sc->data[SC_GATLINGFEVER].val3; - if(sc->data[SC_MADNESSCANCEL].timer!=-1) + if(sc->data[SC_FLEET]) + batk += batk * sc->data[SC_FLEET]->val3/100; + if(sc->data[SC_GATLINGFEVER]) + batk += sc->data[SC_GATLINGFEVER]->val3; + if(sc->data[SC_MADNESSCANCEL]) batk += 100; return (unsigned short)cap_value(batk,0,USHRT_MAX); } @@ -3404,40 +3413,40 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan if(!sc || !sc->count) return cap_value(watk,0,USHRT_MAX); - if(sc->data[SC_IMPOSITIO].timer!=-1) - watk += sc->data[SC_IMPOSITIO].val2; - if(sc->data[SC_WATKFOOD].timer!=-1) - watk += sc->data[SC_WATKFOOD].val1; - if(sc->data[SC_DRUMBATTLE].timer!=-1) - watk += sc->data[SC_DRUMBATTLE].val2; - if(sc->data[SC_VOLCANO].timer!=-1) - watk += sc->data[SC_VOLCANO].val2; - if(sc->data[SC_INCATKRATE].timer!=-1) - watk += watk * sc->data[SC_INCATKRATE].val1/100; - if(sc->data[SC_PROVOKE].timer!=-1) - watk += watk * sc->data[SC_PROVOKE].val3/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - watk += watk * sc->data[SC_CONCENTRATION].val2/100; - if(sc->data[SC_SKE].timer!=-1) + if(sc->data[SC_IMPOSITIO]) + watk += sc->data[SC_IMPOSITIO]->val2; + if(sc->data[SC_WATKFOOD]) + watk += sc->data[SC_WATKFOOD]->val1; + if(sc->data[SC_DRUMBATTLE]) + watk += sc->data[SC_DRUMBATTLE]->val2; + if(sc->data[SC_VOLCANO]) + watk += sc->data[SC_VOLCANO]->val2; + if(sc->data[SC_INCATKRATE]) + watk += watk * sc->data[SC_INCATKRATE]->val1/100; + if(sc->data[SC_PROVOKE]) + watk += watk * sc->data[SC_PROVOKE]->val3/100; + if(sc->data[SC_CONCENTRATION]) + watk += watk * sc->data[SC_CONCENTRATION]->val2/100; + if(sc->data[SC_SKE]) watk += watk * 3; - if(sc->data[SC_NIBELUNGEN].timer!=-1) { + if(sc->data[SC_NIBELUNGEN]) { if (bl->type != BL_PC) - watk += sc->data[SC_NIBELUNGEN].val2; + watk += sc->data[SC_NIBELUNGEN]->val2; else { TBL_PC *sd = (TBL_PC*)bl; - int index = sd->equip_index[sd->state.lr_flag?8:9]; + int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) - watk += sc->data[SC_NIBELUNGEN].val2; + watk += sc->data[SC_NIBELUNGEN]->val2; } } - if(sc->data[SC_BLOODLUST].timer!=-1) - watk += watk * sc->data[SC_BLOODLUST].val2/100; - if(sc->data[SC_FLEET].timer!=-1) - watk += watk * sc->data[SC_FLEET].val3/100; - if(sc->data[SC_CURSE].timer!=-1) + if(sc->data[SC_BLOODLUST]) + watk += watk * sc->data[SC_BLOODLUST]->val2/100; + if(sc->data[SC_FLEET]) + watk += watk * sc->data[SC_FLEET]->val3/100; + if(sc->data[SC_CURSE]) watk -= watk * 25/100; - if(sc->data[SC_STRIPWEAPON].timer!=-1) - watk -= watk * sc->data[SC_STRIPWEAPON].val2/100; + if(sc->data[SC_STRIPWEAPON]) + watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100; return (unsigned short)cap_value(watk,0,USHRT_MAX); } @@ -3447,16 +3456,16 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan if(!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); - if(sc->data[SC_MATKPOTION].timer!=-1) - matk += sc->data[SC_MATKPOTION].val1; - if(sc->data[SC_MATKFOOD].timer!=-1) - matk += sc->data[SC_MATKFOOD].val1; - if(sc->data[SC_MAGICPOWER].timer!=-1) - matk += matk * 5*sc->data[SC_MAGICPOWER].val1/100; - if(sc->data[SC_MINDBREAKER].timer!=-1) - matk += matk * sc->data[SC_MINDBREAKER].val2/100; - if(sc->data[SC_INCMATKRATE].timer!=-1) - matk += matk * sc->data[SC_INCMATKRATE].val1/100; + if(sc->data[SC_MATKPOTION]) + matk += sc->data[SC_MATKPOTION]->val1; + if(sc->data[SC_MATKFOOD]) + matk += sc->data[SC_MATKFOOD]->val1; + if(sc->data[SC_MAGICPOWER]) + matk += matk * sc->data[SC_MAGICPOWER]->val3/100; + if(sc->data[SC_MINDBREAKER]) + matk += matk * sc->data[SC_MINDBREAKER]->val2/100; + if(sc->data[SC_INCMATKRATE]) + matk += matk * sc->data[SC_INCMATKRATE]->val1/100; return (unsigned short)cap_value(matk,0,USHRT_MAX); } @@ -3466,15 +3475,15 @@ static signed short status_calc_critical(struct block_list *bl, struct status_ch if(!sc || !sc->count) return cap_value(critical,10,SHRT_MAX); - if (sc->data[SC_INCCRI].timer!=-1) - critical += sc->data[SC_INCCRI].val2; - if (sc->data[SC_EXPLOSIONSPIRITS].timer!=-1) - critical += sc->data[SC_EXPLOSIONSPIRITS].val2; - if (sc->data[SC_FORTUNE].timer!=-1) - critical += sc->data[SC_FORTUNE].val2; - if (sc->data[SC_TRUESIGHT].timer!=-1) - critical += sc->data[SC_TRUESIGHT].val2; - if(sc->data[SC_CLOAKING].timer!=-1) + if (sc->data[SC_INCCRI]) + critical += sc->data[SC_INCCRI]->val2; + if (sc->data[SC_EXPLOSIONSPIRITS]) + critical += sc->data[SC_EXPLOSIONSPIRITS]->val2; + if (sc->data[SC_FORTUNE]) + critical += sc->data[SC_FORTUNE]->val2; + if (sc->data[SC_TRUESIGHT]) + critical += sc->data[SC_TRUESIGHT]->val2; + if(sc->data[SC_CLOAKING]) critical += critical; return (short)cap_value(critical,10,SHRT_MAX); @@ -3486,23 +3495,23 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change if(!sc || !sc->count) return cap_value(hit,1,SHRT_MAX); - if(sc->data[SC_INCHIT].timer != -1) - hit += sc->data[SC_INCHIT].val1; - if(sc->data[SC_HITFOOD].timer!=-1) - hit += sc->data[SC_HITFOOD].val1; - if(sc->data[SC_TRUESIGHT].timer != -1) - hit += sc->data[SC_TRUESIGHT].val3; - if(sc->data[SC_HUMMING].timer!=-1) - hit += sc->data[SC_HUMMING].val2; - if(sc->data[SC_CONCENTRATION].timer != -1) - hit += sc->data[SC_CONCENTRATION].val3; - if(sc->data[SC_INCHITRATE].timer != -1) - hit += hit * sc->data[SC_INCHITRATE].val1/100; - if(sc->data[SC_BLIND].timer != -1) + if(sc->data[SC_INCHIT]) + hit += sc->data[SC_INCHIT]->val1; + if(sc->data[SC_HITFOOD]) + hit += sc->data[SC_HITFOOD]->val1; + if(sc->data[SC_TRUESIGHT]) + hit += sc->data[SC_TRUESIGHT]->val3; + if(sc->data[SC_HUMMING]) + hit += sc->data[SC_HUMMING]->val2; + if(sc->data[SC_CONCENTRATION]) + hit += sc->data[SC_CONCENTRATION]->val3; + if(sc->data[SC_INCHITRATE]) + hit += hit * sc->data[SC_INCHITRATE]->val1/100; + if(sc->data[SC_BLIND]) hit -= hit * 25/100; - if(sc->data[SC_ADJUSTMENT].timer!=-1) + if(sc->data[SC_ADJUSTMENT]) hit -= 30; - if(sc->data[SC_INCREASING].timer!=-1) + if(sc->data[SC_INCREASING]) hit += 20; // RockmanEXE; changed based on updated [Reddozen] return (short)cap_value(hit,1,SHRT_MAX); @@ -3516,34 +3525,34 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change if(!sc || !sc->count) return cap_value(flee,1,SHRT_MAX); - if(sc->data[SC_INCFLEE].timer!=-1) - flee += sc->data[SC_INCFLEE].val1; - if(sc->data[SC_FLEEFOOD].timer!=-1) - flee += sc->data[SC_FLEEFOOD].val1; - if(sc->data[SC_WHISTLE].timer!=-1) - flee += sc->data[SC_WHISTLE].val2; - if(sc->data[SC_WINDWALK].timer!=-1) - flee += sc->data[SC_WINDWALK].val2; - if(sc->data[SC_INCFLEERATE].timer!=-1) - flee += flee * sc->data[SC_INCFLEERATE].val1/100; - if(sc->data[SC_VIOLENTGALE].timer!=-1) - flee += sc->data[SC_VIOLENTGALE].val2; - if(sc->data[SC_MOON_COMFORT].timer!=-1) //SG skill [Komurka] - flee += sc->data[SC_MOON_COMFORT].val2; - if(sc->data[SC_CLOSECONFINE].timer!=-1) + if(sc->data[SC_INCFLEE]) + flee += sc->data[SC_INCFLEE]->val1; + if(sc->data[SC_FLEEFOOD]) + flee += sc->data[SC_FLEEFOOD]->val1; + if(sc->data[SC_WHISTLE]) + flee += sc->data[SC_WHISTLE]->val2; + if(sc->data[SC_WINDWALK]) + flee += sc->data[SC_WINDWALK]->val2; + if(sc->data[SC_INCFLEERATE]) + flee += flee * sc->data[SC_INCFLEERATE]->val1/100; + if(sc->data[SC_VIOLENTGALE]) + flee += sc->data[SC_VIOLENTGALE]->val2; + if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka] + flee += sc->data[SC_MOON_COMFORT]->val2; + if(sc->data[SC_CLOSECONFINE]) flee += 10; - if(sc->data[SC_SPIDERWEB].timer!=-1) + if(sc->data[SC_SPIDERWEB]) flee -= flee * 50/100; - if(sc->data[SC_BERSERK].timer!=-1) + if(sc->data[SC_BERSERK]) flee -= flee * 50/100; - if(sc->data[SC_BLIND].timer!=-1) + if(sc->data[SC_BLIND]) flee -= flee * 25/100; - if(sc->data[SC_ADJUSTMENT].timer!=-1) + if(sc->data[SC_ADJUSTMENT]) flee += 30; - if(sc->data[SC_GATLINGFEVER].timer!=-1) - flee -= sc->data[SC_GATLINGFEVER].val4; - if(sc->data[SC_SPEED].timer!=-1) - flee += 10 + sc->data[SC_SPEED].val1 * 10 ; + if(sc->data[SC_GATLINGFEVER]) + flee -= sc->data[SC_GATLINGFEVER]->val4; + if(sc->data[SC_SPEED]) + flee += 10 + sc->data[SC_SPEED]->val1 * 10 ; return (short)cap_value(flee,1,SHRT_MAX); } @@ -3553,10 +3562,10 @@ static signed short status_calc_flee2(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(flee2,10,SHRT_MAX); - if(sc->data[SC_INCFLEE2].timer!=-1) - flee2 += sc->data[SC_INCFLEE2].val2; - if(sc->data[SC_WHISTLE].timer!=-1) - flee2 += sc->data[SC_WHISTLE].val3*10; + if(sc->data[SC_INCFLEE2]) + flee2 += sc->data[SC_INCFLEE2]->val2; + if(sc->data[SC_WHISTLE]) + flee2 += sc->data[SC_WHISTLE]->val3*10; return (short)cap_value(flee2,10,SHRT_MAX); } @@ -3566,42 +3575,42 @@ static signed char status_calc_def(struct block_list *bl, struct status_change * if(!sc || !sc->count) return cap_value(def,0,CHAR_MAX); - if(sc->data[SC_BERSERK].timer!=-1) + if(sc->data[SC_BERSERK]) return 0; - if(sc->data[SC_SKA].timer != -1) - return sc->data[SC_SKA].val3; - if(sc->data[SC_BARRIER].timer!=-1) + if(sc->data[SC_SKA]) + return sc->data[SC_SKA]->val3; + if(sc->data[SC_BARRIER]) return 100; - if(sc->data[SC_KEEPING].timer!=-1) + if(sc->data[SC_KEEPING]) return 90; - if(sc->data[SC_STEELBODY].timer!=-1) + if(sc->data[SC_STEELBODY]) return 90; - if(sc->data[SC_INCDEF].timer!=-1) - def += sc->data[SC_INCDEF].val1; - if(sc->data[SC_ARMORCHANGE].timer!=-1) - def += sc->data[SC_ARMORCHANGE].val2; - if(sc->data[SC_DRUMBATTLE].timer!=-1) - def += sc->data[SC_DRUMBATTLE].val3; - if(sc->data[SC_DEFENCE].timer != -1) //[orn] - def += sc->data[SC_DEFENCE].val2 ; - if(sc->data[SC_INCDEFRATE].timer!=-1) - def += def * sc->data[SC_INCDEFRATE].val1/100; - if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + if(sc->data[SC_INCDEF]) + def += sc->data[SC_INCDEF]->val1; + if(sc->data[SC_ARMORCHANGE]) + def += sc->data[SC_ARMORCHANGE]->val2; + if(sc->data[SC_DRUMBATTLE]) + def += sc->data[SC_DRUMBATTLE]->val3; + if(sc->data[SC_DEFENCE]) //[orn] + def += sc->data[SC_DEFENCE]->val2 ; + if(sc->data[SC_INCDEFRATE]) + def += def * sc->data[SC_INCDEFRATE]->val1/100; + if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) def >>=1; - if(sc->data[SC_FREEZE].timer!=-1) + if(sc->data[SC_FREEZE]) def >>=1; - if(sc->data[SC_SIGNUMCRUCIS].timer!=-1) - def -= def * sc->data[SC_SIGNUMCRUCIS].val2/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - def -= def * sc->data[SC_CONCENTRATION].val4/100; - if(sc->data[SC_SKE].timer!=-1) + if(sc->data[SC_SIGNUMCRUCIS]) + def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100; + if(sc->data[SC_CONCENTRATION]) + def -= def * sc->data[SC_CONCENTRATION]->val4/100; + if(sc->data[SC_SKE]) def >>=1; - if(sc->data[SC_PROVOKE].timer!=-1 && bl->type != BL_PC) // Provoke doesn't alter player defense. - def -= def * sc->data[SC_PROVOKE].val4/100; - if(sc->data[SC_STRIPSHIELD].timer!=-1) - def -= def * sc->data[SC_STRIPSHIELD].val2/100; - if (sc->data[SC_FLING].timer!=-1) - def -= def * (sc->data[SC_FLING].val2)/100; + if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense-> + def -= def * sc->data[SC_PROVOKE]->val4/100; + if(sc->data[SC_STRIPSHIELD]) + def -= def * sc->data[SC_STRIPSHIELD]->val2/100; + if (sc->data[SC_FLING]) + def -= def * (sc->data[SC_FLING]->val2)/100; return (char)cap_value(def,0,CHAR_MAX); } @@ -3611,31 +3620,31 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change if(!sc || !sc->count) return cap_value(def2,1,SHRT_MAX); - if(sc->data[SC_BERSERK].timer!=-1) + if(sc->data[SC_BERSERK]) return 0; - if(sc->data[SC_ETERNALCHAOS].timer!=-1) + if(sc->data[SC_ETERNALCHAOS]) return 0; - if(sc->data[SC_SUN_COMFORT].timer!=-1) - def2 += sc->data[SC_SUN_COMFORT].val2; - if(sc->data[SC_ANGELUS].timer!=-1) - def2 += def2 * sc->data[SC_ANGELUS].val2/100; - if(sc->data[SC_CONCENTRATION].timer!=-1) - def2 -= def2 * sc->data[SC_CONCENTRATION].val4/100; - if(sc->data[SC_POISON].timer!=-1) + if(sc->data[SC_SUN_COMFORT]) + def2 += sc->data[SC_SUN_COMFORT]->val2; + if(sc->data[SC_ANGELUS]) + def2 += def2 * sc->data[SC_ANGELUS]->val2/100; + if(sc->data[SC_CONCENTRATION]) + def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100; + if(sc->data[SC_POISON]) def2 -= def2 * 25/100; - if(sc->data[SC_DPOISON].timer!=-1) + if(sc->data[SC_DPOISON]) def2 -= def2 * 25/100; - if(sc->data[SC_SKE].timer!=-1) + if(sc->data[SC_SKE]) def2 -= def2 * 50/100; - if(sc->data[SC_PROVOKE].timer!=-1) - def2 -= def2 * sc->data[SC_PROVOKE].val4/100; - if(sc->data[SC_JOINTBEAT].timer!=-1){ + if(sc->data[SC_PROVOKE]) + def2 -= def2 * sc->data[SC_PROVOKE]->val4/100; + if(sc->data[SC_JOINTBEAT]){ def2 -= def2 * - ( ( sc->data[SC_JOINTBEAT].val2&BREAK_SHOULDER ? 50 : 0 ) - + ( sc->data[SC_JOINTBEAT].val2&BREAK_WAIST ? 25 : 0 ) ); + ( ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) + + ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) ); } - if(sc->data[SC_FLING].timer!=-1) - def2 -= def2 * (sc->data[SC_FLING].val3)/100; + if(sc->data[SC_FLING]) + def2 -= def2 * (sc->data[SC_FLING]->val3)/100; return (short)cap_value(def2,1,SHRT_MAX); } @@ -3645,24 +3654,24 @@ static signed char status_calc_mdef(struct block_list *bl, struct status_change if(!sc || !sc->count) return cap_value(mdef,0,CHAR_MAX); - if(sc->data[SC_BERSERK].timer!=-1) + if(sc->data[SC_BERSERK]) return 0; - if(sc->data[SC_BARRIER].timer!=-1) + if(sc->data[SC_BARRIER]) return 100; - if(sc->data[SC_STEELBODY].timer!=-1) + if(sc->data[SC_STEELBODY]) return 90; - if(sc->data[SC_SKA].timer != -1) // [marquis007] + if(sc->data[SC_SKA]) return 90; - if(sc->data[SC_ARMORCHANGE].timer!=-1) - mdef += sc->data[SC_ARMORCHANGE].val3; - if(sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + if(sc->data[SC_ARMORCHANGE]) + mdef += sc->data[SC_ARMORCHANGE]->val3; + if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) mdef += 25*mdef/100; - if(sc->data[SC_FREEZE].timer!=-1) + if(sc->data[SC_FREEZE]) mdef += 25*mdef/100; - if(sc->data[SC_ENDURE].timer!=-1 && sc->data[SC_ENDURE].val4 == 0) - mdef += sc->data[SC_ENDURE].val1; - if(sc->data[SC_INCMDEFRATE].timer!=-1) - mdef += mdef * sc->data[SC_INCMDEFRATE].val1/100; + if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0) + mdef += sc->data[SC_ENDURE]->val1; + if(sc->data[SC_INCMDEFRATE]) + mdef += mdef * sc->data[SC_INCMDEFRATE]->val1/100; return (char)cap_value(mdef,0,CHAR_MAX); } @@ -3672,10 +3681,10 @@ static signed short status_calc_mdef2(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(mdef2,1,SHRT_MAX); - if(sc->data[SC_BERSERK].timer!=-1) + if(sc->data[SC_BERSERK]) return 0; - if(sc->data[SC_MINDBREAKER].timer!=-1) - mdef2 -= mdef2 * sc->data[SC_MINDBREAKER].val3/100; + if(sc->data[SC_MINDBREAKER]) + mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100; return (short)cap_value(mdef2,1,SHRT_MAX); } @@ -3686,71 +3695,71 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha return cap_value(speed,10,USHRT_MAX); // Fixed reductions - if(sc->data[SC_CURSE].timer!=-1) + if(sc->data[SC_CURSE]) speed += 450; - if(sc->data[SC_SWOO].timer != -1) // [marquis007] + if(sc->data[SC_SWOO]) speed += 450; //Let's use Curse's slow down momentarily (exact value unknown) - if(sc->data[SC_WEDDING].timer!=-1) + if(sc->data[SC_WEDDING]) speed += 300; - if(sc->data[SC_GATLINGFEVER].timer==-1) + if(!sc->data[SC_GATLINGFEVER]) { //% increases (they don't stack, with a few exceptions) - if(sc->data[SC_SPEEDUP1].timer!=-1) + if(sc->data[SC_SPEEDUP1]) speed -= speed * 50/100; - else if(sc->data[SC_AVOID].timer!=-1) - speed -= speed * sc->data[SC_AVOID].val2/100; + else if(sc->data[SC_AVOID]) + speed -= speed * sc->data[SC_AVOID]->val2/100; - if(sc->data[SC_RUN].timer!=-1) + if(sc->data[SC_RUN]) speed -= speed * 50/100; - else if(sc->data[SC_SPEEDUP0].timer!=-1) + else if(sc->data[SC_SPEEDUP0]) speed -= speed * 25/100; - else if(sc->data[SC_INCREASEAGI].timer!=-1) + else if(sc->data[SC_INCREASEAGI]) speed -= speed * 25/100; - else if(sc->data[SC_FUSION].timer != -1) + else if(sc->data[SC_FUSION]) speed -= speed * 25/100; - else if(sc->data[SC_CARTBOOST].timer!=-1) + else if(sc->data[SC_CARTBOOST]) speed -= speed * 20/100; - else if(sc->data[SC_BERSERK].timer!=-1) + else if(sc->data[SC_BERSERK]) speed -= speed * 20/100; - else if(sc->data[SC_WINDWALK].timer!=-1) - speed -= speed * sc->data[SC_WINDWALK].val3/100; + else if(sc->data[SC_WINDWALK]) + speed -= speed * sc->data[SC_WINDWALK]->val3/100; } //% reductions (they stack) - if(sc->data[SC_DANCING].timer!=-1 && sc->data[SC_DANCING].val3&0xFFFF) - speed += speed*(sc->data[SC_DANCING].val3&0xFFFF)/100; - if(sc->data[SC_DECREASEAGI].timer!=-1) + if(sc->data[SC_DANCING] && sc->data[SC_DANCING]->val3&0xFFFF) + speed += speed*(sc->data[SC_DANCING]->val3&0xFFFF)/100; + if(sc->data[SC_DECREASEAGI]) speed = speed * 100/75; - if(sc->data[SC_STEELBODY].timer!=-1) + if(sc->data[SC_STEELBODY]) speed = speed * 100/75; - if(sc->data[SC_QUAGMIRE].timer!=-1) + if(sc->data[SC_QUAGMIRE]) speed = speed * 100/50; - if(sc->data[SC_SUITON].timer!=-1 && sc->data[SC_SUITON].val3) - speed = speed * 100/sc->data[SC_SUITON].val3; - if(sc->data[SC_DONTFORGETME].timer!=-1) - speed = speed * 100/sc->data[SC_DONTFORGETME].val3; - if(sc->data[SC_DEFENDER].timer!=-1) - speed = speed * 100/sc->data[SC_DEFENDER].val3; - if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) + if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3) + speed = speed * 100/sc->data[SC_SUITON]->val3; + if(sc->data[SC_DONTFORGETME]) + speed = speed * 100/sc->data[SC_DONTFORGETME]->val3; + if(sc->data[SC_DEFENDER]) + speed = speed * 100/sc->data[SC_DEFENDER]->val3; + if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) speed = speed * 100/75; - if(sc->data[SC_JOINTBEAT].timer!=-1 && sc->data[SC_JOINTBEAT].val2&(BREAK_ANKLE|BREAK_KNEE)) { + if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE)) { speed = speed * 100/(100 - - ( sc->data[SC_JOINTBEAT].val2&BREAK_ANKLE ? 50 : 0 ) - - ( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE ? 30 : 0 )); + - ( sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0 ) + - ( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0 )); } - if(sc->data[SC_CLOAKING].timer!=-1) + if(sc->data[SC_CLOAKING]) speed = speed * 100 /( - (sc->data[SC_CLOAKING].val4&1?25:0) //Wall speed bonus - +sc->data[SC_CLOAKING].val3); //Normal adjustment bonus. + (sc->data[SC_CLOAKING]->val4&1?25:0) //Wall speed bonus + +sc->data[SC_CLOAKING]->val3); //Normal adjustment bonus-> - if(sc->data[SC_LONGING].timer!=-1) - speed = speed * 100/sc->data[SC_LONGING].val3; - if(sc->data[SC_HIDING].timer!=-1 && sc->data[SC_HIDING].val3) - speed = speed * 100/sc->data[SC_HIDING].val3; - if(sc->data[SC_CHASEWALK].timer!=-1) - speed = speed * 100/sc->data[SC_CHASEWALK].val3; - if(sc->data[SC_GATLINGFEVER].timer!=-1) + if(sc->data[SC_LONGING]) + speed = speed * 100/sc->data[SC_LONGING]->val3; + if(sc->data[SC_HIDING] && sc->data[SC_HIDING]->val3) + speed = speed * 100/sc->data[SC_HIDING]->val3; + if(sc->data[SC_CHASEWALK]) + speed = speed * 100/sc->data[SC_CHASEWALK]->val3; + if(sc->data[SC_GATLINGFEVER]) speed = speed * 100/75; - if(sc->data[SC_SLOWDOWN].timer!=-1) + if(sc->data[SC_SLOWDOWN]) speed = speed * 100/75; return (short)cap_value(speed,10,USHRT_MAX); @@ -3762,45 +3771,45 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * if(!sc || !sc->count) return cap_value(aspd_rate,0,SHRT_MAX); - if(sc->data[SC_QUAGMIRE].timer==-1 && sc->data[SC_DONTFORGETME].timer==-1) + if(!sc->data[SC_QUAGMIRE] && !sc->data[SC_DONTFORGETME]) { int max = 0; - if(sc->data[SC_STAR_COMFORT].timer!=-1) - max = sc->data[SC_STAR_COMFORT].val2; + if(sc->data[SC_STAR_COMFORT]) + max = sc->data[SC_STAR_COMFORT]->val2; - if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 && - max < sc->data[SC_TWOHANDQUICKEN].val2) - max = sc->data[SC_TWOHANDQUICKEN].val2; + if(sc->data[SC_TWOHANDQUICKEN] && + max < sc->data[SC_TWOHANDQUICKEN]->val2) + max = sc->data[SC_TWOHANDQUICKEN]->val2; - if(sc->data[SC_ONEHAND].timer!=-1 && - max < sc->data[SC_ONEHAND].val2) - max = sc->data[SC_ONEHAND].val2; + if(sc->data[SC_ONEHAND] && + max < sc->data[SC_ONEHAND]->val2) + max = sc->data[SC_ONEHAND]->val2; - if(sc->data[SC_ADRENALINE2].timer!=-1 && - max < sc->data[SC_ADRENALINE2].val3) - max = sc->data[SC_ADRENALINE2].val3; + if(sc->data[SC_ADRENALINE2] && + max < sc->data[SC_ADRENALINE2]->val3) + max = sc->data[SC_ADRENALINE2]->val3; - if(sc->data[SC_ADRENALINE].timer!=-1 && - max < sc->data[SC_ADRENALINE].val3) - max = sc->data[SC_ADRENALINE].val3; + if(sc->data[SC_ADRENALINE] && + max < sc->data[SC_ADRENALINE]->val3) + max = sc->data[SC_ADRENALINE]->val3; - if(sc->data[SC_SPEARQUICKEN].timer!=-1 && - max < sc->data[SC_SPEARQUICKEN].val2) - max = sc->data[SC_SPEARQUICKEN].val2; + if(sc->data[SC_SPEARQUICKEN] && + max < sc->data[SC_SPEARQUICKEN]->val2) + max = sc->data[SC_SPEARQUICKEN]->val2; - if(sc->data[SC_GATLINGFEVER].timer!=-1 && - max < sc->data[SC_GATLINGFEVER].val2) - max = sc->data[SC_GATLINGFEVER].val2; + if(sc->data[SC_GATLINGFEVER] && + max < sc->data[SC_GATLINGFEVER]->val2) + max = sc->data[SC_GATLINGFEVER]->val2; - if(sc->data[SC_FLEET].timer!=-1 && - max < sc->data[SC_FLEET].val2) - max = sc->data[SC_FLEET].val2; + if(sc->data[SC_FLEET] && + max < sc->data[SC_FLEET]->val2) + max = sc->data[SC_FLEET]->val2; - if(sc->data[SC_ASSNCROS].timer!=-1 && - max < sc->data[SC_ASSNCROS].val2) + if(sc->data[SC_ASSNCROS] && + max < sc->data[SC_ASSNCROS]->val2) { if (bl->type!=BL_PC) - max = sc->data[SC_ASSNCROS].val2; + max = sc->data[SC_ASSNCROS]->val2; else switch(((TBL_PC*)bl)->status.weapon) { @@ -3812,46 +3821,43 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * case W_GRENADE: break; default: - max = sc->data[SC_ASSNCROS].val2; + max = sc->data[SC_ASSNCROS]->val2; } } aspd_rate -= max; - //These stack with the rest of bonuses. - if(sc->data[SC_BERSERK].timer!=-1) + //These stack with the rest of bonuses-> + if(sc->data[SC_BERSERK]) aspd_rate -= 300; - else if(sc->data[SC_MADNESSCANCEL].timer!=-1) + else if(sc->data[SC_MADNESSCANCEL]) aspd_rate -= 200; } - if(sc->data[SC_INCASPDRATE].timer!=-1) - aspd_rate -= sc->data[SC_INCASPDRATE].val2; - if(sc->data[i=SC_ASPDPOTION3].timer!=-1 || - sc->data[i=SC_ASPDPOTION2].timer!=-1 || - sc->data[i=SC_ASPDPOTION1].timer!=-1 || - sc->data[i=SC_ASPDPOTION0].timer!=-1) - aspd_rate -= sc->data[i].val2; - if(sc->data[SC_DONTFORGETME].timer!=-1) - aspd_rate += sc->data[SC_DONTFORGETME].val2; - if(sc->data[SC_LONGING].timer!=-1) - aspd_rate += sc->data[SC_LONGING].val2; - if(sc->data[SC_STEELBODY].timer!=-1) + if(sc->data[SC_INCASPDRATE]) + aspd_rate -= sc->data[SC_INCASPDRATE]->val2; + if(sc->data[i=SC_ASPDPOTION3] || + sc->data[i=SC_ASPDPOTION2] || + sc->data[i=SC_ASPDPOTION1] || + sc->data[i=SC_ASPDPOTION0]) + aspd_rate -= sc->data[i]->val2; + if(sc->data[SC_DONTFORGETME]) + aspd_rate += sc->data[SC_DONTFORGETME]->val2; + if(sc->data[SC_LONGING]) + aspd_rate += sc->data[SC_LONGING]->val2; + if(sc->data[SC_STEELBODY]) aspd_rate += 250; - if(sc->data[SC_SKA].timer!=-1) + if(sc->data[SC_SKA]) aspd_rate += 250; - if(sc->data[SC_DEFENDER].timer != -1) - aspd_rate += sc->data[SC_DEFENDER].val4; - if(sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_ENEMY) + if(sc->data[SC_DEFENDER]) + aspd_rate += sc->data[SC_DEFENDER]->val4; + if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) aspd_rate += 250; - if(sc->data[SC_GRAVITATION].timer!=-1) - aspd_rate += sc->data[SC_GRAVITATION].val2; -//Curse shouldn't effect on this? -// if(sc->data[SC_BLEEDING].timer != -1) -// aspd_rate += 250; - if(sc->data[SC_JOINTBEAT].timer!=-1) { - if( sc->data[SC_JOINTBEAT].val2&BREAK_WRIST ) + if(sc->data[SC_GRAVITATION]) + aspd_rate += sc->data[SC_GRAVITATION]->val2; + if(sc->data[SC_JOINTBEAT]) { + if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) aspd_rate += 250; - if( sc->data[SC_JOINTBEAT].val2&BREAK_KNEE ) + if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) aspd_rate += 100; } @@ -3863,11 +3869,11 @@ static unsigned short status_calc_dmotion(struct block_list *bl, struct status_c if(!sc || !sc->count || map_flag_gvg(bl->m)) return cap_value(dmotion,0,USHRT_MAX); - if (sc->data[SC_ENDURE].timer!=-1) + if (sc->data[SC_ENDURE]) return 0; - if (sc->data[SC_CONCENTRATION].timer!=-1) + if (sc->data[SC_CONCENTRATION]) return 0; - if(sc->data[SC_RUN].timer!=-1) + if(sc->data[SC_RUN]) return 0; return (unsigned short)cap_value(dmotion,0,USHRT_MAX); @@ -3878,13 +3884,13 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(maxhp,1,UINT_MAX); - if(sc->data[SC_INCMHPRATE].timer!=-1) - maxhp += maxhp * sc->data[SC_INCMHPRATE].val1/100; - if(sc->data[SC_APPLEIDUN].timer!=-1) - maxhp += maxhp * sc->data[SC_APPLEIDUN].val2/100; - if(sc->data[SC_DELUGE].timer!=-1) - maxhp += maxhp * sc->data[SC_DELUGE].val2/100; - if(sc->data[SC_BERSERK].timer!=-1) + if(sc->data[SC_INCMHPRATE]) + maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100; + if(sc->data[SC_APPLEIDUN]) + maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; + if(sc->data[SC_DELUGE]) + maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; + if(sc->data[SC_BERSERK]) maxhp += maxhp * 2; return cap_value(maxhp,1,UINT_MAX); @@ -3895,10 +3901,10 @@ static unsigned int status_calc_maxsp(struct block_list *bl, struct status_chang if(!sc || !sc->count) return cap_value(maxsp,1,UINT_MAX); - if(sc->data[SC_INCMSPRATE].timer!=-1) - maxsp += maxsp * sc->data[SC_INCMSPRATE].val1/100; - if(sc->data[SC_SERVICE4U].timer!=-1) - maxsp += maxsp * sc->data[SC_SERVICE4U].val2/100; + if(sc->data[SC_INCMSPRATE]) + maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100; + if(sc->data[SC_SERVICE4U]) + maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100; return cap_value(maxsp,1,UINT_MAX); } @@ -3907,16 +3913,17 @@ static unsigned char status_calc_element(struct block_list *bl, struct status_ch { if(!sc || !sc->count) return element; - if( sc->data[SC_FREEZE].timer!=-1 ) + + if(sc->data[SC_FREEZE]) return ELE_WATER; - if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return ELE_EARTH; - if( sc->data[SC_BENEDICTIO].timer!=-1 ) + if(sc->data[SC_BENEDICTIO]) return ELE_HOLY; - if( sc->data[SC_CHANGEUNDEAD].timer!=-1) + if(sc->data[SC_CHANGEUNDEAD]) return ELE_UNDEAD; - if( sc->data[SC_ELEMENTALCHANGE].timer!=-1) - return sc->data[SC_ELEMENTALCHANGE].val2; + if(sc->data[SC_ELEMENTALCHANGE]) + return sc->data[SC_ELEMENTALCHANGE]->val2; return (unsigned char)cap_value(element,0,UCHAR_MAX); } @@ -3924,16 +3931,18 @@ static unsigned char status_calc_element_lv(struct block_list *bl, struct status { if(!sc || !sc->count) return lv; - if( sc->data[SC_FREEZE].timer!=-1 ) + + if(sc->data[SC_FREEZE]) return 1; - if( sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return 1; - if( sc->data[SC_BENEDICTIO].timer!=-1 ) + if(sc->data[SC_BENEDICTIO]) return 1; - if( sc->data[SC_CHANGEUNDEAD].timer!=-1) + if(sc->data[SC_CHANGEUNDEAD]) return 1; - if(sc->data[SC_ELEMENTALCHANGE].timer!=-1) - return sc->data[SC_ELEMENTALCHANGE].val1; + if(sc->data[SC_ELEMENTALCHANGE]) + return sc->data[SC_ELEMENTALCHANGE]->val1; + return (unsigned char)cap_value(lv,1,4); } @@ -3942,23 +3951,23 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch { if(!sc || !sc->count) return element; - if( sc->data[SC_ENCHANTARMS].timer!=-1) - return sc->data[SC_ENCHANTARMS].val2; - if( sc->data[SC_WATERWEAPON].timer!=-1) + if(sc->data[SC_ENCHANTARMS]) + return sc->data[SC_ENCHANTARMS]->val2; + if(sc->data[SC_WATERWEAPON]) return ELE_WATER; - if( sc->data[SC_EARTHWEAPON].timer!=-1) + if(sc->data[SC_EARTHWEAPON]) return ELE_EARTH; - if( sc->data[SC_FIREWEAPON].timer!=-1) + if(sc->data[SC_FIREWEAPON]) return ELE_FIRE; - if( sc->data[SC_WINDWEAPON].timer!=-1) + if(sc->data[SC_WINDWEAPON]) return ELE_WIND; - if( sc->data[SC_ENCPOISON].timer!=-1) + if(sc->data[SC_ENCPOISON]) return ELE_POISON; - if( sc->data[SC_ASPERSIO].timer!=-1) + if(sc->data[SC_ASPERSIO]) return ELE_HOLY; - if( sc->data[SC_SHADOWWEAPON].timer!=-1) + if(sc->data[SC_SHADOWWEAPON]) return ELE_DARK; - if( sc->data[SC_GHOSTWEAPON].timer!=-1) + if(sc->data[SC_GHOSTWEAPON]) return ELE_GHOST; return (unsigned char)cap_value(element,0,UCHAR_MAX); } @@ -3967,13 +3976,13 @@ static unsigned short status_calc_mode(struct block_list *bl, struct status_chan { if(!sc || !sc->count) return mode; - if(sc->data[SC_MODECHANGE].timer!=-1) { - if (sc->data[SC_MODECHANGE].val2) - mode = sc->data[SC_MODECHANGE].val2; //Set mode - if (sc->data[SC_MODECHANGE].val3) - mode|= sc->data[SC_MODECHANGE].val3; //Add mode - if (sc->data[SC_MODECHANGE].val4) - mode&=~sc->data[SC_MODECHANGE].val4; //Del mode + if(sc->data[SC_MODECHANGE]) { + if (sc->data[SC_MODECHANGE]->val2) + mode = sc->data[SC_MODECHANGE]->val2; //Set mode + if (sc->data[SC_MODECHANGE]->val3) + mode|= sc->data[SC_MODECHANGE]->val3; //Add mode + if (sc->data[SC_MODECHANGE]->val4) + mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode } return cap_value(mode,0,USHRT_MAX); } @@ -4252,7 +4261,7 @@ int status_isdead(struct block_list *bl) int status_isimmune(struct block_list *bl) { struct status_change *sc =status_get_sc(bl); - if (sc && sc->count && sc->data[SC_HERMODE].timer != -1) + if (sc && sc->data[SC_HERMODE]) return 100; if (bl->type == BL_PC && @@ -4407,11 +4416,8 @@ struct status_change *status_get_sc(struct block_list *bl) void status_change_init(struct block_list *bl) { struct status_change *sc = status_get_sc(bl); - int i; nullpo_retv(sc); memset(sc, 0, sizeof (struct status_change)); - for (i=0; i< SC_MAX; i++) - sc->data[i].timer = -1; } //Applies SC defense to a given status change. @@ -4542,10 +4548,10 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti sc = status_get_sc(bl); if (sc && sc->count) { - if (sc->data[SC_SCRESIST].timer != -1) - sc_def += sc->data[SC_SCRESIST].val1; //Status resist - else if (sc->data[SC_SIEGFRIED].timer != -1) - sc_def += sc->data[SC_SIEGFRIED].val3; //Status resistance. + if (sc->data[SC_SCRESIST]) + sc_def += sc->data[SC_SCRESIST]->val1; //Status resist + else if (sc->data[SC_SIEGFRIED]) + sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance. } //When no tick def, reduction is the same for both. @@ -4594,6 +4600,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val { struct map_session_data *sd = NULL; struct status_change* sc; + struct status_change_entry* sce; struct status_data *status; struct view_data *vd; int opt_flag, calc_flag, undead_flag; @@ -4630,7 +4637,6 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } undead_flag = battle_check_undead(status->race,status->def_ele); - //Check for inmunities / sc fails switch (type) { @@ -4650,7 +4656,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val return 0; break; case SC_AETERNA: - if (sc->data[SC_STONE].timer != -1 || sc->data[SC_FREEZE].timer != -1) + if (sc->data[SC_STONE] || sc->data[SC_FREEZE]) return 0; break; case SC_KYRIE: @@ -4658,30 +4664,30 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val return 0; break; case SC_OVERTHRUST: - if (sc->data[SC_MAXOVERTHRUST].timer != -1) + if (sc->data[SC_MAXOVERTHRUST]) return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] break; case SC_ADRENALINE: if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE))) return 0; - if (sc->data[SC_QUAGMIRE].timer!=-1 || - sc->data[SC_DONTFORGETME].timer!=-1 || - sc->data[SC_DECREASEAGI].timer!=-1 + if (sc->data[SC_QUAGMIRE] || + sc->data[SC_DONTFORGETME] || + sc->data[SC_DECREASEAGI] ) return 0; break; case SC_ADRENALINE2: if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2))) return 0; - if (sc->data[SC_QUAGMIRE].timer!=-1 || - sc->data[SC_DONTFORGETME].timer!=-1 || - sc->data[SC_DECREASEAGI].timer!=-1 + if (sc->data[SC_QUAGMIRE] || + sc->data[SC_DONTFORGETME] || + sc->data[SC_DECREASEAGI] ) return 0; break; case SC_ONEHAND: case SC_TWOHANDQUICKEN: - if(sc->data[SC_DECREASEAGI].timer!=-1) + if(sc->data[SC_DECREASEAGI]) return 0; case SC_CONCENTRATE: case SC_INCREASEAGI: @@ -4690,15 +4696,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_WINDWALK: case SC_CARTBOOST: case SC_ASSNCROS: - if (sc->data[SC_QUAGMIRE].timer!=-1 || sc->data[SC_DONTFORGETME].timer!=-1) + if (sc->data[SC_QUAGMIRE] || sc->data[SC_DONTFORGETME]) return 0; break; case SC_CLOAKING: //Avoid cloaking with no wall and low skill level. [Skotlex] //Due to the cloaking card, we have to check the wall versus to known //skill level rather than the used one. [Skotlex] - //if (sd && val1 < 3 && skill_check_cloaking(bl)) - if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,sc)) + //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) + if (sd && pc_checkskill(sd, AS_CLOAKING)< 3 && skill_check_cloaking(bl,NULL)) return 0; break; case SC_MODECHANGE: @@ -4706,17 +4712,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val int mode; struct status_data *bstatus = status_get_base_status(bl); if (!bstatus) return 0; - if (sc->data[type].timer != -1) + if (sc->data[type]) { //Pile up with previous values. - if(!val2) val2 = sc->data[type].val2; - val3 |= sc->data[type].val3; - val4 |= sc->data[type].val4; + if(!val2) val2 = sc->data[type]->val2; + val3 |= sc->data[type]->val3; + val4 |= sc->data[type]->val4; } mode = val2?val2:bstatus->mode; //Base mode if (val4) mode&=~val4; //Del mode if (val3) mode|= val3; //Add mode if (mode == bstatus->mode) { //No change. - if (sc->data[type].timer != -1) //Abort previous status + if (sc->data[type]) //Abort previous status return status_change_end(bl, type, -1); return 0; } @@ -4816,126 +4822,125 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val { case SC_BLESSING: if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { - if (sc->data[SC_CURSE].timer!=-1) + if (sc->data[SC_CURSE]) status_change_end(bl,SC_CURSE,-1); - if (sc->data[SC_STONE].timer!=-1 && sc->opt1 == OPT1_STONE) + if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(bl,SC_STONE,-1); } break; case SC_INCREASEAGI: - if(sc->data[SC_DECREASEAGI].timer!=-1 ) + if(sc->data[SC_DECREASEAGI]) status_change_end(bl,SC_DECREASEAGI,-1); break; case SC_QUAGMIRE: - if(sc->data[SC_CONCENTRATE].timer!=-1 ) + if(sc->data[SC_CONCENTRATE]) status_change_end(bl,SC_CONCENTRATE,-1); - if(sc->data[SC_TRUESIGHT].timer!=-1 ) + if(sc->data[SC_TRUESIGHT]) status_change_end(bl,SC_TRUESIGHT,-1); - if(sc->data[SC_WINDWALK].timer!=-1 ) + if(sc->data[SC_WINDWALK]) status_change_end(bl,SC_WINDWALK,-1); //Also blocks the ones below... case SC_DECREASEAGI: - if(sc->data[SC_CARTBOOST].timer!=-1 ) + if(sc->data[SC_CARTBOOST]) status_change_end(bl,SC_CARTBOOST,-1); //Also blocks the ones below... case SC_DONTFORGETME: - if(sc->data[SC_INCREASEAGI].timer!=-1 ) + if(sc->data[SC_INCREASEAGI]) status_change_end(bl,SC_INCREASEAGI,-1); - if(sc->data[SC_ADRENALINE].timer!=-1 ) + if(sc->data[SC_ADRENALINE]) status_change_end(bl,SC_ADRENALINE,-1); - if(sc->data[SC_ADRENALINE2].timer!=-1 ) + if(sc->data[SC_ADRENALINE2]) status_change_end(bl,SC_ADRENALINE2,-1); - if(sc->data[SC_SPEARQUICKEN].timer!=-1 ) + if(sc->data[SC_SPEARQUICKEN]) status_change_end(bl,SC_SPEARQUICKEN,-1); - if(sc->data[SC_TWOHANDQUICKEN].timer!=-1 ) + if(sc->data[SC_TWOHANDQUICKEN]) status_change_end(bl,SC_TWOHANDQUICKEN,-1); - if(sc->data[SC_ONEHAND].timer!=-1 ) + if(sc->data[SC_ONEHAND]) status_change_end(bl,SC_ONEHAND,-1); break; case SC_ONEHAND: //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] - if(sc->data[SC_ASPDPOTION0].timer!=-1) + if(sc->data[SC_ASPDPOTION0]) status_change_end(bl,SC_ASPDPOTION0,-1); - if(sc->data[SC_ASPDPOTION1].timer!=-1) + if(sc->data[SC_ASPDPOTION1]) status_change_end(bl,SC_ASPDPOTION1,-1); - if(sc->data[SC_ASPDPOTION2].timer!=-1) + if(sc->data[SC_ASPDPOTION2]) status_change_end(bl,SC_ASPDPOTION2,-1); - if(sc->data[SC_ASPDPOTION3].timer!=-1) + if(sc->data[SC_ASPDPOTION3]) status_change_end(bl,SC_ASPDPOTION3,-1); break; case SC_MAXOVERTHRUST: //Cancels Normal Overthrust. [Skotlex] - if (sc->data[SC_OVERTHRUST].timer != -1) + if (sc->data[SC_OVERTHRUST]) status_change_end(bl, SC_OVERTHRUST, -1); break; case SC_KYRIE: // -- moonsoul (added to undo assumptio status if target has it) - if(sc->data[SC_ASSUMPTIO].timer!=-1 ) + if(sc->data[SC_ASSUMPTIO]) status_change_end(bl,SC_ASSUMPTIO,-1); break; case SC_DELUGE: - if (sc->data[SC_FOGWALL].timer != -1 && sc->data[SC_BLIND].timer != -1) + if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) status_change_end(bl,SC_BLIND,-1); break; case SC_SILENCE: - if (sc->data[SC_GOSPEL].timer!=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) + if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) status_change_end(bl,SC_GOSPEL,-1); break; case SC_HIDING: - if(sc->data[SC_CLOSECONFINE].timer != -1) + if(sc->data[SC_CLOSECONFINE]) status_change_end(bl, SC_CLOSECONFINE, -1); - if(sc->data[SC_CLOSECONFINE2].timer != -1) + if(sc->data[SC_CLOSECONFINE2]) status_change_end(bl, SC_CLOSECONFINE2, -1); break; case SC_BERSERK: if(battle_config.berserk_cancels_buffs) { - if (sc->data[SC_ONEHAND].timer != -1) + if (sc->data[SC_ONEHAND]) status_change_end(bl,SC_ONEHAND,-1); - if (sc->data[SC_TWOHANDQUICKEN].timer != -1) + if (sc->data[SC_TWOHANDQUICKEN]) status_change_end(bl,SC_TWOHANDQUICKEN,-1); - if (sc->data[SC_CONCENTRATION].timer != -1) + if (sc->data[SC_CONCENTRATION]) status_change_end(bl,SC_CONCENTRATION,-1); - if (sc->data[SC_PARRYING].timer != -1) + if (sc->data[SC_PARRYING]) status_change_end(bl,SC_PARRYING,-1); - if (sc->data[SC_AURABLADE].timer != -1) + if (sc->data[SC_AURABLADE]) status_change_end(bl,SC_AURABLADE,-1); } break; case SC_ASSUMPTIO: - if(sc->data[SC_KYRIE].timer!=-1) + if(sc->data[SC_KYRIE]) status_change_end(bl,SC_KYRIE,-1); - if(sc->data[SC_KAITE].timer!=-1) + if(sc->data[SC_KAITE]) status_change_end(bl,SC_KAITE,-1); break; case SC_KAITE: - if(sc->data[SC_ASSUMPTIO].timer!=-1 ) + if(sc->data[SC_ASSUMPTIO]) status_change_end(bl,SC_ASSUMPTIO,-1); break; - case SC_CARTBOOST: - if(sc->data[SC_DECREASEAGI].timer!=-1 ) + if(sc->data[SC_DECREASEAGI]) { //Cancel Decrease Agi, but take no further effect [Skotlex] status_change_end(bl,SC_DECREASEAGI,-1); return 0; } break; case SC_FUSION: - if(sc->data[SC_SPIRIT].timer!=-1 ) + if(sc->data[SC_SPIRIT]) status_change_end(bl,SC_SPIRIT,-1); break; case SC_ADJUSTMENT: - if(sc->data[SC_MADNESSCANCEL].timer != -1) + if(sc->data[SC_MADNESSCANCEL]) status_change_end(bl,SC_MADNESSCANCEL,-1); break; case SC_MADNESSCANCEL: - if(sc->data[SC_ADJUSTMENT].timer!=-1) + if(sc->data[SC_ADJUSTMENT]) status_change_end(bl,SC_ADJUSTMENT,-1); break; } //Check for overlapping fails - if(sc->data[type].timer != -1) + if((sce=sc->data[type])) { switch (type) { @@ -4943,7 +4948,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_ADRENALINE2: case SC_WEAPONPERFECTION: case SC_OVERTHRUST: - if (sc->data[type].val2 > val2) + if (sce->val2 > val2) return 0; break; case SC_HPREGEN: @@ -4976,44 +4981,50 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_GOSPEL: //Must not override a casting gospel char. - if(sc->data[type].val4 == BCT_SELF) + if(sce->val4 == BCT_SELF) return 0; - if(sc->data[type].val1 > val1) + if(sce->val1 > val1) return 1; break; case SC_ENDURE: - if(sc->data[type].val4 && !val4) + if(sce->val4 && !val4) return 1; //Don't let you override infinite endure. - if(sc->data[type].val1 > val1) + if(sce->val1 > val1) return 1; break; case SC_KAAHI: - if(sc->data[type].val1 > val1) + if(sce->val1 > val1) return 1; //Delete timer if it exists. - if (sc->data[type].val4 != -1) { - delete_timer(sc->data[type].val4,kaahi_heal_timer); - sc->data[type].val4=-1; + if (sce->val4 != -1) { + delete_timer(sce->val4,kaahi_heal_timer); + sce->val4=-1; } break; case SC_JAILED: //When a player is already jailed, do not edit the jail data. - val2 = sc->data[type].val2; - val3 = sc->data[type].val3; - val4 = sc->data[type].val4; + val2 = sce->val2; + val3 = sce->val3; + val4 = sce->val4; break; + case SC_JOINTBEAT: + val2 |= sce->val2; // stackable ailments default: - if(sc->data[type].val1 > val1) + if(sce->val1 > val1) return 1; //Return true to not mess up skill animations. [Skotlex } (sc->count)--; - delete_timer(sc->data[type].timer, status_change_timer); - sc->data[type].timer = -1; + if (sce->timer != -1) + delete_timer(sce->timer, status_change_timer); + sce->timer = -1; } + //NOTE: avoiding returning after this point, or if you must return a failure, use this to properly cleanup any existing data. +#define sc_start_abort(ret) { \ + if (sce) { ers_free(sc_data_ers, sce); sc->data[type] = NULL; } \ + return ret; } vd = status_get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; - if(!(flag&4)) //&4 - Do not parse val settings when loading SCs switch(type) { @@ -5034,15 +5045,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } } //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) + if(val4) + tick = -1; break; case SC_AUTOBERSERK: if (status->hp < status->max_hp>>2 && - (sc->data[SC_PROVOKE].timer==-1 || sc->data[SC_PROVOKE].val2==0)) + (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); + tick = -1; break; - case SC_SIGNUMCRUCIS: val2 = 10 + 4*val1; //Def reduction + tick = -1; clif_emotion(bl,4); break; case SC_MAXIMIZEPOWER: @@ -5066,11 +5080,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_MAGICPOWER: //val1: Skill lv val2 = 1; //Lasts 1 invocation - //val3 will store matk_min (needed in case you use ground-spells) - //val4 will store matk_max + val3 = 5*val1; //Matk% increase + tick = -1; break; case SC_SACRIFICE: val2 = 5; //Lasts 5 hits + tick = -1; break; case SC_ENCPOISON: val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate @@ -5180,7 +5195,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = 0; //Tick duration/Speed penalty. if (sd) { //Store walk speed change in lower part of val3 val3 = 500-40*pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)); - if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER) + if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) val3 -= 40; //TODO: Figure out real bonus rate. } val3|= ((tick/1000)<<16)&0xFFFF0000; //Store tick in upper part of val3 @@ -5203,7 +5218,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_WEDDING: case SC_XMAS: case SC_SUMMER: - if (!vd) return 0; + if (!vd) sc_start_abort(0); //Store previous values as they could be removed. val1 = vd->class_; val2 = vd->weapon; @@ -5279,7 +5294,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_CHASEWALK: val2 = tick>0?tick:10000; //Interval at which SP is drained. val3 = 65+val1*5; //Speed adjustment. - if (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE) + if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE) val3 += 60; val4 = 10+val1*2; //SP cost. if (map_flag_gvg(bl->m)) val4 *= 5; @@ -5311,17 +5326,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; //Permanent effects. + case SC_AETERNA: case SC_MODECHANGE: case SC_WEIGHT50: case SC_WEIGHT90: case SC_BROKENWEAPON: case SC_BROKENARMOR: - case SC_READYSTORM: // Taekwon stances SCs [Dralnu] + case SC_READYSTORM: case SC_READYDOWN: case SC_READYCOUNTER: case SC_READYTURN: case SC_DODGE: - tick = 600*1000; + tick = -1; break; case SC_AUTOGUARD: @@ -5382,11 +5398,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_JOINTBEAT: if( val2&BREAK_NECK ) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(StatusSkillChangeTable[type],val1)); - val2 |= sc->data[SC_JOINTBEAT].val2; // stackable ailments break; case SC_BERSERK: - if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4) + if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); //HP healing is performing after the calc_status call. //Val2 holds HP penalty @@ -5434,7 +5449,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } else { struct status_data *b_status = status_get_base_status(bl); if (!b_status) - return 0; + sc_start_abort(0); val3 = 0; val2 = b_status->str>>1; @@ -5469,74 +5484,75 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val { struct block_list *pbl = map_id2bl(val1); struct status_change *psc = pbl?status_get_sc(pbl):NULL; + struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL; int stat,max; - if (!psc || psc->data[SC_MARIONETTE].timer == -1) - return 0; + if (!psce) + sc_start_abort(0); val2 = tick /1000; val3 = val4 = 0; if (sd) { max = pc_maxparameter(sd); //Cap to max parameter. [Skotlex] //Str - stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF; + stat = (psce->val3>>16)&0xFF; if (sd->status.str+stat > max) stat =max-sd->status.str; val3 |= stat<<16; //Agi - stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF; + stat = (psce->val3>>8)&0xFF; if (sd->status.agi+stat > max) stat =max-sd->status.agi; val3 |= stat<<8; //Vit - stat = psc->data[SC_MARIONETTE].val3&0xFF; + stat = psce->val3&0xFF; if (sd->status.vit+stat > max) stat =max-sd->status.vit; val3 |= stat; //Int - stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF; + stat = (psce->val4>>16)&0xFF; if (sd->status.int_+stat > max) stat =max-sd->status.int_; val4 |= stat<<16; //Dex - stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF; + stat = (psce->val4>>8)&0xFF; if (sd->status.dex+stat > max) stat =max-sd->status.dex; val4 |= stat<<8; //Luk - stat = psc->data[SC_MARIONETTE].val4&0xFF; + stat = psce->val4&0xFF; if (sd->status.luk+stat > max) stat =max-sd->status.luk; val4 |= stat; } else { struct status_data *b_status = status_get_base_status(bl); - if (!b_status) return 0; + if (!b_status) sc_start_abort(0); max = 0xFF; //Assume a 256 max parameter //Str - stat = (psc->data[SC_MARIONETTE].val3>>16)&0xFF; + stat = (psce->val3>>16)&0xFF; if (b_status->str+stat > max) stat = max - b_status->str; val3 |= stat<<16; //Agi - stat = (psc->data[SC_MARIONETTE].val3>>8)&0xFF; + stat = (psce->val3>>8)&0xFF; if (b_status->agi+stat > max) stat = max - b_status->agi; val3 |= stat<<8; //Vit - stat = psc->data[SC_MARIONETTE].val3&0xFF; + stat = psce->val3&0xFF; if (b_status->vit+stat > max) stat = max - b_status->vit; val3 |= stat; //Int - stat = (psc->data[SC_MARIONETTE].val4>>16)&0xFF; + stat = (psce->val4>>16)&0xFF; if (b_status->int_+stat > max) stat = max - b_status->int_; val4 |= stat<<16; //Dex - stat = (psc->data[SC_MARIONETTE].val4>>8)&0xFF; + stat = (psce->val4>>8)&0xFF; if (b_status->dex+stat > max) stat = max - b_status->dex; val4 |= stat<<8; //Luk - stat = psc->data[SC_MARIONETTE].val4&0xFF; + stat = psce->val4&0xFF; if (b_status->luk+stat > max) stat = max - b_status->luk; val4 |= stat; @@ -5547,10 +5563,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_REJECTSWORD: val2 = 15*val1; //Reflect chance val3 = 3; //Reflections + tick = -1; break; case SC_MEMORIZE: val2 = 5; //Memorized casts. + tick = -1; break; case SC_GRAVITATION: @@ -5582,9 +5600,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val int i = map_flag_gvg(bl->m)?2:3; while (i >= 0) { type2 = types[i]; - if (src->sc.data[type2].timer != -1) - sc_start(bl,type2,100,src->sc.data[type2].val1, - skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2].val1)); + if (src->sc.data[type2]) + sc_start(bl,type2,100,src->sc.data[type2]->val1, + skill_get_time(StatusSkillChangeTable[type2],src->sc.data[type2]->val1)); i--; } } @@ -5593,22 +5611,23 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp status_zap(bl, status->hp-1, val2?0:status->sp); - return 1; - + sc_start_abort(1); + break; case SC_CLOSECONFINE2: { struct block_list *src = val2?map_id2bl(val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; + struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL; if (src && sc2) { - if (sc2->data[SC_CLOSECONFINE].timer == -1) //Start lock on caster. - sc_start4(src,SC_CLOSECONFINE,100,sc->data[type].val1,1,0,0,tick+1000); + if (!sce2) //Start lock on caster. + sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000); else { //Increase count of locked enemies and refresh time. - sc2->data[SC_CLOSECONFINE].val2++; - delete_timer(sc2->data[SC_CLOSECONFINE].timer, status_change_timer); - sc2->data[SC_CLOSECONFINE].timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); + (sce2->val2)++; + delete_timer(sce2->timer, status_change_timer); + sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); } } else //Status failed. - return 0; + sc_start_abort(0); } break; case SC_KAITE: @@ -5664,6 +5683,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_RUN: val4 = gettick(); //Store time at which you started running. + tick = -1; break; case SC_KAAHI: val2 = 200*val1; //HP heal @@ -5678,6 +5698,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_TRICKDEAD: if (vd) vd->dead_sit = 1; + tick = -1; break; case SC_CONCENTRATE: val2 = 2 + val1; @@ -5688,11 +5709,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = val4 = 0; } break; + case SC_MAXOVERTHRUST: + val2 = 20*val1; //Power increase + break; + case SC_OVERTHRUST: + val2 = 5*val1; //Power increase + if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) + tick += tick / 10; + break; case SC_ADRENALINE2: case SC_ADRENALINE: val3 = (val2) ? 300 : 200; // aspd increase case SC_WEAPONPERFECTION: - case SC_OVERTHRUST: if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; @@ -5859,20 +5887,29 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_SUFFRAGIUM: val2 = 15 * val1; //Speed cast decrease break; + case SC_INCHEALRATE: + if (val1 < 1) + val1 = 1; + break; + case SC_HALLUCINATION: + val2 = 5+val1; //Factor by which displayed damage is increased by + break; + case SC_DOUBLECAST: + val2 = 40+10*val1; //Trigger rate + break; + case SC_KAIZEL: + val2 = 10*val1; //% of life to be revived with + break; case SC_ARMOR_ELEMENT: case SC_FASTCAST: //Place here SCs that have no SCB_* data, no skill associated, no ICON //associated, and yet are not wrong/unknown. [Skotlex] break; - case SC_INCHEALRATE: - if (val1 < 1) - val1 = 1; - break; default: if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) { //Status change with no calc, no icon, and no skill associated...? ShowError("UnknownStatusChange [%d]\n", type); - return 0; + sc_start_abort(0); } } else //Special considerations when loading SC data. @@ -5896,8 +5933,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_HIDING: case SC_CHASEWALK: case SC_DEFENDER: - if (!val3) - return 0; + if (!val3) val3 = 100; break; } @@ -6078,12 +6114,16 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val (sc->count)++; - sc->data[type].val1 = val1; - sc->data[type].val2 = val2; - sc->data[type].val3 = val3; - sc->data[type].val4 = val4; - - sc->data[type].timer = add_timer(gettick() + tick, status_change_timer, bl->id, type); + if (!sce) //Not null when overwriting existing sc. + sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry); + sce->val1 = val1; + sce->val2 = val2; + sce->val3 = val3; + sce->val4 = val4; + if (tick >= 0) + sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type); + else + sce->timer = -1; //Infinite duration if (calc_flag) status_calc_bl(bl,calc_flag); @@ -6092,19 +6132,19 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing if (type==SC_BERSERK) { - sc->data[type].val2 = 5*status->max_hp/100; + sce->val2 = 5*status->max_hp/100; status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. status_set_sp(bl, 0, 0); //Damage all SP } else if (type==SC_CHANGE) //Heal all HP/SP status_percent_heal(bl, 100, 100); - if (type==SC_RUN) { struct unit_data *ud = unit_bl2ud(bl); if (ud) ud->state.running = unit_run(bl); } return 1; +#undef sc_start_abort } /*========================================== * ステータス異常全解除 @@ -6123,12 +6163,12 @@ int status_change_clear(struct block_list* bl, int type) if (!sc || !sc->count) return 0; - if(sc->data[SC_DANCING].timer != -1) + if(sc->data[SC_DANCING]) skill_stop_dancing(bl); for(i = 0; i < SC_MAX; i++) { - if(sc->data[i].timer == -1) + if(!sc->data[i]) continue; if(type == 0) @@ -6152,11 +6192,13 @@ int status_change_clear(struct block_list* bl, int type) status_change_end(bl, i, INVALID_TIMER); - if( type == 1 && sc->data[i].timer != INVALID_TIMER ) + if( type == 1 && sc->data[i] ) { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] (sc->count)--; - delete_timer(sc->data[i].timer, status_change_timer); - sc->data[i].timer = -1; + if (sc->data[i]->timer != INVALID_TIMER) + delete_timer(sc->data[i]->timer, status_change_timer); + ers_free(sc_data_ers, sc->data[i]); + sc->data[i] = NULL; } } @@ -6178,6 +6220,7 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) { struct map_session_data *sd; struct status_change *sc; + struct status_change_entry *sce; struct status_data *status; struct view_data *vd; int opt_flag=0, calc_flag; @@ -6189,39 +6232,42 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) nullpo_retr(0,sc); nullpo_retr(0,status); - if(type < 0 || type >= SC_MAX) + if(type < 0 || type >= SC_MAX || !(sce = sc->data[type])) return 0; BL_CAST(BL_PC,bl,sd); - if (sc->data[type].timer == -1 || - (sc->data[type].timer != tid && tid != -1)) + if (sce->timer != tid && tid != -1) return 0; - + if (tid == -1) { - delete_timer(sc->data[type].timer,status_change_timer); + if (type == SC_ENDURE && sce->val4) + //Do not end infinite endure. + return 0; + if (sce->timer != -1) //Could be a SC with infinite duration + delete_timer(sce->timer,status_change_timer); if (sc->opt1) switch (type) { //"Ugly workaround" [Skotlex] //delays status change ending so that a skill that sets opt1 fails to //trigger when it also removed one case SC_STONE: - sc->data[type].val3 = 0; //Petrify time counter. + sce->val3 = 0; //Petrify time counter. case SC_FREEZE: case SC_STUN: case SC_SLEEP: - if (sc->data[type].val1) { + if (sce->val1) { //Removing the 'level' shouldn't affect anything in the code //since these SC are not affected by it, and it lets us know //if we have already delayed this attack or not. - sc->data[type].val1 = 0; - sc->data[type].timer = add_timer(gettick()+10, status_change_timer, bl->id, type); + sce->val1 = 0; + sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type); return 1; } } } - sc->data[type].timer=-1; + sc->data[type] = NULL; (sc->count)--; vd = status_get_viewdata(bl); @@ -6230,7 +6276,7 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) case SC_WEDDING: case SC_XMAS: case SC_SUMMER: - if (!vd) return 0; + if (!vd) break; if (sd) { //Load data from sd->status.* as the stored values could have changed. //Must remove OPTION to prevent class being rechanged. @@ -6238,10 +6284,10 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) clif_changeoption(&sd->bl); status_set_viewdata(bl, sd->status.class_); } else { - vd->class_ = sc->data[type].val1; - vd->weapon = sc->data[type].val2; - vd->shield = sc->data[type].val3; - vd->cloth_color = sc->data[type].val4; + vd->class_ = sce->val1; + vd->weapon = sce->val2; + vd->shield = sce->val3; + vd->cloth_color = sce->val4; } clif_changelook(bl,LOOK_BASE,vd->class_); clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); @@ -6256,21 +6302,19 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) if (ud->walktimer != -1) unit_stop_walking(bl,1); } - if (sc->data[type].val1 >= 7 && - DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 && + if (sce->val1 >= 7 && + DIFF_TICK(gettick(), sce->val4) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) ) - sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1)); + sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(StatusSkillChangeTable[type], sce->val1)); } break; case SC_AUTOBERSERK: - if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1) + if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1) status_change_end(bl,SC_PROVOKE,-1); break; case SC_ENDURE: - if (sc->data[SC_ENDURE].val4) - return 0; //Do not end infinite endure. case SC_DEFENDER: case SC_REFLECTSHIELD: case SC_AUTOGUARD: @@ -6279,40 +6323,40 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) int i; for (i = 0; i < 5; i++) { //Clear the status from the others too [Skotlex] - if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type].timer != -1) + if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type]) status_change_end(&tsd->bl,type,-1); } } break; case SC_DEVOTION: { - struct map_session_data *md = map_id2sd(sc->data[type].val1); + struct map_session_data *md = map_id2sd(sce->val1); //The status could have changed because the Crusader left the game. [Skotlex] if (md) { - md->devotion[sc->data[type].val2] = 0; + md->devotion[sce->val2] = 0; clif_devotion(md); } //Remove inherited status [Skotlex] - if (sc->data[SC_AUTOGUARD].timer != -1) + if (sc->data[SC_AUTOGUARD]) status_change_end(bl,SC_AUTOGUARD,-1); - if (sc->data[SC_DEFENDER].timer != -1) + if (sc->data[SC_DEFENDER]) status_change_end(bl,SC_DEFENDER,-1); - if (sc->data[SC_REFLECTSHIELD].timer != -1) + if (sc->data[SC_REFLECTSHIELD]) status_change_end(bl,SC_REFLECTSHIELD,-1); - if (sc->data[SC_ENDURE].timer != -1) + if (sc->data[SC_ENDURE]) status_change_end(bl,SC_ENDURE,-1); break; } case SC_BLADESTOP: - if(sc->data[type].val4) + if(sce->val4) { - struct block_list *tbl = (struct block_list *)sc->data[type].val4; + struct block_list *tbl = (struct block_list *)sce->val4; struct status_change *tsc = status_get_sc(tbl); - sc->data[type].val4 = 0; - if(tsc && tsc->data[SC_BLADESTOP].timer!=-1) + sce->val4 = 0; + if(tsc && tsc->data[SC_BLADESTOP]) { - tsc->data[SC_BLADESTOP].val4 = 0; + tsc->data[SC_BLADESTOP]->val4 = 0; status_change_end(tbl,SC_BLADESTOP,-1); } clif_bladestop(bl,tbl,0); @@ -6321,27 +6365,27 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) case SC_DANCING: { struct map_session_data *dsd; - struct status_change *dsc; + struct status_change_entry *dsc; struct skill_unit_group *group; - if(sc->data[type].val2) + if(sce->val2) { - group = (struct skill_unit_group *)sc->data[type].val2; - sc->data[type].val2 = 0; + group = (struct skill_unit_group *)sce->val2; + sce->val2 = 0; skill_delunitgroup(bl, group); } - if(sc->data[type].val4 && sc->data[type].val4 != BCT_SELF && (dsd=map_id2sd(sc->data[type].val4))){ - dsc = &dsd->sc; - if(dsc && dsc->data[type].timer!=-1) + if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))){ + dsc = dsd->sc.data[type]; + if(dsc) { //This will prevent recursive loops. - dsc->data[type].val2 = dsc->data[type].val4 = 0; + dsc->val2 = dsc->val4 = 0; status_change_end(&dsd->bl, type, -1); } } } - if ((sc->data[type].val1&0xFFFF) == CG_MOONLIT) + if ((sce->val1&0xFFFF) == CG_MOONLIT) clif_status_change(bl,SI_MOONLIT,0); - if (sc->data[SC_LONGING].timer!=-1) + if (sc->data[SC_LONGING]) status_change_end(bl,SC_LONGING,-1); break; case SC_NOCHAT: @@ -6350,54 +6394,48 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) break; case SC_SPLASHER: { - struct block_list *src=map_id2bl(sc->data[type].val3); + struct block_list *src=map_id2bl(sce->val3); if(src && tid!=-1) - skill_castend_damage_id(src, bl, sc->data[type].val2, sc->data[type].val1, gettick(), SD_LEVEL ); + skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL ); } break; case SC_CLOSECONFINE2: { - struct block_list *src = sc->data[type].val2?map_id2bl(sc->data[type].val2):NULL; + struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; - if (src && sc2 && sc2->count) { + if (src && sc2 && sc2->data[SC_CLOSECONFINE]) { //If status was already ended, do nothing. - if (sc2->data[SC_CLOSECONFINE].timer != -1) - { //Decrease count - if (--sc2->data[SC_CLOSECONFINE].val1 <= 0) //No more holds, free him up. - status_change_end(src, SC_CLOSECONFINE, -1); - } + //Decrease count + if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up. + status_change_end(src, SC_CLOSECONFINE, -1); } } case SC_CLOSECONFINE: - if (sc->data[type].val2 > 0) { + if (sce->val2 > 0) { //Caster has been unlocked... nearby chars need to be unlocked. int range = 1 - +skill_get_range2(bl, StatusSkillChangeTable[type], sc->data[type].val1) + +skill_get_range2(bl, StatusSkillChangeTable[type], sce->val1) +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... map_foreachinarea(status_change_timer_sub, - bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sc,type,gettick()); + bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick()); } break; case SC_COMBO: //Clear last used skill when it is part of a combo. - if (sd && sd->skillid_old == sc->data[type].val1) + if (sd && sd->skillid_old == sce->val1) sd->skillid_old = sd->skilllv_old = 0; break; - case SC_FREEZE: - sc->data[type].val3 = 0; //Clear Storm Gust hit count - break; - case SC_MARIONETTE: case SC_MARIONETTE2: /// Marionette target - if (sc->data[type].val1) + if (sce->val1) { // check for partner and end their marionette status as well int type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; - struct block_list *pbl = map_id2bl(sc->data[type].val1); + struct block_list *pbl = map_id2bl(sce->val1); struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; - if (sc2 && sc2->count && sc2->data[type2].timer != -1) + if (sc2 && sc2->data[type2]) { - sc2->data[type2].val1 = 0; + sc2->data[type2]->val1 = 0; status_change_end(pbl, type2, -1); } } @@ -6407,25 +6445,25 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) case SC_BERSERK: //If val2 is removed, no HP penalty (dispelled?) [Skotlex] - if(status->hp > 100 && sc->data[type].val2) + if(status->hp > 100 && sce->val2) status_set_hp(bl, 100, 0); - if(sc->data[SC_ENDURE].timer != -1 && sc->data[SC_ENDURE].val4 == 2) + if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) { - sc->data[SC_ENDURE].val4 = 0; + sc->data[SC_ENDURE]->val4 = 0; status_change_end(bl, SC_ENDURE, -1); } sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), - skill_get_time(LK_BERSERK, sc->data[type].val1)); + skill_get_time(LK_BERSERK, sce->val1)); break; case SC_GOSPEL: - if (sc->data[type].val3) { //Clear the group. - struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val3; - sc->data[type].val3 = 0; + if (sce->val3) { //Clear the group. + struct skill_unit_group *group = (struct skill_unit_group *)sce->val3; + sce->val3 = 0; skill_delunitgroup(bl, group); } break; case SC_HERMODE: - if(sc->data[type].val3 == BCT_SELF) + if(sce->val3 == BCT_SELF) skill_clear_unitgroup(bl); break; case SC_BASILICA: //Clear the skill area. [Skotlex] @@ -6435,25 +6473,23 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) if (vd) vd->dead_sit = 0; break; case SC_WARM: - if (sc->data[type].val4) { //Clear the group. - struct skill_unit_group *group = (struct skill_unit_group *)sc->data[type].val4; - sc->data[type].val4 = 0; + if (sce->val4) { //Clear the group. + struct skill_unit_group *group = (struct skill_unit_group *)sce->val4; + sce->val4 = 0; skill_delunitgroup(bl, group); } break; case SC_KAAHI: //Delete timer if it exists. - if (sc->data[type].val4 != -1) { - delete_timer(sc->data[type].val4,kaahi_heal_timer); - sc->data[type].val4=-1; - } + if (sce->val4 != -1) + delete_timer(sce->val4,kaahi_heal_timer); break; case SC_JAILED: if(tid == -1) break; //natural expiration. - if(sd && sd->mapindex == sc->data[type].val2) - pc_setpos(sd,(unsigned short)sc->data[type].val3,sc->data[type].val4&0xFFFF, sc->data[type].val4>>16, 3); + if(sd && sd->mapindex == sce->val2) + pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3); break; //guess hes not in jail :P case SC_CHANGE: if (tid == -1) @@ -6462,9 +6498,6 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) status_set_hp(bl, 10, 0); status_set_sp(bl, 10, 0); break; - case SC_JOINTBEAT: - sc->data[type].val2 = 0; // Clear stackable ailments - break; } opt_flag = 1; @@ -6584,8 +6617,8 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) if (calc_flag&SCB_DYE) { //Restore DYE color - if (vd && !vd->cloth_color && sc->data[type].val4) - clif_changelook(bl,LOOK_CLOTHES_COLOR,sc->data[type].val4); + if (vd && !vd->cloth_color && sce->val4) + clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); calc_flag&=~SCB_DYE; } @@ -6607,6 +6640,7 @@ int status_change_end(struct block_list* bl, enum sc_type type, int tid) if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event. + ers_free(sc_data_ers, sce); return 1; } @@ -6614,6 +6648,7 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, int data) { struct block_list *bl; struct status_change *sc; + struct status_change_entry *sce; struct status_data *status; int hp; @@ -6621,25 +6656,26 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, int data) sc=status_get_sc(bl); status=status_get_status_data(bl); - if (!sc || !status || data != SC_KAAHI || sc->data[data].timer==-1) + if (!(sc && status && data == SC_KAAHI && sc->data[data])) return 0; - if(sc->data[data].val4 != tid) { - ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sc->data[data].val4); - sc->data[data].val4=-1; + sce = sc->data[data]; + if(sce->val4 != tid) { + ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4); + sce->val4=-1; return 0; } - if(!status_charge(bl, 0, sc->data[data].val3)) { - sc->data[data].val4=-1; + if(!status_charge(bl, 0, sce->val3)) { + sce->val4=-1; return 0; } hp = status->max_hp - status->hp; - if (hp > sc->data[data].val2) - hp = sc->data[data].val2; + if (hp > sce->val2) + hp = sce->val2; if (hp) status_heal(bl, hp, 0, 2); - sc->data[data].val4=-1; + sce->val4=-1; return 1; } @@ -6653,20 +6689,21 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) struct map_session_data *sd; struct status_data *status; struct status_change *sc; + struct status_change_entry *sce; bl = map_id2bl(id); sc = status_get_sc(bl); status = status_get_status_data(bl); - if( !bl || !sc || !status ) + if(!(bl && sc && (sce = sc->data[type]))) { ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1); return 0; } - if( sc->data[type].timer != tid ) + if( sce->timer != tid ) { - ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id); + ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id); return 0; } @@ -6678,37 +6715,37 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) case SC_CLOAKING: if(!status_charge(bl, 0, 1)) break; //Not enough SP to continue. - sc->data[type].timer = add_timer(sc->data[type].val2+tick, status_change_timer, bl->id, data); + sce->timer = add_timer(sce->val2+tick, status_change_timer, bl->id, data); return 0; case SC_CHASEWALK: - if(!status_charge(bl, 0, sc->data[type].val4)) + if(!status_charge(bl, 0, sce->val4)) break; //Not enough SP to continue. - if (sc->data[SC_INCSTR].timer == -1) { - sc_start(bl, SC_INCSTR,100,1<<(sc->data[type].val1-1), - (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration - *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1)); + if (!sc->data[SC_INCSTR]) { + sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1), + (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration + *skill_get_time2(StatusSkillChangeTable[type],sce->val1)); } - sc->data[type].timer = add_timer(sc->data[type].val2+tick, status_change_timer, bl->id, data); + sce->timer = add_timer(sce->val2+tick, status_change_timer, bl->id, data); return 0; break; case SC_SKA: - if((--sc->data[type].val2)>0){ - sc->data[type].val3 = rand()%100; //Random defense. - sc->data[type].timer = add_timer(1000+tick, status_change_timer,bl->id, data); + if(--(sce->val2)>0){ + sce->val3 = rand()%100; //Random defense. + sce->timer = add_timer(1000+tick, status_change_timer,bl->id, data); return 0; } break; case SC_HIDING: - if((--sc->data[type].val2)>0){ + if(--(sce->val2)>0){ - if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1)) + if(sce->val2 % sce->val4 == 0 &&!status_charge(bl, 0, 1)) break; //Fail if it's time to substract SP and there isn't. - sc->data[type].timer = add_timer(1000+tick, status_change_timer,bl->id, data); + sce->timer = add_timer(1000+tick, status_change_timer,bl->id, data); return 0; } break; @@ -6716,42 +6753,35 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) case SC_SIGHT: case SC_RUWACH: case SC_SIGHTBLASTER: - map_foreachinrange( status_change_timer_sub, bl, sc->data[type].val3, BL_CHAR, bl,sc,type,tick); + map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); - if( (--sc->data[type].val2)>0 ){ - sc->data[type].timer = add_timer(250+tick, status_change_timer, bl->id, data); + if( --(sce->val2)>0 ){ + sce->timer = add_timer(250+tick, status_change_timer, bl->id, data); return 0; } break; case SC_PROVOKE: - if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal) - sc->data[type].timer = add_timer(1000*60+tick,status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_ENDURE: - if(sc->data[type].val4) { //Infinite Endure. - sc->data[type].timer = add_timer(1000*60+tick,status_change_timer, bl->id, data); + if(sce->val2) { //Auto-provoke (it is ended in status_heal) + sce->timer = add_timer(1000*60+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_STONE: - if(sc->opt1 == OPT1_STONEWAIT && sc->data[type].val3) { - sc->data[type].val4 = 0; + if(sc->opt1 == OPT1_STONEWAIT && sce->val3) { + sce->val4 = 0; unit_stop_walking(bl,1); sc->opt1 = OPT1_STONE; clif_changeoption(bl); - sc->data[type].timer = add_timer(1000+tick,status_change_timer, bl->id, data ); + sce->timer = add_timer(1000+tick,status_change_timer, bl->id, data ); status_calc_bl(bl, StatusChangeFlagTable[type]); return 0; } - if((--sc->data[type].val3) > 0) { - if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp/4) - status_zap(bl, sc->data[type].val2, 0); - sc->data[type].timer = add_timer(1000+tick,status_change_timer, bl->id, data ); + if(--(sce->val3) > 0) { + if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4) + status_zap(bl, sce->val2, 0); + sce->timer = add_timer(1000+tick,status_change_timer, bl->id, data ); return 0; } break; @@ -6760,84 +6790,66 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) if(status->hp <= status->max_hp>>2) //Stop damaging after 25% HP left. break; case SC_DPOISON: - if ((--sc->data[type].val3) > 0) { - if (sc->data[SC_SLOWPOISON].timer == -1) { - status_zap(bl, sc->data[type].val4, 0); + if (--(sce->val3) > 0) { + if (!sc->data[SC_SLOWPOISON]) { + status_zap(bl, sce->val4, 0); if (status_isdead(bl)) break; } - sc->data[type].timer = add_timer(1000 + tick, status_change_timer, bl->id, data ); + sce->timer = add_timer(1000 + tick, status_change_timer, bl->id, data ); return 0; } break; case SC_TENSIONRELAX: - if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){ - sc->data[type].timer = add_timer(sc->data[type].val4+tick, status_change_timer, bl->id, data); + if(status->max_hp > status->hp && --(sce->val3) > 0){ + sce->timer = add_timer(sce->val4+tick, status_change_timer, bl->id, data); return 0; } break; case SC_BLEEDING: - if ((--sc->data[type].val4) >= 0) { + if (--(sce->val4) >= 0) { status_fix_damage(NULL, bl, rand()%600 + 200, 0); if (status_isdead(bl)) break; - sc->data[type].timer = add_timer(10000 + tick, status_change_timer, bl->id, data ); + sce->timer = add_timer(10000 + tick, status_change_timer, bl->id, data ); return 0; } break; case SC_HPREGEN: - if( sd && (--sc->data[type].val4) >= 0 ) + if( sd && --(sce->val4) >= 0 ) { if( status->hp < status->max_hp ) { - int hp = (int)(sd->status.max_hp * sc->data[type].val1 / 100.); + int hp = (int)(sd->status.max_hp * sce->val1 / 100.); status_heal(bl, hp, 0, 2); } - sc->data[type].timer = add_timer((sc->data[type].val2 * 1000) + tick, status_change_timer, bl->id, data ); + sce->timer = add_timer((sce->val2 * 1000) + tick, status_change_timer, bl->id, data ); return 0; } break; case SC_KNOWLEDGE: - if (sd) { - if(bl->m != sd->feel_map[0].m && bl->m != sd->feel_map[1].m && bl->m != sd->feel_map[2].m) - break; //End it - } //Otherwise continue. - // Status changes that don't have a time limit - case SC_AETERNA: - case SC_TRICKDEAD: - case SC_MODECHANGE: - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_MAGICPOWER: - case SC_REJECTSWORD: - case SC_MEMORIZE: - case SC_BROKENWEAPON: - case SC_BROKENARMOR: - case SC_SACRIFICE: - case SC_READYSTORM: - case SC_READYDOWN: - case SC_READYTURN: - case SC_READYCOUNTER: - case SC_RUN: - case SC_DODGE: - case SC_AUTOBERSERK: - case SC_SIGNUMCRUCIS: - sc->data[type].timer = add_timer( 1000*600+tick,status_change_timer, bl->id, data ); - return 0; - + if (!sd) break; + if(bl->m == sd->feel_map[0].m || + bl->m == sd->feel_map[1].m || + bl->m == sd->feel_map[2].m) + { //Timeout will be handled by pc_setpos + sce->timer = -1; + return 0; + } + break; case SC_DANCING: //ダンススキルの時間SP消費 { int s = 0; int sp = 1; - int counter = sc->data[type].val3>>16; + int counter = (sce->val3)>>16; if (--counter <= 0) break; - sc->data[type].val3&= 0xFFFF; //Remove counter - sc->data[type].val3|=(counter<<16);//Reset it. - switch(sc->data[type].val1&0xFFFF){ + sce->val3&= 0xFFFF; //Remove counter + sce->val3|=(counter<<16);//Reset it. + switch(sce->val1&0xFFFF){ case BD_RICHMANKIM: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: @@ -6866,7 +6878,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) break; case CG_MOONLIT: //Moonlit's cost is 4sp*skill_lv [Skotlex] - sp= 4*(sc->data[type].val1>>16); + sp= 4*(sce->val1>>16); //Upkeep is also every 10 secs. case DC_DONTFORGETME: s=10; @@ -6874,12 +6886,12 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) } if (s && (counter%s == 0)) { - if (sc->data[SC_LONGING].timer != -1) + if (sc->data[SC_LONGING]) sp*= 3; if (!status_charge(bl, 0, sp)) break; } - sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data); + sce->timer = add_timer(1000+tick, status_change_timer, bl->id, data); return 0; } break; @@ -6887,10 +6899,10 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) case SC_DEVOTION: { //Check range and timeleft to preserve status [Skotlex] //This implementation won't work for mobs because of map_id2sd, but it's a small cost in exchange of the speed of map_id2sd over map_id2bl - struct map_session_data *md = map_id2sd(sc->data[type].val1); - if (md && check_distance_bl(bl, &md->bl, sc->data[type].val3) && (sc->data[type].val4-=1000)>0) + struct map_session_data *md = map_id2sd(sce->val1); + if (md && check_distance_bl(bl, &md->bl, sce->val3) && (sce->val4-=1000)>0) { - sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data); + sce->timer = add_timer(1000+tick, status_change_timer, bl->id, data); return 0; } } @@ -6898,9 +6910,9 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) case SC_BERSERK: // 5% every 10 seconds [DracoRPG] - if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0)) + if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0)) { - sc->data[type].timer = add_timer(sc->data[type].val4+tick, status_change_timer, bl->id, data); + sce->timer = add_timer(sce->val4+tick, status_change_timer, bl->id, data); return 0; } break; @@ -6911,7 +6923,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) clif_updatestatus(sd,SP_MANNER); if (sd->status.manner < 0) { //Every 60 seconds your manner goes up by 1 until it gets back to 0. - sc->data[type].timer = add_timer(60000+tick, status_change_timer, bl->id, data); + sce->timer = add_timer(60000+tick, status_change_timer, bl->id, data); return 0; } } @@ -6919,13 +6931,13 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) case SC_SPLASHER: // custom Venom Splasher countdown timer - //if (sc->data[type].val4 % 1000 == 0) { + //if (sce->val4 % 1000 == 0) { // char timer[10]; - // snprintf (timer, 10, "%d", sc->data[type].val4/1000); + // snprintf (timer, 10, "%d", sce->val4/1000); // clif_message(bl, timer); //} - if((sc->data[type].val4 -= 500) > 0) { - sc->data[type].timer = add_timer(500 + tick, status_change_timer, bl->id, data); + if((sce->val4 -= 500) > 0) { + sce->timer = add_timer(500 + tick, status_change_timer, bl->id, data); return 0; } break; @@ -6933,51 +6945,51 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) case SC_MARIONETTE: case SC_MARIONETTE2: { - struct block_list *pbl = map_id2bl(sc->data[type].val1); - if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0) + struct block_list *pbl = map_id2bl(sce->val1); + if (pbl && check_distance_bl(bl, pbl, 7) && (sce->val2)-->0) { - sc->data[type].timer = add_timer(1000 + tick, status_change_timer, bl->id, data); + sce->timer = add_timer(1000 + tick, status_change_timer, bl->id, data); return 0; } } break; case SC_GOSPEL: - if(sc->data[type].val4 == BCT_SELF && (--sc->data[type].val2) > 0) + if(sce->val4 == BCT_SELF && --(sce->val2) > 0) { int hp, sp; - hp = (sc->data[type].val1 > 5) ? 45 : 30; - sp = (sc->data[type].val1 > 5) ? 35 : 20; + hp = (sce->val1 > 5) ? 45 : 30; + sp = (sce->val1 > 5) ? 35 : 20; if(!status_charge(bl, hp, sp)) break; - sc->data[type].timer = add_timer(10000+tick, status_change_timer, bl->id, data); + sce->timer = add_timer(10000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_GUILDAURA: { - struct block_list *tbl = map_id2bl(sc->data[type].val2); + struct block_list *tbl = map_id2bl(sce->val2); if (tbl && battle_check_range(bl, tbl, 2)){ - sc->data[type].timer = add_timer(1000 + tick, status_change_timer, bl->id, data); + sce->timer = add_timer(1000 + tick, status_change_timer, bl->id, data); return 0; } } break; case SC_JAILED: - if(sc->data[type].val1 == INT_MAX || --sc->data[type].val1 > 0) + if(sce->val1 == INT_MAX || --(sce->val1) > 0) { - sc->data[type].timer = add_timer(60000+tick, status_change_timer, bl->id,data); + sce->timer = add_timer(60000+tick, status_change_timer, bl->id,data); return 0; } break; case SC_BLIND: - if(sc->data[SC_FOGWALL].timer!= -1) + if(sc->data[SC_FOGWALL]) { //Blind lasts forever while you are standing on the fog. - sc->data[type].timer = add_timer(5000+tick, status_change_timer, bl->id, data); + sce->timer = add_timer(5000+tick, status_change_timer, bl->id, data); return 0; } break; @@ -6996,8 +7008,8 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) struct status_change* tsc; struct block_list* src = va_arg(ap,struct block_list*); - struct status_change* sc = va_arg(ap,struct status_change*); - enum sc_type type = va_arg(ap,enum sc_type); + struct status_change_entry* sce = va_arg(ap,struct status_change_entry*); + enum sc_type type = va_arg(ap,enum sc_type); unsigned int tick = va_arg(ap,unsigned int); if (status_isdead(bl)) @@ -7013,14 +7025,14 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) case SC_SIGHT: /* サイト */ case SC_CONCENTRATE: if (tsc) { - if (tsc->data[SC_HIDING].timer != -1) + if (tsc->data[SC_HIDING]) status_change_end( bl, SC_HIDING, -1); - if (tsc->data[SC_CLOAKING].timer != -1) + if (tsc->data[SC_CLOAKING]) status_change_end( bl, SC_CLOAKING, -1); } break; case SC_RUWACH: /* ルアフ */ - if (tsc && (tsc->data[SC_HIDING].timer != -1 || tsc->data[SC_CLOAKING].timer != -1)) { + if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) { status_change_end( bl, SC_HIDING, -1); status_change_end( bl, SC_CLOAKING, -1); if(battle_check_target( src, bl, BCT_ENEMY ) > 0) @@ -7032,13 +7044,13 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) { skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0); - if (sc) sc->data[type].val2 = 0; //This signals it to end. + if (sce) sce->val2 = 0; //This signals it to end. } break; case SC_CLOSECONFINE: //Lock char has released the hold on everyone... - if (tsc && tsc->data[SC_CLOSECONFINE2].timer != -1 && tsc->data[SC_CLOSECONFINE2].val2 == src->id) { - tsc->data[SC_CLOSECONFINE2].val2 = 0; + if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) { + tsc->data[SC_CLOSECONFINE2]->val2 = 0; status_change_end(bl, SC_CLOSECONFINE2, -1); } break; @@ -7061,13 +7073,13 @@ int status_change_clear_buffs (struct block_list* bl, int type) if (type&2) //Debuffs for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ ) { - if(sc->data[i].timer != -1) + if(sc->data[i]) status_change_end(bl,i,-1); } for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) { - if(sc->data[i].timer == -1) + if(!sc->data[i]) continue; switch (i) { @@ -7121,7 +7133,7 @@ int status_change_clear_buffs (struct block_list* bl, int type) case SC_BERSERK: if (!(type&1)) continue; - sc->data[i].val2 = 0; + sc->data[i]->val2 = 0; break; default: if (!(type&1)) @@ -7490,6 +7502,11 @@ int do_init_status(void) status_readdb(); status_calc_sigma(); natural_heal_prev_tick = gettick(); + sc_data_ers = ers_new(sizeof(struct status_change_entry)); add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); return 0; } +void do_final_status(void) +{ + ers_destroy(sc_data_ers); +} |