summaryrefslogtreecommitdiff
path: root/src/map/status.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/map/status.c')
-rw-r--r--src/map/status.c232
1 files changed, 113 insertions, 119 deletions
diff --git a/src/map/status.c b/src/map/status.c
index ee5d4bfd5..4f4edf31f 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -82,7 +82,7 @@ static struct status_data dummy_status;
sc_type status_skill2sc(int skill_id) {
int idx;
if( (idx = skill->get_index(skill_id)) == 0 ) {
- ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
+ ShowError("status_skill2sc: Unsupported skill id %d\n", skill_id);
return SC_NONE;
}
return SkillStatusChangeTable[idx];
@@ -2334,7 +2334,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
const struct status_change *sc = &sd->sc;
struct s_skill b_skill[MAX_SKILL]; // previous skill tree
int b_weight, b_max_weight, b_cart_weight_max, // previous weight
- i, k, index, skill,refinedef=0;
+ i, k, index, skill_lv,refinedef=0;
int64 i64;
if (++calculating > 10) //Too many recursive calls!
@@ -2742,12 +2742,12 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
// Absolute modifiers from passive skills
if(pc->checkskill(sd,BS_HILTBINDING)>0)
status->str++;
- if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0)
- status->int_ += (skill+1)/2; // +1 INT / 2 lv
- if((skill=pc->checkskill(sd,AC_OWL))>0)
- status->dex += skill;
- if((skill = pc->checkskill(sd,RA_RESEARCHTRAP))>0)
- status->int_ += skill;
+ if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0)
+ status->int_ += (skill_lv+1)/2; // +1 INT / 2 lv
+ if((skill_lv=pc->checkskill(sd,AC_OWL))>0)
+ status->dex += skill_lv;
+ if((skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP))>0)
+ status->int_ += skill_lv;
// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
@@ -2771,7 +2771,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
status->batk += sd->weapon_atk[sd->status.weapon];
// Absolute modifiers from passive skills
#ifndef RENEWAL
- if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE.
+ if((skill_lv=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE.
status->batk += 4;
#endif
@@ -2785,8 +2785,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);
// Absolute modifiers from passive skills
- if((skill=pc->checkskill(sd,CR_TRUST))>0)
- status->max_hp += skill*200;
+ if((skill_lv=pc->checkskill(sd,CR_TRUST))>0)
+ status->max_hp += skill_lv*200;
// Apply relative modifiers from equipment
if(sd->hprate < 0)
@@ -2810,16 +2810,16 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);
// Absolute modifiers from passive skills
- if((skill=pc->checkskill(sd,SL_KAINA))>0)
- status->max_sp += 30*skill;
- if((skill=pc->checkskill(sd,HP_MEDITATIO))>0)
- status->max_sp += (int64)status->max_sp * skill/100;
- if((skill=pc->checkskill(sd,HW_SOULDRAIN))>0)
- status->max_sp += (int64)status->max_sp * 2*skill/100;
- if( (skill = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 )
- status->max_sp += 200 + 20 * skill;
- if( (skill = pc->checkskill(sd,WM_LESSON)) > 0 )
- status->max_sp += 30 * skill;
+ if((skill_lv=pc->checkskill(sd,SL_KAINA))>0)
+ status->max_sp += 30*skill_lv;
+ if((skill_lv=pc->checkskill(sd,HP_MEDITATIO))>0)
+ status->max_sp += (int64)status->max_sp * skill_lv/100;
+ if((skill_lv=pc->checkskill(sd,HW_SOULDRAIN))>0)
+ status->max_sp += (int64)status->max_sp * 2*skill_lv/100;
+ if( (skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 )
+ status->max_sp += 200 + 20 * skill_lv;
+ if( (skill_lv = pc->checkskill(sd,WM_LESSON)) > 0 )
+ status->max_sp += 30 * skill_lv;
// Apply relative modifiers from equipment
@@ -2903,33 +2903,32 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
// Absolute modifiers from passive skills
#ifndef RENEWAL
- if((skill=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) // is this correct in pre? there is already hitrate bonus in battle.c
- status->hit += skill*2;
+ if((skill_lv=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) // is this correct in pre? there is already hitrate bonus in battle.c
+ status->hit += skill_lv*2;
#endif
- if((skill=pc->checkskill(sd,AC_VULTURE))>0){
+ if((skill_lv=pc->checkskill(sd,AC_VULTURE))>0) {
#ifndef RENEWAL
- status->hit += skill;
+ status->hit += skill_lv;
#endif
if(sd->status.weapon == W_BOW)
- status->rhw.range += skill;
+ status->rhw.range += skill_lv;
}
- if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
- {
- if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0)
- status->hit += 2*skill;
- if((skill=pc->checkskill(sd,GS_SNAKEEYE))>0) {
- status->hit += skill;
- status->rhw.range += skill;
+ if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
+ if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0)
+ status->hit += 2*skill_lv;
+ if((skill_lv=pc->checkskill(sd,GS_SNAKEEYE))>0) {
+ status->hit += skill_lv;
+ status->rhw.range += skill_lv;
}
}
// ----- FLEE CALCULATION -----
// Absolute modifiers from passive skills
- if((skill=pc->checkskill(sd,TF_MISS))>0)
- status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
- if((skill=pc->checkskill(sd,MO_DODGE))>0)
- status->flee += (skill*3)>>1;
+ if((skill_lv=pc->checkskill(sd,TF_MISS))>0)
+ status->flee += skill_lv*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
+ if((skill_lv=pc->checkskill(sd,MO_DODGE))>0)
+ status->flee += (skill_lv*3)>>1;
// ----- EQUIPMENT-DEF CALCULATION -----
// Apply relative modifiers from equipment
@@ -2975,25 +2974,25 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
// Relative modifiers from passive skills
#ifndef RENEWAL_ASPD
- if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- status->aspd_rate -= 5*skill;
- if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
- status->aspd_rate -= 30*skill;
- if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
+ if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate -= 5*skill_lv;
+ if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
+ status->aspd_rate -= 30*skill_lv;
+ if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- status->aspd_rate -= ((skill+1)/2) * 10;
+ status->aspd_rate -= ((skill_lv+1)/2) * 10;
if(pc_isriding(sd))
status->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
else if(pc_isridingdragon(sd))
status->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
#else // needs more info
- if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- status->aspd_rate += 5*skill;
- if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
- status->aspd_rate += 30*skill;
- if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
+ if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate += 5*skill_lv;
+ if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
+ status->aspd_rate += 30*skill_lv;
+ if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- status->aspd_rate += ((skill+1)/2) * 10;
+ status->aspd_rate += ((skill_lv+1)/2) * 10;
if(pc_isriding(sd))
status->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
else if(pc_isridingdragon(sd))
@@ -3012,16 +3011,16 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
// ----- MISC CALCULATIONS -----
// Weight
- if((skill=pc->checkskill(sd,MC_INCCARRY))>0)
- sd->max_weight += 2000*skill;
+ if((skill_lv=pc->checkskill(sd,MC_INCCARRY))>0)
+ sd->max_weight += 2000*skill_lv;
if(pc_isriding(sd) && pc->checkskill(sd,KN_RIDING)>0)
sd->max_weight += 10000;
else if(pc_isridingdragon(sd))
sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING);
if(sc->data[SC_KNOWLEDGE])
sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
- if((skill=pc->checkskill(sd,ALL_INCCARRY))>0)
- sd->max_weight += 2000*skill;
+ if((skill_lv=pc->checkskill(sd,ALL_INCCARRY))>0)
+ sd->max_weight += 2000*skill_lv;
sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000);
@@ -3031,8 +3030,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
sd->regen.state.walk = 0;
// Skill SP cost
- if((skill=pc->checkskill(sd,HP_MANARECHARGE))>0 )
- sd->dsprate -= 4*skill;
+ if((skill_lv=pc->checkskill(sd,HP_MANARECHARGE))>0 )
+ sd->dsprate -= 4*skill_lv;
if(sc->data[SC_SERVICEFORYOU])
sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3;
@@ -3053,29 +3052,29 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
sd->sprecov_rate = 0;
// Anti-element and anti-race
- if((skill=pc->checkskill(sd,CR_TRUST))>0)
- sd->subele[ELE_HOLY] += skill*5;
- if((skill=pc->checkskill(sd,BS_SKINTEMPER))>0) {
- sd->subele[ELE_NEUTRAL] += skill;
- sd->subele[ELE_FIRE] += skill*4;
+ if((skill_lv=pc->checkskill(sd,CR_TRUST))>0)
+ sd->subele[ELE_HOLY] += skill_lv*5;
+ if((skill_lv=pc->checkskill(sd,BS_SKINTEMPER))>0) {
+ sd->subele[ELE_NEUTRAL] += skill_lv;
+ sd->subele[ELE_FIRE] += skill_lv*4;
}
- if((skill=pc->checkskill(sd,NC_RESEARCHFE))>0) {
- sd->subele[ELE_EARTH] += skill*10;
- sd->subele[ELE_FIRE] += skill*10;
+ if((skill_lv=pc->checkskill(sd,NC_RESEARCHFE))>0) {
+ sd->subele[ELE_EARTH] += skill_lv*10;
+ sd->subele[ELE_FIRE] += skill_lv*10;
}
- if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ){
+ if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ) {
#ifdef RENEWAL
- skill = skill*2;
+ skill_lv = skill_lv*2;
#else
- skill = skill*4;
+ skill_lv = skill_lv*4;
#endif
- sd->right_weapon.addrace[RC_DRAGON]+=skill;
- sd->left_weapon.addrace[RC_DRAGON]+=skill;
- sd->magic_addrace[RC_DRAGON]+=skill;
- sd->subrace[RC_DRAGON]+=skill;
+ sd->right_weapon.addrace[RC_DRAGON]+=skill_lv;
+ sd->left_weapon.addrace[RC_DRAGON]+=skill_lv;
+ sd->magic_addrace[RC_DRAGON]+=skill_lv;
+ sd->subrace[RC_DRAGON]+=skill_lv;
}
- if(sc->count){
+ if(sc->count) {
if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data
sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi
sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex
@@ -3183,11 +3182,10 @@ int status_calc_mercenary_(struct mercenary_data *md, bool first)
return 0;
}
-int status_calc_homunculus_(struct homun_data *hd, bool first)
-{
+int status_calc_homunculus_(struct homun_data *hd, bool first) {
struct status_data *status = &hd->base_status;
struct s_homunculus *hom = &hd->homunculus;
- int skill;
+ int skill_lv;
int amotion;
status->str = hom->str / 10;
@@ -3197,7 +3195,7 @@ int status_calc_homunculus_(struct homun_data *hd, bool first)
status->int_ = hom->int_ / 10;
status->luk = hom->luk / 10;
- if (first) { //[orn]
+ if (first) { //[orn]
const struct s_homunculus_db *db = hd->homunculusDB;
status->def_ele = db->element;
status->ele_lv = 1;
@@ -3212,30 +3210,30 @@ int status_calc_homunculus_(struct homun_data *hd, bool first)
status->hp = 1;
status->sp = 1;
}
- skill = hom->level/10 + status->vit/5;
- status->def = cap_value(skill, 0, 99);
+ skill_lv = hom->level/10 + status->vit/5;
+ status->def = cap_value(skill_lv, 0, 99);
- skill = hom->level/10 + status->int_/5;
- status->mdef = cap_value(skill, 0, 99);
+ skill_lv = hom->level/10 + status->int_/5;
+ status->mdef = cap_value(skill_lv, 0, 99);
status->max_hp = hom->max_hp ;
status->max_sp = hom->max_sp ;
homun->calc_skilltree(hd, 0);
- if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0)
- status->def += skill * 4;
+ if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0)
+ status->def += skill_lv * 4;
- if((skill = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) {
- status->int_ += 1 +skill/2 +skill/4 +skill/5;
- status->str += 1 +skill/3 +skill/3 +skill/4;
+ if((skill_lv = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) {
+ status->int_ += 1 +skill_lv/2 +skill_lv/4 +skill_lv/5;
+ status->str += 1 +skill_lv/3 +skill_lv/3 +skill_lv/4;
}
- if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0)
- status->max_hp += skill * 2 * status->max_hp / 100;
+ if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0)
+ status->max_hp += skill_lv * 2 * status->max_hp / 100;
- if((skill = homun->checkskill(hd,HLIF_BRAIN)) > 0)
- status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
+ if((skill_lv = homun->checkskill(hd,HLIF_BRAIN)) > 0)
+ status->max_sp += (1 +skill_lv/2 -skill_lv/4 +skill_lv/5) * status->max_sp / 100 ;
if (first) {
hd->battle_status.hp = hom->hp ;
@@ -3365,10 +3363,9 @@ static unsigned short status_calc_batk(struct block_list *,struct status_change
#endif
//Calculates base regen values.
-void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
-{
+void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) {
struct map_session_data *sd;
- int val, skill, reg_flag;
+ int val, skill_lv, reg_flag;
if( !(bl->type&BL_REGEN) || !regen )
return;
@@ -3392,29 +3389,27 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct
regen->sp = cap_value(val, reg_flag, SHRT_MAX);
- if( sd )
- {
+ if( sd ) {
struct regen_data_sub *sregen;
- if( (skill=pc->checkskill(sd,HP_MEDITATIO)) > 0 )
- {
- val = regen->sp*(100+3*skill)/100;
+ if( (skill_lv=pc->checkskill(sd,HP_MEDITATIO)) > 0 ) {
+ val = regen->sp*(100+3*skill_lv)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
//Only players have skill/sitting skill regen for now.
sregen = regen->sregen;
val = 0;
- if( (skill=pc->checkskill(sd,SM_RECOVERY)) > 0 )
- val += skill*5 + skill*status->max_hp/500;
+ if( (skill_lv=pc->checkskill(sd,SM_RECOVERY)) > 0 )
+ val += skill_lv*5 + skill_lv*status->max_hp/500;
sregen->hp = cap_value(val, 0, SHRT_MAX);
val = 0;
- if( (skill=pc->checkskill(sd,MG_SRECOVERY)) > 0 )
- val += skill*3 + skill*status->max_sp/500;
- if( (skill=pc->checkskill(sd,NJ_NINPOU)) > 0 )
- val += skill*3 + skill*status->max_sp/500;
- if( (skill=pc->checkskill(sd,WM_LESSON)) > 0 )
- val += 3 + 3 * skill;
+ if( (skill_lv=pc->checkskill(sd,MG_SRECOVERY)) > 0 )
+ val += skill_lv*3 + skill_lv*status->max_sp/500;
+ if( (skill_lv=pc->checkskill(sd,NJ_NINPOU)) > 0 )
+ val += skill_lv*3 + skill_lv*status->max_sp/500;
+ if( (skill_lv=pc->checkskill(sd,WM_LESSON)) > 0 )
+ val += 3 + 3 * skill_lv;
sregen->sp = cap_value(val, 0, SHRT_MAX);
@@ -3422,33 +3417,32 @@ void status_calc_regen(struct block_list *bl, struct status_data *status, struct
sregen = regen->ssregen;
val = 0;
- if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
- val += skill*4 + skill*status->max_hp/500;
+ if( (skill_lv=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
+ val += skill_lv*4 + skill_lv*status->max_hp/500;
- if( (skill=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
- val += skill*30 + skill*status->max_hp/500;
+ if( (skill_lv=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
+ val += skill_lv*30 + skill_lv*status->max_hp/500;
sregen->hp = cap_value(val, 0, SHRT_MAX);
val = 0;
- if( (skill=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
- {
- val += skill*3 + skill*status->max_sp/500;
- if ((skill=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
- val += (30+10*skill)*val/100;
+ if( (skill_lv=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
+ val += skill_lv*3 + skill_lv*status->max_sp/500;
+ if ((skill_lv=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
+ val += (30+10*skill_lv)*val/100;
}
- if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
- val += skill*2 + skill*status->max_sp/500;
+ if( (skill_lv=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
+ val += skill_lv*2 + skill_lv*status->max_sp/500;
sregen->sp = cap_value(val, 0, SHRT_MAX);
}
if( bl->type == BL_HOM ) {
struct homun_data *hd = (TBL_HOM*)bl;
- if( (skill = homun->checkskill(hd,HAMI_SKIN)) > 0 ) {
- val = regen->hp*(100+5*skill)/100;
+ if( (skill_lv = homun->checkskill(hd,HAMI_SKIN)) > 0 ) {
+ val = regen->hp*(100+5*skill_lv)/100;
regen->hp = cap_value(val, 1, SHRT_MAX);
}
- if( (skill = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) {
- val = regen->sp*(100+3*skill)/100;
+ if( (skill_lv = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) {
+ val = regen->sp*(100+3*skill_lv)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
} else if( bl->type == BL_MER ) {