Main Page | Modules | Data Structures | Directories | File List | Data Fields | Globals | Related Pages

status.h

00001 // $Id: status.h 508 2006-04-08 19:06:57Z akrus $
00002 #ifndef _STATUS_H_
00003 #define _STATUS_H_
00004 
00005 enum {
00006         SC_STONE = 0,
00007         SC_FREEZE,
00008         SC_STAN,
00009         SC_SLEEP,
00010         SC_POISON,
00011         SC_CURSE,
00012         SC_SILENCE,
00013         SC_CONFUSION,
00014         SC_BLIND,
00015         SC_BLEEDING,
00016         SC_DPOISON, //10
00017 
00018         SC_PROVOKE = 20,
00019         SC_ENDURE,
00020         SC_TWOHANDQUICKEN,
00021         SC_CONCENTRATE,
00022         SC_HIDING,
00023         SC_CLOAKING,
00024         SC_ENCPOISON,
00025         SC_POISONREACT,
00026         SC_QUAGMIRE,
00027         SC_ANGELUS,
00028         SC_BLESSING,
00029         SC_SIGNUMCRUCIS,
00030         SC_INCREASEAGI,
00031         SC_DECREASEAGI,
00032         SC_SLOWPOISON,
00033         SC_IMPOSITIO,
00034         SC_SUFFRAGIUM,
00035         SC_ASPERSIO,
00036         SC_BENEDICTIO,
00037         SC_KYRIE,
00038         SC_MAGNIFICAT, //40
00039         SC_GLORIA,
00040         SC_AETERNA,
00041         SC_ADRENALINE,
00042         SC_WEAPONPERFECTION,
00043         SC_OVERTHRUST,
00044         SC_MAXIMIZEPOWER,
00045         SC_TRICKDEAD,
00046         SC_LOUD,
00047         SC_ENERGYCOAT,
00048         SC_BROKENARMOR, //50
00049         SC_BROKENWEAPON,
00050         SC_HALLUCINATION,
00051         SC_WEIGHT50,
00052         SC_WEIGHT90,
00053         SC_SPEEDPOTION0,
00054         SC_SPEEDPOTION1,
00055         SC_SPEEDPOTION2,
00056         SC_SPEEDPOTION3,
00057         SC_SPEEDUP0,
00058         SC_SPEEDUP1, //60
00059         SC_ATKPOT,
00060         SC_MATKPOT,
00061         SC_WEDDING,
00062         SC_SLOWDOWN,
00063         SC_ANKLE,
00064         SC_KEEPING,
00065         SC_BARRIER,
00066         SC_STRIPWEAPON,
00067         SC_STRIPSHIELD,
00068         SC_STRIPARMOR, //70
00069         SC_STRIPHELM,
00070         SC_CP_WEAPON,
00071         SC_CP_SHIELD,
00072         SC_CP_ARMOR,
00073         SC_CP_HELM,
00074         SC_AUTOGUARD,
00075         SC_REFLECTSHIELD,
00076         SC_SPLASHER,
00077         SC_PROVIDENCE,
00078         SC_DEFENDER, //80
00079         SC_MAGICROD,
00080         SC_SPELLBREAKER,
00081         SC_AUTOSPELL,
00082         SC_SIGHTTRASHER,
00083         SC_AUTOBERSERK,
00084         SC_SPEARSQUICKEN,
00085         SC_AUTOCOUNTER,
00086         SC_SIGHT,
00087         SC_SAFETYWALL,
00088         SC_RUWACH, //90
00089         SC_EXTREMITYFIST,
00090         SC_EXPLOSIONSPIRITS,
00091         SC_COMBO,
00092         SC_BLADESTOP_WAIT,
00093         SC_BLADESTOP,
00094         SC_FLAMELAUNCHER,
00095         SC_FROSTWEAPON,
00096         SC_LIGHTNINGLOADER,
00097         SC_SEISMICWEAPON,
00098         SC_VOLCANO, //100
00099         SC_DELUGE,
00100         SC_VIOLENTGALE,
00101         SC_WATK_ELEMENT,
00102         SC_LANDPROTECTOR,
00103         SC_ARMOR_ELEMENT,
00104         SC_NOCHAT,
00105         SC_BABY,
00106         SC_AURABLADE,
00107         SC_PARRYING,
00108         SC_CONCENTRATION,
00109         SC_TENSIONRELAX,
00110         SC_BERSERK,
00111         SC_FURY,
00112         SC_GOSPEL,
00113         SC_ASSUMPTIO,
00114         SC_BASILICA,
00115         SC_GUILDAURA,
00116         SC_MAGICPOWER,
00117         SC_EDP,
00118         SC_TRUESIGHT,
00119         SC_WINDWALK,
00120         SC_MELTDOWN,
00121         SC_CARTBOOST,
00122         SC_CHASEWALK,
00123         SC_REJECTSWORD,
00124         SC_MARIONETTE,
00125         SC_MARIONETTE2,
00126         SC_MOONLIT,
00127         SC_JOINTBEAT,
00128         SC_MINDBREAKER,
00129         SC_MEMORIZE,
00130         SC_FOGWALL,
00131         SC_SPIDERWEB,
00132         SC_DEVOTION,
00133         SC_SACRIFICE,
00134         SC_STEELBODY,
00135         SC_ORCISH,
00136         SC_READYSTORM,
00137         SC_STORMKICK,
00138         SC_READYDOWN,
00139         SC_DOWNKICK,
00140         SC_READYTURN,
00141         SC_TURNKICK,
00142         SC_READYCOUNTER,
00143         SC_COUNTER,
00144         SC_DODGE,
00145         SC_JUMPKICK,
00146         SC_RUN,
00147         SC_SHADOWWEAPON,
00148         SC_ADRENALINE2,
00149         SC_GHOSTWEAPON,
00150         SC_NIGHT,
00151         SC_KAIZEL,
00152         SC_KAAHI,
00153         SC_KAUPE,
00154         SC_ONEHAND,
00155         SC_PRESERVE,
00156         SC_BATTLEORDERS,
00157         SC_REGENERATION,
00158         SC_DOUBLECASTING,
00159         SC_GRAVITATION,
00160         SC_MAXOVERTHRUST,
00161         SC_LONGING,
00162         SC_HERMODE,
00163         SC_SHRINK,
00164         SC_SIGHTBLASTER,
00165         SC_WINKCHARM,
00166         SC_CLOSECONFINE,
00167         SC_CLOSECONFINE2,
00168         SC_DANCING,
00169         SC_LULLABY,
00170         SC_RICHMANKIM,
00171         SC_ETERNALCHAOS,
00172         SC_DRUMBATTLE,
00173         SC_NIBELUNGEN,
00174         SC_ROKISWEIL,
00175         SC_INTOABYSS,
00176         SC_SIEGFRIED,
00177         SC_WHISTLE,
00178         SC_ASSNCROS,
00179         SC_POEMBRAGI,
00180         SC_APPLEIDUN,
00181         SC_UGLYDANCE,
00182         SC_HUMMING,
00183         SC_DONTFORGETME,
00184         SC_FORTUNE,
00185         SC_SERVICE4U,
00186         SC_INTRAVISION,
00187         SC_MODE,
00188         SC_STOP,
00189         SC_BROKNWEAPON,
00190         SC_BROKNARMOR,
00191         SC_DISSONANCE,
00192         SC_INCSTR,
00193         SC_RIDING,
00194         SC_FALCON,
00195         SC_PNEUMA,
00196 
00197         SC_INCATKRATE = 300,
00198         SC_INCMATKRATE,
00199         SC_INCDEFRATE,
00200         SC_INCHITRATE,
00201         SC_INCFLEERATE,
00202 
00203         SC_COMA = 310,
00204 
00205         SC_MAX,
00206 };
00207 extern int SkillStatusChangeTable[];
00208 
00209 enum {
00210         SI_BLANK                                = -1,
00211         SI_PROVOKE                      = 0,
00212         SI_ENDURE                       = 1,
00213         SI_TWOHANDQUICKEN               = 2,
00214         SI_CONCENTRATE          = 3,
00215         SI_HIDING                       = 4,
00216         SI_CLOAKING                     = 5,
00217         SI_ENCPOISON            = 6,
00218         SI_POISONREACT          = 7,
00219         SI_QUAGMIRE                     = 8,
00220         SI_ANGELUS                      = 9,
00221         SI_BLESSING                     = 10,
00222         SI_SIGNUMCRUCIS         = 11,
00223         SI_INCREASEAGI          = 12,
00224         SI_DECREASEAGI          = 13,
00225         SI_SLOWPOISON           = 14,
00226         SI_IMPOSITIO            = 15,
00227         SI_SUFFRAGIUM           = 16,
00228         SI_ASPERSIO                     = 17,
00229         SI_BENEDICTIO           = 18,
00230         SI_KYRIE                        = 19,
00231         SI_MAGNIFICAT           = 20,
00232         SI_GLORIA                       = 21,
00233         SI_AETERNA                      = 22,
00234         SI_ADRENALINE           = 23,
00235         SI_WEAPONPERFECTION     = 24,
00236         SI_OVERTHRUST           = 25,
00237         SI_MAXIMIZEPOWER                = 26,
00238         SI_RIDING                       = 27,
00239         SI_FALCON                       = 28,
00240         SI_TRICKDEAD            = 29,
00241         SI_LOUD                 = 30,
00242         SI_ENERGYCOAT           = 31,
00243         SI_BROKENARMOR          = 32,
00244         SI_BROKENWEAPON         = 33,
00245         SI_HALLUCINATION                = 34,
00246         SI_WEIGHT50             = 35,
00247         SI_WEIGHT90                     = 36,
00248         SI_SPEEDPOTION0         = 37,
00249         SI_SPEEDPOTION1         = 38,
00250         SI_SPEEDPOTION2         = 39,
00251         SI_SPEEDPOTION3         = 40,
00252         SI_SPEEDUP0         = 41,
00253         SI_SPEEDUP1         = 42,
00254         SI_ATKPOT               = 43,
00255         SI_MATKPOT              = 44,
00256         SI_ANKLE                                = 47,
00257         SI_STRIPWEAPON          = 50,
00258         SI_STRIPSHIELD          = 51,
00259         SI_STRIPARMOR           = 52,
00260         SI_STRIPHELM            = 53,
00261         SI_CP_WEAPON            = 54,
00262         SI_CP_SHIELD            = 55,
00263         SI_CP_ARMOR                     = 56,
00264         SI_CP_HELM                      = 57,
00265         SI_AUTOGUARD            = 58,
00266         SI_REFLECTSHIELD                = 59,
00267         SI_PROVIDENCE           = 61,
00268         SI_DEFENDER                     = 62,
00269         SI_AUTOSPELL            = 65,
00270         SI_SIGHTTRASHER         = 66,
00271         SI_AUTOBERSERK          = 67,
00272         SI_SPEARQUICKEN         = 68,
00273         SI_AUTOCOUNTER          = 69,
00274         SI_SIGHT                        = 70,
00275         SI_SAFETYWALL           = 71,
00276         SI_RUWACH                       = 72,
00277         SI_PNEUMA                       = 73,
00278         SI_STONE                        = 74,
00279         SI_FREEZE                       = 75,
00280         SI_STAN                 = 76,
00281         SI_SLEEP                        = 77,
00282         SI_POISON                       = 78,
00283         SI_CURSE                        = 79,
00284         SI_SILENCE                      = 80,
00285         SI_CONFUSION            = 81,
00286         SI_BLIND                        = 82,
00287         SI_DPOISON                      = 84,
00288         SI_EXPLOSIONSPIRITS     = 86,
00289         SI_BLADESTOP_WAIT       = 88,
00290         SI_BLADESTOP            = 89,
00291         SI_FLAMELAUNCHER        = 90,
00292         SI_FROSTWEAPON          = 91,
00293         SI_LIGHTNINGLOADER      = 92,
00294         SI_SEISMICWEAPON        = 93,
00295         SI_VOLCANO                      = 94,
00296         SI_DELUGE                       = 95,
00297         SI_VIOLENTGALE          = 96,
00298         SI_NOCHAT                       = 100,
00299         SI_AURABLADE            = 103,
00300         SI_PARRYING                     = 104,
00301         SI_CONCENTRATION                = 105,
00302         SI_TENSIONRELAX         = 106,
00303         SI_BERSERK                      = 107,
00304         SI_FURY                 = 108,
00305         SI_GOSPEL                       = 109,
00306         SI_ASSUMPTIO            = 110,
00307         SI_GUILDAURA            = 112,
00308         SI_MAGICPOWER           = 113,
00309         SI_EDP                  = 114,
00310         SI_TRUESIGHT            = 115,
00311         SI_WINDWALK                     = 116,
00312         SI_MELTDOWN                     = 117,
00313         SI_CARTBOOST            = 118,
00314         SI_CHASEWALK            = 119,
00315         SI_REJECTSWORD          = 120,
00316         SI_MARIONETTE           = 121,
00317         SI_MARIONETTE2          = 122,
00318         SI_MOONLIT                      = 123,
00319         SI_BLEEDING                     = 124,
00320         SI_JOINTBEAT            = 125,
00321         SI_MINDBREAKER          = 126,
00322         SI_MEMORIZE                     = 127,
00323         SI_FOGWALL                      = 128,
00324         SI_SPIDERWEB            = 129,
00325         SI_DEVOTION                     = 130,
00326         SI_SACRIFICE            = 131,
00327         SI_STEELBODY            = 132,
00328         SI_WIGGLE                       = 134,
00329         SI_READYSTORM           = 135,
00330         SI_READYDOWN            = 137,
00331         SI_READYTURN            = 139,
00332         SI_READYCOUNTER         = 141,
00333         SI_DODGE                        = 143,
00334         SI_JUMPKICK           = 144,
00335         SI_RUN                  = 145,
00336         SI_ADRENALINE2          = 147,
00337         SI_NIGHT                        = 149,
00338         SI_KAIZEL                       = 156,
00339         SI_KAAHI                        = 157,
00340         SI_KAUPE                        = 158,
00341         SI_ONEHAND                      = 161,
00342         SI_PRESERVE                     = 181,
00343         SI_BATTLEORDERS         = 182,
00344         SI_REGENERATION         = 183,
00345         SI_DOUBLECASTING                = 186,
00346         SI_GRAVITATION          = 187,
00347         SI_MAXOVERTHRUST                = 188,
00348         SI_LONGING                      = 189,
00349         SI_HERMODE                      = 190,
00350         SI_TAROT                        = 191,
00351         SI_SHRINK                       = 197,
00352         SI_SIGHTBLASTER         = 198,
00353         SI_WINKCHARM            = 199,
00354         SI_CLOSECONFINE         = 200,
00355         SI_CLOSECONFINE2                = 201,
00356 };
00357 extern int StatusIconChangeTable[];
00358 
00359 extern int percentrefinery[5][10];      // (refine rates according to refine_db.txt)
00360 
00361 extern int inv_index;
00362 
00363 int status_getrefinebonus(int lv, int type);
00364 int status_percentrefinery(struct map_session_data *sd, struct item *item);
00365 
00366 int status_calc_pc(struct map_session_data*, int);
00367 int status_calc_speed(struct map_session_data*);
00368 int status_get_class(struct block_list *bl);
00369 int status_get_dir(struct block_list *bl);
00370 int status_get_lv(struct block_list *bl);
00371 int status_get_range(struct block_list *bl);
00372 int status_get_hp(struct block_list *bl);
00373 int status_get_max_hp(struct block_list *bl);
00374 int status_get_str(struct block_list *bl);
00375 int status_get_agi(struct block_list *bl);
00376 int status_get_vit(struct block_list *bl);
00377 int status_get_int(struct block_list *bl);
00378 int status_get_dex(struct block_list *bl);
00379 int status_get_luk(struct block_list *bl);
00380 int status_get_hit(struct block_list *bl);
00381 int status_get_flee(struct block_list *bl);
00382 int status_get_def(struct block_list *bl);
00383 int status_get_mdef(struct block_list *bl);
00384 int status_get_flee2(struct block_list *bl);
00385 int status_get_critical(struct block_list *bl);
00386 int status_get_def2(struct block_list *bl);
00387 int status_get_mdef2(struct block_list *bl);
00388 int status_get_baseatk(struct block_list *bl);
00389 int status_get_atk(struct block_list *bl);
00390 int status_get_atk_(struct block_list *bl);
00391 int status_get_atk2(struct block_list *bl);
00392 int status_get_atk_2(struct block_list *bl);
00393 int status_get_matk1(struct block_list *bl);
00394 int status_get_matk2(struct block_list *bl);
00395 int status_get_speed(struct block_list *bl);
00396 int status_get_adelay(struct block_list *bl);
00397 int status_get_amotion(struct block_list *bl);
00398 int status_get_dmotion(struct block_list *bl);
00399 int status_get_element(struct block_list *bl);
00400 int status_get_attack_element(struct block_list *bl);
00401 int status_get_attack_element2(struct block_list *bl); //¶Žè•Ší‘®«Žæ“¾
00402 #define status_get_elem_type(bl) (status_get_element(bl) % 10)
00403 #define status_get_elem_level(bl) (status_get_element(bl) / 10 / 2)
00404 int status_get_party_id(struct block_list *bl);
00405 int status_get_guild_id(struct block_list *bl);
00406 int status_get_race(struct block_list *bl);
00407 int status_get_size(struct block_list *bl);
00408 int status_get_mode(struct block_list *bl);
00409 //int status_get_mexp(struct block_list *bl);
00410 int status_get_race2(struct block_list *bl);
00411 int status_isdead(struct block_list *bl);
00412 
00413 struct status_change *status_get_sc_data(struct block_list *bl);
00414 short *status_get_sc_count(struct block_list *bl);
00415 short *status_get_opt1(struct block_list *bl);
00416 short *status_get_opt2(struct block_list *bl);
00417 short *status_get_opt3(struct block_list *bl);
00418 short *status_get_option(struct block_list *bl);
00419 
00420 int status_get_sc_def(struct block_list *bl, int type);
00421 #define status_get_sc_def_mdef(bl) (status_get_sc_def(bl, SP_MDEF1))
00422 #define status_get_sc_def_vit(bl) (status_get_sc_def(bl, SP_DEF2))
00423 #define status_get_sc_def_int(bl) (status_get_sc_def(bl, SP_MDEF2))
00424 #define status_get_sc_def_luk(bl) (status_get_sc_def(bl, SP_LUK))
00425 
00426 int status_change_start(struct block_list *bl, int type, intptr_t val1, intptr_t val2, intptr_t val3, intptr_t val4, int tick, int flag);
00427 int status_change_clear(struct block_list *bl, int type);
00428 int status_change_end(struct block_list* bl, int type, int tid);
00429 TIMER_FUNC(status_change_timer);
00430 int status_change_timer_sub(struct block_list *bl, va_list ap);
00431 
00432 int status_change_clear_buffs(struct block_list *bl);
00433 int status_change_clear_debuffs(struct block_list *bl);
00434 
00435 int do_init_status(void);
00436 
00437 #endif

Generated on Fri Apr 28 10:20:05 2006 for OpenAthena by  doxygen 1.4.4