diff options
author | Inkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2009-05-27 14:11:08 +0000 |
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committer | Inkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2009-05-27 14:11:08 +0000 |
commit | 083e1e7f223ca36cdda5bf02940dcbb59a18c466 (patch) | |
tree | 03f499f66c3fe432c5badf738859564a7f959b1e | |
parent | a688b3155af430cc703f7d40548bbbf5e3a5addf (diff) | |
download | hercules-083e1e7f223ca36cdda5bf02940dcbb59a18c466.tar.gz hercules-083e1e7f223ca36cdda5bf02940dcbb59a18c466.tar.bz2 hercules-083e1e7f223ca36cdda5bf02940dcbb59a18c466.tar.xz hercules-083e1e7f223ca36cdda5bf02940dcbb59a18c466.zip |
* skill_check_condition clean up (bugreport:2770, bugreport:2957, bugreport:3010)
- Weapon, SP, HP and state are checked at the beginning of cast.
- Required items and ammos are checked at the end of cast.
- SP and status change required are removed at the end of cast without checking again.
- Required items are removed only if the skill is successfully used.
- Autocasts won't check for requirements but will remove them if you have them(except for SP/HP).
Hope won't cause any problems...
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13815 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r-- | Changelog-Trunk.txt | 7 | ||||
-rw-r--r-- | src/map/skill.c | 747 | ||||
-rw-r--r-- | src/map/skill.h | 16 | ||||
-rw-r--r-- | src/map/unit.c | 4 |
4 files changed, 438 insertions, 336 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index c89dc4902..3047b08cc 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -3,6 +3,13 @@ Date Added AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. +09/05/26 + * skill_check_condition clean up (bugreport:2770, bugreport:2957, bugreport:3010) [Inkfish] + - Weapon, SP, HP and state are checked at the beginning of cast. + - Required items and ammos are checked at the end of cast. + - SP and status change required are removed at the end of cast without checking again. + - Required items are removed only if the skill is successfully used. + - Autocasts won't check for requirements but will remove them if you have them(except for SP/HP). 09/05/25 * Fixed losing skill list after base change. (bugreport:3106) [Inkfish] * Now we can use 'boss_monster' to summon whatever monsters that need to be radared by Convex Mirror. (bugreport:2653) [Inkfish] diff --git a/src/map/skill.c b/src/map/skill.c index e6e81143f..20ec4292b 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -984,6 +984,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int else tbl = bl; + skill_consume_requirement(sd,skill,skilllv,2); // Autocasts don't consume sp switch (skill_get_casttype(skill)) { case CAST_GROUND: skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0); @@ -1238,6 +1239,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list * else tbl = src; + skill_consume_requirement(sd,skillid,skilllv,2); // Autocasts don't consume sp switch (skill_get_casttype(skillid)) { case CAST_GROUND: skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0); @@ -2110,7 +2112,7 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int struct status_data *status; struct map_session_data *sd = NULL; int i, j, hp, sp, hp_rate, sp_rate, state, mhp; - int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; + int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)]; if( lv < 1 || lv > MAX_SKILL_LEVEL ) return 0; @@ -3051,6 +3053,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int battle_consume_ammo(sd, skillid, skilllv); if( !sd->state.skillonskill ) skill_onskillusage(sd, bl, skillid, tick); + skill_consume_requirement(sd,skillid,skilllv,4); } return 0; @@ -3503,14 +3506,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; } } - if (sd) { - int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]); - if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) { - clif_skill_fail(sd,skillid,0,0); - break; - } - pc_delitem(sd, i, skill_db[skillid].amount[0], 0); - } // 100% success rate at lv4 & 5, but lasts longer at lv5 if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) { if (sd) @@ -4202,12 +4197,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in // Level 6-10 doesn't consume a red gem if it fails [celest] if (skilllv > 5) break; } - if (sd) { - if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD) - break; //Do not delete the gemstone. - if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 ) - pc_delitem(sd, i, skill_db[skillid].amount[0], 0); - } } break; @@ -4467,13 +4456,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in { x = skilllv%11 - 1; i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); - if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) + if(i < 0 || skill_db[skillid].itemid[x] <= 0) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); return 1; } - if( sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x] ) + if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { clif_skill_fail(sd,skillid,0,0); map_freeblock_unlock(); @@ -4492,7 +4481,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0; potion_target = bl->id; run_script(sd->inventory_data[i]->script,0,sd->bl.id,0); - pc_delitem(sd,i,skill_db[skillid].amount[x],0); potion_flag = potion_target = 0; if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST ) bonus += sd->status.base_level; @@ -5237,7 +5225,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case CG_TAROTCARD: { int eff, count = -1; - if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) + if( (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) { if( sd ) clif_skill_fail(sd,skillid,0,0); @@ -5622,6 +5610,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in battle_consume_ammo(sd, skillid, skilllv); if( !sd->state.skillonskill ) skill_onskillusage(sd, bl, skillid, tick); + skill_consume_requirement(sd,skillid,skilllv,4); } map_freeblock_unlock(); @@ -5780,13 +5769,18 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data) if (sd) { clif_skill_fail(sd,ud->skillid,0,0); if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex] - skill_check_condition(sd,ud->skillid, ud->skilllv,1); + skill_consume_requirement(sd,ud->skillid,ud->skilllv,7); } break; } - if( sd && !skill_check_condition(sd, ud->skillid, ud->skilllv,1) ) - break; + if( sd ) + { + if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) ) + break; + else + skill_consume_requirement(sd,ud->skillid,ud->skilllv,3); + } if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) ) break; @@ -5857,7 +5851,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data) if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL])) { //When Asura fails... (except when it fails from Fog of Wall) //Consume SP/spheres - skill_check_condition(sd,ud->skillid, ud->skilllv,1); + skill_consume_requirement(sd,ud->skillid, ud->skilllv,3); status_set_sp(src, 0, 0); sc = &sd->sc; if (sc->count) @@ -5885,6 +5879,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data) clif_skill_fail(sd,ud->skillid,0,0); } } + ud->skillid = ud->skilllv = ud->skilltarget = 0; ud->canact_tick = tick; //You can't place a skill failed packet here because it would be @@ -5973,13 +5968,18 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data) if(battle_config.skill_add_range && !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) { if (sd && battle_config.skill_out_range_consume) //Consume items anyway. - skill_check_condition(sd,ud->skillid, ud->skilllv,1); + skill_consume_requirement(sd,ud->skillid,ud->skilllv,7); break; } } - if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) - break; + if( sd ) + { + if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) ) + break; + else + skill_consume_requirement(sd,ud->skillid,ud->skilllv,3); + } if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) ) break; @@ -6017,6 +6017,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data) else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill' ud->skilllv = ud->skillx = ud->skilly = 0; } + map_freeblock_unlock(); return 1; } while(0); @@ -6103,6 +6104,24 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk src->m, x-i, y-i, x+i,y+i,BL_SKILL); break; + case SA_VOLCANO: + case SA_DELUGE: + case SA_VIOLENTGALE: + { //Does not consumes if the skill is already active. [Skotlex] + struct skill_unit_group *sg; + if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE )) + { + if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) + { + skill_unitsetting(src,skillid,skilllv,x,y,0); + return 0; // not to consume items + } + else + sg->limit = 0; //Disable it. + } + skill_unitsetting(src,skillid,skilllv,x,y,0); + break; + } case MG_SAFETYWALL: case MG_FIREWALL: case MG_THUNDERSTORM: @@ -6140,9 +6159,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk case WE_CALLBABY: case AC_SHOWER: //Ground-placed skill implementation. case MA_SHOWER: - case SA_VOLCANO: - case SA_DELUGE: - case SA_VIOLENTGALE: case SA_LANDPROTECTOR: case BD_LULLABY: case BD_RICHMANKIM: @@ -6240,7 +6256,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk (skilllv >= 4) ? sd->status.memo_point[2].map : 0 ); } - break; + return 0; // not to consume item. case MO_BODYRELOCATION: if (unit_movepos(src, x, y, 1, 1)) { @@ -6295,7 +6311,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk potion_hp = 0; potion_sp = 0; run_script(sd->inventory_data[j]->script,0,sd->bl.id,0); - pc_delitem(sd,j,skill_db[skillid].amount[i],0); potion_flag = 0; //Apply skill bonuses i = pc_checkskill(sd,CR_SLIMPITCHER)*10 @@ -6359,17 +6374,12 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk // Plant Cultivation [Celest] case CR_CULTIVATION: if (sd) { - int i = skilllv - 1; - int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]); - if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || - sd->status.inventory[j].amount < skill_db[skillid].amount[i] || - map_count_oncell(src->m,x,y,BL_CHAR) > 0 - ) { + int i; + if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 ) + { clif_skill_fail(sd,skillid,0,0); return 1; } - - pc_delitem(sd,j,skill_db[skillid].amount[i],0); clif_skill_poseffect(src,skillid,skilllv,x,y,tick); if (rand()%100 < 50) { clif_skill_fail(sd,skillid,0,0); @@ -6437,9 +6447,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk { if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex] battle_consume_ammo(sd, skillid, skilllv); - if( !sd->state.skillonskill ) skill_onskillusage(sd, NULL, skillid, tick); + skill_consume_requirement(sd,skillid,skilllv,4); } return 0; @@ -6550,12 +6560,14 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char return 0; } - if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv... - { + if(!skill_check_condition_castend(sd, sd->menuskill_id, lv)) + { // This checks versus skillid/skilllv... skill_failed(sd); return 0; } + skill_consume_requirement(sd,sd->menuskill_id,lv,4); + if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) { skill_failed(sd); return 0; @@ -8028,19 +8040,12 @@ int skill_isammotype (struct map_session_data *sd, int skill) ); } -/*========================================== - * Checks that you have the requirements for casting a skill. - * Flag: - * &1: finished casting the skill (invoke hp/sp/item consumption) - * &2: picked menu entry (Warp Portal, Teleport and other menu based skills) - *------------------------------------------*/ -int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type) +int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) { struct status_data *status; struct status_change *sc; - int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp; - int itemid[10],amount[10]; - char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete + struct skill_condition require; + int i; nullpo_retr(0, sd); @@ -8058,31 +8063,14 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in return 1; } - status = &sd->battle_status; - sc = &sd->sc; - if (!sc->count) - sc = NULL; - if(pc_is90overweight(sd)) { clif_skill_fail(sd,skill,9,0); sd->skillitem = sd->skillitemlv = 0; return 0; } - if (sd->state.abra_flag) - { - if (sd->skillitem != skill) - { //Cancelled, using a different skill. - sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0; - } else { - //Abracadabra skill, skip requisites! - if(type&1) - { //Clear out the data. - sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0; - } - return 1; - } - } + if( sd->state.abra_flag && sd->skillitem != skill ) // Cancelled, using a different skill. + sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0; if (sd->menuskill_id == AM_PHARMACY && (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON || @@ -8092,8 +8080,13 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in return 0; } + status = &sd->battle_status; + sc = &sd->sc; + if( !sc->count ) + sc = NULL; + if(sd->skillitem == skill) { - if(!type) //When a target was selected + // When a target was selected { //Consume items that were skipped in pc_use_item [Skotlex] if((i = sd->itemindex) == -1 || sd->status.inventory[i].nameid != sd->itemid || @@ -8112,98 +8105,16 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in else if( sd->status.inventory[i].expire_time == 0 ) pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration } - if (type&1) //Casting finished - sd->skillitem = sd->skillitemlv = 0; return 1; } - //Code speedup, rather than using skill_get_* over and over again. - j = skill_get_index(skill); - if( j == 0 ) // invalid skill id - return 0; if( lv < 1 || lv > MAX_SKILL_LEVEL ) return 0; - hp = skill_db[j].hp[lv-1]; - sp = skill_db[j].sp[lv-1]; - if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance) - sp=sp/2; - hp_rate = skill_db[j].hp_rate[lv-1]; - sp_rate = skill_db[j].sp_rate[lv-1]; - zeny = skill_db[j].zeny[lv-1]; - - weapon = skill_db[j].weapon; - ammo = skill_db[j].ammo; - ammo_qty = skill_db[j].ammo_qty[lv-1]; - state = skill_db[j].state; - - spiritball = skill_db[j].spiritball[lv-1]; - mhp = skill_db[j].mhp[lv-1]; - for(i = 0; i < 10; i++) { - itemid[i] = skill_db[j].itemid[i]; - amount[i] = skill_db[j].amount[i]; - } - if(mhp > 0 && get_percentage(status->hp, status->max_hp) > mhp) { - //mhp is the max-hp-requirement, that is, - //you must have this % or less of HP to cast it. - clif_skill_fail(sd,skill,2,0); - return 0; - } - if(hp_rate > 0) - hp += (status->hp * hp_rate)/100; - else - hp += (status->max_hp * (-hp_rate))/100; - if(sp_rate > 0) - sp += (status->sp * sp_rate)/100; - else - sp += (status->max_sp * (-sp_rate))/100; - - if (weapon && !ammo && skill && skill_isammotype(sd, skill)) - { //Assume this skill is using the weapon, therefore it requires arrows. - ammo = 0xFFFFFFFF; //Enable use on all ammo types. - ammo_qty = 1; - } + require = skill_get_requirement(sd,skill,lv); //Can only update state when weapon/arrow info is checked. - if (weapon) sd->state.arrow_atk = ammo?1:0; - - switch(skill) { // Check for cost reductions due to skills & SCs - case MC_MAMMONITE: - if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0) - zeny -= zeny*10/100; - break; - case AL_HOLYLIGHT: - if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST) - sp *= 5; - break; - case SL_SMA: - case SL_STUN: - case SL_STIN: - { - int kaina_lv = pc_checkskill(sd,SL_KAINA); - - if(kaina_lv==0 || sd->status.base_level<70) - break; - if(sd->status.base_level>=90) - sp -= sp*7*kaina_lv/100; - else if(sd->status.base_level>=80) - sp -= sp*5*kaina_lv/100; - else if(sd->status.base_level>=70) - sp -= sp*3*kaina_lv/100; - } - break; - case MO_TRIPLEATTACK: - case MO_CHAINCOMBO: - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) - sp -= sp*25/100; //FIXME: Need real data. this is a custom value. - break; - } - - if(sd->dsprate!=100) - sp=sp*sd->dsprate/100; + if (require.weapon) sd->state.arrow_atk = require.ammo?1:0; // perform skill-specific checks (and actions) switch( skill ) @@ -8232,8 +8143,6 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in break; case AL_WARP: - if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex] - item_flag = 1; if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza] clif_displaymessage(sd->fd, "Duel: Can't use warp in duel."); return 0; @@ -8247,15 +8156,15 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in break; case MO_FINGEROFFENSIVE: //指弾 case GS_FLING: - if (sd->spiritball > 0 && sd->spiritball < spiritball) { - spiritball = sd->spiritball; + if (sd->spiritball > 0 && sd->spiritball < require.spiritball) { + require.spiritball = sd->spiritball; sd->spiritball_old = sd->spiritball; } - else sd->spiritball_old = spiritball; + else sd->spiritball_old = require.spiritball; break; case MO_BODYRELOCATION: if (sc && sc->data[SC_EXPLOSIONSPIRITS]) - spiritball = 0; + require.spiritball = 0; break; case MO_CHAINCOMBO: if(!sc) @@ -8283,22 +8192,22 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this... // return 0; if(sc && sc->data[SC_BLADESTOP]) - spiritball--; + require.spiritball--; else if (sc && sc->data[SC_COMBO]) { switch(sc->data[SC_COMBO]->val1) { case MO_COMBOFINISH: - spiritball = 4; + require.spiritball = 4; break; case CH_TIGERFIST: - spiritball = 3; + require.spiritball = 3; break; case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1. - spiritball = sd->spiritball?sd->spiritball:1; + require.spiritball = sd->spiritball?sd->spiritball:1; break; default: return 0; } - } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting. + } else if(!unit_can_move(&sd->bl)) //Check only on begin casting. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex] clif_skill_fail(sd,skill,0,0); return 0; @@ -8371,44 +8280,14 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in break; case PR_BENEDICTIO: - if (!(type&1)) - { //Started casting. - if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2) - { - clif_skill_fail(sd,skill,0,0); - return 0; - } + if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2) + { + clif_skill_fail(sd,skill,0,0); + return 0; } - else - //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex] - skill_check_pc_partner(sd, skill, &lv, 1, 1); break; - case AM_CANNIBALIZE: - case AM_SPHEREMINE: - if(type&1){ - int c=0; - int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; - //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; - int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv); - int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142; - if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { - i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c); - if(c >= maxcount || - (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) - { //Fails when: exceed max limit. There are other plant types already out. - clif_skill_fail(sd,skill,0,0); - return 0; - } - } - } - break; - case WZ_FIREPILLAR: // celest - if (lv <= 5) // no gems required at level 1-5 - itemid[0] = 0; - break; case SL_SMA: - if(type) break; //Only do the combo check when the target is selected (type == 0) if(!(sc && sc->data[SC_SMA])) return 0; break; @@ -8417,35 +8296,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)) return 0; break; - case AM_BERSERKPITCHER: - case AM_POTIONPITCHER: - case CR_SLIMPITCHER: - case MG_STONECURSE: - case CR_CULTIVATION: - case SA_FLAMELAUNCHER: - case SA_FROSTWEAPON: - case SA_LIGHTNINGLOADER: - case SA_SEISMICWEAPON: - item_flag = 1; - break; - case SA_DELUGE: - case SA_VOLCANO: - case SA_VIOLENTGALE: - { //Does not consumes if the skill is already active. [Skotlex] - struct skill_unit_group *sg; - if ((sg= skill_locate_element_field(&sd->bl)) != NULL && - ( - sg->skill_id == SA_VOLCANO || - sg->skill_id == SA_DELUGE || - sg->skill_id == SA_VIOLENTGALE - )) { - if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0) - item_flag = 0; - else - sg->limit = 0; //Disable it. - } - break; - } + case CG_HERMODE: if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv))) { @@ -8514,12 +8365,12 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in break; //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex] //Only invoke on skill begin cast (instant cast skill). [Kevin] - if(sp>0 && !type) + if(require.sp>0) { - if (status->sp < (unsigned int)sp) + if (status->sp < (unsigned int)require.sp) clif_skill_fail(sd,skill,1,0); else - status_zap(&sd->bl, 0, sp); + status_zap(&sd->bl, 0, require.sp); } return 0; case GD_BATTLEORDER: @@ -8555,11 +8406,10 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in break; case NJ_ZENYNAGE: - if(sd->status.zeny < zeny) { + if(sd->status.zeny < require.zeny) { clif_skill_fail(sd,skill,5,0); return 0; } - zeny = 0; //Zeny is reduced on skill_attack. break; case PF_HPCONVERSION: if (status->sp == status->max_sp) @@ -8570,8 +8420,6 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in clif_skill_fail(sd,skill,0,0); return 0; } - if (sd->status.hom_id) //Don't delete items when hom is already out. - item_flag = 0; break; case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80% if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) @@ -8582,47 +8430,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in break; } - if(!(type&2)){ - if( hp>0 && status->hp <= (unsigned int)hp) { /* HPチェック */ - clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */ - return 0; - } - if( sp>0 && status->sp < (unsigned int)sp) { /* SPチェック */ - clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */ - return 0; - } - if(zeny>0 && sd->status.zeny < zeny) { - clif_skill_fail(sd,skill,5,0); - return 0; - } - - if(weapon && !pc_check_weapontype(sd,weapon)) { - clif_skill_fail(sd,skill,6,0); - return 0; - } - if(ammo) { //Skill requires stuff equipped in the arrow slot. - if((i=sd->equip_index[EQI_AMMO]) < 0 || - !sd->inventory_data[i] || - sd->status.inventory[i].amount < ammo_qty - ) { - clif_arrow_fail(sd,0); - return 0; - } - if (!(ammo&1<<sd->inventory_data[i]->look)) - { //Ammo type check. Send the "wrong weapon type" message - //which is the closest we have to wrong ammo type. [Skotlex] - clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] - //clif_skill_fail(sd,skill,6,0); - return 0; - } - } - if( spiritball > 0 && sd->spiritball < spiritball) { - clif_skill_fail(sd,skill,0,0); - return 0; - } - } - - switch(state) { + switch(require.state) { case ST_HIDING: if(!(sc && sc->option&OPTION_HIDE)) { clif_skill_fail(sd,skill,0,0); @@ -8706,77 +8514,352 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in return 0; } - if(!(type&1)) - return 1; // consumption only happens on cast-end + if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) { + //mhp is the max-hp-requirement, that is, + //you must have this % or less of HP to cast it. + clif_skill_fail(sd,skill,2,0); + return 0; + } + + if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { + clif_skill_fail(sd,skill,6,0); + return 0; + } + + if( require.hp > 0 && status->hp <= (unsigned int)require.hp) { + clif_skill_fail(sd,skill,2,0); + return 0; + } + + if( require.sp > 0 && status->sp < (unsigned int)require.sp) { + clif_skill_fail(sd,skill,1,0); + return 0; + } + + if( require.zeny > 0 && sd->status.zeny < require.zeny ) { + clif_skill_fail(sd,skill,5,0); + return 0; + } + + if( require.spiritball > 0 && sd->spiritball < require.spiritball) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + + return 1; +} + +int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv) +{ + struct skill_condition require; + int i; + int index[MAX_SKILL_ITEM_REQUIRE]; + + nullpo_retr(0, sd); + + if( lv <= 0 || sd->chatID ) + return 0; - if( item_flag ) + if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill ) + { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex] + sd->skillitem = sd->skillitemlv = 0; + //Need to do arrow state check. + sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; + //Need to do Spiritball check. + sd->spiritball_old = sd->spiritball; + return 1; + } + + if( pc_is90overweight(sd) ) { - int index[ARRAYLENGTH(itemid)]; + clif_skill_fail(sd,skill,9,0); + sd->skillitem = sd->skillitemlv = 0; + return 0; + } - // Check consumed items and reduce required amounts - for( i = 0; i < ARRAYLENGTH(itemid); ++i ) - { - index[i] = -1; - if( itemid[i] <= 0 ) - continue;// no item - if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN ) - { - if( sd->special_state.no_gemstone ) - { //Make it substract 1 gem rather than skipping the cost. - if( --amount[i] < 1 ) - continue; - } - if(sc && sc->data[SC_INTOABYSS]) - { - if( skill != SA_ABRACADABRA ) - continue; - else if( --amount[i] < 1 ) - amount[i] = 1; // Hocus Pocus allways use at least 1 gem - } - } + if( sd->state.abra_flag ) + { // Abracadabra skill, skip requisites! + sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0; + return 1; + } - if((skill == AM_POTIONPITCHER || - skill == CR_SLIMPITCHER || - skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex] - continue; + if( sd->menuskill_id == AM_PHARMACY ) + { // Cast start or cast end?? + switch( skill ) + { + case AM_PHARMACY: + case AC_MAKINGARROW: + case BS_REPAIRWEAPON: + case AM_TWILIGHT1: + case AM_TWILIGHT2: + case AM_TWILIGHT3: + sd->skillitem = sd->skillitemlv = 0; + return 0; + } + } + + if( sd->skillitem == skill ) + { // Casting finished + sd->skillitem = sd->skillitemlv = 0; + return 1; + } - index[i] = pc_search_inventory(sd,itemid[i]); - if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) { - if( itemid[i] == ITEMID_RED_GEMSTONE ) - clif_skill_fail(sd,skill,7,0);// red gemstone required - else if( itemid[i] == ITEMID_BLUE_GEMSTONE ) - clif_skill_fail(sd,skill,8,0);// blue gemstone required - else - clif_skill_fail(sd,skill,0,0); + // perform skill-specific checks (and actions) + switch( skill ) + { + case PR_BENEDICTIO: + skill_check_pc_partner(sd, skill, &lv, 1, 1); + break; + case AM_CANNIBALIZE: + case AM_SPHEREMINE: + { + int c=0; + int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; + //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; + int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv); + int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142; + if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { + i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c); + if(c >= maxcount || + (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) + { //Fails when: exceed max limit. There are other plant types already out. + clif_skill_fail(sd,skill,0,0); return 0; } - if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN && - sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD) - index[i] = -1; //Gemstones are checked, but not substracted from inventory. } + break; + } + case CG_TAROTCARD: + if( rand() % 100 > lv * 8 ) + { + if( sd ) + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + } + + require = skill_get_requirement(sd,skill,lv); + + if( require.ammo ) { //Skill requires stuff equipped in the arrow slot. + if((i=sd->equip_index[EQI_AMMO]) < 0 || + !sd->inventory_data[i] || + sd->status.inventory[i].amount < require.ammo_qty + ) { + clif_arrow_fail(sd,0); + return 0; + } + if (!(require.ammo&1<<sd->inventory_data[i]->look)) + { //Ammo type check. Send the "wrong weapon type" message + //which is the closest we have to wrong ammo type. [Skotlex] + clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex] + //clif_skill_fail(sd,skill,6,0); + return 0; + } + } + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) + { + index[i] = pc_search_inventory(sd,require.itemid[i]); + if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) { + if( require.itemid[i] == ITEMID_RED_GEMSTONE ) + clif_skill_fail(sd,skill,7,0);// red gemstone required + else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE ) + clif_skill_fail(sd,skill,8,0);// blue gemstone required + else + clif_skill_fail(sd,skill,0,0); + return 0; + } + } - // Consume items - if (item_flag==2) - for( i = 0; i < ARRAYLENGTH(itemid); ++i ) + return 1; +} + +int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type) +{ + int n,i; + struct skill_condition req; + + nullpo_retr(0, sd); + + req = skill_get_requirement(sd,skill,lv); + + if( type&1 ) + { + if(req.hp || req.sp) + status_zap(&sd->bl, req.hp, req.sp); + } + + if( type&2 ) + { + if(req.spiritball > 0) + pc_delspiritball(sd,req.spiritball,0); + + if(req.zeny > 0) { - if(index[i] >= 0) - pc_delitem(sd,index[i],amount[i],0); + if( skill == NJ_ZENYNAGE ) + req.zeny = 0; //Zeny is reduced on skill_attack. + if( sd->status.zeny < req.zeny ) + req.zeny = sd->status.zeny; + pc_payzeny(sd,req.zeny); } } - if(type&2) - return 1; + if( type&4 ) + { + struct status_change *sc = &sd->sc; + + if( !sc->count ) + sc = NULL; + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) + { + if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD ) + continue; //Gemstones are checked, but not substracted from inventory. - if(sp || hp) - status_zap(&sd->bl, hp, sp); - if(zeny > 0) // Zeny消費 - pc_payzeny(sd,zeny); - if(spiritball > 0) - pc_delspiritball(sd,spiritball,0); + if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 ) + pc_delitem(sd,n,req.amount[i],0); + } + } return 1; } +struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv) +{ + struct skill_condition req; + struct status_data *status; + struct status_change *sc; + int i,j,hp_rate,sp_rate; + + memset(&req,0,sizeof(req)); + + if( !sd ) + return req; + j = skill_get_index(skill); + if( j == 0 ) // invalid skill id + return req; + if( lv < 1 || lv > MAX_SKILL_LEVEL ) + return req; + + status = &sd->battle_status; + sc = &sd->sc; + if( !sc->count ) + sc = NULL; + + req.hp = skill_db[j].hp[lv-1]; + hp_rate = skill_db[j].hp_rate[lv-1]; + if(hp_rate > 0) + req.hp += (status->hp * hp_rate)/100; + else + req.hp += (status->max_hp * (-hp_rate))/100; + + req.sp = skill_db[j].sp[lv]; + if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance) + req.sp /= 2; + sp_rate = skill_db[j].sp_rate[lv-1]; + if(sp_rate > 0) + req.sp += (status->sp * sp_rate)/100; + else + req.sp += (status->max_sp * (-sp_rate))/100; + if( sd->dsprate!=100 ) + req.sp = req.sp * sd->dsprate / 100; + + req.zeny = skill_db[j].zeny[lv-1]; + + req.spiritball = skill_db[j].spiritball[lv-1]; + + req.state = skill_db[j].state; + + req.mhp = skill_db[j].mhp[lv-1]; + + req.weapon = skill_db[j].weapon; + + req.ammo = skill_db[j].ammo; + req.ammo_qty = skill_db[j].ammo_qty[lv-1]; + if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill)) + { //Assume this skill is using the weapon, therefore it requires arrows. + req.ammo = 0xFFFFFFFF; //Enable use on all ammo types. + req.ammo_qty = 1; + } + + for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) + { + if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 ) + continue; + + switch( skill ) + { + case AM_CALLHOMUN: + if (sd->status.hom_id) //Don't delete items when hom is already out. + continue; + break; + case WZ_FIREPILLAR: // celest + if (lv <= 5) // no gems required at level 1-5 + continue; + break; + } + + req.itemid[i] = skill_db[j].itemid[i]; + req.amount[i] = skill_db[j].amount[i]; + + if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN ) + { + if( sd->special_state.no_gemstone ) + { //Make it substract 1 gem rather than skipping the cost. + if( --req.amount[i] < 1 ) + continue; + } + if(sc && sc->data[SC_INTOABYSS]) + { + if( skill != SA_ABRACADABRA ) + continue; + else if( --req.amount[i] < 1 ) + req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem + } + } + } + + // Check for cost reductions due to skills & SCs + switch(skill) { + case MC_MAMMONITE: + if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0) + req.zeny -= req.zeny*10/100; + break; + case AL_HOLYLIGHT: + if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST) + req.sp *= 5; + break; + case SL_SMA: + case SL_STUN: + case SL_STIN: + { + int kaina_lv = pc_checkskill(sd,SL_KAINA); + + if(kaina_lv==0 || sd->status.base_level<70) + break; + if(sd->status.base_level>=90) + req.sp -= req.sp*7*kaina_lv/100; + else if(sd->status.base_level>=80) + req.sp -= req.sp*5*kaina_lv/100; + else if(sd->status.base_level>=70) + req.sp -= req.sp*3*kaina_lv/100; + } + break; + case MO_TRIPLEATTACK: + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK) + req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value. + break; + + } + + return req; +} + /*========================================== * Does cast-time reductions based on dex, item bonuses and config setting *------------------------------------------*/ @@ -11504,7 +11587,7 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current) else skill_db[i].state = ST_NONE; skill_split_atoi(split[11],skill_db[i].spiritball); - for( j = 0; j < 10; j++ ) { + for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) { skill_db[i].itemid[j] = atoi(split[12+ 2*j]); skill_db[i].amount[j] = atoi(split[13+ 2*j]); } diff --git a/src/map/skill.h b/src/map/skill.h index c52f5ccc1..c5aa25eb8 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -68,6 +68,12 @@ struct status_change_entry; #define SD_SPLASH 0x4000 // skill_area_sub will count targets in skill_area_temp[2] #define SD_PREAMBLE 0x8000 // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected +#define MAX_SKILL_ITEM_REQUIRE 10 +struct skill_condition { + int weapon,ammo,ammo_qty,hp,sp,zeny,spiritball,mhp,state; + int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE]; +}; + // XLf?^x?X struct s_skill_db { char name[NAME_LENGTH]; @@ -81,7 +87,7 @@ struct s_skill_db { int blewcount[MAX_SKILL_LEVEL]; int hp[MAX_SKILL_LEVEL],sp[MAX_SKILL_LEVEL],mhp[MAX_SKILL_LEVEL],hp_rate[MAX_SKILL_LEVEL],sp_rate[MAX_SKILL_LEVEL],zeny[MAX_SKILL_LEVEL]; int weapon,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL]; - int itemid[10],amount[10]; + int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE]; int castnodex[MAX_SKILL_LEVEL], delaynodex[MAX_SKILL_LEVEL]; int nocast; int unit_id[2]; @@ -281,7 +287,13 @@ int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage int skill_castfix( struct block_list *bl, int skill_id, int skill_lv); int skill_castfix_sc( struct block_list *bl, int time); int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv); -int skill_check_condition( struct map_session_data *sd, short skill, short lv, int type); + +// Skill conditions check and remove [Inkfish] +int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv); +int skill_check_condition_castend(struct map_session_data *sd, short skill, short lv); +int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type); +struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv); + int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag); // -- moonsoul (added skill_check_unit_cell) int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id); diff --git a/src/map/unit.c b/src/map/unit.c index 44dbaf741..05bfa1b50 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -948,7 +948,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh } break; } - if (!skill_check_condition(sd, skill_num, skill_lv, 0)) + if (!skill_check_condition_castbegin(sd, skill_num, skill_lv)) return 0; } //TODO: Add type-independant skill_check_condition function. @@ -1145,7 +1145,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh if( sd ) { - if( skillnotok(skill_num, sd) || !skill_check_condition(sd, skill_num, skill_lv,0) ) + if( skillnotok(skill_num, sd) || !skill_check_condition_castbegin(sd, skill_num, skill_lv) ) return 0; } |