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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-28 17:58:56 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-28 17:58:56 +0000 |
commit | bfb4c510052f56c0af3f7fbca417ce23d0fd2203 (patch) | |
tree | c1c0f5ec941a9dfb09b9d20293c822082b124475 /src/map/mob.c | |
parent | ff2af609b86f5c35007fc30d0ef69214bd76bc12 (diff) | |
download | hercules-bfb4c510052f56c0af3f7fbca417ce23d0fd2203.tar.gz hercules-bfb4c510052f56c0af3f7fbca417ce23d0fd2203.tar.bz2 hercules-bfb4c510052f56c0af3f7fbca417ce23d0fd2203.tar.xz hercules-bfb4c510052f56c0af3f7fbca417ce23d0fd2203.zip |
- Added functions status_revive, pc_revive and mob_revive to handle revival (it doesn't handles player respawning, though)
- Corrected alive, raisemap, raiseall to use these functions.
- Updated resurrection/mob-kaizel to use status_revive
- Added SC_BLADESTOP to the skill enum at the beginning of status.c (fixes Bladestop causing an unknown status change message)
- Fixed MSS_DEAD state skills not triggering.
- Corrected some compilation warnings on the merc.* files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6807 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/mob.c')
-rw-r--r-- | src/map/mob.c | 47 |
1 files changed, 26 insertions, 21 deletions
diff --git a/src/map/mob.c b/src/map/mob.c index 3c04a5ead..f564878ea 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -1558,22 +1558,10 @@ int mob_deleteslave(struct mob_data *md) // Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex] int mob_respawn(int tid, unsigned int tick, int id,int data ) { - struct mob_data *md = (struct mob_data*)map_id2bl(id); - if (!md || md->bl.type != BL_MOB) - return 0; - //Mob must be dead and not in a map to respawn! - if (md->bl.prev != NULL || md->status.hp) - return 0; + struct block_list *bl = map_id2bl(id); - md->state.skillstate = MSS_IDLE; - md->last_thinktime = tick; - md->next_walktime = tick+rand()%50+5000; - md->last_linktime = tick; - map_addblock(&md->bl); - status_percent_heal(&md->bl, data, 0); - clif_spawn(&md->bl); - skill_unit_move(&md->bl,tick,1); - mobskill_use(md, tick, MSC_SPAWN); + if(!bl) return 0; + status_revive(bl, data, 0); return 1; } @@ -1699,9 +1687,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) status = &md->status; - if(status->hp) //Requested instant death? - status->hp = 0; - if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex]) guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); @@ -1709,7 +1694,9 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) } md->state.skillstate = MSS_DEAD; + md->status.hp = 1; //Otherwise skill will be blocked due to being dead! [Skotlex] mobskill_use(md,tick,-1); //On Dead skill. + md->status.hp = 0; if (md->sc.data[SC_KAIZEL].timer != -1) { //Revive in a bit. @@ -2149,6 +2136,22 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type) return 1; } +void mob_revive(struct mob_data *md, unsigned int hp) +{ + unsigned int tick = gettick(); + md->state.skillstate = MSS_IDLE; + md->last_thinktime = tick; + md->next_walktime = tick+rand()%50+5000; + md->last_linktime = tick; + if (!md->bl.prev) + map_addblock(&md->bl); + clif_spawn(&md->bl); + skill_unit_move(&md->bl,tick,1); + mobskill_use(md, tick, MSC_SPAWN); + if (battle_config.show_mob_hp) + clif_charnameack (0, &md->bl); +} + int mob_guardian_guildchange(struct block_list *bl,va_list ap) { struct mob_data *md; @@ -2573,9 +2576,11 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event) c2 = ms[i].cond2; - if (ms[i].state != md->state.skillstate && md->state.skillstate != MSS_DEAD) { - if (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id)) - ; //ANYTARGET works with any state as long as there's a target. [Skotlex] + if (ms[i].state != md->state.skillstate) { + if (md->state.skillstate != MSS_DEAD && ( + ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id) + )) //ANYTARGET works with any state as long as there's a target. [Skotlex] + ; else continue; } |