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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-06-30 19:05:02 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-06-30 19:05:02 +0000 |
commit | bf46d9080866d1b4a262347ca09b4c4303fc0a0d (patch) | |
tree | af1411f13f801b64b9613fcfbb49bfdedd17df15 /src/map/skill.c | |
parent | aa77473813912c9536fba145a45199ec8a948d48 (diff) | |
download | hercules-bf46d9080866d1b4a262347ca09b4c4303fc0a0d.tar.gz hercules-bf46d9080866d1b4a262347ca09b4c4303fc0a0d.tar.bz2 hercules-bf46d9080866d1b4a262347ca09b4c4303fc0a0d.tar.xz hercules-bf46d9080866d1b4a262347ca09b4c4303fc0a0d.zip |
- Small cleanup on Abracadabra.
- Added UF_SONG (0x400) to differentiate songs from dances.
- Updated the skill_unit_db accordingly, ensembles should only have that flag, likewise for songs and dances.
- Added preliminar support for making a Song+Dance turn into BA_DISSONANCE cells. Beware of potential bugs as it's untested.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7428 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 104 |
1 files changed, 86 insertions, 18 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index b43112109..250ef1d3c 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -3306,10 +3306,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in do { abra_skillid = rand() % MAX_SKILL_ABRA_DB; if (skill_abra_db[abra_skillid].req_lv > skilllv || - rand()%10000 >= skill_abra_db[abra_skillid].per || //dbに基づくレベル・確率判定 - (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPC・結婚・養子・アイテムスキルはダメ - skill_get_unit_flag(abra_skillid) & UF_DANCE) //演奏スキルはダメ - abra_skillid = 0; // reset to get a new id + rand()%10000 >= skill_abra_db[abra_skillid].per || + skill_get_inf2(abra_skillid)&INF2_NPC_SKILL || + skill_get_unit_flag(abra_skillid) &(UF_DANCE|UF_ENSEMBLE|UF_SONG) + ) + abra_skillid = 0; // reset to get a new id } while (abra_skillid == 0); abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid); clif_skill_nodamage (src, bl, skillid, skilllv, 1); @@ -6155,6 +6156,44 @@ int skill_castend_map (struct map_session_data *sd, int skill_num, const char *m #undef skill_failed } +static int skill_dance_overlap_sub(struct block_list *bl, va_list ap) +{ + struct skill_unit *target = (struct skill_unit*)bl, + *src = va_arg(ap, struct skill_unit*); + int flag = va_arg(ap, int); + if (!target || !target->group || !target->group->state.song_dance) + return 0; + if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. + return 0; + if (flag) { //Set dissonance + target->val1 = src->val1 = BA_DISSONANCE; + target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. + } else { //Remove dissonance + target->val1 = target->group->skill_id; //Restore skill id + target->val2 &= ~UF_ENSEMBLE; + } + clif_skill_setunit(target); //Update look of affected cell. + return 1; +} + +//Does the song/dance overlapping -> dissonance check. [Skotlex] +//When flag is 0, this unit is about to be removed, cancel the dissonance effect +//When 1, this unit has been positioned, so start the cancel effect. +int skill_dance_overlap(struct skill_unit *unit, int flag) +{ + if (!unit || !unit->group || !unit->group->state.song_dance) + return 0; + if (!flag && !(unit->val2&UF_ENSEMBLE)) + return 0; //Nothing to remove, this unit is not overlapped. + if (unit->val1 != unit->group->skill_id) + { //Reset state + unit->val1 = unit->group->skill_id; + unit->val2 &= ~UF_ENSEMBLE; + } + return map_foreachincell(skill_dance_overlap_sub, + unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag); +} + /*========================================== * Initializes and sets a ground skill. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) @@ -6377,6 +6416,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex] group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex] group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo. + group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)); //Signals if this is a song/dance (does not counts duets) if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){ @@ -6413,6 +6453,12 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, ux+=(i%5-2); uy+=(i/5-2); break; + default: + if (group->state.song_dance) { + val1 = skillid; //Holds SKILL id to use. + val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance + } + break; } //直上スキルの場合設置座標上にランドプロテクターがないかチェック if(range<=0) @@ -6440,12 +6486,10 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, } if(alive){ - nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy)); - unit->val1=val1; - unit->val2=val2; + nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2)); unit->limit=limit; unit->range=range; - + if (range==0 && active_flag) map_foreachincell(skill_unit_effect,unit->bl.m, unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1); @@ -6620,6 +6664,13 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns } type = SkillStatusChangeTable(sg->skill_id); skillid = sg->skill_id; + if (sg->state.song_dance && src->val2&UF_ENSEMBLE) + { //Treat this group as if it were BA_DISSONANCE. + //Values will be restored on proper switch case. + src->val1 = sg->unit_id; + sg->unit_id = UNT_DISSONANCE; + sg->skill_id = BA_DISSONANCE; + } if (sg->interval == -1) { switch (sg->unit_id) { @@ -6654,7 +6705,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns sstatus->matk_min = sc->data[SC_MAGICPOWER].val3; sstatus->matk_min = sc->data[SC_MAGICPOWER].val4; } - + switch (sg->unit_id) { case UNT_FIREWALL: { @@ -6829,6 +6880,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns case UNT_DISSONANCE: skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); + if (sg->state.song_dance && src->val2&UF_ENSEMBLE) + { //Restore values. + sg->skill_id = skillid; + sg->unit_id = src->val1; + src->val1 = BA_DISSONANCE; + } break; case UNT_APPLEIDUN: //Apple of Idun [Skotlex] @@ -9115,7 +9172,7 @@ void skill_stop_dancing (struct block_list *src) * スキルユニット初期化 *------------------------------------------ */ -struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y) +struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) { struct skill_unit *unit; @@ -9131,11 +9188,11 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int unit->bl.x=x; unit->bl.y=y; unit->group=group; - unit->val1=unit->val2=0; unit->alive=1; + unit->val1=val1; + unit->val2=val2; map_addblock(&unit->bl); - clif_skill_setunit(unit); switch (group->skill_id) { case AL_PNEUMA: @@ -9153,7 +9210,12 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int case WZ_ICEWALL: skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL); break; + default: + if (group->state.song_dance) //Check for dissonance. + skill_dance_overlap(unit, 1); + break; } + clif_skill_setunit(unit); return unit; } @@ -9173,6 +9235,9 @@ int skill_delunit (struct skill_unit *unit) /* onlimitイベント呼び出し */ skill_unit_onlimit( unit,gettick() ); + if (group->state.song_dance) //Restore dissonance effect. + skill_dance_overlap(unit, 0); + /* ondeleteイベント呼び出し */ if (!unit->range) { map_foreachincell(skill_unit_effect,unit->bl.m, @@ -9265,7 +9330,7 @@ struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, group->valstr=NULL; i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex] - if (i&UF_DANCE) { + if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { struct map_session_data *sd = NULL; if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){ sd->skillid_dance=skillid; @@ -9300,7 +9365,7 @@ int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group) ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id); return 0; } - if (skill_get_unit_flag(group->skill_id)&UF_DANCE) + if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) { struct status_change* sc = status_get_sc(src); if (sc && sc->data[SC_DANCING].timer != -1) @@ -9666,7 +9731,7 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, i return 0; m_flag = (int *) aMalloc(sizeof(int)*group->unit_count); - memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ + memset(m_flag,0,sizeof(int)*group->unit_count); // m_flag // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed) // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed) @@ -9694,6 +9759,8 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, i if (!unit1->alive) continue; if (!(m_flag[i]&0x2)) { + if (group->state.song_dance) //Restore dissonance effect. + skill_dance_overlap(unit1, 0); map_foreachincell(skill_unit_effect,unit1->bl.m, unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4); } @@ -9703,7 +9770,6 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, i case 0: //Cell moves independently, safely move it. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick); - clif_skill_setunit(unit1); break; case 1: //Cell moves unto another cell, look for a replacement cell that won't collide @@ -9715,7 +9781,6 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, i //Move to where this cell would had moved. unit2 = &group->unit[j]; map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick); - clif_skill_setunit(unit1); j++; //Skip this cell as we have used it. break; } @@ -9724,7 +9789,10 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, i case 3: break; //Don't move the cell as a cell will end on this tile anyway. } - if (!(m_flag[i]&2)) { //We only moved the cell in 0-1 + if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1 + if (group->state.song_dance) //Check for dissonance effect. + skill_dance_overlap(unit1, 1); + clif_skill_setunit(unit1); map_foreachincell(skill_unit_effect,unit1->bl.m, unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1); } |