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author | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-10-05 11:12:04 +0000 |
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committer | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-10-05 11:12:04 +0000 |
commit | 0ffd2692c0d9d90a76c82c0240aa2e395c0cdffb (patch) | |
tree | 75bf13c11322bbfe7857c5c0801423ba4fae49b2 /src/map/skill.c | |
parent | 98a0377169df866a6a8b46412b5fde17ca672527 (diff) | |
download | hercules-0ffd2692c0d9d90a76c82c0240aa2e395c0cdffb.tar.gz hercules-0ffd2692c0d9d90a76c82c0240aa2e395c0cdffb.tar.bz2 hercules-0ffd2692c0d9d90a76c82c0240aa2e395c0cdffb.tar.xz hercules-0ffd2692c0d9d90a76c82c0240aa2e395c0cdffb.zip |
* Removed a broken remnant of code from old gospel code (r4349) that's _supposed_ to clear the gospel status (no item use?) when you step out of its zone
- 1) the constant UNT_GOSPEL was used in a switch() instead of PA_GOSPEL (thus actually ending 'NPC_STUNATTACK' status), and
- 2) this code path is never taken, because Gospel is not recorded in skill_unit_temp[] (it has a periodic timer and is not DUALMODE)
* Now the first empty spot in the 'skill_unit_temp' array will be used when tracking movement between land skills; reduced its length to 20
* Fixed the skill unit mechanism that is supposed to track whether you're still standing in a certain land skill's AoE or not, which was not working correctly since the time it was added (r3133)
- solves the nasty problem of Loki, Quagmire, ... status not ending even after stepping out of it in some cases, if there was another song overlapping the skill's area (fixes bugreport:34)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11361 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 133 |
1 files changed, 64 insertions, 69 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index f941d5b8e..11ce69536 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2297,8 +2297,6 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds * 0 =—\–ñ?B0‚ɌŒè *------------------------------------------*/ static int skill_area_temp[8]; -static int skill_unit_temp[64]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */ -static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int); int skill_area_sub (struct block_list *bl, va_list ap) { @@ -3409,13 +3407,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int *------------------------------------------*/ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag) { - struct map_session_data *sd = NULL; - struct homun_data *hd = NULL; - struct map_session_data *dstsd = NULL; + struct map_session_data *sd; + struct homun_data *hd; + struct map_session_data *dstsd; struct status_data *sstatus, *tstatus; struct status_change *tsc; - struct mob_data *md = NULL; - struct mob_data *dstmd = NULL; + struct mob_data *md; + struct mob_data *dstmd; int i,type; if(skillid > 0 && skilllv <= 0) return 0; // celest @@ -3426,19 +3424,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if (src->m != bl->m) return 1; - if (src->type == BL_PC) { - sd = (struct map_session_data *)src; - } else if (src->type == BL_HOM) { //[orn] - hd = (struct homun_data *)src; - } else if (src->type == BL_MOB) { - md = (struct mob_data *)src; - } + BL_CAST(BL_PC, src, sd); + BL_CAST(BL_HOM, src, hd); + BL_CAST(BL_MOB, src, md); - if (bl->type == BL_PC){ - dstsd = (struct map_session_data *)bl; - } else if (bl->type == BL_MOB){ - dstmd = (struct mob_data *)bl; - } + BL_CAST(BL_PC, bl, dstsd); + BL_CAST(BL_MOB, bl, dstmd); if(bl->prev == NULL) return 1; @@ -7647,7 +7638,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns return skillid; } /*========================================== - * + * Triggered when a char steps out of a skill cell *------------------------------------------*/ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick) { @@ -7691,7 +7682,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in } /*========================================== - * Triggered when a char steps out of a skill group [Skotlex] + * Triggered when a char steps out of a skill group (entirely) [Skotlex] *------------------------------------------*/ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick) { @@ -7774,10 +7765,6 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int } } break; - case UNT_GOSPEL: - if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex] - status_change_end(bl, type, -1); - break; } return skill_id; @@ -10064,13 +10051,16 @@ int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group, } } - if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex] + // end Gospel's status change on 'src' + // (needs to be done when the group is deleted by other means than skill deactivation) + if (group->unit_id == UNT_GOSPEL) { struct status_change *sc = status_get_sc(src); if(sc && sc->data[SC_GOSPEL].timer != -1) { sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex] status_change_end(src,SC_GOSPEL,-1); } } + if (group->skill_id == SG_SUN_WARM || group->skill_id == SG_MOON_WARM || group->skill_id == SG_STAR_WARM) { @@ -10315,6 +10305,7 @@ int skill_unit_timer (int tid, unsigned int tick, int id, int data) return 0; } +static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them /*========================================== * *------------------------------------------*/ @@ -10328,6 +10319,7 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) int flag = va_arg(ap,int); int skill_id; + int i; nullpo_retr(0, group); @@ -10357,9 +10349,8 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) if( flag&1 ) { if( flag&2 ) - { //Clear skill ids we have stored in onout. - int i; - ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); + { //Clear this skill id. + ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = 0; } @@ -10367,9 +10358,10 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) else { if( flag&2 ) - { //Store this unit id. - if( skill_unit_index < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[skill_unit_index++] = skill_id; + { //Store this skill id. + ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill_unit_temp) ) + skill_unit_temp[i] = skill_id; else if( battle_config.error_log ) ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } @@ -10378,45 +10370,48 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) if( flag&4 ) skill_unit_onleft(skill_id,target,tick); } + if( flag&64 ) skill_dance_switch(unit, group, 1); return 0; } - - if( flag&1 ) - { - unsigned int result = skill_unit_onplace(unit,target,tick); - if( flag&2 && result ) - { //Clear skill ids we have stored in onout. - int i; - ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); - if( i < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[i] = 0; - } - } else { - unsigned int result = skill_unit_onout(unit,target,tick); - if( flag&2 && result ) - { //Store this unit id. - if( skill_unit_index < ARRAYLENGTH(skill_unit_temp) ) - skill_unit_temp[skill_unit_index++] = result; - else if( battle_config.error_log ) - ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); + if( flag&1 ) + { + unsigned int result = skill_unit_onplace(unit,target,tick); + if( flag&2 && result ) + { //Clear skill ids we have stored in onout. + ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); + if( i < ARRAYLENGTH(skill_unit_temp) ) + skill_unit_temp[i] = 0; + } + } + else + { + unsigned int result = skill_unit_onout(unit,target,tick); + if( flag&2 && result ) + { //Store this unit id. + ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 ); + if( i < ARRAYLENGTH(skill_unit_temp) ) + skill_unit_temp[i] = skill_id; + else if( battle_config.error_log ) + ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); + } } - } - //TODO: Normally, this is dangerous since the unit and group could be freed - //inside the onout/onplace functions. Currently it is safe because we know song/dance - //cells do not get deleted within them. [Skotlex] - if( flag&64 ) - skill_dance_switch(unit, group, 1); - - if( flag&4 ) - skill_unit_onleft(skill_id,target,tick); + //TODO: Normally, this is dangerous since the unit and group could be freed + //inside the onout/onplace functions. Currently it is safe because we know song/dance + //cells do not get deleted within them. [Skotlex] + if( flag&64 ) + skill_dance_switch(unit, group, 1); + + if( flag&4 ) + skill_unit_onleft(skill_id,target,tick); - return 1; + return 1; + } } /*========================================== @@ -10431,22 +10426,22 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) { nullpo_retr(0, bl); - if(bl->prev==NULL ) + if( bl->prev == NULL ) return 0; - if (flag&2 && !(flag&1)) + if( flag&2 && !(flag&1) ) { //Onout, clear data - memset (&skill_unit_temp,0,sizeof(skill_unit_temp)); - skill_unit_index=0; + memset(skill_unit_temp, 0, sizeof(skill_unit_temp)); } map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag); - if (flag&2 && flag&1) - { //Onplace, check any skill units you have left. + if( flag&2 && flag&1 ) + { //Onplace, check any skill units you have left. int i; - for (i=0; i < ARRAYLENGTH(skill_unit_temp) && skill_unit_temp[i]; i++) - skill_unit_onleft(skill_unit_temp[i], bl, tick); + for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ ) + if( skill_unit_temp[i] ) + skill_unit_onleft(skill_unit_temp[i], bl, tick); } return 0; |