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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-11-10 15:27:53 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-11-10 15:27:53 +0000 |
commit | 971a38ee78040cb50519df3b8db46d5553193939 (patch) | |
tree | 7d67d49746a09cfd915db29bbd687d9124791d6b /src/map/skill.c | |
parent | 63a949f169e63a4eae859bc92b8edbbd0c4be532 (diff) | |
download | hercules-971a38ee78040cb50519df3b8db46d5553193939.tar.gz hercules-971a38ee78040cb50519df3b8db46d5553193939.tar.bz2 hercules-971a38ee78040cb50519df3b8db46d5553193939.tar.xz hercules-971a38ee78040cb50519df3b8db46d5553193939.zip |
- Removed the inf2 = TRAP of FirePillar and Spider Web so they are blocked by Land Protector.
- Renamed skill_landprotector to skill_cell_overlap since that is more coherent with what that function does now.
- Corrected fog of wall, so that the deleted/doubled-duration effects are calculated on a cell-by-cell basis.
- Updated Land Protector: It will now delete/block effects of ALL ground skills EXCEPT: Song/Dances/Traps (encores are still blocked). Land skills blocked/deleted by LP also can't be casted on top of an existing LP. The code uses the inf2 value of the skill to determine if it is a song/dance/trap.
- Ganbantein, mimicking LP, will now also remove ensembles.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9191 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 54 |
1 files changed, 32 insertions, 22 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index da6244a3f..3e10a6780 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -719,7 +719,7 @@ int skill_attack_area(struct block_list *bl,va_list ap); struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex] int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris] int skill_greed(struct block_list *bl, va_list ap); -int skill_landprotector(struct block_list *bl, va_list ap); +int skill_cell_overlap(struct block_list *bl, va_list ap); int skill_ganbatein(struct block_list *bl, va_list ap); int skill_trap_splash(struct block_list *bl, va_list ap); int skill_count_target(struct block_list *bl, va_list ap); @@ -6661,16 +6661,6 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, val1 = 55 + skilllv*5; //Elemental Resistance val2 = skilllv*10; //Status ailment resistance break; - case PF_FOGWALL: - //When casted on top of Volcano/Violent Gale it fails. - if (map_find_skill_unit_oncell(src,x,y,SA_VOLCANO,NULL) || - map_find_skill_unit_oncell(src,x,y,SA_VIOLENTGALE,NULL)) - return NULL; - //When casted on top of Deluge/Suiton: Double duration. - if (map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL) || - map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) - limit *= 2; - break; case RG_GRAFFITI: /* Graffiti */ count=1; // Leave this at 1 [Valaris] break; @@ -6791,7 +6781,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, break; } if(range<=0) - map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src); + map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src); if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL)) alive = 0; @@ -6818,6 +6808,12 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2)); unit->limit=limit; unit->range=range; + + if (skillid == PF_FOGWALL && alive == 2) + { //Double duration of cells on top of Deluge/Suiton + unit->limit *= 2; + group->limit = unit->limit; + } if (range==0 && active_flag) map_foreachincell(skill_unit_effect,unit->bl.m, @@ -9285,7 +9281,7 @@ int skill_greed (struct block_list *bl, va_list ap) * *------------------------------------------ */ -int skill_landprotector (struct block_list *bl, va_list ap) +int skill_cell_overlap(struct block_list *bl, va_list ap) { int skillid; int *alive; @@ -9296,7 +9292,7 @@ int skill_landprotector (struct block_list *bl, va_list ap) alive = va_arg(ap,int *); src = va_arg(ap,struct block_list *); unit = (struct skill_unit *)bl; - if (unit == NULL || unit->group == NULL) + if (unit == NULL || unit->group == NULL || (*alive) == 0) return 0; switch (skillid) @@ -9311,8 +9307,8 @@ int skill_landprotector (struct block_list *bl, va_list ap) } //Delete the rest of types. case HW_GANBANTEIN: - if(!unit->group->state.song_dance) - { //It deletes everything except songs/dances/encores. + if(!skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) + { //It deletes everything except songs/dances skill_delunit(unit, 1); return 1; } @@ -9334,6 +9330,20 @@ int skill_landprotector (struct block_list *bl, va_list ap) return 1; } break; + case PF_FOGWALL: + switch(unit->group->skill_id) + { + case SA_VOLCANO: //Can't be placed on top of these + case SA_VIOLENTGALE: + (*alive) = 0; + return 1; + case SA_DELUGE: + case NJ_SUITON: + //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex] + (*alive) = 2; + break; + } + break; case HP_BASILICA: if (unit->group->skill_id == HP_BASILICA) { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex] @@ -9343,8 +9353,8 @@ int skill_landprotector (struct block_list *bl, va_list ap) break; } if (unit->group->skill_id == SA_LANDPROTECTOR && - !(skill_get_unit_flag(skillid)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))) - { //It deletes everything except songs/dances/encores. + !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) + { //It deletes everything except songs/dances/traps (*alive) = 0; return 1; } @@ -9353,7 +9363,7 @@ int skill_landprotector (struct block_list *bl, va_list ap) } /*========================================== - * variation of skill_landprotector + * variation of skill_cell_overlap *------------------------------------------ */ int skill_ganbatein (struct block_list *bl, va_list ap) @@ -9365,8 +9375,8 @@ int skill_ganbatein (struct block_list *bl, va_list ap) if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL) return 0; - if (unit->group->state.song_dance) - return 0; //Don't touch song/dance/ensemble. + if (unit->group->state.song_dance&0x1) + return 0; //Don't touch song/dance. if (unit->group->skill_id == SA_LANDPROTECTOR) skill_delunit(unit, 1); @@ -9916,7 +9926,7 @@ int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap) nullpo_retr(0, group=unit->group); - if (skill_get_type(group->skill_id)==BF_MAGIC + if (!skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) return 0; //AoE skills are ineffective. [Skotlex] |