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author | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-03-09 17:28:01 +0000 |
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committer | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-03-09 17:28:01 +0000 |
commit | a3e718b798e8b7c5848b58a7646a783ac0163364 (patch) | |
tree | aec968fc3500f3bc502060e43414bb1bfca7897c /src/map/skill.c | |
parent | 6b435aacc6390a4ffe70b0b97636802e226c1c68 (diff) | |
download | hercules-a3e718b798e8b7c5848b58a7646a783ac0163364.tar.gz hercules-a3e718b798e8b7c5848b58a7646a783ac0163364.tar.bz2 hercules-a3e718b798e8b7c5848b58a7646a783ac0163364.tar.xz hercules-a3e718b798e8b7c5848b58a7646a783ac0163364.zip |
Cleaned up and corrected some more land skill code:
* removed redundant skill_ganbatein() function
* Added flag UF_PATHCHECK from jAthena which affects whether a skill's cells will be affected by the surrounding terrain. Adjusted existing flags so that they closely match jA's (for easier comparisons).
* Fixed code that allowed placing of skill unit cells on 'gaps'.
* Fixed code that prevented successful casting of land skills on 'gaps' (officially it's possbile, even though they will not deploy entirely).
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12331 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 133 |
1 files changed, 55 insertions, 78 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index c80e46f57..c53aac4fe 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -161,9 +161,8 @@ 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_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); +static int skill_cell_overlap(struct block_list *bl, va_list ap); +static int skill_trap_splash(struct block_list *bl, va_list ap); struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick); static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick); static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick); @@ -5808,9 +5807,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk case HW_GANBANTEIN: if (rand()%100 < 80) { + int dummy = 1; clif_skill_poseffect(src,skillid,skilllv,x,y,tick); i = skill_get_splash(skillid, skilllv); - map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL); + map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src); } else { if (sd) clif_skill_fail(sd,skillid,0,0); return 1; @@ -6203,9 +6203,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli && (src->type&battle_config.vs_traps_bctall)) target = BCT_ALL; break; - case NJ_SUITON: - skill_clear_group(src,1); - break; case HT_SHOCKWAVE: val1=skilllv*15+10; case HT_SANDMAN: @@ -6340,6 +6337,9 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli skill_clear_group(src, 1); //Delete previous Kaensins/Suitons val2 = (skilllv+1)/2 + 4; break; + case NJ_SUITON: + skill_clear_group(src, 1); + break; case GS_GROUNDDRIFT: { @@ -6392,17 +6392,20 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE); } - //Why redefine local variables when the ones of the function can be reused? [Skotlex] - val1=skilllv; - val2=0; - limit=group->limit; - for(i=0;i<layout->count;i++) + for( i = 0; i < layout->count; i++ ) { struct skill_unit *unit; - short ux,uy; - int alive=1; - ux = x + layout->dx[i]; - uy = y + layout->dy[i]; + int ux = x + layout->dx[i]; + int uy = y + layout->dy[i]; + int val1 = skilllv; + int val2 = 0; + int limit = group->limit; + int alive = 1; + + if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) ) + continue; // don't place skill units on walls (except for songs/dances/encores) + if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) + continue; // no path between cell and center of casting. switch (skillid) { case MG_FIREWALL: @@ -6429,35 +6432,25 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance break; } - if(range<=0) + + if( range <= 0 ) map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src); - - //Song/dances/encores are displayed even over pits/walls. - if( alive && map_getcell(src->m,ux,uy,CELL_CHKWALL) && !group->state.song_dance ) - alive = 0; - - if( alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) - alive = 0; //no path between cell and center of casting. - - if( alive && skillid == WZ_ICEWALL && !map_getcell(src->m,ux,uy,CELL_CHKREACH) ) - alive = 0; - - if(alive){ - //FIXME: why not calculate val1/val2 in here? [ultramage] - 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; - } - - // execute on all targets standing on this cell - 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); + if( !alive ) + continue; + + 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; } + + // execute on all targets standing on this cell + 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); } if (!group->alive_count) @@ -6488,7 +6481,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli /*========================================== * *------------------------------------------*/ -int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) +static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick) { struct skill_unit_group *sg; struct block_list *ss; @@ -7203,7 +7196,7 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int * flag&1: Invoke onplace function (otherwise invoke onout) * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) *------------------------------------------*/ -int skill_unit_effect (struct block_list* bl, va_list ap) +static int skill_unit_effect (struct block_list* bl, va_list ap) { struct skill_unit* unit = va_arg(ap,struct skill_unit*); struct skill_unit_group* group = unit->group; @@ -7373,6 +7366,7 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* return c; } } + //Else: new search for partners. c = 0; memset (p_sd, 0, sizeof(p_sd)); @@ -8898,7 +8892,7 @@ int skill_greed (struct block_list *bl, va_list ap) /*========================================== * *------------------------------------------*/ -int skill_cell_overlap(struct block_list *bl, va_list ap) +static int skill_cell_overlap(struct block_list *bl, va_list ap) { int skillid; int *alive; @@ -8909,23 +8903,29 @@ int skill_cell_overlap(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 || (*alive) == 0) return 0; switch (skillid) { case SA_LANDPROTECTOR: - if (unit->group->skill_id == SA_LANDPROTECTOR && - battle_check_target(bl, src, BCT_ENEMY) > 0) + if( unit->group->skill_id == SA_LANDPROTECTOR && + battle_check_target(bl, src, BCT_ENEMY) > 0 ) { //Check for offensive Land Protector to delete both. [Skotlex] (*alive) = 0; skill_delunit(unit); return 1; } - //Delete the rest of types. + if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) + { //It deletes everything except songs/dances and traps + skill_delunit(unit); + return 1; + } + break; case HW_GANBANTEIN: - if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) - { //It deletes everything except songs/dances + if( !(unit->group->state.song_dance&0x1) ) + {// Don't touch song/dance. skill_delunit(unit); return 1; } @@ -8933,9 +8933,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: -// Suiton/Kaensin CAN super-impose on each another. -// case NJ_SUITON: -// case NJ_KAENSIN: // The official implementation makes them fail to appear when casted on top of ANYTHING // but I wonder if they didn't actually meant to fail when casted on top of each other? // hence, I leave the alternate implementation here, commented. [Skotlex] @@ -8950,8 +8947,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE: -// case NJ_SUITON: -// case NJ_KAENSIN: (*alive) = 0; return 1; } @@ -8979,6 +8974,7 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) } break; } + if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps @@ -8990,25 +8986,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) } /*========================================== - * variation of skill_cell_overlap - *------------------------------------------*/ -int skill_ganbatein (struct block_list *bl, va_list ap) -{ - struct skill_unit *unit; - - nullpo_retr(0, bl); - nullpo_retr(0, ap); - if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL) - return 0; - - if (unit->group->state.song_dance&0x1) - return 0; //Don't touch song/dance. - - skill_delunit(unit); - return 1; -} - -/*========================================== * *------------------------------------------*/ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) @@ -9032,7 +9009,7 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap) /*========================================== * *------------------------------------------*/ -int skill_trap_splash (struct block_list *bl, va_list ap) +static int skill_trap_splash (struct block_list *bl, va_list ap) { struct block_list *src; int tick; @@ -9547,7 +9524,7 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap) // check for expiration if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) ) - { // stuff inlined from skill_unit_onlimit() + {// skill unit expired (inlined from skill_unit_onlimit()) switch( group->unit_id ) { case UNT_BLASTMINE: @@ -9628,7 +9605,7 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap) } } else - { + {// skill unit is still active switch( group->unit_id ) { case UNT_ICEWALL: |