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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-04-11 23:58:55 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-04-11 23:58:55 +0000
commit260c3e2fc442271410e96a89b924d54aa767d80d (patch)
treebd236b0b50a55aebe14df57f1e7b9fba8cec03b8 /src/map/skill.c
parent5e5b71be3108edb804bd0c70de055d27b77251d2 (diff)
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- Changed clif_damage/clif_skill_damage to return the walk-delay based on the passed on damage-delay.
- Changed battle_damage to accept the walk-delay as well. - Removed the walk-delay timers from unit.c, merged them to battle_delay_damage. - Traps will not be displayed when you walk within their range. - Added HT_DETECTING revealing traps. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5997 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c55
1 files changed, 34 insertions, 21 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index cff35389a..9e340c066 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1905,20 +1905,20 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
case SG_SUN_WARM:
case SG_MOON_WARM:
case SG_STAR_WARM:
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
case KN_BRANDISHSPEAR:
case SN_SHARPSHOOTING:
{ //Only display skill animation for skill's target.
struct unit_data *ud = unit_bl2ud(src);
if (ud && ud->skilltarget == bl->id)
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, type);
else
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
}
case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
break;
case ASC_BREAKER: // [celest]
@@ -1930,7 +1930,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
damage += tmpdmg; // add weapon and magic damage
tmpdmg = 0; // clear the temporary weapon damage
if (damage > 0) // if both attacks missed, do not display a 2nd 'miss'
- clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
+ dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, skilllv, type);
}
break;
case NPC_SELFDESTRUCTION:
@@ -1940,17 +1940,17 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
case TF_DOUBLE:
case GS_CHAINACTION:
- clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
+ dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
//Only show animation when hitting yourself. [Skotlex]
if (src!=bl) {
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
break;
}
default:
- clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type );
}
map_freeblock_lock();
@@ -1986,7 +1986,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
}
if ((skillid || flag) && !(attack_type&BF_WEAPON)) { // do not really deal damage for ASC_BREAKER's 1st attack
- battle_damage(src,bl,damage, 0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
+ battle_damage(src,bl,damage,dmg.dmotion,0); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
if (dmg.dmg_lv == ATK_DEF || damage > 0) {
if (!status_isdead(bl))
skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
@@ -2001,7 +2001,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if ((skillid || flag) && attack_type&BF_WEAPON && skillid != ASC_BREAKER) { // do not really deal damage for ASC_BREAKER's 1st attack
- battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,0);
+ battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion,0);
}
if(skillid == RG_INTIMIDATE && damage > 0 && !(status_get_mode(bl)&MD_BOSS)/* && !map_flag_gvg(src->m)*/) {
@@ -2042,9 +2042,9 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
if (rdamage>0) {
if (attack_type&BF_WEAPON)
- battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
+ battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0,0);
else
- battle_damage(bl,src,rdamage,0);
+ battle_damage(bl,src,rdamage,0,0);
clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
//Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
@@ -2431,6 +2431,17 @@ int skill_cleartimerskill(struct block_list *src)
return 1;
}
+static int skill_reveal_trap( struct block_list *bl,va_list ap )
+{
+ TBL_SKILL *su = (TBL_SKILL*)bl;
+ if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
+ { //Reveal trap.
+ clif_reveal_skillunit(su);
+ return 1;
+ }
+ return 0;
+}
+
/*==========================================
* ƒXƒLƒ‹Žg—p?i‰r?¥Š®—¹?AIDŽw’è?U?Œn?j
* ?iƒXƒpƒQƒbƒeƒB‚ÉŒü‚¯‚Ä‚P?‘O?i?I(ƒ_ƒ?ƒ|)?j
@@ -3463,7 +3474,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case SA_INSTANTDEATH:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- battle_damage(NULL,src,status_get_hp(src)-1,1);
+ battle_damage(NULL,src,status_get_hp(src)-1,0,1);
break;
case SA_QUESTION:
case SA_GRAVITY:
@@ -3489,7 +3500,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case SA_DEATH:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- battle_damage(NULL,bl,status_get_max_hp(bl),1);
+ battle_damage(NULL,bl,status_get_max_hp(bl),0,1);
break;
case SA_REVERSEORCISH:
clif_skill_nodamage(src,bl,skillid,skilllv,
@@ -4038,7 +4049,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_get_splash(skillid, skilllv), BL_CHAR,
src, skillid, skilllv, tick, flag|BCT_ENEMY,
skill_castend_damage_id);
- battle_damage(src, src, status_get_max_hp(src), 1);
+ battle_damage(src, src, status_get_max_hp(src),0,1);
break;
/* ƒp?ƒeƒBƒXƒLƒ‹ */
@@ -4736,7 +4747,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sp = skill_get_sp(bl_skillid,bl_skilllv);
if (dstsd)
pc_damage_sp(dstsd, sp, 0);
- battle_damage(NULL, bl, hp, 1);
+ battle_damage(NULL, bl, hp, 0, 1);
if(sd && sp) {
sp = sp*(25*(skilllv-1))/100;
if(skilllv > 1 && sp < 1) sp = 1;
@@ -4877,7 +4888,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_SUICIDE: /* Ž©Œˆ */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- battle_damage(NULL, src,status_get_hp(src),3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
+ battle_damage(NULL, src,status_get_hp(src),0,3); //Suicidal Mobs should give neither exp (flag&1) not items (flag&2) [Skotlex]
break;
case NPC_SUMMONSLAVE: /* Žè‰º?¢Š« */
@@ -5286,7 +5297,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case 3: // 1000 damage, random armor destroyed
{
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
- battle_damage(src, bl, 1000, 0);
+ battle_damage(src, bl, 1000, 0, 0);
clif_damage(src,bl,tick,0,0,1000,0,0,0);
skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
}
@@ -5319,14 +5330,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
break;
case 10: // 6666 damage, atk matk halved, cursed
- battle_damage(src, bl, 6666, 0);
+ battle_damage(src, bl, 6666, 0, 0);
clif_damage(src,bl,tick,0,0,6666,0,0,0);
sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
break;
case 11: // 4444 damage
- battle_damage(src, bl, 4444, 0);
+ battle_damage(src, bl, 4444, 0, 0);
clif_damage(src,bl,tick,0,0,4444,0,0,0);
break;
case 12: // stun
@@ -5914,6 +5925,8 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
map_foreachinarea( status_change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
src,status_get_sc(src),SC_SIGHT,tick);
+ map_foreachinarea( skill_reveal_trap,
+ src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
case MG_SAFETYWALL: /* ƒZƒCƒtƒeƒBƒEƒH?ƒ‹ */
@@ -10249,7 +10262,7 @@ int skill_produce_mix( struct map_session_data *sd, int skill_id,
} else {
switch (skill_id) {
case ASC_CDP: //Damage yourself, and display same effect as failed potion.
- battle_damage(NULL, &sd->bl, sd->status.max_hp>>2, 1);
+ battle_damage(NULL, &sd->bl, sd->status.max_hp>>2, 0, 1);
case AM_PHARMACY:
case AM_TWILIGHT1:
case AM_TWILIGHT2: