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authorultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-10-16 19:00:03 +0000
committerultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-10-16 19:00:03 +0000
commit68584f714db13e550ae532674fc39a6aeff428dc (patch)
tree0a2b44b4189ce91417218aa7c281b366d707057d /src/map/skill.c
parent0a9a02fb7798c957e1493aa20ab5904413d291e6 (diff)
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* Fixed a copy-paste mistake in disguise code (from r5833)
* Commented out clif_skill_damage2() as it is not used anymore * Made Venom Splasher a splash attack that distributes damage * Fixed displaying of several splash skills (see bugreport:238) - added flag SD_PREAMBLE for skills that need the 'magic' packet (fixes Grimtooth / Cart Revolution displaying out of sync) - hacked together Venom Splasher's "no animation for central mob" - hacked in a custom packet to make Dragonfear display semi-correctly git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11491 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c184
1 files changed, 88 insertions, 96 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 2e805347e..c1617ab06 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1024,8 +1024,8 @@ struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, str
*------------------------------------------*/
int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
{
- struct map_session_data *sd=NULL, *dstsd=NULL;
- struct mob_data *md=NULL, *dstmd=NULL;
+ struct map_session_data *sd, *dstsd;
+ struct mob_data *md, *dstmd;
struct status_data *sstatus, *tstatus;
struct status_change *sc, *tsc;
@@ -1037,29 +1037,16 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if(skillid < 0)
{ // remove the debug print when this case is finished
- ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
- src, bl,skillid,skilllv,attack_type,tick);
+ ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,src,bl,skillid,skilllv,attack_type,tick);
return 0;
}
if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
- switch (src->type) {
- case BL_PC:
- sd = (struct map_session_data *)src;
- break;
- case BL_MOB:
- md = (struct mob_data *)src;
- break;
- }
+ BL_CAST(BL_PC, src, sd);
+ BL_CAST(BL_MOB, src, md);
+ BL_CAST(BL_PC, bl, dstsd);
+ BL_CAST(BL_MOB, bl, dstmd);
- switch (bl->type) {
- case BL_PC:
- dstsd=(struct map_session_data *)bl;
- break;
- case BL_MOB:
- dstmd=(struct mob_data *)bl;
- break;
- }
sc = status_get_sc(src);
tsc = status_get_sc(bl);
sstatus = status_get_status_data(src);
@@ -1067,10 +1054,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
if (!tsc) //skill additional effect is about adding effects to the target...
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
- if (sc && !sc->count)
- sc = NULL;
- switch(skillid){
+ switch(skillid)
+ {
case 0: // Normal attacks (no skill used)
{
if(sd) {
@@ -1968,7 +1954,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sc= status_get_sc(bl);
if (sc && !sc->count) sc = NULL; //Don't need it.
-// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
+ // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
return 0;
//Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
@@ -2151,8 +2137,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
}
}
+ // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly
+ if( flag&SD_PREAMBLE )
+ clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6);
+
//Display damage.
- switch(skillid){
+ switch( skillid )
+ {
case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
break;
@@ -2162,19 +2153,25 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(src->type==BL_PC)
dmg.blewcount = 10;
dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
-
+ // fall through
case KN_AUTOCOUNTER:
case NPC_CRITICALSLASH:
- case NPC_SPLASHATTACK:
case TF_DOUBLE:
case GS_CHAINACTION:
dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
break;
+
+ case AS_SPLASHER:
+ if( flag&SD_ANIMATION ) // the surrounding targets
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
+ else // the central target doesn't display an animation
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
+ break;
+
default:
- //Disabling skill animation doesn't works on multi-hit.
- dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
- damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
- (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
+ if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
+ type = 5;
+ dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
break;
}
@@ -2316,7 +2313,8 @@ int skill_area_sub (struct block_list *bl, va_list ap)
func=va_arg(ap,SkillFunc);
if(battle_check_target(src,bl,flag) > 0)
- func(src,bl,skill_id,skill_lv,tick,flag);
+ return func(src,bl,skill_id,skill_lv,tick,flag);
+
return 0;
}
@@ -2599,8 +2597,6 @@ static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv,
*------------------------------------------*/
int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
{
- if(skill_area_temp[0] < 0xffff)
- skill_area_temp[0]++;
return 1;
}
@@ -2810,8 +2806,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
{ //GTB makes all targetted magic display miss with a single bolt.
- clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl),
- 0, 1, skillid, skilllv, skill_get_hit(skillid));
+ clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
return 1;
}
@@ -3085,14 +3080,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
break;
//Splash attack skills.
- case NPC_PULSESTRIKE:
- case NPC_HELLJUDGEMENT:
- skill_attack(skill_get_type(skillid), src, src, bl,
- skillid, skilllv, tick, skill_area_temp[0]|(flag&SD_LEVEL));
- break;
-
- case AS_SPLASHER:
case AS_GRIMTOOTH:
+ case AS_SPLASHER:
case SM_MAGNUM:
case HT_BLITZBEAT:
case MC_CARTREVOLUTION:
@@ -3108,49 +3097,56 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
case GS_DESPERADO:
case GS_SPREADATTACK:
case NPC_EARTHQUAKE:
- if (flag&1)
- { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
- if (skill_area_temp[1] != bl->id)
- skill_attack(skill_get_type(skillid), src, src, bl,
- skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION|(flag&SD_LEVEL));
- break;
+ case NPC_PULSESTRIKE:
+ case NPC_HELLJUDGEMENT:
+ if( flag&1 )
+ { //Recursive invocation
+ // skill_area_temp[0] holds number of targets in area
+ // skill_area_temp[1] holds the id of the original target
+ // skill_area_temp[2] counts how many targets have already been processed
+ int sflag = skill_area_temp[0] & 0xFFF;
+ if( flag&SD_LEVEL )
+ sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
+ if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
+ sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
+ if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) )
+ sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
+
+ skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
+ skill_area_temp[2]++;
}
- if ( skillid == NJ_BAKUENRYU )
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
- if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
- else if (skillid==AS_SPLASHER) //Need split damage anyway.
- skill_area_temp[0] = 2;
+ else
+ {
+ if ( skillid == NJ_BAKUENRYU )
+ clif_skill_nodamage(src,bl,skillid,skilllv,1);
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), splash_target(src),
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
+ skill_area_temp[0] = 0;
+ skill_area_temp[1] = bl->id;
+ skill_area_temp[2] = 0;
+
+ // if skill damage should be split among targets, count them
+ //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
+ if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
+ skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
- //Splasher Should do 100% damage on targetted character.
- skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
- tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));
+ // recursive invocation of skill_castend_damage_id() with flag|1
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- if (skillid == SM_MAGNUM) {
- //Initiate 10% of your damage becomes fire element.
- sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
- if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
+ //FIXME: move this to skill_additional_effect or some such? [ultramage]
+ if (skillid == SM_MAGNUM) {
+ //Initiate 10% of your damage becomes fire element.
+ sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
+ if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
+ }
}
break;
case KN_BRANDISHSPEAR:
//Coded apart for it needs the flag passed to the damage calculation.
if (skill_area_temp[1] != bl->id)
- skill_attack(skill_get_type(skillid), src, src, bl,
- skillid, skilllv, tick, flag|SD_ANIMATION);
+ skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
else
- skill_attack(skill_get_type(skillid), src, src, bl,
- skillid, skilllv, tick, flag);
+ skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
break;
case KN_BOWLINGBASH:
@@ -3167,16 +3163,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
for(i=0;i<c;i++){
if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
break; //Can't knockback
- skill_area_temp[0]=0;
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
- if(skill_area_temp[0]>1) break; // collision
+ skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
+ if( skill_area_temp[0] > 1 ) break; // collision
}
clif_blown(bl); //Update target pos.
if (i!=c) { //Splash
- skill_area_temp[1]=bl->id;
- map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
- src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
+ skill_area_temp[1] = bl->id;
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
}
//Weirdo dual-hit property, two attacks for 500%
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
@@ -3871,8 +3864,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_area_temp[1] = 0;
map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
- //Initiate 10% of your damage becomes fire element.
clif_skill_nodamage (src,src,skillid,skilllv,1);
+ //Initiate 10% of your damage becomes fire element.
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
break;
@@ -4173,23 +4166,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_change_end(src, SC_HIDING, -1);
break;
- case NPC_EARTHQUAKE:
case ASC_METEORASSAULT:
case GS_SPREADATTACK:
- skill_area_temp[0] = 0;
- if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), BL_CHAR,
- src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
+ case NPC_EARTHQUAKE:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
case NPC_HELLJUDGEMENT:
case NPC_PULSESTRIKE:
- skill_area_temp[1] = bl->id;
- //Mob casted skills should also hit skills.
- map_foreachinrange(skill_area_sub, bl,
- skill_get_splash(skillid, skilllv), splash_target(src),
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
+ skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
break;
case KN_BRANDISHSPEAR:
@@ -5722,13 +5705,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
if (hd)
skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
break;
+
case NPC_DRAGONFEAR:
if (flag&1) {
const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
i = rand()%ARRAYLENGTH(sc);
sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
- break;
+ } else {
+ // hacked-together packet (not correct) that shows the animation
+ clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6);
+ map_foreachinrange(skill_area_sub, bl,
+ skill_get_splash(skillid, skilllv),BL_CHAR,
+ src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
+ skill_castend_nodamage_id);
}
+ break;
+
case NPC_WIDEBLEEDING:
case NPC_WIDECONFUSE:
case NPC_WIDECURSE: