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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-06-06 14:16:22 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-06-06 14:16:22 +0000 |
commit | a4c18091b9e8f93d5cb3524039c7950faaf9b94b (patch) | |
tree | 466bfe8e5e98a58deccb809deade0ae3cb9ec3c8 /src/map/status.c | |
parent | 56a66e3f3e6bbfa77d4558b309d563cbd915c83e (diff) | |
download | hercules-a4c18091b9e8f93d5cb3524039c7950faaf9b94b.tar.gz hercules-a4c18091b9e8f93d5cb3524039c7950faaf9b94b.tar.bz2 hercules-a4c18091b9e8f93d5cb3524039c7950faaf9b94b.tar.xz hercules-a4c18091b9e8f93d5cb3524039c7950faaf9b94b.zip |
- cleaned up status_check_skilluse some to use status_data variables.
- Fixed mvp-exp calculations being messed up with more than one attacker.
- Changed the mob exp race bonus so that each player gets their own bonus, rather than the killer's bonus applying to everyone.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7003 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 74 |
1 files changed, 44 insertions, 30 deletions
diff --git a/src/map/status.c b/src/map/status.c index ec809ec60..cdf0d5b9a 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -793,16 +793,17 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per */ int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag) { - int mode, race, hide_flag; + struct status_data *status; struct status_change *sc=NULL, *tsc; + int hide_flag; - mode = src?status_get_mode(src):MD_CANATTACK; + status = src?status_get_status_data(src):&dummy_status; if (src && status_isdead(src)) return 0; if (!skill_num) { //Normal attack checks. - if (!(mode&MD_CANATTACK)) + if (!(status->mode&MD_CANATTACK)) return 0; //This mode is only needed for melee attacking. //Dead state is not checked for skills as some skills can be used //on dead characters, said checks are left to skill.c [Skotlex] @@ -824,24 +825,24 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) || (target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA))) - && !(mode&MD_BOSS)) + && !(status->mode&MD_BOSS)) { //Basilica Check if (!skill_num) return 0; - race = skill_get_inf(skill_num); - if (race&INF_ATTACK_SKILL) + hide_flag = skill_get_inf(skill_num); + if (hide_flag&INF_ATTACK_SKILL) return 0; - if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY) + if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY) return 0; } if (src) sc = status_get_sc(src); - if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1)) - //When sc do not cancel casting, the spell should come out. - return 0; - if(sc && sc->count) { + if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1)) + //When sc do not cancel casting, the spell should come out. + return 0; + if ( (sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD) || (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag) @@ -850,8 +851,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int ) return 0; - if (sc->data[SC_WINKCHARM].timer != -1 && target && target->type == BL_PC && !flag) - { //Prevents skill usage against players? + if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag) + { //Prevents skill usage clif_emotion(src, 3); return 0; } @@ -880,7 +881,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int //Skill blocking. if ( (sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) || - (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) || + (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) || (sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || sc->data[SC_NOCHAT].timer != -1 ) @@ -899,12 +900,18 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int if (sc && sc->option) { - if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH - && skill_num != RG_BACKSTAP && skill_num != RG_RAID && skill_num != NJ_SHADOWJUMP - && skill_num != NJ_KIRIKAGE) - return 0; -// if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING) -// return 0; //Latest reports indicate Hiding is usable while Cloaking. [Skotlex] + if (sc->option&OPTION_HIDE) + switch (skill_num) { //Usable skills while hiding. + case TF_HIDING: + case AS_GRIMTOOTH: + case RG_BACKSTAP: + case RG_RAID: + case NJ_SHADOWJUMP: + case NJ_KIRIKAGE: + break; + default: + return 0; + } if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK) return 0; } @@ -912,9 +919,10 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int return 1; tsc = status_get_sc(target); + if(tsc && tsc->count) { - if (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1) + if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1) return 0; if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1) return 0; @@ -922,38 +930,44 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int return 0; } - race = src?status_get_race(src):0; //If targetting, cloak+hide protect you, otherwise only hiding does. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); //You cannot hide from ground skills. - if(skill_get_pl(skill_num) == 2) + if(skill_get_pl(skill_num) == ELE_EARTH) hide_flag &= ~OPTION_HIDE; switch (target->type) { case BL_PC: { - struct map_session_data *sd = (struct map_session_data*) target; + struct map_session_data *sd = (TBL_PC*) target; if (pc_isinvisible(sd)) return 0; - if (tsc->option&hide_flag - && (sd->state.perfect_hiding || !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR)) - && !(mode&MD_BOSS)) + if (tsc->option&hide_flag && !(status->mode&MD_BOSS) + && (sd->state.perfect_hiding || !( + status->race == RC_INSECT || + status->race == RC_DEMON || + status->mode&MD_DETECTOR + ))) return 0; } break; case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] - if (mode&MD_LOOTER) + if (status->mode&MD_LOOTER) return 1; else return 0; default: //Check for chase-walk/hiding/cloaking opponents. - if (tsc && !(mode&MD_BOSS)) + if (tsc && !(status->mode&MD_BOSS)) { - if (tsc->option&hide_flag && !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR)) + if (tsc->option&hide_flag && !( + status->race == RC_INSECT || + status->race == RC_DEMON || + status->mode&MD_DETECTOR + )) return 0; } } |