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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-11-22 23:52:58 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-11-22 23:52:58 +0000 |
commit | 2b2dbf43f11aecf778ff118dd1da1af9726f36e6 (patch) | |
tree | 890231641c122da8ef8664471be4a008041c6349 /src/map/unit.c | |
parent | 78dcaf513236ab7736a84deff5820b71cf6a76fb (diff) | |
download | hercules-2b2dbf43f11aecf778ff118dd1da1af9726f36e6.tar.gz hercules-2b2dbf43f11aecf778ff118dd1da1af9726f36e6.tar.bz2 hercules-2b2dbf43f11aecf778ff118dd1da1af9726f36e6.tar.xz hercules-2b2dbf43f11aecf778ff118dd1da1af9726f36e6.zip |
- Changed the status_change structure to use dynamic rather than static memory to hold the individual status changes, this should have a noticeable impact on the server's memory consumption.
- Had to add a few 'ugly' flags to status_change since now you can't track SC related information while said SC is not active (happens only for Storm Gust, Joint Beat and Magic Power).
- Since I am unable to fully test, watch out for any bugs~
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11786 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/unit.c')
-rw-r--r-- | src/map/unit.c | 148 |
1 files changed, 73 insertions, 75 deletions
diff --git a/src/map/unit.c b/src/map/unit.c index 0dd464a67..0e01517dc 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -299,7 +299,7 @@ int unit_walktoxy( struct block_list *bl, short x, short y, int flag) ud->to_y = y; sc = status_get_sc(bl); - if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position + if (sc && sc->data[SC_CONFUSION]) //Randomize the target position map_random_dir(bl, &ud->to_x, &ud->to_y); if(ud->walktimer != -1) { @@ -367,7 +367,7 @@ int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int ud->state.attack_continue = flag&2?1:0; //Chase to attack. sc = status_get_sc(bl); - if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position + if (sc && sc->data[SC_CONFUSION]) //Randomize the target position map_random_dir(bl, &ud->to_x, &ud->to_y); if(ud->walktimer != -1) { @@ -404,19 +404,18 @@ int unit_run(struct block_list *bl) short to_x,to_y,dir_x,dir_y; int i; - if (!sc || !sc->count || sc->data[SC_RUN].timer == -1) + if (!(sc && sc->data[SC_RUN])) return 0; if (!unit_can_move(bl)) { - if(sc->data[SC_RUN].timer!=-1) - status_change_end(bl,SC_RUN,-1); + status_change_end(bl,SC_RUN,-1); return 0; } to_x = bl->x; to_y = bl->y; - dir_x = dirx[sc->data[SC_RUN].val2]; - dir_y = diry[sc->data[SC_RUN].val2]; + dir_x = dirx[sc->data[SC_RUN]->val2]; + dir_y = diry[sc->data[SC_RUN]->val2]; for(i=0;i<AREA_SIZE;i++) { @@ -430,7 +429,7 @@ int unit_run(struct block_list *bl) //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex] clif_status_change(bl, SI_BUMP, 1); status_change_end(bl,SC_RUN,-1); - skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1),unit_getdir(bl),0); + skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN]->val1),unit_getdir(bl),0); clif_fixpos(bl); //Why is a clif_slide (skill_blown) AND a fixpos needed? Ask Aegis. clif_status_change(bl, SI_BUMP, 0); return 0; @@ -446,7 +445,7 @@ int unit_run(struct block_list *bl) // copy-paste from above clif_status_change(bl, SI_BUMP, 1); status_change_end(bl,SC_RUN,-1); - skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1),unit_getdir(bl),0); + skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN]->val1),unit_getdir(bl),0); clif_fixpos(bl); clif_status_change(bl, SI_BUMP, 0); return 0; @@ -722,25 +721,25 @@ int unit_can_move(struct block_list *bl) return 0; if (sc->count && ( - sc->data[SC_ANKLE].timer != -1 - || sc->data[SC_AUTOCOUNTER].timer !=-1 - || sc->data[SC_TRICKDEAD].timer !=-1 - || sc->data[SC_BLADESTOP].timer !=-1 - || sc->data[SC_BLADESTOP_WAIT].timer !=-1 - || sc->data[SC_SPIDERWEB].timer !=-1 - || (sc->data[SC_DANCING].timer !=-1 && sc->data[SC_DANCING].val4 && ( - sc->data[SC_LONGING].timer == -1 || - (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT || - (sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE + sc->data[SC_ANKLE] + || sc->data[SC_AUTOCOUNTER] + || sc->data[SC_TRICKDEAD] + || sc->data[SC_BLADESTOP] + || sc->data[SC_BLADESTOP_WAIT] + || sc->data[SC_SPIDERWEB] + || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && ( + sc->data[SC_LONGING] || + (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT || + (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE )) - || (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) // cannot move while gospel is in effect - || sc->data[SC_STOP].timer != -1 - || sc->data[SC_CLOSECONFINE].timer != -1 - || sc->data[SC_CLOSECONFINE2].timer != -1 - || (sc->data[SC_CLOAKING].timer != -1 && //Need wall at level 1-2 - sc->data[SC_CLOAKING].val1 < 3 && !(sc->data[SC_CLOAKING].val4&1)) - || sc->data[SC_MADNESSCANCEL].timer != -1 - || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF) + || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect + || sc->data[SC_STOP] + || sc->data[SC_CLOSECONFINE] + || sc->data[SC_CLOSECONFINE2] + || (sc->data[SC_CLOAKING] && //Need wall at level 1-2 + sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1)) + || sc->data[SC_MADNESSCANCEL] + || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) )) return 0; } @@ -817,16 +816,16 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh switch(skill_num) { //Check for skills that auto-select target case MO_CHAINCOMBO: - if (sc && sc->data[SC_BLADESTOP].timer != -1){ - if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) + if (sc && sc->data[SC_BLADESTOP]){ + if ((target=(struct block_list *)sc->data[SC_BLADESTOP]->val4) == NULL) return 0; } break; case TK_JUMPKICK: case TK_COUNTER: case HT_POWER: - if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num) - target_id = sc->data[SC_COMBO].val2; + if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num) + target_id = sc->data[SC_COMBO]->val2; break; case WE_MALE: case WE_FEMALE: @@ -958,10 +957,10 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh casttime += casttime * min(skill_lv, sd->spiritball); break; case MO_EXTREMITYFIST: - if (sc && sc->data[SC_COMBO].timer != -1 && - (sc->data[SC_COMBO].val1 == MO_COMBOFINISH || - sc->data[SC_COMBO].val1 == CH_TIGERFIST || - sc->data[SC_COMBO].val1 == CH_CHAINCRUSH)) + if (sc && sc->data[SC_COMBO] && + (sc->data[SC_COMBO]->val1 == MO_COMBOFINISH || + sc->data[SC_COMBO]->val1 == CH_TIGERFIST || + sc->data[SC_COMBO]->val1 == CH_CHAINCRUSH)) casttime = 0; temp = 1; break; @@ -969,11 +968,11 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh temp = 1; break; case ST_CHASEWALK: - if (sc && sc->data[SC_CHASEWALK].timer != -1) + if (sc && sc->data[SC_CHASEWALK]) casttime = 0; break; case TK_RUN: - if (sc && sc->data[SC_RUN].timer != -1) + if (sc && sc->data[SC_RUN]) casttime = 0; break; case KN_CHARGEATK: @@ -1033,8 +1032,8 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh ud->skillid = skill_num; ud->skilllv = skill_lv; - if(sc && sc->data[SC_CLOAKING].timer != -1 && - !(sc->data[SC_CLOAKING].val4&4) && skill_num != AS_CLOAKING) + if(sc && sc->data[SC_CLOAKING] && + !(sc->data[SC_CLOAKING]->val4&4) && skill_num != AS_CLOAKING) { status_change_end(src,SC_CLOAKING,-1); if (!src->prev) return 0; //Warped away! @@ -1137,8 +1136,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh ud->skilly = skill_y; ud->skilltarget = 0; - if (sc && sc->data[SC_CLOAKING].timer != -1 && - !(sc->data[SC_CLOAKING].val4&4)) + if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4)) { status_change_end(src,SC_CLOAKING,-1); if (!src->prev) return 0; //Warped away! @@ -1621,43 +1619,43 @@ int unit_remove_map(struct block_list *bl, int clrtype) ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick(); if(sc && sc->count ) { //map-change/warp dispells. - if(sc->data[SC_BLADESTOP].timer!=-1) + if(sc->data[SC_BLADESTOP]) status_change_end(bl,SC_BLADESTOP,-1); - if(sc->data[SC_BASILICA].timer!=-1) + if(sc->data[SC_BASILICA]) status_change_end(bl,SC_BASILICA,-1); - if(sc->data[SC_ANKLE].timer != -1) + if(sc->data[SC_ANKLE]) status_change_end(bl, SC_ANKLE, -1); - if (sc->data[SC_TRICKDEAD].timer != -1) + if (sc->data[SC_TRICKDEAD]) status_change_end(bl, SC_TRICKDEAD, -1); - if (sc->data[SC_BLADESTOP].timer!=-1) + if (sc->data[SC_BLADESTOP]) status_change_end(bl,SC_BLADESTOP,-1); - if (sc->data[SC_RUN].timer!=-1) + if (sc->data[SC_RUN]) status_change_end(bl,SC_RUN,-1); - if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris] + if (sc->data[SC_DANCING]) // clear dance effect when warping [Valaris] skill_stop_dancing(bl); - if (sc->data[SC_WARM].timer!=-1) + if (sc->data[SC_WARM]) status_change_end(bl, SC_WARM, -1); - if (sc->data[SC_DEVOTION].timer!=-1) + if (sc->data[SC_DEVOTION]) status_change_end(bl,SC_DEVOTION,-1); - if (sc->data[SC_MARIONETTE].timer!=-1) + if (sc->data[SC_MARIONETTE]) status_change_end(bl,SC_MARIONETTE,-1); - if (sc->data[SC_MARIONETTE2].timer!=-1) + if (sc->data[SC_MARIONETTE2]) status_change_end(bl,SC_MARIONETTE2,-1); - if (sc->data[SC_CLOSECONFINE].timer!=-1) + if (sc->data[SC_CLOSECONFINE]) status_change_end(bl,SC_CLOSECONFINE,-1); - if (sc->data[SC_CLOSECONFINE2].timer!=-1) + if (sc->data[SC_CLOSECONFINE2]) status_change_end(bl,SC_CLOSECONFINE2,-1); - if (sc->data[SC_HIDING].timer!=-1) + if (sc->data[SC_HIDING]) status_change_end(bl, SC_HIDING, -1); - if (sc->data[SC_CLOAKING].timer!=-1) + if (sc->data[SC_CLOAKING]) status_change_end(bl, SC_CLOAKING, -1); - if (sc->data[SC_CHASEWALK].timer!=-1) + if (sc->data[SC_CHASEWALK]) status_change_end(bl, SC_CHASEWALK, -1); - if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) + if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) status_change_end(bl, SC_GOSPEL, -1); - if (sc->data[SC_CHANGE].timer!=-1) + if (sc->data[SC_CHANGE]) status_change_end(bl, SC_CHANGE, -1); - if (sc->data[SC_MIRACLE].timer!=-1) + if (sc->data[SC_MIRACLE]) status_change_end(bl, SC_MIRACLE, -1); } @@ -1764,39 +1762,39 @@ int unit_free(struct block_list *bl, int clrtype) //Status that are not saved... if(sd->sc.count) { - if(sd->sc.data[SC_SPURT].timer!=-1) + if(sd->sc.data[SC_SPURT]) status_change_end(bl,SC_SPURT,-1); - if(sd->sc.data[SC_BERSERK].timer!=-1) + if(sd->sc.data[SC_BERSERK]) status_change_end(bl,SC_BERSERK,-1); - if(sd->sc.data[SC_TRICKDEAD].timer!=-1) + if(sd->sc.data[SC_TRICKDEAD]) status_change_end(bl,SC_TRICKDEAD,-1); - if(sd->sc.data[SC_GUILDAURA].timer!=-1) + if(sd->sc.data[SC_GUILDAURA]) status_change_end(bl,SC_GUILDAURA,-1); if (battle_config.debuff_on_logout&1) { - if(sd->sc.data[SC_ORCISH].timer!=-1) + if(sd->sc.data[SC_ORCISH]) status_change_end(bl,SC_ORCISH,-1); - if(sd->sc.data[SC_STRIPWEAPON].timer!=-1) + if(sd->sc.data[SC_STRIPWEAPON]) status_change_end(bl,SC_STRIPWEAPON,-1); - if(sd->sc.data[SC_STRIPARMOR].timer!=-1) + if(sd->sc.data[SC_STRIPARMOR]) status_change_end(bl,SC_STRIPARMOR,-1); - if(sd->sc.data[SC_STRIPSHIELD].timer!=-1) + if(sd->sc.data[SC_STRIPSHIELD]) status_change_end(bl,SC_STRIPSHIELD,-1); - if(sd->sc.data[SC_STRIPHELM].timer!=-1) + if(sd->sc.data[SC_STRIPHELM]) status_change_end(bl,SC_STRIPHELM,-1); - if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1) + if(sd->sc.data[SC_EXTREMITYFIST]) status_change_end(bl,SC_EXTREMITYFIST,-1); - if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1) + if(sd->sc.data[SC_EXPLOSIONSPIRITS]) status_change_end(bl,SC_EXPLOSIONSPIRITS,-1); - if(sd->sc.data[SC_REGENERATION].timer!=-1 && sd->sc.data[SC_REGENERATION].val4) + if(sd->sc.data[SC_REGENERATION] && sd->sc.data[SC_REGENERATION]->val4) status_change_end(bl,SC_REGENERATION,-1); } if (battle_config.debuff_on_logout&2) { - if(sd->sc.data[SC_MAXIMIZEPOWER].timer!=-1) + if(sd->sc.data[SC_MAXIMIZEPOWER]) status_change_end(bl,SC_MAXIMIZEPOWER,-1); - if(sd->sc.data[SC_MAXOVERTHRUST].timer!=-1) + if(sd->sc.data[SC_MAXOVERTHRUST]) status_change_end(bl,SC_MAXOVERTHRUST,-1); - if(sd->sc.data[SC_STEELBODY].timer!=-1) + if(sd->sc.data[SC_STEELBODY]) status_change_end(bl,SC_STEELBODY,-1); } } |