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authorultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-07-06 20:51:01 +0000
committerultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2007-07-06 20:51:01 +0000
commit531c41a41d40857359bda2f35ce3d51539d9fee8 (patch)
treef4fd52c3b255b343b6bedf62cfeeff92a605f763 /src/map
parentda7e5884ad5c3fcb098a566761a7599ed495f834 (diff)
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* Cleaned up some nasty code related to skill_blown
- split 'direction' value from flags - moved (almost) entire direction calculating code to the outside - bowling bash now has the 'suck-in' effect (knockback is now done in the direction you were last facing, not in your-target direction) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@10861 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r--src/map/battle.c9
-rw-r--r--src/map/map.c64
-rw-r--r--src/map/skill.c102
-rw-r--r--src/map/skill.h2
-rw-r--r--src/map/unit.c5
5 files changed, 92 insertions, 90 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 06329b3bb..a40df7765 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -307,7 +307,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
if(sc->data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON &&
!(skill_get_nk(skill_num)&NK_NO_CARDFIX_ATK) &&
- rand()%100 < sc->data[SC_AUTOGUARD].val2) {
+ rand()%100 < sc->data[SC_AUTOGUARD].val2)
+ {
int delay;
clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc->data[SC_AUTOGUARD].val1,1);
// different delay depending on skill level [celest]
@@ -320,7 +321,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
unit_set_walkdelay(bl, gettick(), delay, 1);
if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
- skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));
+ skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1),-1,0);
return 0;
}
@@ -366,8 +367,8 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
{
if (sc->data[SC_UTSUSEMI].timer != -1) {
clif_specialeffect(bl, 462, AREA);
- skill_blown (src, bl, sc->data[SC_UTSUSEMI].val3);
- };
+ skill_blown(src,bl,sc->data[SC_UTSUSEMI].val3,-1,0);
+ }
//Both need to be consumed if they are active.
if (sc->data[SC_UTSUSEMI].timer != -1 &&
--sc->data[SC_UTSUSEMI].val2 <= 0)
diff --git a/src/map/map.c b/src/map/map.c
index 89494a65d..cac652ae8 100644
--- a/src/map/map.c
+++ b/src/map/map.c
@@ -2146,36 +2146,46 @@ int map_check_dir(int s_dir,int t_dir)
}
/*==========================================
- * Returns the direction of the given cell in absolute relation to the char
- * (regardless of where the char is facing)
+ * Returns the direction of the given cell, relative to 'src'
*------------------------------------------*/
-int map_calc_dir( struct block_list *src,int x,int y)
+int map_calc_dir(struct block_list* src, int x, int y)
{
- int dir=0;
- int dx,dy;
-
+ int dir = 0;
+ int dx, dy;
+
nullpo_retr(0, src);
-
- dx=x-src->x;
- dy=y-src->y;
- if( dx==0 && dy==0 ){ // 彼我の場所一致
- dir=0; // 上
- }else if( dx>=0 && dy>=0 ){ // 方向的に右上
- dir=7; // 右上
- if( dx*2-1<dy ) dir=0; // 上
- if( dx>dy*2 ) dir=6; // 右
- }else if( dx>=0 && dy<=0 ){ // 方向的に右下
- dir=5; // 右下
- if( dx*2-1<-dy ) dir=4; // 下
- if( dx>-dy*2 ) dir=6; // 右
- }else if( dx<=0 && dy<=0 ){ // 方向的に左下
- dir=3; // 左下
- if( dx*2+1>dy ) dir=4; // 下
- if( dx<dy*2 ) dir=2; // 左
- }else{ // 方向的に左上
- dir=1; // 左上
- if( -dx*2-1<dy ) dir=0; // 上
- if( -dx>dy*2 ) dir=2; // 左
+
+ dx = x-src->x;
+ dy = y-src->y;
+ if( dx == 0 && dy == 0 )
+ { // both are standing on the same spot
+ //dir = 6; // aegis-style, causes knockback to the left
+ dir = unit_getdir(src); // athena-style, causes knockback opposite to src's current direction
+ }
+ else if( dx >= 0 && dy >=0 )
+ { // upper-right
+ if( dx*2-1 < dy ) dir = 0; // up
+ else if( dx > dy*2 ) dir = 6; // right
+ else dir = 7; // up-right
+ }
+ else if( dx >= 0 && dy <= 0 )
+ { // lower-right
+ if( dx*2-1 < -dy ) dir = 4; // down
+ else if( dx > -dy*2 ) dir = 6; // right
+ else dir = 5; // down-right
+ }
+ else if( dx <= 0 && dy <= 0 )
+ { // lower-left
+ if( dx*2+1 > dy ) dir = 4; // down
+ else if( dx < dy*2 ) dir = 2; // left
+ else dir = 3; // down-left
+ }
+ else
+ { // upper-left
+ if( -dx*2-1 < dy ) dir = 0; // up
+ else if( -dx > dy*2 ) dir = 2; // left
+ else dir = 1; // up-left
+
}
return dir;
}
diff --git a/src/map/skill.c b/src/map/skill.c
index 1a500786d..5381f1b86 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1759,25 +1759,25 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int
/*=========================================================================
Used to knock back players, monsters, traps, etc
- If count&0xf00000, the direction is send in the 6th byte.
- If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
- If count&0x20000, position update packets must not be sent.
- IF count&0X40000, direction is random.
---------------------------------------------------------------------------*/
-int skill_blown (struct block_list *src, struct block_list *target, int count)
+ - 'count' is the number of squares to knock back
+ - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
+ - if 'flag&0x1', position update packets must not be sent.
+ -------------------------------------------------------------------------*/
+int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
{
- int dx=0,dy=0,nx,ny;
- int dir,ret;
- struct skill_unit *su=NULL;
+ int dx = 0, dy = 0, nx, ny;
+ int ret;
+ struct skill_unit* su = NULL;
nullpo_retr(0, src);
if (src != target && map_flag_gvg(target->m))
return 0; //No knocking back in WoE
- if (!(count&0xffff))
+ if (count == 0)
return 0; //Actual knockback distance is 0.
- switch (target->type) {
+ switch (target->type)
+ {
case BL_MOB:
if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
return 0;
@@ -1789,26 +1789,22 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
return 0;
break;
case BL_SKILL:
- su=(struct skill_unit *)target;
+ su = (struct skill_unit *)target;
break;
}
- if (count&0xf00000)
- dir = (count>>20)&0xf;
- else if (count&0x10000 || (target->x==src->x && target->y==src->y))
- dir = unit_getdir(target);
- else if (count&0x40000) //Flag for random pushing.
- dir = rand()%8;
- else
- dir = map_calc_dir(target,src->x,src->y);
- if (dir>=0 && dir<8){
- dx = -dirx[dir];
- dy = -diry[dir];
+ if (direction == -1) // <optimized>: do the computation here instead of outside
+ direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
+
+ if (direction >= 0 && direction < 8)
+ { // take the reversed 'direction' and reverse it
+ dx = -dirx[direction];
+ dy = -diry[direction];
}
- ret=path_blownpos(target->m,target->x,target->y,dx,dy,count&0xffff);
- nx=ret>>16;
- ny=ret&0xffff;
+ ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
+ nx = ret>>16;
+ ny = ret&0xffff;
if (!su)
unit_stop_walking(target,0);
@@ -1819,25 +1815,22 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
if (!dx && !dy) //Could not knockback.
return 0;
- map_foreachinmovearea(clif_outsight, target, AREA_SIZE,
- dx, dy, target->type==BL_PC?BL_ALL:BL_PC, target);
+ map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
if(su)
skill_unit_move_unit_group(su->group,target->m,dx,dy);
else
map_moveblock(target, nx, ny, gettick());
- map_foreachinmovearea(clif_insight, target, AREA_SIZE,
- -dx, -dy, target->type==BL_PC?BL_ALL:BL_PC, target);
+ map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
- if(!(count&0x20000))
+ if(!(flag&0x1))
clif_blown(target);
- if(target->type == BL_PC &&
- map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
+ if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
- return (count&0xFFFF); //Return amount of knocked back cells.
+ return count; //Return amount of knocked back cells.
}
/*
@@ -2148,7 +2141,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
if (dmg.blewcount > 0 && !status_isdead(bl))
- skill_blown(dsrc,bl,dmg.blewcount);
+ skill_blown(dsrc,bl,dmg.blewcount,-1,0);
//Delayed damage must be dealt after the knockback (it needs to know actual position of target)
if (dmg.amotion)
@@ -3043,23 +3036,20 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
} else {
int i,c;
c = skill_get_blewcount(skillid,skilllv);
+ // keep moving target in the direction that src is looking, square by square
for(i=0;i<c;i++){
- if (!skill_blown(src,bl,0x20000|1))
+ 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;
+ 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),BL_CHAR,
- src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
- skill_castend_damage_id);
+ map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
+ 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);
@@ -3068,22 +3058,22 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
break;
case KN_SPEARSTAB:
- if(flag&1){
+ if(flag&1) {
if (bl->id==skill_area_temp[1])
break;
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
- skill_blown(src,bl,skill_area_temp[2]);
+ skill_blown(src,bl,skill_area_temp[2],-1,0);
} else {
int x=bl->x,y=bl->y,i,dir;
dir = map_calc_dir(bl,src->x,src->y);
skill_area_temp[1] = bl->id;
- skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
+ skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
+ // all the enemies between the caster and the target are hit, as well as the target
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
- skill_blown(src,bl,skill_area_temp[2]);
+ skill_blown(src,bl,skill_area_temp[2],-1,0);
for (i=0;i<4;i++) {
map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
- src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
- skill_castend_damage_id);
+ src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
x += dirx[dir];
y += diry[dir];
}
@@ -4003,7 +3993,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case TK_TURNKICK:
case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
if (skill_area_temp[1] != bl->id) {
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
+ skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
}
break;
@@ -4701,7 +4691,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
clif_skill_nodamage(src,bl,skillid,skilllv,1);
- skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
+ skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
break;
case TK_HIGHJUMP:
@@ -7056,7 +7046,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
break;
if (ss == bl) //Also needed to prevent infinite loop crash.
break;
- skill_blown(ss, bl, 0x10000|skill_get_blewcount(sg->skill_id,sg->skill_lv));
+ skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
break;
}
return skillid;
@@ -7225,7 +7215,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_SKIDTRAP:
{
- skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
+ skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
sg->unit_id = UNT_USED_TRAPS;
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit=DIFF_TICK(tick,sg->tick)+1500;
@@ -9561,7 +9551,7 @@ int skill_trap_splash (struct block_list *bl, va_list ap)
break;
case UNT_GROUNDDRIFT_FIRE:
if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
- skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv));
+ skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
break;
default:
return 0;
diff --git a/src/map/skill.h b/src/map/skill.h
index 29bd94ac9..36006805e 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -197,7 +197,7 @@ int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int
// 追加?果
int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
int skill_counter_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick);
-int skill_blown( struct block_list *src, struct block_list *target,int count);
+int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag);
int skill_break_equip(struct block_list *bl, unsigned short where, int rate, int flag);
int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time);
// ユニットスキル
diff --git a/src/map/unit.c b/src/map/unit.c
index f09444b4c..6192630f1 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -429,7 +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)|0x10000);
+ 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;
@@ -442,9 +442,10 @@ int unit_run(struct block_list *bl)
to_y -= dir_y;
} while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1));
if (i==0) {
+ // 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)|0x10000);
+ 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;