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authorepoque11 <epoque11@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-01-22 22:48:05 +0000
committerepoque11 <epoque11@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-01-22 22:48:05 +0000
commita2f6a9bfc21d4f259ed989542a9114b5a2eb97d5 (patch)
treeaa4ef751f4a5fc4ba8587c3afd0a5c8932f29e2d /src/map
parent14c53cd601a6aba5811909ded3dae4992d707271 (diff)
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- Updated skill cooldown system to prevent multiple recordings of skill delays
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15505 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r--src/map/skill.c62
-rw-r--r--src/map/skill.h4
2 files changed, 49 insertions, 17 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index ff9641451..68769e599 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -13969,10 +13969,19 @@ int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
return 1;
}
-int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
+/**
+ * flags a singular skill as being blocked from persistent usage.
+ * @param sd the player the skill delay affects
+ * @param skillid the skill which should be delayed
+ * @param tick the length of time the delay should last
+ * @param load whether this assignment is being loaded upon player login
+ * @return 0 if successful, -1 otherwise
+ */
+int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
{
- struct skill_cd * cd = NULL;
int oskillid = skillid;
+ struct skill_cd* cd = NULL;
+
nullpo_retr (-1, sd);
skillid = skill_get_index(skillid);
@@ -13987,14 +13996,20 @@ int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
if( battle_config.display_status_timers )
clif_skill_cooldown(sd, skillid, tick);
- if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
- CREATE(cd,struct skill_cd,1);
- idb_put(skillcd_db, sd->status.char_id, cd);
+ if( !load )
+ {// not being loaded initially so ensure the skill delay is recorded
+ if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
+ {// create a new skill cooldown object for map storage
+ CREATE( cd, struct skill_cd, 1 );
+ idb_put( skillcd_db, sd->status.char_id, cd );
+ }
+
+ // record the skill duration in the database map
+ cd->duration[cd->cursor] = tick;
+ cd->skidx[cd->cursor] = skillid;
+ cd->nameid[cd->cursor] = oskillid;
+ cd->cursor++;
}
- cd->duration[cd->cursor] = tick;
- cd->skidx[cd->cursor] = skillid;
- cd->nameid[cd->cursor] = oskillid;
- cd->cursor++;
sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
return 0;
@@ -14432,17 +14447,32 @@ int skill_stasis_check(struct block_list *bl, int src_id, int skillid)
return 0; // Can Cast anything else like Weapon Skills
}
-void skill_cooldown_load(struct map_session_data * sd) {
- struct skill_cd * cd = NULL;
+
+/**
+ * reload stored skill cooldowns when a player logs in.
+ * @param sd the affected player structure
+ */
+void skill_cooldown_load(struct map_session_data * sd)
+{
int i;
- if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) )
- return;//nothing for us here
+ struct skill_cd* cd = NULL;
+
+ // always check to make sure the session properly exists
+ nullpo_retv(sd);
+
+ if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
+ {// no skill cooldown is associated with this character
+ return;
+ }
- for( i = 0; i < cd->cursor; i++ ) {
- skill_blockpc_start(sd, cd->nameid[i], cd->duration[i]);
+ // process each individual cooldown associated with the character
+ for( i = 0; i < cd->cursor; i++ )
+ {
+ // block the skill from usage but ensure it is not recorded (load = true)
+ skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
}
- return;
}
+
/*==========================================
* DB reading.
* skill_db.txt
diff --git a/src/map/skill.h b/src/map/skill.h
index 75eb2a30e..9e087b464 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -345,10 +345,12 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag);
-int skill_blockpc_start (struct map_session_data*,int,int);
+int skill_blockpc_start_(struct map_session_data*, int, int, bool);
int skill_blockhomun_start (struct homun_data*,int,int);
int skill_blockmerc_start (struct mercenary_data*,int,int);
+#define skill_blockpc_start(sd, skillid, tick) skill_blockpc_start_( sd, skillid, tick, false )
+
// スキル攻?一括?理
int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );