diff options
-rw-r--r-- | Changelog-Trunk.txt | 6 | ||||
-rw-r--r-- | src/map/battle.c | 9 | ||||
-rw-r--r-- | src/map/map.c | 64 | ||||
-rw-r--r-- | src/map/skill.c | 102 | ||||
-rw-r--r-- | src/map/skill.h | 2 | ||||
-rw-r--r-- | src/map/unit.c | 5 |
6 files changed, 98 insertions, 90 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 91dd25ec4..b186aed0d 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -3,6 +3,12 @@ Date Added AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. +2007/07/06 + * 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) 2007/07/05 * Fixed pet equip and pet hairstyle packet sends [ultramage] * Fixed NPC_STOP's visual effect not clearing when the status ends 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; |