diff options
-rw-r--r-- | Changelog-Trunk.txt | 4 | ||||
-rw-r--r-- | src/map/skill.c | 162 |
2 files changed, 93 insertions, 73 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 5c0d28ccf..e12386b7a 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/09/26
+ * Added function skill_dance_switch which handles converting overlapping
+ song/dances to dissonance/ugly dance. It should make the overlapping area
+ now behave completely like the mentioned song/dances (taking into account
+ interval and target type changes). [Skotlex]
* Updated battle_check_target so that non-offensive skills cannot be used
on a homun except for the homun and it's master. [Skotlex]
* Steal zeny won't work on treasure chests now. [Skotlex]
diff --git a/src/map/skill.c b/src/map/skill.c index 8afdfbe64..6782973f4 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -6442,6 +6442,55 @@ int skill_dance_overlap(struct skill_unit *unit, int flag) } /*========================================== + * Converts this group information so that it is handled + * as a Dissonance or Ugly Dance cell. + * Flag: 0 - Convert, 1 - Revert, 2 - Initialize. + *------------------------------------------ + */ +#define skill_dance_switch(unit, group, flag) ((group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0) +static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag) +{ + static struct skill_unit_group original, dissonance, uglydance, *group2; + + if (flag&2) { //initialize + memset(&dissonance, 0, sizeof(dissonance)); + memset(&uglydance, 0, sizeof(uglydance)); + group2 = &dissonance; + group2->skill_id = BA_DISSONANCE; + group2->unit_id = skill_get_unit_id(group2->skill_id,0); + group2->target_flag = skill_get_unit_target(group2->skill_id); + group2->bl_flag= skill_get_unit_bl_target(group2->skill_id); + group2->interval = skill_get_unit_interval(group2->skill_id); + + group2 = &uglydance; + group2->skill_id = DC_UGLYDANCE; + group2->unit_id = skill_get_unit_id(group2->skill_id,0); + group2->target_flag = skill_get_unit_target(group2->skill_id); + group2->bl_flag= skill_get_unit_bl_target(group2->skill_id); + group2->interval = skill_get_unit_interval(group2->skill_id); + return 0; + } + + if (!flag) + { //Transform + memcpy(&original, group, sizeof(struct skill_unit_group)); //Backup + group2 = unit->val2&UF_SONG?&dissonance:&uglydance; + group->skill_id = group2->skill_id; + group->unit_id = group2->unit_id; + group->target_flag = group2->target_flag; + group->bl_flag= group2->bl_flag; + group->interval = group2->interval; + } else { //Restore only relevant values (should the backup be 5 ints rather than the whole structure?) + group->skill_id = original.skill_id; + group->unit_id = original.unit_id; + group->target_flag = original.target_flag; + group->bl_flag = original.bl_flag; + group->interval = original.interval; + } + return 1; +} + +/*========================================== * Initializes and sets a ground skill. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active) * flag&2 is used to determine if this skill was casted with Magic Power active. @@ -6746,10 +6795,8 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, uy+=(i/5-2); break; default: - if (group->state.song_dance&0x1) { - val1 = skillid; //Holds SKILL id to use. + if (group->state.song_dance&0x1) val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance - } break; } if(range<=0) @@ -7485,7 +7532,7 @@ int skill_unit_effect (struct block_list *bl, va_list ap) { struct skill_unit *unit; struct skill_unit_group *group; - int flag,unit_id=0,skill_id; + int flag,skill_id; unsigned int tick; unit=va_arg(ap,struct skill_unit*); @@ -7497,6 +7544,9 @@ int skill_unit_effect (struct block_list *bl, va_list ap) nullpo_retr(0, group=unit->group); + if (skill_dance_switch(unit, group, 0)) + flag|=64; //Converted cell, remember to restore it. + //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = group->skill_id; @@ -7505,39 +7555,21 @@ int skill_unit_effect (struct block_list *bl, va_list ap) { if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2) skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. + if (flag&64) + skill_dance_switch(unit, group, 1); return 0; } - if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) - { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE. - //Values will be restored on proper switch case. - flag|=64; //Signal to remember to restore it. - unit_id = group->unit_id; - unit->val1 = group->skill_id; - if (unit->val2&UF_SONG) { - group->unit_id = UNT_DISSONANCE; - group->skill_id = BA_DISSONANCE; - } else { - group->unit_id = UNT_UGLYDANCE; - group->skill_id = DC_UGLYDANCE; - } - } - if (flag&1) skill_unit_onplace(unit,bl,tick); else skill_unit_onout(unit,bl,tick); - if (flag&64) - { //TODO: Normally, this is dangerous since the unit and group could be freed - //inside the onout/onplace functions. Currently it is safe because we know song/dance - //cells do not get deleted within them. [Skotlex] - skill_id = group->skill_id; - group->unit_id = unit_id; - group->skill_id = unit->val1; - } + if (flag&4) + skill_unit_onleft(skill_id, bl, tick); - if (flag&4) skill_unit_onleft(skill_id, bl, tick); + if (flag&64) + skill_dance_switch(unit, group, 1); return 0; } @@ -9856,25 +9888,8 @@ int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap) if (battle_check_target(&unit->bl,bl,group->target_flag)<=0) return 0; - if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) - { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE. - //Values will be restored on proper switch case. - int id = group->unit_id; - unit->val1 = group->skill_id; - if (unit->val2&UF_SONG) { - group->unit_id = UNT_DISSONANCE; - group->skill_id = BA_DISSONANCE; - } else { - group->unit_id = UNT_UGLYDANCE; - group->skill_id = DC_UGLYDANCE; - } - skill_unit_onplace_timer(unit,bl,tick); - group->unit_id = id; - group->skill_id = unit->val1; - } else - skill_unit_onplace_timer(unit,bl,tick); - - return 0; + skill_unit_onplace_timer(unit,bl,tick); + return 1; } /*========================================== @@ -9886,6 +9901,7 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) struct skill_unit *unit; struct skill_unit_group *group; unsigned int tick; + int flag; unit=(struct skill_unit *)bl; tick=va_arg(ap,unsigned int); @@ -9896,6 +9912,7 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) nullpo_retr(0, group); + flag = skill_dance_switch(unit, group, 0); if (unit->range>=0 && group->interval!=-1) { if (battle_config.skill_wall_check) map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, @@ -9904,8 +9921,14 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag,bl,tick); if (!unit->alive) + { + if (flag) + skill_dance_switch(unit, group, 1); return 0; + } } + if (flag) + skill_dance_switch(unit, group, 1); if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){ switch(group->unit_id){ @@ -9996,7 +10019,7 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap) struct skill_unit_group *group; struct block_list *target; unsigned int tick,flag,result; - int skill_id,unit_id=0; //Set to 0 to shut-up compiler warnings. + int skill_id; target=va_arg(ap,struct block_list*); tick = va_arg(ap,unsigned int); @@ -10007,12 +10030,20 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap) if (!unit->alive || target->prev==NULL) return 0; - //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] - skill_id = unit->group->skill_id; + if (skill_dance_switch(unit, group, 0)) + flag|=64; //Signal to remember to restore it. + + //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] + skill_id = unit->group->skill_id; + if (unit->group->interval!=-1 && - !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex] + !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) + { //Skills in dual mode have to trigger both. [Skotlex] + if (flag&64) + skill_dance_switch(unit, group, 1); return 0; + } //Target-type check. if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0)) @@ -10037,24 +10068,11 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap) if (flag&4) skill_unit_onleft(skill_id,target,tick); } + if (flag&64) + skill_dance_switch(unit, group, 1); return 0; } - if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) - { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE. - //Values will be restored on proper switch case. - flag|=64; //Signal to remember to restore it. - unit_id = group->unit_id; - unit->val1 = group->skill_id; - if (unit->val2&UF_SONG) { - group->unit_id = UNT_DISSONANCE; - group->skill_id = BA_DISSONANCE; - } else { - group->unit_id = UNT_UGLYDANCE; - group->skill_id = DC_UGLYDANCE; - } - } - if (flag&1) { result = skill_unit_onplace(unit,target,tick); @@ -10073,14 +10091,11 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap) skill_unit_temp[skill_unit_index++] = result; } + //TODO: Normally, this is dangerous since the unit and group could be freed + //inside the onout/onplace functions. Currently it is safe because we know song/dance + //cells do not get deleted within them. [Skotlex] if (flag&64) - { //TODO: Normally, this is dangerous since the unit and group could be freed - //inside the onout/onplace functions. Currently it is safe because we know song/dance - //cells do not get deleted within them. [Skotlex] - skill_id = group->skill_id; - group->unit_id = unit_id; - group->skill_id = unit->val1; - } + skill_dance_switch(unit, group, 1); if (flag&4) skill_unit_onleft(skill_id,target,tick); @@ -11494,6 +11509,7 @@ void skill_reload (void) int do_init_skill (void) { skill_readdb(); + skill_dance_switch_sub(NULL, NULL, 2); //Initialize Song/Dance overlap switch code. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group)); skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill)); |