diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 184 |
1 files changed, 88 insertions, 96 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 2e805347e..c1617ab06 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1024,8 +1024,8 @@ struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, str *------------------------------------------*/ int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) { - struct map_session_data *sd=NULL, *dstsd=NULL; - struct mob_data *md=NULL, *dstmd=NULL; + struct map_session_data *sd, *dstsd; + struct mob_data *md, *dstmd; struct status_data *sstatus, *tstatus; struct status_change *sc, *tsc; @@ -1037,29 +1037,16 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if(skillid < 0) { // remove the debug print when this case is finished - ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid, - src, bl,skillid,skilllv,attack_type,tick); + ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,src,bl,skillid,skilllv,attack_type,tick); return 0; } if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest - switch (src->type) { - case BL_PC: - sd = (struct map_session_data *)src; - break; - case BL_MOB: - md = (struct mob_data *)src; - break; - } + BL_CAST(BL_PC, src, sd); + BL_CAST(BL_MOB, src, md); + BL_CAST(BL_PC, bl, dstsd); + BL_CAST(BL_MOB, bl, dstmd); - switch (bl->type) { - case BL_PC: - dstsd=(struct map_session_data *)bl; - break; - case BL_MOB: - dstmd=(struct mob_data *)bl; - break; - } sc = status_get_sc(src); tsc = status_get_sc(bl); sstatus = status_get_status_data(src); @@ -1067,10 +1054,9 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if (!tsc) //skill additional effect is about adding effects to the target... //So if the target can't be inflicted with statuses, this is pointless. return 0; - if (sc && !sc->count) - sc = NULL; - switch(skillid){ + switch(skillid) + { case 0: // Normal attacks (no skill used) { if(sd) { @@ -1968,7 +1954,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds sc= status_get_sc(bl); if (sc && !sc->count) sc = NULL; //Don't need it. -// Is this check really needed? FrostNova won't hurt you if you step right where the caster is? + // Is this check really needed? FrostNova won't hurt you if you step right where the caster is? if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) return 0; //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here. @@ -2151,8 +2137,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } } + // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly + if( flag&SD_PREAMBLE ) + clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6); + //Display damage. - switch(skillid){ + switch( skillid ) + { case PA_GOSPEL: //Should look like Holy Cross [Skotlex] dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5); break; @@ -2162,19 +2153,25 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds if(src->type==BL_PC) dmg.blewcount = 10; dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex] - + // fall through case KN_AUTOCOUNTER: case NPC_CRITICALSLASH: - case NPC_SPLASHATTACK: case TF_DOUBLE: case GS_CHAINACTION: dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); break; + + case AS_SPLASHER: + if( flag&SD_ANIMATION ) // the surrounding targets + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level + else // the central target doesn't display an animation + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level + break; + default: - //Disabling skill animation doesn't works on multi-hit. - dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, - damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, - (flag&SD_ANIMATION && dmg.div_ < 2?5:type)); + if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit. + type = 5; + dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type); break; } @@ -2316,7 +2313,8 @@ int skill_area_sub (struct block_list *bl, va_list ap) func=va_arg(ap,SkillFunc); if(battle_check_target(src,bl,flag) > 0) - func(src,bl,skill_id,skill_lv,tick,flag); + return func(src,bl,skill_id,skill_lv,tick,flag); + return 0; } @@ -2599,8 +2597,6 @@ static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, *------------------------------------------*/ int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag) { - if(skill_area_temp[0] < 0xffff) - skill_area_temp[0]++; return 1; } @@ -2810,8 +2806,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100) { //GTB makes all targetted magic display miss with a single bolt. - clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), - 0, 1, skillid, skilllv, skill_get_hit(skillid)); + clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid)); return 1; } @@ -3085,14 +3080,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int break; //Splash attack skills. - case NPC_PULSESTRIKE: - case NPC_HELLJUDGEMENT: - skill_attack(skill_get_type(skillid), src, src, bl, - skillid, skilllv, tick, skill_area_temp[0]|(flag&SD_LEVEL)); - break; - - case AS_SPLASHER: case AS_GRIMTOOTH: + case AS_SPLASHER: case SM_MAGNUM: case HT_BLITZBEAT: case MC_CARTREVOLUTION: @@ -3108,49 +3097,56 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int case GS_DESPERADO: case GS_SPREADATTACK: case NPC_EARTHQUAKE: - if (flag&1) - { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by. - if (skill_area_temp[1] != bl->id) - skill_attack(skill_get_type(skillid), src, src, bl, - skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION|(flag&SD_LEVEL)); - break; + case NPC_PULSESTRIKE: + case NPC_HELLJUDGEMENT: + if( flag&1 ) + { //Recursive invocation + // skill_area_temp[0] holds number of targets in area + // skill_area_temp[1] holds the id of the original target + // skill_area_temp[2] counts how many targets have already been processed + int sflag = skill_area_temp[0] & 0xFFF; + if( flag&SD_LEVEL ) + sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level + if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) ) + sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills) + if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) ) + sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit + + skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag); + skill_area_temp[2]++; } - if ( skillid == NJ_BAKUENRYU ) - clif_skill_nodamage(src,bl,skillid,skilllv,1); - skill_area_temp[0] = 0; - skill_area_temp[1] = bl->id; - //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat - if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT) - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv), BL_CHAR, - src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); - else if (skillid==AS_SPLASHER) //Need split damage anyway. - skill_area_temp[0] = 2; + else + { + if ( skillid == NJ_BAKUENRYU ) + clif_skill_nodamage(src,bl,skillid,skilllv,1); - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv), splash_target(src), - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); + skill_area_temp[0] = 0; + skill_area_temp[1] = bl->id; + skill_area_temp[2] = 0; + + // if skill damage should be split among targets, count them + //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets + if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT ) + skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); - //Splasher Should do 100% damage on targetted character. - skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, - tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL)); + // recursive invocation of skill_castend_damage_id() with flag|1 + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); - if (skillid == SM_MAGNUM) { - //Initiate 10% of your damage becomes fire element. - sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); - if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); + //FIXME: move this to skill_additional_effect or some such? [ultramage] + if (skillid == SM_MAGNUM) { + //Initiate 10% of your damage becomes fire element. + sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); + if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); + } } break; case KN_BRANDISHSPEAR: //Coded apart for it needs the flag passed to the damage calculation. if (skill_area_temp[1] != bl->id) - skill_attack(skill_get_type(skillid), src, src, bl, - skillid, skilllv, tick, flag|SD_ANIMATION); + skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION); else - skill_attack(skill_get_type(skillid), src, src, bl, - skillid, skilllv, tick, flag); + skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag); break; case KN_BOWLINGBASH: @@ -3167,16 +3163,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int for(i=0;i<c;i++){ 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; // collision + skill_area_temp[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; // 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), splash_target(src), - src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id); + skill_area_temp[1] = bl->id; + map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), 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); @@ -3871,8 +3864,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in skill_area_temp[1] = 0; map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src), src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id); - //Initiate 10% of your damage becomes fire element. clif_skill_nodamage (src,src,skillid,skilllv,1); + //Initiate 10% of your damage becomes fire element. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv)); if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)); break; @@ -4173,23 +4166,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in status_change_end(src, SC_HIDING, -1); break; - case NPC_EARTHQUAKE: case ASC_METEORASSAULT: case GS_SPREADATTACK: - skill_area_temp[0] = 0; - if (skill_get_nk(skillid)&NK_SPLASHSPLIT) - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv), BL_CHAR, - src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count); + case NPC_EARTHQUAKE: clif_skill_nodamage(src,bl,skillid,skilllv,1); case NPC_HELLJUDGEMENT: case NPC_PULSESTRIKE: - skill_area_temp[1] = bl->id; - //Mob casted skills should also hit skills. - map_foreachinrange(skill_area_sub, bl, - skill_get_splash(skillid, skilllv), splash_target(src), - src,skillid,skilllv,tick, flag|BCT_ENEMY|1, - skill_castend_damage_id); + skill_castend_damage_id(src, src, skillid, skilllv, tick, flag); break; case KN_BRANDISHSPEAR: @@ -5722,13 +5705,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in if (hd) skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)); break; + case NPC_DRAGONFEAR: if (flag&1) { const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING }; i = rand()%ARRAYLENGTH(sc); sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)); - break; + } else { + // hacked-together packet (not correct) that shows the animation + clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6); + map_foreachinrange(skill_area_sub, bl, + skill_get_splash(skillid, skilllv),BL_CHAR, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_nodamage_id); } + break; + case NPC_WIDEBLEEDING: case NPC_WIDECONFUSE: case NPC_WIDECURSE: |