diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 65 |
1 files changed, 45 insertions, 20 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 8cb82e3a6..4bd27f578 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -64,20 +64,6 @@ static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Sko DBMap* skillunit_db = NULL; // int id -> struct skill_unit* /** - * Skill Cool Down Delay Saving - * Struct skill_cd is not a member of struct map_session_data - * to keep cooldowns in memory between player log-ins. - * All cooldowns are reset when server is restarted. - **/ -DBMap* skillcd_db = NULL; // char_id -> struct skill_cd -struct skill_cd { - int duration[MAX_SKILL_TREE];//milliseconds - short skidx[MAX_SKILL_TREE];//the skill index entries belong to - short nameid[MAX_SKILL_TREE];//skill id - unsigned char cursor; -}; - -/** * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574) **/ DBMap* skillusave_db = NULL; // char_id -> struct skill_usave @@ -8050,9 +8036,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) % else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) % - if( sd ) - skill->blockpc_start(sd,skill_id,4000, false); - if( !(tsc && tsc->data[type]) ){ i = sc_start2(bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill->get_time(skill_id,skill_lv):skill->get_time2(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv,i); @@ -16888,16 +16871,24 @@ int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) { int i,cursor; ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data ); cd->duration[cursor] = 0; +#if PACKETVER >= 20120604 + cd->total[cursor] = 0; +#endif cd->skidx[cursor] = 0; cd->nameid[cursor] = 0; + cd->started[cursor] = 0; // compact the cool down list for( i = 0, cursor = 0; i < cd->cursor; i++ ) { if( cd->duration[i] == 0 ) continue; if( cursor != i ) { cd->duration[cursor] = cd->duration[i]; +#if PACKETVER >= 20120604 + cd->total[cursor] = cd->total[i]; +#endif cd->skidx[cursor] = cd->skidx[i]; cd->nameid[cursor] = cd->nameid[i]; + cd->started[cursor] = cd->started[i]; } cursor++; } @@ -16933,7 +16924,7 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, return -1; } - if( battle_config.display_status_timers ) + if( !load && battle_config.display_status_timers ) clif->skill_cooldown(sd, skill_id, tick); if( !load ) {// not being loaded initially so ensure the skill delay is recorded @@ -16944,8 +16935,12 @@ int skill_blockpc_start_(struct map_session_data *sd, uint16 skill_id, int tick, // record the skill duration in the database map cd->duration[cd->cursor] = tick; +#if PACKETVER >= 20120604 + cd->total[cd->cursor] = tick; +#endif cd->skidx[cd->cursor] = idx; cd->nameid[cd->cursor] = skill_id; + cd->started[cd->cursor] = iTimer->gettick(); cd->cursor++; } @@ -17438,13 +17433,37 @@ int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) { } /** + * update stored skill cooldowns for player logout + * @param sd the affected player structure + */ +void skill_cooldown_save(struct map_session_data * sd) { + int i; + struct skill_cd* cd = NULL; + unsigned int now = 0; + + // 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; + } + + now = iTimer->gettick(); + + // process each individual cooldown associated with the character + for( i = 0; i < cd->cursor; i++ ) { + cd->duration[i] = DIFF_TICK(cd->started[i]+cd->duration[i],now); + } +} + +/** * reload stored skill cooldowns when a player logs in. * @param sd the affected player structure */ -void skill_cooldown_load(struct map_session_data * sd) -{ +void skill_cooldown_load(struct map_session_data * sd) { int i; struct skill_cd* cd = NULL; + unsigned int now = 0; // always check to make sure the session properly exists nullpo_retv(sd); @@ -17453,8 +17472,13 @@ void skill_cooldown_load(struct map_session_data * sd) return; } + clif->cooldown_list(sd->fd,cd); + + now = iTimer->gettick(); + // process each individual cooldown associated with the character for( i = 0; i < cd->cursor; i++ ) { + cd->started[i] = now; // block the skill from usage but ensure it is not recorded (load = true) skill->blockpc_start( sd, cd->nameid[i], cd->duration[i], true ); } @@ -18145,5 +18169,6 @@ void skill_defaults(void) { skill->elementalanalysis = skill_elementalanalysis; skill->changematerial = skill_changematerial; skill->get_elemental_type = skill_get_elemental_type; + skill->cooldown_save = skill_cooldown_save; } |