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-rw-r--r--src/map/battle.c84
-rw-r--r--src/map/battle.h1
-rw-r--r--src/map/mob.c2
-rw-r--r--src/map/npc.c8
-rw-r--r--src/map/pc.c3
-rw-r--r--src/map/skill.c52
6 files changed, 71 insertions, 79 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index d205034d4..79ec8bc68 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -439,34 +439,52 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
return damage*ratio/100;
}
-static int battle_walkdelay_sub(int tid, unsigned int tick, int id, int data)
+/*==========================================
+ * Applies walk delay to character, considering that
+ * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
+ * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
+ *------------------------------------------
+ */
+int battle_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
{
- struct block_list *bl = map_id2bl(id);
- if (!bl || status_isdead(bl))
- return 0;
+ unsigned int *canmove_tick=NULL;
+ if (delay <= 0) return 0;
switch (bl->type) {
case BL_PC:
- {
- struct map_session_data *sd = (struct map_session_data*)bl;
- if (sd->walktimer != -1)
- pc_stop_walking (sd,3);
- if (sd->canmove_tick < tick)
- sd->canmove_tick = tick + data;
- }
+ canmove_tick = &((TBL_PC*)bl)->canmove_tick;
break;
case BL_MOB:
- {
- struct mob_data *md = (struct mob_data*)bl;
- if (md->state.state == MS_WALK)
- mob_stop_walking(md,3);
- if (md->canmove_tick < tick)
- md->canmove_tick = tick + data;
- }
+ canmove_tick = &((TBL_MOB*)bl)->canmove_tick;
break;
+ case BL_NPC:
+ canmove_tick = &((TBL_NPC*)bl)->canmove_tick;
+ break;
+ }
+ if (!canmove_tick)
+ return 0;
+ if (type) {
+ if (DIFF_TICK(*canmove_tick, tick+delay) > 0)
+ return 0;
+ } else {
+ if (DIFF_TICK(*canmove_tick, tick) > 0)
+ return 0;
}
+ *canmove_tick = tick + delay;
+ return 1;
+}
+
+static int battle_walkdelay_sub(int tid, unsigned int tick, int id, int data)
+{
+ struct block_list *bl = map_id2bl(id);
+ if (!bl || status_isdead(bl))
+ return 0;
+
+ if (battle_set_walkdelay(bl, tick, data, 0))
+ battle_stopwalking(bl,3);
return 0;
}
+
/*==========================================
* Applies walk delay based on attack type. [Skotlex]
*------------------------------------------
@@ -489,31 +507,10 @@ int battle_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int d
if (delay <= 0)
return 0;
- //See if it makes sense to set this trigger.
- switch (bl->type) {
- case BL_PC:
- {
- struct map_session_data *sd = (struct map_session_data*)bl;
- if (DIFF_TICK(sd->canmove_tick, tick+adelay) > 0)
- return 0;
- if (!adelay) //No need of timer.
- sd->canmove_tick = tick + delay;
- break;
- }
- case BL_MOB:
- {
- struct mob_data *md = (struct mob_data*)bl;
- if (DIFF_TICK(md->canmove_tick, tick+adelay) > 0)
- return 0;
- if (!adelay) //No need of timer.
- md->canmove_tick = tick + delay;
- break;
- }
- default:
- return 0;
- }
if (adelay > 0)
add_timer(tick+adelay, battle_walkdelay_sub, bl->id, delay);
+ else
+ battle_set_walkdelay(bl, tick, delay, 0);
return 1;
}
@@ -580,10 +577,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
delay = 200;
else
delay = 100;
- if(sd)
- sd->canmove_tick = gettick() + delay;
- else if(md)
- md->canmove_tick = gettick() + delay;
+ battle_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));
diff --git a/src/map/battle.h b/src/map/battle.h
index 512179482..786db1d66 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -54,6 +54,7 @@ int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,in
int battle_stopattack(struct block_list *bl);
int battle_iswalking(struct block_list *bl);
int battle_stopwalking(struct block_list *bl,int type);
+int battle_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type);
// 通常攻撃処理まとめ
int battle_weapon_attack( struct block_list *bl,struct block_list *target,
diff --git a/src/map/mob.c b/src/map/mob.c
index 13df3a67c..529b75cea 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -741,7 +741,7 @@ static int mob_attack(struct mob_data *md,unsigned int tick,int data)
//Use the attack delay for next can attack try
//But use the attack motion to know when it can start moving. [Skotlex]
md->attackabletime = tick + status_get_adelay(&md->bl);
- md->canmove_tick = tick + status_get_amotion(&md->bl);
+ battle_set_walkdelay(&md->bl, tick, status_get_amotion(&md->bl), 1);
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
md->state.state=MS_ATTACK;
diff --git a/src/map/npc.c b/src/map/npc.c
index 3c3967762..a8765995e 100644
--- a/src/map/npc.c
+++ b/src/map/npc.c
@@ -1472,12 +1472,8 @@ int npc_stop_walking(struct npc_data *nd,int type)
}
if(type&0x01)
clif_fixnpcpos(nd);
- if(type&0x02) {
- int delay=status_get_dmotion(&nd->bl);
- unsigned int tick = gettick();
- if(nd->canmove_tick < tick)
- nd->canmove_tick = tick + delay;
- }
+ if(type&0x02)
+ battle_set_walkdelay(&nd->bl, gettick(), status_get_dmotion(&nd->bl), 1);
return 0;
}
diff --git a/src/map/pc.c b/src/map/pc.c
index 04bd8a6d1..afe638f1b 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -360,6 +360,9 @@ int pc_can_move(struct map_session_data *sd)
if ((sd->sc.option & OPTION_HIDE) && pc_checkskill(sd, RG_TUNNELDRIVE) <= 0)
return 0;
+ if (sd->skilltimer != -1 && pc_checkskill(sd, SA_FREECAST) <= 0)
+ return 0;
+
if (pc_issit(sd))
return 0; //Can't move while sitting...
diff --git a/src/map/skill.c b/src/map/skill.c
index 217d9d3ec..a5a9242e5 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1688,7 +1688,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
pc_checkskill(sd, MO_CHAINCOMBO) > 0)
delay += 300 * battle_config.combo_delay_rate / 100;
sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
- sd->attackabletime = sd->canmove_tick = tick + delay;
+ sd->attackabletime = tick + delay;
+ battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src, delay);
if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
@@ -1702,7 +1703,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
- sd->attackabletime = sd->canmove_tick = tick + delay;
+ sd->attackabletime = tick + delay;
+ battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src,delay);
break;
}
@@ -1717,7 +1719,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
- sd->attackabletime = sd->canmove_tick = tick + delay;
+ sd->attackabletime = tick + delay;
+ battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src,delay);
break;
}
@@ -1731,7 +1734,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
- sd->attackabletime = sd->canmove_tick = tick + delay;
+ sd->attackabletime = tick + delay;
+ battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src,delay);
break;
}
@@ -1741,7 +1745,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
if(damage < status_get_hp(bl))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
- sd->attackabletime = sd->canmove_tick = tick + delay;
+ sd->attackabletime = tick + delay;
+ battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src,delay);
break;
}
@@ -1765,7 +1770,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
case TK_DOWNKICK:
case TK_TURNKICK:
// Delay normal attack table until skill's delay has passed. Let's make it skip one attack motion. [Skotlex]
- sd->attackabletime = sd->canmove_tick = tick + status_get_amotion(&sd->bl);
+ sd->attackabletime = tick + status_get_amotion(&sd->bl);
+ battle_set_walkdelay(src, tick, status_get_amotion(&sd->bl), 1);
break;
case SL_STIN:
case SL_STUN:
@@ -2610,7 +2616,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
int i;
for (i = 1; i < sd->spiritball_old; i++)
skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
- sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
+// sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
}
if (sc && sc->data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
@@ -2666,7 +2672,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
clif_movechar(sd);
if(dx < 0) dx = -dx;
if(dy < 0) dy = -dy;
- sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
+ sd->attackabletime = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
+ battle_set_walkdelay(src, tick, 100 + sd->speed * ((dx > dy)? dx:dy), 1);
if(sd->canact_tick < sd->canmove_tick)
sd->canact_tick = sd->canmove_tick;
sd->speed = speed;
@@ -3113,10 +3120,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
//These two are actually ground placed.
- if(sd)
- sd->canmove_tick = tick + 900;
- else if(md)
- mob_changestate(md,MS_DELAY,900);
return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
}
tsc = status_get_sc(bl);
@@ -4755,8 +4758,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start(bl,type,100,skilllv,skill_time));
if (md)
mob_changestate(md,MS_DELAY,skill_time);
- else if (sd)
- sd->attackabletime = sd->canmove_tick = tick + skill_time;
+ else
+ battle_set_walkdelay(bl, tick, skill_time, 1);
}
break;
@@ -5547,7 +5550,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
nullpo_retr(0, sd);
//Code cleanup.
-#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; sd->skilltarget = 0; }
+#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = tick; sd->skilltarget = 0; }
if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
{ /* タイマIDの確認 */
@@ -5654,7 +5657,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
sd->canact_tick = tick;
else
sd->canact_tick = tick + skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
- sd->canmove_tick = tick + skill_get_walkdelay(sd->skillid, sd->skilllv);
+ battle_set_walkdelay(&sd->bl, tick, skill_get_walkdelay(sd->skillid, sd->skilllv), 1);
if (skill_get_casttype(sd->skillid) == CAST_NODAMAGE)
skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
else
@@ -5686,7 +5689,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data )
nullpo_retr(0, sd);
//Code cleanup.
-#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }
+#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = tick; }
if( sd->skilltimer != tid )
{ /* タイマIDの確認 */
@@ -5761,7 +5764,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data )
pc_stop_walking(sd,0);
sd->canact_tick = tick + skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
- sd->canmove_tick = tick + skill_get_walkdelay(sd->skillid, sd->skilllv);
+ battle_set_walkdelay(&sd->bl, tick, skill_get_walkdelay(sd->skillid, sd->skilllv), 1);
skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
@@ -7289,7 +7292,6 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
struct map_session_data *sd;
struct map_session_data *tsd;
int *p_sd; //Contains the list of characters found.
- unsigned int tick = gettick();
nullpo_retr(0, bl);
nullpo_retr(0, ap);
@@ -7327,7 +7329,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
{
int skilllv;
- if(pc_issit(tsd) || tsd->skilltimer!=-1 || tsd->canmove_tick > tick)
+ if(pc_issit(tsd) || !pc_can_move(tsd))
return 0;
if (sd->status.sex != tsd->status.sex &&
(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
@@ -8561,12 +8563,10 @@ int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int
sd->skillx = 0;
sd->skilly = 0;
sd->canact_tick = tick + casttime + 100;
- //Recycling forcecast to store the skill's level. [Skotlex]
- sd->canmove_tick = tick + (casttime>0 && (forcecast = pc_checkskill(sd,SA_FREECAST)) > 0?0:casttime);
if (casttime > 0) {
sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
- if (forcecast > 0)
+ if ((forcecast = pc_checkskill(sd,SA_FREECAST)) > 0)
status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
else
pc_stop_walking(sd,0);
@@ -8678,11 +8678,10 @@ int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int sk
sd->skilltarget = 0;
sd->canact_tick = tick + casttime + 100;
- sd->canmove_tick = tick + (casttime>0 && (skill = pc_checkskill(sd,SA_FREECAST))>0?0:casttime);
if (casttime > 0) {
sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
- if (skill > 0)
+ if ((skill = pc_checkskill(sd,SA_FREECAST))>0)
status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
else
pc_stop_walking(sd,0);
@@ -8709,12 +8708,11 @@ int skill_castcancel (struct block_list *bl, int type)
struct map_session_data *sd = (struct map_session_data *)bl;
unsigned long tick = gettick();
nullpo_retr(0, sd);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
if (sd->skilltimer != -1) {
if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
status_quick_recalc_speed(sd, SA_FREECAST, ret, 0); //Updated to use calc_speed [Skotlex]
}
+ sd->canact_tick = tick;
if (!type) {
if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
ret = delete_timer( sd->skilltimer, skill_castend_pos );