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-rw-r--r--src/map/mob.c17
-rw-r--r--src/map/status.c74
2 files changed, 52 insertions, 39 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index 5dd5008ff..85e50fdf0 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -1723,9 +1723,8 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
}
}
- for(temp=0,i=0,count=0,mvp_damage=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++)
+ for(temp=0,i=0,mvp_damage=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++)
{
- count++; //Count an attacker even if he is dead/logged-out.
tmpsd[temp] = map_charid2sd(md->dmglog[i].id);
if(tmpsd[temp] == NULL)
continue;
@@ -1733,13 +1732,14 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
continue;
temp++;
- if(mvp_damage<(unsigned int)md->dmglog[temp].dmg){
+ if(mvp_damage<(unsigned int)md->dmglog[i].dmg){
third_sd = second_sd;
second_sd = mvp_sd;
mvp_sd=tmpsd[temp];
- mvp_damage=md->dmglog[temp].dmg;
+ mvp_damage=md->dmglog[i].dmg;
}
}
+ count = i; //Total number of attackers.
if(!(type&2) && //No exp
(!map[md->bl.m].flag.pvp || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr]
@@ -1773,11 +1773,10 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
if (md->sc.data[SC_RICHMANKIM].timer != -1)
bonus += md->sc.data[SC_RICHMANKIM].val2;
- if(sd) {
- if (sd->expaddrace[status->race])
- bonus += sd->expaddrace[status->race];
- bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
- }
+ if (tmpsd[i]->expaddrace[status->race])
+ bonus += tmpsd[i]->expaddrace[status->race];
+ bonus += tmpsd[i]->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
+
if (battle_config.pk_mode &&
(int)(md->db->lv - tmpsd[i]->status.base_level) >= 20) //Needed due to unsigned checks
bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
diff --git a/src/map/status.c b/src/map/status.c
index ec809ec60..cdf0d5b9a 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -793,16 +793,17 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per
*/
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
{
- int mode, race, hide_flag;
+ struct status_data *status;
struct status_change *sc=NULL, *tsc;
+ int hide_flag;
- mode = src?status_get_mode(src):MD_CANATTACK;
+ status = src?status_get_status_data(src):&dummy_status;
if (src && status_isdead(src))
return 0;
if (!skill_num) { //Normal attack checks.
- if (!(mode&MD_CANATTACK))
+ if (!(status->mode&MD_CANATTACK))
return 0; //This mode is only needed for melee attacking.
//Dead state is not checked for skills as some skills can be used
//on dead characters, said checks are left to skill.c [Skotlex]
@@ -824,24 +825,24 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
if (((src && map_getcell(src->m,src->x,src->y,CELL_CHKBASILICA)) ||
(target && target != src && map_getcell(target->m,target->x,target->y,CELL_CHKBASILICA)))
- && !(mode&MD_BOSS))
+ && !(status->mode&MD_BOSS))
{ //Basilica Check
if (!skill_num) return 0;
- race = skill_get_inf(skill_num);
- if (race&INF_ATTACK_SKILL)
+ hide_flag = skill_get_inf(skill_num);
+ if (hide_flag&INF_ATTACK_SKILL)
return 0;
- if (race&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
+ if (hide_flag&INF_GROUND_SKILL && skill_get_unit_target(skill_num)&BCT_ENEMY)
return 0;
}
if (src) sc = status_get_sc(src);
- if(sc && sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
- //When sc do not cancel casting, the spell should come out.
- return 0;
-
if(sc && sc->count)
{
+ if(sc->opt1 >0 && (battle_config.sc_castcancel || flag != 1))
+ //When sc do not cancel casting, the spell should come out.
+ return 0;
+
if (
(sc->data[SC_TRICKDEAD].timer != -1 && skill_num != NV_TRICKDEAD)
|| (sc->data[SC_AUTOCOUNTER].timer != -1 && !flag)
@@ -850,8 +851,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
)
return 0;
- if (sc->data[SC_WINKCHARM].timer != -1 && target && target->type == BL_PC && !flag)
- { //Prevents skill usage against players?
+ if (sc->data[SC_WINKCHARM].timer != -1 && target && !flag)
+ { //Prevents skill usage
clif_emotion(src, 3);
return 0;
}
@@ -880,7 +881,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
//Skill blocking.
if (
(sc->data[SC_VOLCANO].timer != -1 && skill_num == WZ_ICEWALL) ||
- (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(mode&MD_BOSS)) ||
+ (sc->data[SC_ROKISWEIL].timer != -1 && skill_num != BD_ADAPTATION && !(status->mode&MD_BOSS)) ||
(sc->data[SC_HERMODE].timer != -1 && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
sc->data[SC_NOCHAT].timer != -1
)
@@ -899,12 +900,18 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
if (sc && sc->option)
{
- if (sc->option&OPTION_HIDE && skill_num != TF_HIDING && skill_num != AS_GRIMTOOTH
- && skill_num != RG_BACKSTAP && skill_num != RG_RAID && skill_num != NJ_SHADOWJUMP
- && skill_num != NJ_KIRIKAGE)
- return 0;
-// if (sc->option&OPTION_CLOAK && skill_num == TF_HIDING)
-// return 0; //Latest reports indicate Hiding is usable while Cloaking. [Skotlex]
+ if (sc->option&OPTION_HIDE)
+ switch (skill_num) { //Usable skills while hiding.
+ case TF_HIDING:
+ case AS_GRIMTOOTH:
+ case RG_BACKSTAP:
+ case RG_RAID:
+ case NJ_SHADOWJUMP:
+ case NJ_KIRIKAGE:
+ break;
+ default:
+ return 0;
+ }
if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
return 0;
}
@@ -912,9 +919,10 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
return 1;
tsc = status_get_sc(target);
+
if(tsc && tsc->count)
{
- if (!(mode & MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
+ if (!(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD].timer != -1)
return 0;
if(skill_num == WZ_STORMGUST && tsc->data[SC_FREEZE].timer != -1)
return 0;
@@ -922,38 +930,44 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, int
return 0;
}
- race = src?status_get_race(src):0;
//If targetting, cloak+hide protect you, otherwise only hiding does.
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
//You cannot hide from ground skills.
- if(skill_get_pl(skill_num) == 2)
+ if(skill_get_pl(skill_num) == ELE_EARTH)
hide_flag &= ~OPTION_HIDE;
switch (target->type)
{
case BL_PC:
{
- struct map_session_data *sd = (struct map_session_data*) target;
+ struct map_session_data *sd = (TBL_PC*) target;
if (pc_isinvisible(sd))
return 0;
- if (tsc->option&hide_flag
- && (sd->state.perfect_hiding || !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
- && !(mode&MD_BOSS))
+ if (tsc->option&hide_flag && !(status->mode&MD_BOSS)
+ && (sd->state.perfect_hiding || !(
+ status->race == RC_INSECT ||
+ status->race == RC_DEMON ||
+ status->mode&MD_DETECTOR
+ )))
return 0;
}
break;
case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
//TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
- if (mode&MD_LOOTER)
+ if (status->mode&MD_LOOTER)
return 1;
else
return 0;
default:
//Check for chase-walk/hiding/cloaking opponents.
- if (tsc && !(mode&MD_BOSS))
+ if (tsc && !(status->mode&MD_BOSS))
{
- if (tsc->option&hide_flag && !(race == RC_INSECT || race == RC_DEMON || mode&MD_DETECTOR))
+ if (tsc->option&hide_flag && !(
+ status->race == RC_INSECT ||
+ status->race == RC_DEMON ||
+ status->mode&MD_DETECTOR
+ ))
return 0;
}
}