From b61a1f62f63da6ff26f8913bc58573e480ac436b Mon Sep 17 00:00:00 2001 From: ultramage Date: Wed, 3 Oct 2007 12:58:52 +0000 Subject: * Cleaned up parts of skill.c related to skill units - removed some nonsense code in skill_dance_switch() (from r8876) - removed 'security system to prevent forgetting timer removal' (r1213) - renamed some skill-related data structs (had same name as variables) - commented out custom Venom Splasher countdown messaging code git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11347 54d463be-8e91-2dee-dedb-b68131a5f0ec --- Changelog-Trunk.txt | 5 + src/common/mmo.h | 2 + src/map/clif.c | 145 +++----------------- src/map/clif.h | 4 +- src/map/skill.c | 383 +++++++++++++++++++++++++--------------------------- src/map/skill.h | 18 +-- src/map/status.c | 166 ++++++++--------------- src/map/unit.c | 4 +- 8 files changed, 283 insertions(+), 444 deletions(-) diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index f5b5cdd8c..c461854ee 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,11 @@ 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. 2007/10/03 + * Cleaned up parts of skill.c related to skill units [ultramage] + - removed some nonsense code in skill_dance_switch() (from r8876) + - removed 'security system to prevent forgetting timer removal' (r1213) + - renamed some skill-related data structs (had same name as variables) + - commented out custom Venom Splasher countdown messaging code * Bosses now can use teleport on Land Protector [Playtester] 2007/10/01 * Fixed various trading/vending glitches [ultramage] diff --git a/src/common/mmo.h b/src/common/mmo.h index 6e136c2ae..4858a1667 100644 --- a/src/common/mmo.h +++ b/src/common/mmo.h @@ -366,6 +366,8 @@ struct guild_castle { int id; } guardian[MAX_GUARDIANS]; //New simplified structure. [Skotlex] }; + +// for Brandish Spear calculations struct square { int val1[5]; int val2[5]; diff --git a/src/map/clif.c b/src/map/clif.c index 6303552d2..e48714c4e 100644 --- a/src/map/clif.c +++ b/src/map/clif.c @@ -3923,17 +3923,13 @@ void clif_getareachar_item(struct map_session_data* sd,struct flooritem_data* fi /*========================================== * 場所スキルエフェクトが視界に入る *------------------------------------------*/ -int clif_getareachar_skillunit(struct map_session_data *sd,struct skill_unit *unit) +static void clif_getareachar_skillunit(struct map_session_data *sd, struct skill_unit *unit) { - int fd; - struct block_list *bl; + int fd = sd->fd; - fd=sd->fd; - bl=map_id2bl(unit->group->src_id); #if PACKETVER >= 3 if(unit->group->unit_id==UNT_GRAFFITI) { // Graffiti [Valaris] WFIFOHEAD(fd,packet_len(0x1c9)); - memset(WFIFOP(fd,0),0,packet_len(0x1c9)); WFIFOW(fd, 0)=0x1c9; WFIFOL(fd, 2)=unit->bl.id; WFIFOL(fd, 6)=unit->group->src_id; @@ -3942,21 +3938,19 @@ int clif_getareachar_skillunit(struct map_session_data *sd,struct skill_unit *un WFIFOB(fd,14)=unit->group->unit_id; WFIFOB(fd,15)=1; WFIFOB(fd,16)=1; - memcpy(WFIFOP(fd,17),unit->group->valstr,MESSAGE_SIZE); + safestrncpy(WFIFOP(fd,17),unit->group->valstr,MESSAGE_SIZE); WFIFOSET(fd,packet_len(0x1c9)); - return 0; + return; } #endif WFIFOHEAD(fd,packet_len(0x11f)); - memset(WFIFOP(fd,0),0,packet_len(0x11f)); WFIFOW(fd, 0)=0x11f; WFIFOL(fd, 2)=unit->bl.id; WFIFOL(fd, 6)=unit->group->src_id; WFIFOW(fd,10)=unit->bl.x; WFIFOW(fd,12)=unit->bl.y; - //Use invisible unit id for traps. if (battle_config.traps_setting&1 && skill_get_inf2(unit->group->skill_id)&INF2_TRAP) - WFIFOB(fd,14)=UNT_ATTACK_SKILLS; + WFIFOB(fd,14)=UNT_ATTACK_SKILLS; //Use invisible unit id for traps. else WFIFOB(fd,14)=unit->group->unit_id; WFIFOB(fd,15)=0; @@ -3964,69 +3958,22 @@ int clif_getareachar_skillunit(struct map_session_data *sd,struct skill_unit *un if(unit->group->skill_id == WZ_ICEWALL) clif_changemapcell(fd,unit->bl.m,unit->bl.x,unit->bl.y,5); - return 0; -/* Previous implementation guess of packet 0x1c9, who can understand what all those fields are for? [Skotlex] - WFIFOHEAD(fd,packet_len(0x1c9)); - memset(WFIFOP(fd,0),0,packet_len(0x1c9)); - WFIFOW(fd, 0)=0x1c9; - WFIFOL(fd, 2)=unit->bl.id; - WFIFOL(fd, 6)=unit->group->src_id; - WFIFOW(fd,10)=unit->bl.x; - WFIFOW(fd,12)=unit->bl.y; - WFIFOB(fd,14)=unit->group->unit_id; - WFIFOB(fd,15)=1; - if(unit->group->unit_id==UNT_GRAFFITI) { // Graffiti [Valaris] - WFIFOB(fd,16)=1; - memcpy(WFIFOP(fd,17),unit->group->valstr,MESSAGE_SIZE); - } else { - WFIFOL(fd,15+1)=0; //1-4調べた限り固定 - WFIFOL(fd,15+5)=0; //5-8調べた限り固定 - //9-12マップごとで一定の77-80とはまた違う4バイトのかなり大きな数字 - WFIFOL(fd,15+13)=unit->bl.y - 0x12; //13-16ユニットのY座標-18っぽい(Y:17でFF FF FF FF) - WFIFOL(fd,15+17)=0x004f37dd; //17-20調べた限り固定 - WFIFOL(fd,15+21)=0x0012f674; //21-24調べた限り固定 - WFIFOL(fd,15+25)=0x0012f664; //25-28調べた限り固定 - WFIFOL(fd,15+29)=0x0012f654; //29-32調べた限り固定 - WFIFOL(fd,15+33)=0x77527bbc; //33-36調べた限り固定 - //37-39 - WFIFOB(fd,15+40)=0x2d; //40調べた限り固定 - WFIFOL(fd,15+41)=0; //41-44調べた限り0固定 - WFIFOL(fd,15+45)=0; //45-48調べた限り0固定 - WFIFOL(fd,15+49)=0; //49-52調べた限り0固定 - WFIFOL(fd,15+53)=0x0048d919; //53-56調べた限り固定 - WFIFOL(fd,15+57)=0x0000003e; //57-60調べた限り固定 - WFIFOL(fd,15+61)=0x0012f66c; //61-64調べた限り固定 - //65-68 - //69-72 - if(bl) WFIFOL(fd,15+73)=bl->y; //73-76術者のY座標 - WFIFOL(fd,15+77)=unit->bl.m; //77-80マップIDかなぁ?かなり2バイトで足りそうな数字 - WFIFOB(fd,15+81)=0xaa; //81終端文字0xaa - } - - WFIFOSET(fd,packet_len(0x1c9)); -#endif - if(unit->group->skill_id == WZ_ICEWALL) - clif_set0192(fd,unit->bl.m,unit->bl.x,unit->bl.y,5); - - return 0; -*/ } /*========================================== * 場所スキルエフェクトが視界から消える *------------------------------------------*/ -int clif_clearchar_skillunit(struct skill_unit *unit,int fd) +static void clif_clearchar_skillunit(struct skill_unit *unit, int fd) { - nullpo_retr(0, unit); + nullpo_retv(unit); WFIFOHEAD(fd,packet_len(0x120)); WFIFOW(fd, 0)=0x120; WFIFOL(fd, 2)=unit->bl.id; WFIFOSET(fd,packet_len(0x120)); + if(unit->group && unit->group->skill_id == WZ_ICEWALL) clif_changemapcell(fd,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2); - - return 0; } /*========================================== @@ -4573,110 +4520,52 @@ int clif_skill_poseffect(struct block_list *src,int skill_id,int val,int x,int y /*========================================== * 場所スキルエフェクト表示 *------------------------------------------*/ -int clif_skill_setunit(struct skill_unit *unit) +void clif_skill_setunit(struct skill_unit *unit) { unsigned char buf[128]; - struct block_list *bl; - - nullpo_retr(0, unit); - bl=map_id2bl(unit->group->src_id); + nullpo_retv(unit); -// These are invisible client-side, but are necessary because -// otherwise the client will not know who caused the attack. -// if (unit->group->unit_id == UNT_ATTACK_SKILLS) -// return 0; - #if PACKETVER >= 3 if(unit->group->unit_id==UNT_GRAFFITI) { // Graffiti [Valaris] - memset(WBUFP(buf, 0),0,packet_len(0x1c9)); WBUFW(buf, 0)=0x1c9; WBUFL(buf, 2)=unit->bl.id; WBUFL(buf, 6)=unit->group->src_id; WBUFW(buf,10)=unit->bl.x; WBUFW(buf,12)=unit->bl.y; - if (unit->group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) { - WBUFB(buf,14)=unit->val2&UF_SONG?UNT_DISSONANCE:UNT_UGLYDANCE; - } else { - WBUFB(buf,14)=unit->group->unit_id; - } + WBUFB(buf,14)=unit->group->unit_id; WBUFB(buf,15)=1; WBUFB(buf,16)=1; - memcpy(WBUFP(buf,17),unit->group->valstr,MESSAGE_SIZE); + safestrncpy((char*)WBUFP(buf,17),unit->group->valstr,MESSAGE_SIZE); clif_send(buf,packet_len(0x1c9),&unit->bl,AREA); - return 0; + return; } #endif - memset(WBUFP(buf, 0),0,packet_len(0x11f)); WBUFW(buf, 0)=0x11f; WBUFL(buf, 2)=unit->bl.id; WBUFL(buf, 6)=unit->group->src_id; WBUFW(buf,10)=unit->bl.x; WBUFW(buf,12)=unit->bl.y; - if (unit->group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) { + if (unit->group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) WBUFB(buf,14)=unit->val2&UF_SONG?UNT_DISSONANCE:UNT_UGLYDANCE; - } else { + else WBUFB(buf,14)=unit->group->unit_id; - } WBUFB(buf,15)=0; clif_send(buf,packet_len(0x11f),&unit->bl,AREA); - return 0; - -/* Previous mysterious implementation noone really understands. [Skotlex] - memset(WBUFP(buf, 0),0,packet_len(0x1c9)); - WBUFW(buf, 0)=0x1c9; - WBUFL(buf, 2)=unit->bl.id; - WBUFL(buf, 6)=unit->group->src_id; - WBUFW(buf,10)=unit->bl.x; - WBUFW(buf,12)=unit->bl.y; - WBUFB(buf,14)=unit->group->unit_id; - WBUFB(buf,15)=1; - if(unit->group->unit_id==0xb0) { // Graffiti [Valaris] - WBUFB(buf,16)=1; - memcpy(WBUFP(buf,17),unit->group->valstr,MESSAGE_SIZE); - } else { - WBUFL(buf,15+1)=0; //1-4調べた限り固定 - WBUFL(buf,15+5)=0; //5-8調べた限り固定 - //9-12マップごとで一定の77-80とはまた違う4バイトのかなり大きな数字 - WBUFL(buf,15+13)=unit->bl.y - 0x12; //13-16ユニットのY座標-18っぽい(Y:17でFF FF FF FF) - WBUFL(buf,15+17)=0x004f37dd; //17-20調べた限り固定(0x1b2で0x004fdbddだった) - WBUFL(buf,15+21)=0x0012f674; //21-24調べた限り固定 - WBUFL(buf,15+25)=0x0012f664; //25-28調べた限り固定 - WBUFL(buf,15+29)=0x0012f654; //29-32調べた限り固定 - WBUFL(buf,15+33)=0x77527bbc; //33-36調べた限り固定 - //37-39 - WBUFB(buf,15+40)=0x2d; //40調べた限り固定 - WBUFL(buf,15+41)=0; //41-44調べた限り0固定 - WBUFL(buf,15+45)=0; //45-48調べた限り0固定 - WBUFL(buf,15+49)=0; //49-52調べた限り0固定 - WBUFL(buf,15+53)=0x0048d919; //53-56調べた限り固定(0x01b2で0x00495119だった) - WBUFL(buf,15+57)=0x0000003e; //57-60調べた限り固定 - WBUFL(buf,15+61)=0x0012f66c; //61-64調べた限り固定 - //65-68 - //69-72 - if(bl) WBUFL(buf,15+73)=bl->y; //73-76術者のY座標 - WBUFL(buf,15+77)=unit->bl.m; //77-80マップIDかなぁ?かなり2バイトで足りそうな数字 - WBUFB(buf,15+81)=0xaa; //81終端文字0xaa - } - clif_send(buf,packet_len(0x1c9),&unit->bl,AREA); -#endif - return 0; -*/ } /*========================================== * 場所スキルエフェクト削除 *------------------------------------------*/ -int clif_skill_delunit(struct skill_unit *unit) +void clif_skill_delunit(struct skill_unit *unit) { unsigned char buf[16]; - nullpo_retr(0, unit); + nullpo_retv(unit); WBUFW(buf, 0)=0x120; WBUFL(buf, 2)=unit->bl.id; clif_send(buf,packet_len(0x120),&unit->bl,AREA); - return 0; } /*========================================== diff --git a/src/map/clif.h b/src/map/clif.h index 0e0667503..4361c1895 100644 --- a/src/map/clif.h +++ b/src/map/clif.h @@ -218,8 +218,8 @@ int clif_skill_produce_mix_list(struct map_session_data *sd, int trigger); int clif_produceeffect(struct map_session_data* sd,int flag,int nameid); -int clif_skill_setunit(struct skill_unit *unit); -int clif_skill_delunit(struct skill_unit *unit); +void clif_skill_setunit(struct skill_unit *unit); +void clif_skill_delunit(struct skill_unit *unit); int clif_01ac(struct block_list *bl); diff --git a/src/map/skill.c b/src/map/skill.c index 6343f98d6..8541bc01c 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -663,12 +663,12 @@ const struct skill_name_db skill_names[] = { static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] -struct skill_db skill_db[MAX_SKILL_DB]; -struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; -struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; -struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; +struct s_skill_db skill_db[MAX_SKILL_DB]; +struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; +struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; +struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; -struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; +struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; @@ -995,7 +995,7 @@ int skillnotok_hom (int skillid, struct homun_data *hd) return skillnotok(skillid, hd->master); } -struct skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y) +struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y) { int pos = skill_get_unit_layout_type(skillid,skilllv); int dir; @@ -6106,11 +6106,11 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data) /*========================================== * *------------------------------------------*/ -int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag) +int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag) { - struct map_session_data *sd=NULL; - struct status_change *sc; - struct skill_unit_group *sg; + struct map_session_data* sd; + struct status_change* sc; + struct skill_unit_group* sg; int i,type; //if(skilllv <= 0) return 0; @@ -6121,12 +6121,9 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s if(status_isdead(src)) return 0; - if(src->type==BL_PC) - sd=(struct map_session_data *)src; + BL_CAST(BL_PC, src, sd); sc = status_get_sc(src); - if (sc && !sc->count) - sc = NULL; //Unneeded. type = SkillStatusChangeTable(skillid); switch (skillid) { //Skill effect. @@ -6141,6 +6138,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s else clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } + switch(skillid) { case PR_BENEDICTIO: @@ -6611,92 +6609,92 @@ int skill_castend_map (struct map_session_data *sd, int skill_num, const char *m #undef skill_failed } -static int skill_dance_overlap_sub(struct block_list *bl, va_list ap) +/// transforms 'target' skill unit into dissonance (if conditions are met) +static int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { - struct skill_unit *target = (struct skill_unit*)bl, - *src = va_arg(ap, struct skill_unit*); + struct skill_unit* target = (struct skill_unit*)bl; + struct skill_unit* src = va_arg(ap, struct skill_unit*); int flag = va_arg(ap, int); + if (src == target) return 0; if (!target->group || !(target->group->state.song_dance&0x1)) return 0; if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. return 0; + if (flag) //Set dissonance target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. else //Remove dissonance target->val2 &= ~UF_ENSEMBLE; + clif_skill_setunit(target); //Update look of affected cell. + return 1; } //Does the song/dance overlapping -> dissonance check. [Skotlex] //When flag is 0, this unit is about to be removed, cancel the dissonance effect //When 1, this unit has been positioned, so start the cancel effect. -int skill_dance_overlap(struct skill_unit *unit, int flag) +int skill_dance_overlap(struct skill_unit* unit, int flag) { if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) return 0; if (!flag && !(unit->val2&UF_ENSEMBLE)) return 0; //Nothing to remove, this unit is not overlapped. + if (unit->val1 != unit->group->skill_id) { //Reset state unit->val1 = unit->group->skill_id; unit->val2 &= ~UF_ENSEMBLE; } - return map_foreachincell(skill_dance_overlap_sub, - unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag); + + return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); } /*========================================== - * Converts this group information so that it is handled - * as a Dissonance or Ugly Dance cell. - * Flag: 0 - Convert, 1 - Revert, 2 - Initialize. + * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. + * Flag: 0 - Convert, 1 - Revert. *------------------------------------------*/ -#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 int skill_dance_switch(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->skill_lv = 1; - 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->skill_lv = 1; - 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); + static struct skill_unit_group backup; + + //TODO: add protection against attempts to read an empty backup / write to a full backup + + if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) ) return 0; - } - if (!flag) + 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->skill_lv = group2->skill_lv; - 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->skill_lv = original.skill_lv; - group->unit_id = original.unit_id; - group->target_flag = original.target_flag; - group->bl_flag = original.bl_flag; - group->interval = original.interval; + int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; + + // backup + backup.skill_id = group->skill_id; + backup.skill_lv = group->skill_lv; + backup.unit_id = group->unit_id; + backup.target_flag = group->target_flag; + backup.bl_flag = group->bl_flag; + backup.interval = group->interval; + + // replace + group->skill_id = skillid; + group->skill_lv = 1; + group->unit_id = skill_get_unit_id(skillid,0); + group->target_flag = skill_get_unit_target(skillid); + group->bl_flag = skill_get_unit_bl_target(skillid); + group->interval = skill_get_unit_interval(skillid); + } + else + { //Restore + group->skill_id = backup.skill_id; + group->skill_lv = backup.skill_lv; + group->unit_id = backup.unit_id; + group->target_flag = backup.target_flag; + group->bl_flag = backup.bl_flag; + group->interval = backup.interval; } + return 1; } @@ -6710,7 +6708,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, struct skill_unit_group *group; int i,limit,val1=0,val2=0,val3=0; int target,interval,range,unit_flag; - struct skill_unit_layout *layout; + struct s_skill_unit_layout *layout; struct map_session_data *sd; struct status_data *status; struct status_change *sc; @@ -7187,7 +7185,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned if (sc && sc->data[type].timer==-1) sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; - + case UNT_ICEWALL: //Destroy the cell. [Skotlex] src->val1 = 0; if(src->limit + sg->tick > tick + 700) @@ -7195,8 +7193,8 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned break; case UNT_MOONLIT: - //Knockback out of area if affected char isn't in Moonlit effect - if (sc && sc->data[SC_DANCING].timer!=-1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT) + //Knockback out of area if affected char isn't in Moonlit effect + if (sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT) break; if (ss == bl) //Also needed to prevent infinite loop crash. break; @@ -7652,9 +7650,6 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in nullpo_retr(0, bl); nullpo_retr(0, sg=src->group); sc = status_get_sc(bl); - if (sc && !sc->count) - sc = NULL; - type = SkillStatusChangeTable(sg->skill_id); if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died. @@ -7785,48 +7780,45 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int * flag&1: Invoke onplace function (otherwise invoke onout) * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) *------------------------------------------*/ -int skill_unit_effect (struct block_list *bl, va_list ap) +int skill_unit_effect (struct block_list* bl, va_list ap) { - struct skill_unit *unit; - struct skill_unit_group *group; - int flag,skill_id; - unsigned int tick; - - unit=va_arg(ap,struct skill_unit*); - tick = va_arg(ap,unsigned int); - flag = va_arg(ap,unsigned int); + struct skill_unit* unit = va_arg(ap,struct skill_unit*); + struct skill_unit_group* group = unit->group; + unsigned int flag = va_arg(ap,unsigned int); + unsigned int tick = va_arg(ap,unsigned int); + int skill_id; - if (!unit->alive || bl->prev==NULL) + if( !unit->alive || bl->prev == NULL ) return 0; - nullpo_retr(0, group=unit->group); + nullpo_retr(0, group); - if (skill_dance_switch(unit, group, 0)) + 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; //Target-type check. - if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0)) + if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) ) { - if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2) + 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 (flag&1) - skill_unit_onplace(unit,bl,tick); else - skill_unit_onout(unit,bl,tick); + { + if( flag&1 ) + skill_unit_onplace(unit,bl,tick); + else + skill_unit_onout(unit,bl,tick); - if (flag&4) - skill_unit_onleft(skill_id, bl, tick); + if( flag&4 ) + skill_unit_onleft(skill_id, bl, tick); + } - if (flag&64) + if( flag&64 ) skill_dance_switch(unit, group, 1); + return 0; } @@ -9061,29 +9053,23 @@ void skill_brandishspear_first (struct square *tc, int dir, int x, int y) /*========================================= * *-----------------------------------------*/ -void skill_brandishspear_dir (struct square *tc, int dir, int are) +void skill_brandishspear_dir (struct square* tc, int dir, int are) { int c; - nullpo_retv(tc); - for(c=0;c<5;c++){ - if(dir==0){ - tc->val2[c]+=are; - }else if(dir==1){ - tc->val1[c]-=are; tc->val2[c]+=are; - }else if(dir==2){ - tc->val1[c]-=are; - }else if(dir==3){ - tc->val1[c]-=are; tc->val2[c]-=are; - }else if(dir==4){ - tc->val2[c]-=are; - }else if(dir==5){ - tc->val1[c]+=are; tc->val2[c]-=are; - }else if(dir==6){ - tc->val1[c]+=are; - }else if(dir==7){ - tc->val1[c]+=are; tc->val2[c]+=are; + for( c = 0; c < 5; c++ ) + { + switch( dir ) + { + case 0: tc->val2[c]+=are; break; + case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; + case 2: tc->val1[c]-=are; break; + case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; + case 4: tc->val2[c]-=are; break; + case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; + case 6: tc->val1[c]+=are; break; + case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; } } } @@ -10131,6 +10117,7 @@ int skill_clear_unitgroup (struct block_list *src) while (ud->skillunit[0]) skill_delunitgroup(src, ud->skillunit[0], 1); + return 1; } @@ -10180,70 +10167,67 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis /*========================================== * *------------------------------------------*/ -int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap) +int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) { - struct skill_unit *unit; - struct skill_unit_group *group; - unsigned int tick; - - unit = va_arg(ap,struct skill_unit *); - tick = va_arg(ap,unsigned int); + struct skill_unit* unit = va_arg(ap,struct skill_unit *); + struct skill_unit_group* group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); - if (!unit->alive || bl->prev==NULL) + if( !unit->alive || bl->prev == NULL ) return 0; - nullpo_retr(0, group=unit->group); + nullpo_retr(0, group); - if (!(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) - && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) + if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) ) return 0; //AoE skills are ineffective. [Skotlex] - if (battle_check_target(&unit->bl,bl,group->target_flag)<=0) + if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 ) return 0; skill_unit_onplace_timer(unit,bl,tick); + return 1; } /*========================================== * *------------------------------------------*/ -int skill_unit_timer_sub (struct block_list *bl, va_list ap) +int skill_unit_timer_sub (struct block_list* bl, va_list ap) { - struct skill_unit *unit; - struct skill_unit_group *group; - unsigned int tick; + struct skill_unit* unit = (struct skill_unit *)bl; + struct skill_unit_group* group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); int flag; - unit=(struct skill_unit *)bl; - tick=va_arg(ap,unsigned int); - - if(!unit->alive) + if( !unit->alive ) return 0; - group=unit->group; nullpo_retr(0, group); flag = skill_dance_switch(unit, group, 0); - if (unit->range>=0 && group->interval!=-1) + if( unit->range >= 0 && group->interval != -1 ) { - if (battle_config.skill_wall_check) + if( battle_config.skill_wall_check ) map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); else map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); - if (!unit->alive) + if( !unit->alive ) { - if (flag) + 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)) + // check for expiration + if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) ) { - switch(group->unit_id){ + switch( group->unit_id ) + { case UNT_BLASTMINE: case UNT_GROUNDDRIFT_WIND: case UNT_GROUNDDRIFT_DARK: @@ -10265,9 +10249,10 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: { - struct block_list *src=map_id2bl(group->src_id); - if(src && src->type==BL_PC && !group->state.into_abyss) - { //Avoid generating trap items when it did not cost to create them. [Skotlex] + struct block_list* src = map_id2bl(group->src_id); + // revert unit back into a trap + if( src && src->type == BL_PC && !group->state.into_abyss ) // but only when it cost a trap to deploy it + { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=1065; @@ -10281,21 +10266,27 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) skill_delunit(unit, 0); } } - - if(group->unit_id == UNT_ICEWALL) - { - unit->val1 -= 5; - if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700) - unit->limit = DIFF_TICK(tick+700,group->tick); - } else - if (group->unit_id == UNT_TATAMIGAESHI && unit->range>=0) - { //Disable processed cell. - unit->range = -1; - if (--group->val1 <= 0) - { //All tiles were processed, disable skill. - group->target_flag=BCT_NOONE; - group->bl_flag= BL_NUL; + { + switch( group->unit_id ) + { + case UNT_ICEWALL: + // icewall loses 50 hp every second (and this executes every 100ms, so...) + unit->val1 -= 5; // trap's hp + if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 ) + unit->limit = DIFF_TICK(tick+700,group->tick); + break; + case UNT_TATAMIGAESHI: + if( unit->range >= 0 ) + { //Disable processed cell. + unit->range = -1; + if (--group->val1 <= 0) // number of live cells + { //All tiles were processed, disable skill. + group->target_flag=BCT_NOONE; + group->bl_flag= BL_NUL; + } + } + break; } } @@ -10318,91 +10309,91 @@ int skill_unit_timer (int tid, unsigned int tick, int id, int data) /*========================================== * *------------------------------------------*/ -int skill_unit_move_sub (struct block_list *bl, va_list ap) +int skill_unit_move_sub (struct block_list* bl, va_list ap) { - struct skill_unit *unit = (struct skill_unit *)bl; - struct skill_unit_group *group; - struct block_list *target; - unsigned int tick,flag,result; - int skill_id; + struct skill_unit* unit = (struct skill_unit *)bl; + struct skill_unit_group* group = unit->group; + + struct block_list* target = va_arg(ap,struct block_list*); + unsigned int tick = va_arg(ap,unsigned int); + int flag = va_arg(ap,int); - target=va_arg(ap,struct block_list*); - tick = va_arg(ap,unsigned int); - flag = va_arg(ap,int); + int skill_id; - nullpo_retr(0, group=unit->group); + nullpo_retr(0, group); - if (!unit->alive || target->prev==NULL) + if( !unit->alive || target->prev == NULL ) return 0; - if (skill_dance_switch(unit, group, 0)) + 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)) + if( unit->group->interval!=-1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) ) { //Skills in dual mode have to trigger both. [Skotlex] - if (flag&64) + 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)) + if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) { - if(group->src_id == target->id && group->state.song_dance&0x2) + if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex] - if (flag&1) + if( flag&1 ) { - if (flag&2) + if( flag&2 ) { //Clear skill ids we have stored in onout. int i; - for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) && - skill_unit_temp[i]!=skill_id; i++); - if (i < (sizeof(skill_unit_temp)/sizeof(int))) + ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); + if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = 0; } } else { - if (flag&2) { //Store this unit id. - if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int))) + if( flag&2 ) + { //Store this unit id. + if( skill_unit_index < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[skill_unit_index++] = skill_id; - else if (battle_config.error_log) + else if( battle_config.error_log ) ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } - if (flag&4) + if( flag&4 ) skill_unit_onleft(skill_id,target,tick); } - if (flag&64) + if( flag&64 ) skill_dance_switch(unit, group, 1); + return 0; } - if (flag&1) + if( flag&1 ) { - result = skill_unit_onplace(unit,target,tick); - if (flag&2 && result) + unsigned int result = skill_unit_onplace(unit,target,tick); + if( flag&2 && result ) { //Clear skill ids we have stored in onout. int i; - for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) && - skill_unit_temp[i]!=result; i++); - if (i < (sizeof(skill_unit_temp)/sizeof(int))) + ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result ); + if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = 0; } } else { - result = skill_unit_onout(unit,target,tick); - if (flag&2 && result) { //Store this unit id. - if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int))) + unsigned int result = skill_unit_onout(unit,target,tick); + if( flag&2 && result ) + { //Store this unit id. + if( skill_unit_index < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[skill_unit_index++] = result; - else if (battle_config.error_log) + else if( battle_config.error_log ) ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } @@ -10410,11 +10401,12 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap) //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) + if( flag&64 ) skill_dance_switch(unit, group, 1); - if (flag&4) + if( flag&4 ) skill_unit_onleft(skill_id,target,tick); + return 1; } @@ -11794,7 +11786,6 @@ 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(sizeof(struct skill_unit_group)); skill_timer_ers = ers_new(sizeof(struct skill_timerskill)); diff --git a/src/map/skill.h b/src/map/skill.h index 3f3420628..857c7a313 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -58,7 +58,7 @@ #define SD_ANIMATION 0x2000 // スキルデ?タベ?ス -struct skill_db { +struct s_skill_db { char *name; char *desc; int range[MAX_SKILL_LEVEL],hit,inf,pl[MAX_SKILL_LEVEL],nk,splash[MAX_SKILL_LEVEL],max; @@ -80,7 +80,7 @@ struct skill_db { int unit_target; int unit_flag; }; -extern struct skill_db skill_db[MAX_SKILL_DB]; +extern struct s_skill_db skill_db[MAX_SKILL_DB]; struct skill_name_db { int id; // skill id @@ -91,7 +91,7 @@ struct skill_name_db { #define MAX_SKILL_UNIT_LAYOUT 50 #define MAX_SQUARE_LAYOUT 5 // 11*11のユニット配置が最大 #define MAX_SKILL_UNIT_COUNT ((MAX_SQUARE_LAYOUT*2+1)*(MAX_SQUARE_LAYOUT*2+1)) -struct skill_unit_layout { +struct s_skill_unit_layout { int count; int dx[MAX_SKILL_UNIT_COUNT]; int dy[MAX_SKILL_UNIT_COUNT]; @@ -112,27 +112,27 @@ enum { }; // アイテム作成デ?タベ?ス -struct skill_produce_db { +struct s_skill_produce_db { int nameid, trigger; int req_skill,req_skill_lv,itemlv; int mat_id[MAX_PRODUCE_RESOURCE],mat_amount[MAX_PRODUCE_RESOURCE]; }; -extern struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; +extern struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; // 矢作成デ?タベ?ス -struct skill_arrow_db { +struct s_skill_arrow_db { int nameid, trigger; int cre_id[5],cre_amount[5]; }; -extern struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; +extern struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; // アブラカダブラデ?タベ?ス -struct skill_abra_db { +struct s_skill_abra_db { int nameid; int req_lv; int per; }; -extern struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; +extern struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; extern int enchant_eff[5]; extern int deluge_eff[5]; diff --git a/src/map/status.c b/src/map/status.c index 5d07ea59b..9c892818f 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -183,7 +183,7 @@ void initChangeTables(void) add_sc(HT_SANDMAN, SC_SLEEP); add_sc(HT_FLASHER, SC_BLIND); add_sc(HT_FREEZINGTRAP, SC_FREEZE); - set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED); + set_sc(AS_CLOAKING, SC_CLOAKING, SI_CLOAKING, SCB_CRI|SCB_SPEED); add_sc(AS_SONICBLOW, SC_STUN); set_sc(AS_GRIMTOOTH, SC_SLOWDOWN, SI_BLANK, SCB_SPEED); set_sc(AS_ENCHANTPOISON, SC_ENCPOISON, SI_ENCPOISON, SCB_ATK_ELE); @@ -6581,47 +6581,36 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) { int type = data; struct block_list *bl; - struct map_session_data *sd=NULL; + struct map_session_data *sd; struct status_data *status; struct status_change *sc; -// security system to prevent forgetting timer removal - int temp_timerid; - - bl=map_id2bl(id); -#ifndef _WIN32 - nullpo_retr_f(0, bl, "id=%d data=%d",id,data); -#endif - sc=status_get_sc(bl); + bl = map_id2bl(id); + sc = status_get_sc(bl); status = status_get_status_data(bl); - if (!sc || !status) - { //Temporal debug until case is resolved. [Skotlex] + if( !bl || !sc || !status ) + { ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl?bl->type:-1); return 0; } - if(bl->type==BL_PC) - sd=(struct map_session_data *)bl; - - if(sc->data[type].timer != tid) { + if( sc->data[type].timer != tid ) + { if(battle_config.error_log) ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sc->data[type].timer, bl->id); return 0; } - // security system to prevent forgetting timer removal - // you shouldn't be that careless inside the switch here - temp_timerid = sc->data[type].timer; - sc->data[type].timer = -1; + BL_CAST(BL_PC, bl, sd); - switch(type){ /* 特殊な?理になる場合 */ - case SC_MAXIMIZEPOWER: /* マキシマイズパワ? */ + switch(type) + { + case SC_MAXIMIZEPOWER: case SC_CLOAKING: if(!status_charge(bl, 0, 1)) break; //Not enough SP to continue. - sc->data[type].timer=add_timer( - sc->data[type].val2+tick, status_change_timer, bl->id, data); + sc->data[type].timer = add_timer(sc->data[type].val2+tick, status_change_timer, bl->id, data); return 0; case SC_CHASEWALK: @@ -6633,17 +6622,14 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) (sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration *skill_get_time2(StatusSkillChangeTable[type],sc->data[type].val1)); } - sc->data[type].timer = add_timer( - sc->data[type].val2+tick, status_change_timer, bl->id, data); + sc->data[type].timer = add_timer(sc->data[type].val2+tick, status_change_timer, bl->id, data); return 0; break; case SC_SKA: if((--sc->data[type].val2)>0){ sc->data[type].val3 = rand()%100; //Random defense. - sc->data[type].timer=add_timer( - 1000+tick, status_change_timer, - bl->id, data); + sc->data[type].timer = add_timer(1000+tick, status_change_timer,bl->id, data); return 0; } break; @@ -6654,9 +6640,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) if(sc->data[type].val2 % sc->data[type].val4 == 0 &&!status_charge(bl, 0, 1)) break; //Fail if it's time to substract SP and there isn't. - sc->data[type].timer=add_timer( - 1000+tick, status_change_timer, - bl->id, data); + sc->data[type].timer = add_timer(1000+tick, status_change_timer,bl->id, data); return 0; } break; @@ -6664,29 +6648,24 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) case SC_SIGHT: case SC_RUWACH: case SC_SIGHTBLASTER: - { - map_foreachinrange( status_change_timer_sub, bl, - sc->data[type].val3, BL_CHAR, bl,sc,type,tick); + map_foreachinrange( status_change_timer_sub, bl, sc->data[type].val3, BL_CHAR, bl,sc,type,tick); - if( (--sc->data[type].val2)>0 ){ - sc->data[type].timer=add_timer( /* タイマ?再設定 */ - 250+tick, status_change_timer, - bl->id, data); - return 0; - } + if( (--sc->data[type].val2)>0 ){ + sc->data[type].timer = add_timer(250+tick, status_change_timer, bl->id, data); + return 0; } break; case SC_PROVOKE: if(sc->data[type].val2) { //Auto-provoke (it is ended in status_heal) - sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data ); + sc->data[type].timer = add_timer(1000*60+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_ENDURE: if(sc->data[type].val4) { //Infinite Endure. - sc->data[type].timer=add_timer(1000*60+tick,status_change_timer, bl->id, data); + sc->data[type].timer = add_timer(1000*60+tick,status_change_timer, bl->id, data); return 0; } break; @@ -6697,14 +6676,14 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) unit_stop_walking(bl,1); sc->opt1 = OPT1_STONE; clif_changeoption(bl); - sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + sc->data[type].timer = add_timer(1000+tick,status_change_timer, bl->id, data ); status_calc_bl(bl, StatusChangeFlagTable[type]); return 0; } if((--sc->data[type].val3) > 0) { - if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp>>2) + if((++sc->data[type].val4)%5 == 0 && status->hp > status->max_hp/4) status_zap(bl, sc->data[type].val2, 0); - sc->data[type].timer=add_timer(1000+tick,status_change_timer, bl->id, data ); + sc->data[type].timer = add_timer(1000+tick,status_change_timer, bl->id, data ); return 0; } break; @@ -6719,25 +6698,19 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) if (status_isdead(bl)) break; } - sc->data[type].timer = add_timer (1000 + tick, status_change_timer, bl->id, data ); + sc->data[type].timer = add_timer(1000 + tick, status_change_timer, bl->id, data ); return 0; } break; case SC_TENSIONRELAX: if(status->max_hp > status->hp && (--sc->data[type].val3) > 0){ - sc->data[type].timer=add_timer( - sc->data[type].val4+tick, status_change_timer, - bl->id, data); + sc->data[type].timer = add_timer(sc->data[type].val4+tick, status_change_timer, bl->id, data); return 0; } break; - case SC_BLEEDING: // [celest] - // i hope i haven't interpreted it wrong.. which i might ^^; - // Source: - // - 10ゥェエェネェヒHPェャハ盒 - // - ェホェ゙ェ゙ォオ?ォミケヤムェ茘ォォーェキェニェ?ヘェマ眈ェィェハェ、 - // To-do: bleeding effect increases damage taken? + + case SC_BLEEDING: if ((--sc->data[type].val4) >= 0) { status_fix_damage(NULL, bl, rand()%600 + 200, 0); if (status_isdead(bl)) @@ -6748,12 +6721,10 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) break; case SC_KNOWLEDGE: - if (sd) { - if(bl->m != sd->feel_map[0].m - && bl->m != sd->feel_map[1].m - && bl->m != sd->feel_map[2].m) - break; //End it - } //Otherwise continue. + if (sd) { + if(bl->m != sd->feel_map[0].m && bl->m != sd->feel_map[1].m && bl->m != sd->feel_map[2].m) + break; //End it + } //Otherwise continue. // Status changes that don't have a time limit case SC_AETERNA: case SC_TRICKDEAD: @@ -6772,9 +6743,9 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) case SC_READYCOUNTER: case SC_RUN: case SC_DODGE: - case SC_AUTOBERSERK: //continues until triggered off manually. [Skotlex] - case SC_SIGNUMCRUCIS: /* シグナムクルシス */ - sc->data[type].timer=add_timer( 1000*600+tick,status_change_timer, bl->id, data ); + case SC_AUTOBERSERK: + case SC_SIGNUMCRUCIS: + sc->data[type].timer = add_timer( 1000*600+tick,status_change_timer, bl->id, data ); return 0; case SC_DANCING: //ダンススキルの時間SP消費 @@ -6821,15 +6792,14 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) s=10; break; } - if (s && (counter%s == 0)) { + if (s && (counter%s == 0)) + { if (sc->data[SC_LONGING].timer != -1) sp*= 3; if (!status_charge(bl, 0, sp)) break; } - sc->data[type].timer=add_timer( - 1000+tick, status_change_timer, - bl->id, data); + sc->data[type].timer = add_timer(1000+tick, status_change_timer, bl->id, data); return 0; } break; @@ -6847,40 +6817,35 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) break; case SC_BERSERK: - //The damage below should be made aware that Berserk is active. - sc->data[type].timer = temp_timerid; // 5% every 10 seconds [DracoRPG] if((--sc->data[type].val3)>0 && status_charge(bl, sc->data[type].val2, 0)) { - sc->data[type].timer = add_timer( - sc->data[type].val4+tick, status_change_timer, - bl->id, data); + sc->data[type].timer = add_timer(sc->data[type].val4+tick, status_change_timer, bl->id, data); return 0; } break; + case SC_NOCHAT: if(sd){ sd->status.manner++; clif_updatestatus(sd,SP_MANNER); if (sd->status.manner < 0) { //Every 60 seconds your manner goes up by 1 until it gets back to 0. - sc->data[type].timer=add_timer(60000+tick, status_change_timer, bl->id, data); + sc->data[type].timer = add_timer(60000+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_SPLASHER: - if (sc->data[type].val4 % 1000 == 0) { - char timer[10]; - snprintf (timer, 10, "%d", sc->data[type].val4/1000); - clif_message(bl, timer); - } + //if (sc->data[type].val4 % 1000 == 0) { + // char timer[10]; + // snprintf (timer, 10, "%d", sc->data[type].val4/1000); + // clif_message(bl, timer); + //} if((sc->data[type].val4 -= 500) > 0) { - sc->data[type].timer = add_timer( - 500 + tick, status_change_timer, - bl->id, data); - return 0; + sc->data[type].timer = add_timer(500 + tick, status_change_timer, bl->id, data); + return 0; } break; @@ -6890,10 +6855,8 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) struct block_list *pbl = map_id2bl(sc->data[type].val1); if (pbl && check_distance_bl(bl, pbl, 7) && (sc->data[type].val2--)>0) { - sc->data[type].timer = add_timer( - 1000 + tick, status_change_timer, - bl->id, data); - return 0; + sc->data[type].timer = add_timer(1000 + tick, status_change_timer, bl->id, data); + return 0; } } break; @@ -6906,9 +6869,7 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) sp = (sc->data[type].val1 > 5) ? 35 : 20; if(!status_charge(bl, hp, sp)) break; - sc->data[type].timer = add_timer( - 10000+tick, status_change_timer, - bl->id, data); + sc->data[type].timer = add_timer(10000+tick, status_change_timer, bl->id, data); return 0; } break; @@ -6918,39 +6879,30 @@ int status_change_timer(int tid, unsigned int tick, int id, int data) struct block_list *tbl = map_id2bl(sc->data[type].val2); if (tbl && battle_check_range(bl, tbl, 2)){ - sc->data[type].timer = add_timer( - 1000 + tick, status_change_timer, - bl->id, data); - return 0; + sc->data[type].timer = add_timer(1000 + tick, status_change_timer, bl->id, data); + return 0; } } break; + case SC_JAILED: if(sc->data[type].val1 == INT_MAX || --sc->data[type].val1 > 0) { - sc->data[type].timer=add_timer( - 60000+tick, status_change_timer, bl->id,data); + sc->data[type].timer = add_timer(60000+tick, status_change_timer, bl->id,data); return 0; } break; + case SC_BLIND: if(sc->data[SC_FOGWALL].timer!= -1) { //Blind lasts forever while you are standing on the fog. - sc->data[type].timer=add_timer( - 5000+tick, status_change_timer, - bl->id, data); + sc->data[type].timer = add_timer(5000+tick, status_change_timer, bl->id, data); return 0; } break; } - // default for all non-handled control paths - // security system to prevent forgetting timer removal - - // if we reach this point we need the timer for the next call, - // so restore it to have status_change_end handle a valid timer - sc->data[type].timer = temp_timerid; - + // default for all non-handled control paths is to end the status return status_change_end( bl,type,tid ); } diff --git a/src/map/unit.c b/src/map/unit.c index 812dc0b47..17d9581f1 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -274,8 +274,8 @@ static int unit_delay_walktoxy_timer(int tid, unsigned int tick, int id, int dat //&4 -> Delay walking if the reason you can't walk is the canwalk delay int unit_walktoxy( struct block_list *bl, int x, int y, int flag) { - struct unit_data *ud = NULL; - struct status_change *sc = NULL; + struct unit_data* ud = NULL; + struct status_change* sc = NULL; nullpo_retr(0, bl); -- cgit v1.2.3-70-g09d2