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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-27 18:08:30 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-27 18:08:30 +0000
commitcbccd8815d0db4828d40e278c999b87eeb103e67 (patch)
tree3a49b9ab73c31145b94a3ede8c8eae5eef3b0b2c /src/map/map.c
parent763352f450c239778ab461d4e11d5469049ec0fe (diff)
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- Added structure status_data which holds status-related information (str, agi, etc, speed, amotion, adelay, dmotion, weapon-damage, race, size, etc) and weapon_atk structure with the weapon specific info (atk, atk2, element) to be used by all combat structures (TODO: Homun needs to be updated to use it)
- Cleaned up TBL_PC, TBL_MOB, TBL_PC and mob_db structures to use status_data. - Set the NPC-Change Attribute duration on Time1, updated their max to 1 in the db. - Berserk's HP cost interval is now defined as time2. - Split damage received functions into pc_damage/pc_dead and mob_damage/mob_dead - Rewrote the @heal related functions to use the new status_* healing functions. - Added status functions to deal with damage and healing (status_damage, status_heal, status_percent_change) and a bunch of defines for easier handling of them (status_percent_heal, status_percent_damage, status_fix_damage, status_kill, etc) - Splitted mob_once_spawn into two. mob_once_spawn_sub creates the mob instance without spawning it. - Added defines for Elements (ELE_*) - Modified battle_calc_(weapon/magic/misc)_attack to use the status data structure. - Rewrote and cleaned up battle_calc_misc_attack - Merged config options pc_attack_attr_none, mob_attack_attr_none, pet_attack_attr_none into attack_attr_none (type 4) - Removed config options player_defense_type, monster_defense_type, pet_defense_type in favor of weapon_defense_type - Cleaned up pet.c to stop invoking status_calc_pc when unnecessary - Modified skill_calc_heal to take into account the MEDITATION bonus. - Cleaned up code of Adjustment, Madness Cancel and other GS/NJ skills inside skill_check_condition - Added status change SC_MODECHANGE which handles mob state changes (this SC is continous until manually ended, eg: like Weight50) - Modified Slim Pitcher so it will work when casted by non-players. Will now also work with SP-healing items. - Rewrote Freedom of Cast code to use function status_freecast_switch to switch adelay/speed when cast begins/ends. - Modified Magic Power to store amplified MATK/MATK2 in val3/val4 for easier updating when used in conjunction with ground skills. - Fixed Asura Strike being usable from within a combo regardless of combo skill. - Modifed SC_DANCING to store speed-change in val3 (it is shared with skill duration...) - Added StatusChangeFlagTable to store which statuses are changed by each SC - Added SCB_* constants to specify the different stats that each sc changes. SCB_PC is the only one that means a change hardcoded in status_calc_pc, the rest are handled by status_calc_bl - Added some helper functions to simplify with basic status calculations (status_base_atk, status_calc_misc, status_base_pc_maxhp, status_base_pc_maxsp) - Added status_calc_mob which calculates initial status and special base status alterations (HP changes, stat changes due to big/small mobs, etc) - Made all the status_calc functions static. - Added status_calc_bl_sub_pc for PC related calculations that must happen after status-change adjustments. - Added status_calc_bl which does status-change related calculations using as base the base_status of the bl object and the SCB_* flag passed. - Added status_get_status_data and status_get_base_status to retrieve the bl objects current status_data and basic status_data (current never returns null, instead it returns a dummy structure with basic data) - The main switch in status_change_start now only sets the tick and val values, therefore it is skipped when loading (flag&4) - Cleaned up status_change_start and replaced many of the ex-japanese comments for english ones. - Changed Hiding to store the speed penalty on val3. val4 stores interval SP cost. - Changed Chase Walk to store Speed adjustment on val3, sp cost in val4 - Changed Cloaking to store speed penalty on val3, val4&2 signals wall-present, val4&1 is infinite cloaking. - Changed Wind walk to store speed bonus on val3 - Rewrote Marionette Control to store the status to add/substract in val3/val4, it now works on anyone (players/mobs) - Changed Improve concentration to store Card bonuses (which are not counted for total % increase) on val3/val4 - Changed SC_ADRENALINE, SC_CONCENTRATION, SC_ANGELUS, SC_IMPOSITIO, SC_MELTDOWN, SC_TRUESIGHT, SC_SUN_COMFORT, SC_MOON_COMFORT, SC_STAR_COMFORT, SC_QUAGMIRE, SC_GATLINGFEVER to store the bonus modifiers in their val values rather than calculate them in status_calc_* - Status_change_start/end will use clif_status_load rather than clif_status_change when related bl is not on a map. - Modified status_change_timer to use the status_charge function rather than directly substracting SP - Added SC_ELEMENTALCHANGE to modify someone's base defense element. - pc_clean_skilltree will now also remove item-granted skills. - Learning skills will now only invoke status_calc_pc when the skill is passive. - Cleaned up pc_steal_coin - Cleaned up pc_check_base/job_lvup to only invoke the lv-up related packets and functions ONCE regardless of skill-levls earned. - Cleaned up pc_ regen related functions. - Made player-sprite mobs have item pickup animation and walkdelay when taking items. - Cleaned up mob_dead code. - Removed paramb, parame from struct map_session_data, replaced them by param_bonus[6],param_equip[6] - mob special ai state 3 signals summon flora. - Moved petDB pet_hungry_timer vars from TBL_PC to TBL_PET - Cleaned up some pet functions, made the menu functions receive as argument both pet and master. - Clones will copy a player's base status rather than battle status (so status-change alterations are not cloned) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6791 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/map.c')
-rw-r--r--src/map/map.c7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/map/map.c b/src/map/map.c
index dad26f156..3833acb34 100644
--- a/src/map/map.c
+++ b/src/map/map.c
@@ -514,9 +514,9 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick) {
if (bl->type&BL_CHAR) {
skill_unit_move(bl,tick,3);
if (sc) {
- if (sc->option&OPTION_CLOAK)
- skill_check_cloaking(bl);
if (sc->count) {
+ if (sc->data[SC_CLOAKING].timer != -1)
+ skill_check_cloaking(bl, sc);
if (sc->data[SC_DANCING].timer != -1) {
//Cancel Moonlight Petals if moved from casting position. [Skotlex]
if (sc->data[SC_DANCING].val1 == CG_MOONLIT)
@@ -1663,7 +1663,6 @@ int map_quit(struct map_session_data *sd) {
if (sd->pd) unit_free(&sd->pd->bl);
unit_free(&sd->bl);
pc_clean_skilltree(sd);
- status_calc_pc(sd,4);
if(sd->pet.intimate > 0)
intif_save_petdata(sd->status.account_id,&sd->pet);
chrif_save(sd,1);
@@ -1954,7 +1953,7 @@ int mob_cache_cleanup_sub(struct block_list *bl, va_list ap) {
if (!md->special_state.cached)
return 0;
if (!battle_config.mob_remove_damaged &&
- md->hp < md->db->max_hp) //don't use status_get_maxhp for speed (by the time you have to remove a mob, their status changes should have expired anyway)
+ md->status.hp < md->status.max_hp)
return 0; //Do not remove damaged mobs.
unit_free(&md->bl);