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authorultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-03-09 17:28:01 +0000
committerultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-03-09 17:28:01 +0000
commita3e718b798e8b7c5848b58a7646a783ac0163364 (patch)
treeaec968fc3500f3bc502060e43414bb1bfca7897c /src/map/skill.c
parent6b435aacc6390a4ffe70b0b97636802e226c1c68 (diff)
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Cleaned up and corrected some more land skill code:
* removed redundant skill_ganbatein() function * Added flag UF_PATHCHECK from jAthena which affects whether a skill's cells will be affected by the surrounding terrain. Adjusted existing flags so that they closely match jA's (for easier comparisons). * Fixed code that allowed placing of skill unit cells on 'gaps'. * Fixed code that prevented successful casting of land skills on 'gaps' (officially it's possbile, even though they will not deploy entirely). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12331 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c133
1 files changed, 55 insertions, 78 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index c80e46f57..c53aac4fe 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -161,9 +161,8 @@ int skill_attack_area(struct block_list *bl,va_list ap);
struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
int skill_greed(struct block_list *bl, va_list ap);
-int skill_cell_overlap(struct block_list *bl, va_list ap);
-int skill_ganbatein(struct block_list *bl, va_list ap);
-int skill_trap_splash(struct block_list *bl, va_list ap);
+static int skill_cell_overlap(struct block_list *bl, va_list ap);
+static int skill_trap_splash(struct block_list *bl, va_list ap);
struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
@@ -5808,9 +5807,10 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case HW_GANBANTEIN:
if (rand()%100 < 80) {
+ int dummy = 1;
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
i = skill_get_splash(skillid, skilllv);
- map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
+ map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
} else {
if (sd) clif_skill_fail(sd,skillid,0,0);
return 1;
@@ -6203,9 +6203,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
&& (src->type&battle_config.vs_traps_bctall))
target = BCT_ALL;
break;
- case NJ_SUITON:
- skill_clear_group(src,1);
- break;
case HT_SHOCKWAVE:
val1=skilllv*15+10;
case HT_SANDMAN:
@@ -6340,6 +6337,9 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
val2 = (skilllv+1)/2 + 4;
break;
+ case NJ_SUITON:
+ skill_clear_group(src, 1);
+ break;
case GS_GROUNDDRIFT:
{
@@ -6392,17 +6392,20 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
}
- //Why redefine local variables when the ones of the function can be reused? [Skotlex]
- val1=skilllv;
- val2=0;
- limit=group->limit;
- for(i=0;i<layout->count;i++)
+ for( i = 0; i < layout->count; i++ )
{
struct skill_unit *unit;
- short ux,uy;
- int alive=1;
- ux = x + layout->dx[i];
- uy = y + layout->dy[i];
+ int ux = x + layout->dx[i];
+ int uy = y + layout->dy[i];
+ int val1 = skilllv;
+ int val2 = 0;
+ int limit = group->limit;
+ int alive = 1;
+
+ if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
+ continue; // don't place skill units on walls (except for songs/dances/encores)
+ if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
+ continue; // no path between cell and center of casting.
switch (skillid) {
case MG_FIREWALL:
@@ -6429,35 +6432,25 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
break;
}
- if(range<=0)
+
+ if( range <= 0 )
map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
-
- //Song/dances/encores are displayed even over pits/walls.
- if( alive && map_getcell(src->m,ux,uy,CELL_CHKWALL) && !group->state.song_dance )
- alive = 0;
-
- if( alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
- alive = 0; //no path between cell and center of casting.
-
- if( alive && skillid == WZ_ICEWALL && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
- alive = 0;
-
- if(alive){
- //FIXME: why not calculate val1/val2 in here? [ultramage]
- nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
- unit->limit=limit;
- unit->range=range;
-
- if (skillid == PF_FOGWALL && alive == 2)
- { //Double duration of cells on top of Deluge/Suiton
- unit->limit *= 2;
- group->limit = unit->limit;
- }
-
- // execute on all targets standing on this cell
- if (range==0 && active_flag)
- map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
+ if( !alive )
+ continue;
+
+ nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
+ unit->limit=limit;
+ unit->range=range;
+
+ if (skillid == PF_FOGWALL && alive == 2)
+ { //Double duration of cells on top of Deluge/Suiton
+ unit->limit *= 2;
+ group->limit = unit->limit;
}
+
+ // execute on all targets standing on this cell
+ if (range==0 && active_flag)
+ map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
}
if (!group->alive_count)
@@ -6488,7 +6481,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
/*==========================================
*
*------------------------------------------*/
-int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
+static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
{
struct skill_unit_group *sg;
struct block_list *ss;
@@ -7203,7 +7196,7 @@ 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)
+static int skill_unit_effect (struct block_list* bl, va_list ap)
{
struct skill_unit* unit = va_arg(ap,struct skill_unit*);
struct skill_unit_group* group = unit->group;
@@ -7373,6 +7366,7 @@ int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short*
return c;
}
}
+
//Else: new search for partners.
c = 0;
memset (p_sd, 0, sizeof(p_sd));
@@ -8898,7 +8892,7 @@ int skill_greed (struct block_list *bl, va_list ap)
/*==========================================
*
*------------------------------------------*/
-int skill_cell_overlap(struct block_list *bl, va_list ap)
+static int skill_cell_overlap(struct block_list *bl, va_list ap)
{
int skillid;
int *alive;
@@ -8909,23 +8903,29 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
alive = va_arg(ap,int *);
src = va_arg(ap,struct block_list *);
unit = (struct skill_unit *)bl;
+
if (unit == NULL || unit->group == NULL || (*alive) == 0)
return 0;
switch (skillid)
{
case SA_LANDPROTECTOR:
- if (unit->group->skill_id == SA_LANDPROTECTOR &&
- battle_check_target(bl, src, BCT_ENEMY) > 0)
+ if( unit->group->skill_id == SA_LANDPROTECTOR &&
+ battle_check_target(bl, src, BCT_ENEMY) > 0 )
{ //Check for offensive Land Protector to delete both. [Skotlex]
(*alive) = 0;
skill_delunit(unit);
return 1;
}
- //Delete the rest of types.
+ if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
+ { //It deletes everything except songs/dances and traps
+ skill_delunit(unit);
+ return 1;
+ }
+ break;
case HW_GANBANTEIN:
- if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
- { //It deletes everything except songs/dances
+ if( !(unit->group->state.song_dance&0x1) )
+ {// Don't touch song/dance.
skill_delunit(unit);
return 1;
}
@@ -8933,9 +8933,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
-// Suiton/Kaensin CAN super-impose on each another.
-// case NJ_SUITON:
-// case NJ_KAENSIN:
// The official implementation makes them fail to appear when casted on top of ANYTHING
// but I wonder if they didn't actually meant to fail when casted on top of each other?
// hence, I leave the alternate implementation here, commented. [Skotlex]
@@ -8950,8 +8947,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
-// case NJ_SUITON:
-// case NJ_KAENSIN:
(*alive) = 0;
return 1;
}
@@ -8979,6 +8974,7 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
}
break;
}
+
if (unit->group->skill_id == SA_LANDPROTECTOR &&
!(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
{ //It deletes everything except songs/dances/traps
@@ -8990,25 +8986,6 @@ int skill_cell_overlap(struct block_list *bl, va_list ap)
}
/*==========================================
- * variation of skill_cell_overlap
- *------------------------------------------*/
-int skill_ganbatein (struct block_list *bl, va_list ap)
-{
- struct skill_unit *unit;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
- return 0;
-
- if (unit->group->state.song_dance&0x1)
- return 0; //Don't touch song/dance.
-
- skill_delunit(unit);
- return 1;
-}
-
-/*==========================================
*
*------------------------------------------*/
int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
@@ -9032,7 +9009,7 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
/*==========================================
*
*------------------------------------------*/
-int skill_trap_splash (struct block_list *bl, va_list ap)
+static int skill_trap_splash (struct block_list *bl, va_list ap)
{
struct block_list *src;
int tick;
@@ -9547,7 +9524,7 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap)
// check for expiration
if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
- { // stuff inlined from skill_unit_onlimit()
+ {// skill unit expired (inlined from skill_unit_onlimit())
switch( group->unit_id )
{
case UNT_BLASTMINE:
@@ -9628,7 +9605,7 @@ int skill_unit_timer_sub (struct block_list* bl, va_list ap)
}
}
else
- {
+ {// skill unit is still active
switch( group->unit_id )
{
case UNT_ICEWALL: