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author | Skotlex <Skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-08-10 15:52:59 +0000 |
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committer | Skotlex <Skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2011-08-10 15:52:59 +0000 |
commit | 09b2f259b86749e57b1179d795f19f495c5defab (patch) | |
tree | b15138123690db0e7722e6a6141e825e1c8060ae /src/map/status.c | |
parent | c5fa6396f9cbb8e5e6e4deb0bb1cbf926d21c6e1 (diff) | |
download | hercules-09b2f259b86749e57b1179d795f19f495c5defab.tar.gz hercules-09b2f259b86749e57b1179d795f19f495c5defab.tar.bz2 hercules-09b2f259b86749e57b1179d795f19f495c5defab.tar.xz hercules-09b2f259b86749e57b1179d795f19f495c5defab.zip |
- Commiting a bunch of cleanups piled up from the past few weeks/months/years.
- Updated unitwarp so that an id of "0" causes the script's rid to be warped.
- Updated the Brasilis ontouchNPC warp command to use unitwarp instead.
- Signum Crucis's duration is now specified in the skill_cast_db file
- Updated @warp/@jump commands so that when an invalid tile is specified, a nearby cell is chosen (rather than using a map-wide random value)
- The if(req.weapon) code was broken, since req.weapon is never "0" for a skill. Updated the code so that the requirement of '99' (any weapon) is stored as 0, in order to make the checks effective.
- Cleaned up the code for script command warpparty
- Fixed the define itemdb_canrefine()
- Cleaned up some the status_damage() function
- Fixed map_random_dir(), which at times would pick cells that didn't preserve the required distance.
- Some aesthetic code cleanups.
- Fixed some possible crashes for skills where the code assumes the caster is a player.
- Fixed a bunch of idiotic code-snippets that should have embarrassed whoever was responsible for them.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14929 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 83 |
1 files changed, 32 insertions, 51 deletions
diff --git a/src/map/status.c b/src/map/status.c index 37dad30b9..69f6757d0 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -656,7 +656,7 @@ int status_charge(struct block_list* bl, int hp, int sp) //If flag&1, damage is passive and does not triggers cancelling status changes. //If flag&2, fail if target does not has enough to substract. //If flag&4, if killed, mob must not give exp/loot. -//If flag&8, sp loss on dead target. +//flag will be set to &8 when damaging sp of a dead character int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag) { struct status_data *status; @@ -666,18 +666,15 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s sp = 0; //Not a valid SP target. if (hp < 0) { //Assume absorbed damage. - status_heal(target, cap_value(-hp, INT_MIN, INT_MAX), 0, 1); + status_heal(target, -hp, 0, 1); hp = 0; } if (sp < 0) { - status_heal(target, 0, cap_value(-sp, INT_MIN, INT_MAX), 1); + status_heal(target, 0, -sp, 1); sp = 0; } - if (!hp && !sp) - return 0; - if (target->type == BL_SKILL) return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick()); @@ -685,6 +682,19 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s if( status == &dummy_status ) return 0; + if ((unsigned int)hp >= status->hp) { + if (flag&2) return 0; + hp = status->hp; + } + + if ((unsigned int)sp > status->sp) { + if (flag&2) return 0; + sp = status->sp; + } + + if (!hp && !sp) + return 0; + if( !status->hp ) flag |= 8; @@ -694,10 +704,10 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp sc = status_get_sc(target); - if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) + if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) hp = 1; - if( hp && !(flag&(1|8)) ) { + if( hp && !(flag&1) ) { if( sc ) { struct status_change_entry *sce; if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) @@ -731,16 +741,6 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s unit_skillcastcancel(target, 2); } - if ((unsigned int)hp >= status->hp) { - if (flag&2) return 0; - hp = status->hp; - } - - if ((unsigned int)sp > status->sp) { - if (flag&2) return 0; - sp = status->sp; - } - status->hp-= hp; status->sp-= sp; @@ -761,7 +761,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break; } - if( status->hp || flag&8 ) + if( status->hp || (flag&8) ) { //Still lives or has been dead before this damage. if (walkdelay) unit_set_walkdelay(target, gettick(), walkdelay, 0); @@ -805,11 +805,11 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s } } - if( !(flag&8) && sc && sc->data[SC_KAIZEL] ) + if( sc && sc->data[SC_KAIZEL] ) { //flag&8 = disable Kaizel int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally - if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover == 1 ) + if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover ) status_revive(target, 100, 100); else status_revive(target, sc->data[SC_KAIZEL]->val2, 0); @@ -869,7 +869,7 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) sc = NULL; if (hp < 0) { - status_damage(NULL, bl, cap_value(-hp, INT_MIN, INT_MAX), 0, 0, 1); + status_damage(NULL, bl, -hp, 0, 0, 1); hp = 0; } @@ -882,7 +882,7 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) } if(sp < 0) { - status_damage(NULL, bl, 0, cap_value(-sp, INT_MIN, INT_MAX), 0, 1); + status_damage(NULL, bl, 0, -sp, 0, 1); sp = 0; } @@ -1510,24 +1510,14 @@ int status_calc_mob_(struct mob_data* md, bool first) gc=guild_mapname2gc(map[md->bl.m].name); if (!gc) ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); - else { - if(gc->castle_id > 23) { - if(md->class_ == MOBID_EMPERIUM) { - status->max_hp += 1000 * gc->defense; - status->max_sp += 200 * gc->defense; - status->hp = status->max_hp; - status->sp = status->max_sp; - status->def += (gc->defense+2)/3; - status->mdef += (gc->defense+2)/3; - } - }else{ - status->max_hp += 1000 * gc->defense; - status->max_sp += 200 * gc->defense; - status->hp = status->max_hp; - status->sp = status->max_sp; - status->def += (gc->defense+2)/3; - status->mdef += (gc->defense+2)/3; - } + else + if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) { + status->max_hp += 1000 * gc->defense; + status->max_sp += 200 * gc->defense; + status->hp = status->max_hp; + status->sp = status->max_sp; + status->def += (gc->defense+2)/3; + status->mdef += (gc->defense+2)/3; } if(md->class_ != MOBID_EMPERIUM) { status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; @@ -2693,7 +2683,7 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str if ( sc->data[SC_DANCING] || ( - (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && + (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))) ) || sc->data[SC_MAXIMIZEPOWER] @@ -7250,15 +7240,6 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - case SC_DEVOTION: - //FIXME: use normal status duration instead of a looping timer - if( (sce->val4 -= 1000) > 0 ) - { - sc_timer_next(1000+tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_BERSERK: // 5% every 10 seconds [DracoRPG] if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) |