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-rw-r--r--src/map/battle.c2
-rw-r--r--src/map/skill.c89
2 files changed, 45 insertions, 46 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 18759c790..b14bb6f33 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -317,7 +317,7 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
int x,y;
if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
- (src = map_id2bl(su->val2)) == NULL || status_isdead(src) )
+ (src = map_id2bl(sg->src_id)) == NULL || status_isdead(src) )
return 0;
if( sg->unit_id != UNT_FIREWALL ) {
diff --git a/src/map/skill.c b/src/map/skill.c
index 979937dc8..4a0c8d25e 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1996,6 +1996,7 @@ static int skill_area_temp[8];
- 'count' is the number of squares to knock back
- 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
- if 'flag&0x1', position update packets must not be sent.
+ - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
-------------------------------------------------------------------------*/
int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
{
@@ -2009,25 +2010,22 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
if (count == 0)
return 0; //Actual knockback distance is 0.
- switch (target->type)
- {
- case BL_MOB:
- {
- struct mob_data* md = BL_CAST(BL_MOB, target);
- if( md->class_ == MOBID_EMPERIUM )
- return 0;
- if(src != target && is_boss(target)) //Bosses can't be knocked-back
- return 0;
- }
+ switch (target->type) {
+ case BL_MOB: {
+ struct mob_data* md = BL_CAST(BL_MOB, target);
+ if( md->class_ == MOBID_EMPERIUM )
+ return 0;
+ if(src != target && is_boss(target)) //Bosses can't be knocked-back
+ return 0;
+ }
break;
- case BL_PC:
- {
- struct map_session_data *sd = BL_CAST(BL_PC, target);
- if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
- return 0; // Basilica caster can't be knocked-back by normal monsters.
- if( src != target && sd->special_state.no_knockback )
- return 0;
- }
+ case BL_PC: {
+ struct map_session_data *sd = BL_CAST(BL_PC, target);
+ if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
+ return 0; // Basilica caster can't be knocked-back by normal monsters.
+ if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
+ return 0;
+ }
break;
case BL_SKILL:
su = (struct skill_unit *)target;
@@ -2036,7 +2034,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
return 0; // ankle snare, electricshocker, clusterbomb, reverberation cannot be knocked back
break;
}
-
+
if (direction == -1) // <optimized>: do the computation here instead of outside
direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
@@ -2524,8 +2522,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
- if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
- {
+ if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
int direction = -1; // default
switch(skillid) {//direction
case MG_FIREWALL:
@@ -2564,8 +2561,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
}
break;
+ case GN_WALLOFTHORN:
+ unit_stop_walking(bl,1);
+ skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
+ clif_fixpos(bl);
+ break;
default:
- skill_blown(dsrc,bl,dmg.blewcount,direction,0);
+ skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
break;
}
}
@@ -10370,7 +10372,6 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
break;
case GN_WALLOFTHORN:
val1 = 1000 * skilllv; // Need official value. [LimitLine]
- val2 = src->id;
break;
default:
if (group->state.song_dance&0x1)
@@ -10600,9 +10601,7 @@ static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, un
case UNT_WALLOFTHORN:
if( status_get_mode(bl)&MD_BOSS )
break; // iRO Wiki says that this skill don't affect to Boss monsters.
- if( battle_check_target(ss,bl,BCT_ENEMY) <= 0 )
- skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
- else
+ if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
break;
@@ -14039,25 +14038,25 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
// perform oninit actions
switch (group->skill_id) {
- case WZ_ICEWALL:
- map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
- clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
- skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
- map[unit->bl.m].icewall_num++;
- break;
- case SA_LANDPROTECTOR:
- skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
- break;
- case HP_BASILICA:
- skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
- break;
- case SC_MAELSTROM:
- skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
- break;
- default:
- if (group->state.song_dance&0x1) //Check for dissonance.
- skill_dance_overlap(unit, 1);
- break;
+ case WZ_ICEWALL:
+ map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
+ clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
+ skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
+ map[unit->bl.m].icewall_num++;
+ break;
+ case SA_LANDPROTECTOR:
+ skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
+ break;
+ case HP_BASILICA:
+ skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
+ break;
+ case SC_MAELSTROM:
+ skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
+ break;
+ default:
+ if (group->state.song_dance&0x1) //Check for dissonance.
+ skill_dance_overlap(unit, 1);
+ break;
}
clif_skill_setunit(unit);