diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 175 |
1 files changed, 98 insertions, 77 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 4579b2ea7..ede3a4c52 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -67,20 +67,6 @@ #define SKILLUNITTIMER_INTERVAL 100 -// ranges reserved for mapping skill ids to skilldb offsets -#define HM_SKILLRANGEMIN 750 -#define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN + MAX_HOMUNSKILL) -#define MC_SKILLRANGEMIN (HM_SKILLRANGEMAX + 1) -#define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN + MAX_MERCSKILL) -#define EL_SKILLRANGEMIN (MC_SKILLRANGEMAX + 1) -#define EL_SKILLRANGEMAX (EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL) -#define GD_SKILLRANGEMIN (EL_SKILLRANGEMAX + 1) -#define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN + MAX_GUILDSKILL) - -#if GD_SKILLRANGEMAX > 999 - #error GD_SKILLRANGEMAX is greater than 999 -#endif - static struct skill_interface skill_s; static struct s_skill_dbs skilldbs; @@ -110,41 +96,55 @@ static int skill_name2id(const char *name) /// Returns the skill's array index, or 0 (Unknown Skill). static int skill_get_index(int skill_id) { - // avoid ranges reserved for mapping guild/homun/mercenary skills - if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX) - || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX) - || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX) - || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) + int skillRange[] = { NV_BASIC, NPC_LEX_AETERNA, + KN_CHARGEATK, SA_ELEMENTWIND, + RK_ENCHANTBLADE, AB_SILENTIUM, + WL_WHITEIMPRISON, SC_FEINTBOMB, + LG_CANNONSPEAR, SR_GENTLETOUCH_REVITALIZE, + WA_SWING_DANCE, WA_MOONLIT_SERENADE, + MI_RUSH_WINDMILL, MI_HARMONIZE, + WM_LESSON, WM_UNLIMITED_HUMMING_VOICE, + SO_FIREWALK, SO_EARTH_INSIGNIA, + GN_TRAINING_SWORD, GN_SLINGITEM_RANGEMELEEATK, + AB_SECRAMENT, LG_OVERBRAND_PLUSATK, + ALL_ODINS_RECALL, ALL_LIGHTGUARD, + RL_GLITTERING_GREED, RL_GLITTERING_GREED_ATK, + KO_YAMIKUMO, OB_AKAITSUKI, + ECL_SNOWFLIP, ALL_THANATOS_RECALL, + GC_DARKCROW, NC_MAGMA_ERUPTION_DOTDAMAGE, + SU_BASIC_SKILL, SU_SPIRITOFSEA, + HLIF_HEAL, MH_VOLCANIC_ASH, + MS_BASH, MER_INVINCIBLEOFF2, + EL_CIRCLE_OF_FIRE, EL_STONE_RAIN, + GD_APPROVAL, GD_DEVELOPMENT + CUSTOM_SKILL_RANGES}; + int length = sizeof(skillRange) / sizeof(int); + STATIC_ASSERT(sizeof(skillRange) / sizeof(int) % 2 == 0, "skill_get_index: skillRange should be multiple of 2"); + + + if (skill_id < skillRange[0] || skill_id > skillRange[length - 1]) { + ShowWarning("skill_get_index: skill id '%d' is not being handled!\n", skill_id); return 0; + } - // map skill id to skill db index - if( skill_id >= GD_SKILLBASE ) - skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE; - else if( skill_id >= EL_SKILLBASE ) - skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE; - else if( skill_id >= MC_SKILLBASE ) - skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE; - else if( skill_id >= HM_SKILLBASE ) - skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE; - //[Ind/Hercules] GO GO GO LESS! - http://herc.ws/board/topic/512-skill-id-processing-overhaul/ - else if( skill_id > 1019 && skill_id < 8001 ) { - if( skill_id < 2058 ) // 1020 - 2000 are empty - skill_id = 1020 + skill_id - 2001; - else if( skill_id < 2549 ) // 2058 - 2200 are empty - 1020+57 - skill_id = (1077) + skill_id - 2201; - else if ( skill_id < 3036 ) // 2549 - 3000 are empty - 1020+57+348 - skill_id = (1425) + skill_id - 3001; - else if ( skill_id < 5044 ) // 3036 - 5000 are empty - 1020+57+348+35 - skill_id = (1460) + skill_id - 5001; - else - ShowWarning("skill_get_index: skill id '%d' is not being handled!\n",skill_id); + int skill_idx = 0; + // Map Skill ID to Skill Indexes (in reverse order) + for (int i = 0; i < length; i += 2) { + // Check if SkillID belongs to this range. + if (skill_id <= skillRange[i + 1] && skill_id >= skillRange[i]) { + skill_idx += (skillRange[i + 1] - skill_id); + break; + } + // Add the difference of current range + skill_idx += (skillRange[i + 1] - skillRange[i] + 1); } - // validate result - if (skill_id <= 0|| skill_id >= MAX_SKILL_DB) + if (skill_idx >= MAX_SKILL_DB) { + ShowWarning("skill_get_index: skill id '%d'(idx: %d) is not being handled as it exceeds MAX_SKILL_DB!\n", skill_id, skill_idx); return 0; + } - return skill_id; + return skill_idx; } static const char *skill_get_name(int skill_id) @@ -5613,6 +5613,8 @@ static int skill_castend_id(int tid, int64 tick, int id, intptr_t data) // Use a do so that you can break out of it when the skill fails. do { + bool is_asura = (ud->skill_id == MO_EXTREMITYFIST); + if(!target || target->prev==NULL) break; if(src->m != target->m || status->isdead(src)) break; @@ -5845,7 +5847,8 @@ static int skill_castend_id(int tid, int64 tick, int id, intptr_t data) ud->skill_lv = ud->skilltarget = 0; } - if (src->id != target->id) + // Asura Strike caster doesn't look to their target in the end + if (src->id != target->id && !is_asura) unit->setdir(src, map->calc_dir(src, target->x, target->y)); map->freeblock_unlock(); @@ -5870,19 +5873,30 @@ static int skill_castend_id(int tid, int64 tick, int id, intptr_t data) if (target && target->m == src->m) { //Move character to target anyway. int dir, x, y; + int dist = 3; // number of cells that asura caster will walk + dir = map->calc_dir(src,target->x,target->y); - if( dir > 0 && dir < 4) x = -2; - else if( dir > 4 ) x = 2; - else x = 0; - if( dir > 2 && dir < 6 ) y = -2; - else if( dir == 7 || dir < 2 ) y = 2; - else y = 0; - if (unit->movepos(src, src->x+x, src->y+y, 1, 1)) { + if (dir > 0 && dir < 4) + x = -dist; + else if (dir > 4) + x = dist; + else + x = 0; + + if (dir > 2 && dir < 6) + y = -dist; + else if (dir == 7 || dir < 2) + y = dist; + else + y = 0; + + if (unit->movepos(src, src->x + x, src->y + y, 1, 1) == 1) { //Display movement + animation. - clif->slide(src,src->x,src->y); + clif->slide(src, src->x, src->y); clif->spiritball(src); } - clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0, 0); + // "Skill Failed" message was already shown when checking that target is invalid + //clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0, 0); } } @@ -7306,27 +7320,34 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list * break; case PR_STRECOVERY: - if(status->isimmune(bl)) { - clif->skill_nodamage(src,bl,skill_id,skill_lv,0); + if (status->isimmune(bl) != 0) { + clif->skill_nodamage(src, bl, skill_id, skill_lv, 0); break; } - if (tsc && tsc->opt1) { - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - status_change_end(bl, SC_SLEEP, INVALID_TIMER); - status_change_end(bl, SC_STUN, INVALID_TIMER); - status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER); - } - status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER); - //Is this equation really right? It looks so... special. - if( battle->check_undead(tstatus->race,tstatus->def_ele) ) { - status->change_start(src, bl, SC_BLIND, - 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)), 1,0,0,0, - skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCFLAG_NONE); + + if (!battle->check_undead(tstatus->race, tstatus->def_ele)) { + if (tsc != NULL && tsc->opt1 != 0) { + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + status_change_end(bl, SC_SLEEP, INVALID_TIMER); + status_change_end(bl, SC_STUN, INVALID_TIMER); + status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER); + } + + status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER); + } else { + int rate = 100 * (100 - (tstatus->int_ / 2 + tstatus->vit / 3 + tstatus->luk / 10)); + int duration = skill->get_time2(skill_id, skill_lv); + + duration *= (100 - (tstatus->int_ + tstatus->vit) / 2) / 100; + status->change_start(src, bl, SC_BLIND, rate, 1, 0, 0, 0, duration, SCFLAG_NONE); } - clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - if(dstmd) - mob->unlocktarget(dstmd,tick); + + clif->skill_nodamage(src, bl, skill_id, skill_lv, 1); + + if (dstmd != NULL) + mob->unlocktarget(dstmd, tick); + break; // Mercenary Supportive Skills @@ -10403,7 +10424,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list * if(sd) { struct mob_data *summon_md; - summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, clif->get_bl_name(src), MOBID_KO_KAGE, "", SZ_SMALL, AI_NONE); + summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, clif->get_bl_name(src), MOBID_KO_KAGE, "", SZ_SMALL, AI_NONE, 0); if( summon_md ) { summon_md->master_id = src->id; summon_md->special_state.ai = AI_ZANZOU; @@ -10586,7 +10607,7 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list * for (i = 0; i < summons[skill_lv-1].quantity; i++) { struct mob_data *summon_md = mob->once_spawn_sub(src, src->m, src->x, src->y, clif->get_bl_name(src), - summons[skill_lv-1].mob_id, "", SZ_SMALL, AI_ATTACK); + summons[skill_lv-1].mob_id, "", SZ_SMALL, AI_ATTACK, 0); if (summon_md != NULL) { summon_md->master_id = src->id; if (summon_md->deletetimer != INVALID_TIMER) @@ -11369,7 +11390,7 @@ static int skill_castend_pos2(struct block_list *src, int x, int y, uint16 skill } // Correct info, don't change any of this! [Celest] - md = mob->once_spawn_sub(src, src->m, x, y, clif->get_bl_name(src), class_, "", SZ_SMALL, AI_NONE); + md = mob->once_spawn_sub(src, src->m, x, y, clif->get_bl_name(src), class_, "", SZ_SMALL, AI_NONE, 0); if (md) { md->master_id = src->id; md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA; @@ -11471,7 +11492,7 @@ static int skill_castend_pos2(struct block_list *src, int x, int y, uint16 skill clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0, 0); } else { int mob_id = skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6; - struct mob_data *md = mob->once_spawn_sub(src, src->m, x, y, DEFAULT_MOB_JNAME, mob_id, "", SZ_SMALL, AI_NONE); + struct mob_data *md = mob->once_spawn_sub(src, src->m, x, y, DEFAULT_MOB_JNAME, mob_id, "", SZ_SMALL, AI_NONE, 0); int i; if (md == NULL) break; @@ -11617,7 +11638,7 @@ static int skill_castend_pos2(struct block_list *src, int x, int y, uint16 skill case NC_SILVERSNIPER: { - struct mob_data *md = mob->once_spawn_sub(src, src->m, x, y, clif->get_bl_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE); + struct mob_data *md = mob->once_spawn_sub(src, src->m, x, y, clif->get_bl_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE, 0); if (md) { md->master_id = src->id; md->special_state.ai = AI_FLORA; @@ -18779,7 +18800,7 @@ static int skill_magicdecoy(struct map_session_data *sd, int nameid) break; } - md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE); + md = mob->once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE, 0); if( md ) { md->master_id = sd->bl.id; md->special_state.ai = AI_FLORA; |