- Fixed the item group bonus not working.

- Removed unnecessary member id from the item group structure.
- Fixed songs/dances always being considered overlapped with themselves.
- Added some additional song/dance overlap code that should correctly change the effect of songs/dances when they overlap.
- Added a check so that the status-change packet is always send to self when the inflicted char is a player disguised.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8242 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-08-11 01:25:40 +00:00
parent d7e51241f8
commit 155f9c12f5
5 changed files with 85 additions and 32 deletions

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@ -4,6 +4,13 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/08/10 2006/08/10
* Fixed the item group bonus not working. [Skotlex]
* Fixed songs/dances always being considered overlapped with themselves.
[Skotlex]
* Added some additional song/dance overlap code that should correctly
change the effect of songs/dances when they overlap. [Skotlex]
* Added a check so that the status-change packet is always send to self
when the inflicted char is a player disguised. [Skotlex]
* Code cleanup on homunc, they stay in memory until player disconnect or * Code cleanup on homunc, they stay in memory until player disconnect or
homunc destruction [Toms] homunc destruction [Toms]
* Corrected Advanced Jobs HP bonus from 30% -> 25% [Skotlex] * Corrected Advanced Jobs HP bonus from 30% -> 25% [Skotlex]

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@ -123,7 +123,7 @@ int itemdb_group_bonus(struct map_session_data *sd, int itemid)
if (!sd->itemgrouphealrate[i]) if (!sd->itemgrouphealrate[i])
continue; continue;
for (j=0; j < itemgroup_db[i].qty; j++) { for (j=0; j < itemgroup_db[i].qty; j++) {
if (itemgroup_db[i].id[j] == itemid) if (itemgroup_db[i].nameid[j] == itemid)
{ {
bonus += sd->itemgrouphealrate[i]; bonus += sd->itemgrouphealrate[i];
continue; continue;

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@ -82,7 +82,6 @@ struct item_data {
struct item_group { struct item_group {
int nameid[MAX_RANDITEM]; int nameid[MAX_RANDITEM];
int qty; //Counts amount of items in the group. int qty; //Counts amount of items in the group.
int id[30]; // 120 bytes
}; };
struct item_data* itemdb_searchname(const char *name); struct item_data* itemdb_searchname(const char *name);

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@ -6451,7 +6451,9 @@ static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
struct skill_unit *target = (struct skill_unit*)bl, struct skill_unit *target = (struct skill_unit*)bl,
*src = va_arg(ap, struct skill_unit*); *src = va_arg(ap, struct skill_unit*);
int flag = va_arg(ap, int); int flag = va_arg(ap, int);
if (!target || !target->group || !(target->group->state.song_dance&0x1)) if (src == target)
return 0;
if (!target->group || !(target->group->state.song_dance&0x1))
return 0; return 0;
if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
return 0; return 0;
@ -6984,18 +6986,6 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
} }
type = SkillStatusChangeTable(sg->skill_id); type = SkillStatusChangeTable(sg->skill_id);
skillid = sg->skill_id; skillid = sg->skill_id;
if (sg->state.song_dance&0x1 && src->val2&UF_ENSEMBLE)
{ //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
//Values will be restored on proper switch case.
src->val1 = sg->unit_id;
if (src->val2&UF_SONG) {
sg->unit_id = UNT_DISSONANCE;
sg->skill_id = BA_DISSONANCE;
} else {
sg->unit_id = UNT_UGLYDANCE;
sg->skill_id = DC_UGLYDANCE;
}
}
if (sg->interval == -1) { if (sg->interval == -1) {
switch (sg->unit_id) { switch (sg->unit_id) {
@ -7196,22 +7186,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_UGLYDANCE: //Ugly Dance [Skotlex] case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
if (ss->id != bl->id) if (ss->id != bl->id)
skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick); skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
if (sg->state.song_dance&0x1 && src->val2&UF_ENSEMBLE)
{ //Restore values.
sg->skill_id = skillid;
sg->unit_id = src->val1;
src->val1 = DC_UGLYDANCE;
}
break; break;
case UNT_DISSONANCE: case UNT_DISSONANCE:
skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0); skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
if (sg->state.song_dance&0x1 && src->val2&UF_ENSEMBLE)
{ //Restore values.
sg->skill_id = skillid;
sg->unit_id = src->val1;
src->val1 = BA_DISSONANCE;
}
break; break;
case UNT_APPLEIDUN: //Apple of Idun [Skotlex] case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
@ -7502,7 +7480,7 @@ int skill_unit_effect (struct block_list *bl, va_list ap)
{ {
struct skill_unit *unit; struct skill_unit *unit;
struct skill_unit_group *group; struct skill_unit_group *group;
int flag,skill_id; int flag,unit_id,skill_id;
unsigned int tick; unsigned int tick;
unit=va_arg(ap,struct skill_unit*); unit=va_arg(ap,struct skill_unit*);
@ -7524,11 +7502,36 @@ int skill_unit_effect (struct block_list *bl, va_list ap)
skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
return 0; return 0;
} }
if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
{ //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
//Values will be restored on proper switch case.
flag|=64; //Signal to remember to restore it.
unit_id = group->unit_id;
unit->val1 = group->skill_id;
if (unit->val2&UF_SONG) {
group->unit_id = UNT_DISSONANCE;
group->skill_id = BA_DISSONANCE;
} else {
group->unit_id = UNT_UGLYDANCE;
group->skill_id = DC_UGLYDANCE;
}
}
if (flag&1) if (flag&1)
skill_unit_onplace(unit,bl,tick); skill_unit_onplace(unit,bl,tick);
else else
skill_unit_onout(unit,bl,tick); skill_unit_onout(unit,bl,tick);
if (flag&64)
{ //TODO: Normally, this is dangerous since the unit and group could be freed
//inside the onout/onplace functions. Currently it is safe because we know song/dance
//cells do not get deleted within them. [Skotlex]
skill_id = group->skill_id;
group->unit_id = unit_id;
group->skill_id = unit->val1;
}
if (flag&4) skill_unit_onleft(skill_id, bl, tick); if (flag&4) skill_unit_onleft(skill_id, bl, tick);
return 0; return 0;
} }
@ -9889,8 +9892,6 @@ int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
struct skill_unit_group *group; struct skill_unit_group *group;
unsigned int tick; unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
unit = va_arg(ap,struct skill_unit *); unit = va_arg(ap,struct skill_unit *);
tick = va_arg(ap,unsigned int); tick = va_arg(ap,unsigned int);
@ -9906,6 +9907,22 @@ int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
if (battle_check_target(&unit->bl,bl,group->target_flag)<=0) if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
return 0; return 0;
if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
{ //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
//Values will be restored on proper switch case.
int id = group->unit_id;
unit->val1 = group->skill_id;
if (unit->val2&UF_SONG) {
group->unit_id = UNT_DISSONANCE;
group->skill_id = BA_DISSONANCE;
} else {
group->unit_id = UNT_UGLYDANCE;
group->skill_id = DC_UGLYDANCE;
}
skill_unit_onplace_timer(unit,bl,tick);
group->unit_id = id;
group->skill_id = unit->val1;
} else
skill_unit_onplace_timer(unit,bl,tick); skill_unit_onplace_timer(unit,bl,tick);
return 0; return 0;
@ -10024,7 +10041,7 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap)
struct skill_unit_group *group; struct skill_unit_group *group;
struct block_list *target; struct block_list *target;
unsigned int tick,flag,result; unsigned int tick,flag,result;
int skill_id; int skill_id,unit_id;
target=va_arg(ap,struct block_list*); target=va_arg(ap,struct block_list*);
tick = va_arg(ap,unsigned int); tick = va_arg(ap,unsigned int);
@ -10068,6 +10085,21 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap)
return 0; return 0;
} }
if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
{ //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
//Values will be restored on proper switch case.
flag|=64; //Signal to remember to restore it.
unit_id = group->unit_id;
unit->val1 = group->skill_id;
if (unit->val2&UF_SONG) {
group->unit_id = UNT_DISSONANCE;
group->skill_id = BA_DISSONANCE;
} else {
group->unit_id = UNT_UGLYDANCE;
group->skill_id = DC_UGLYDANCE;
}
}
if (flag&1) if (flag&1)
{ {
result = skill_unit_onplace(unit,target,tick); result = skill_unit_onplace(unit,target,tick);
@ -10085,6 +10117,16 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap)
if (flag&2 && skill_unit_index < 7 && result) //Store this unit id. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
skill_unit_temp[skill_unit_index++] = result; skill_unit_temp[skill_unit_index++] = result;
} }
if (flag&64)
{ //TODO: Normally, this is dangerous since the unit and group could be freed
//inside the onout/onplace functions. Currently it is safe because we know song/dance
//cells do not get deleted within them. [Skotlex]
skill_id = group->skill_id;
group->unit_id = unit_id;
group->skill_id = unit->val1;
}
if (flag&4) if (flag&4)
skill_unit_onleft(skill_id,target,tick); skill_unit_onleft(skill_id,target,tick);
return 1; return 1;

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@ -5578,6 +5578,9 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex] if (vd && pcdb_checkid(vd->class_)) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
clif_status_change(bl,StatusIconChangeTable[type],1); clif_status_change(bl,StatusIconChangeTable[type],1);
else if (sd) //Send packet to self otherwise (disguised player?)
clif_status_load(bl,StatusIconChangeTable[type],1);
(sc->count)++; (sc->count)++;
sc->data[type].val1 = val1; sc->data[type].val1 = val1;
@ -6062,6 +6065,8 @@ int status_change_end( struct block_list* bl , int type,int tid )
//On Aegis, when turning off a status change, first goes the sc packet, then the option packet. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
if (vd && pcdb_checkid(vd->class_)) if (vd && pcdb_checkid(vd->class_))
clif_status_change(bl,StatusIconChangeTable[type],0); clif_status_change(bl,StatusIconChangeTable[type],0);
else if (sd)
clif_status_load(bl,StatusIconChangeTable[type],0);
if(opt_flag) if(opt_flag)
clif_changeoption(bl); clif_changeoption(bl);