* Removed NODAMAGE and ICEWALL cell types (mem usage back to normal)
- Icewall now uses basic cell type 5 (nonwalkable, shootable) - as a consequence, you can now warp to a nonwalkable cell - but only via gm command or scripted warp bug (hopefully :) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12247 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2008/02/27
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* Removed NODAMAGE and ICEWALL cell types (mem usage back to normal)
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- Icewall now uses basic cell type 5 (nonwalkable, shootable)
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- as a consequence, you can now warp to a nonwalkable cell - but only
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via gm command or scripted warp bug (hopefully :)
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* Added missing option changes for Illusionary Shadow and Soul Link
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that disappeared when you left the screen (bugreport:1053)
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* Added support for the "view player equip" feature (see topic:174461)
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@ -3023,9 +3023,6 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
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return -1;
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}
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if (flag&BCT_ENEMY && (map_getcell(m,src->x,src->y,CELL_CHKNODAMAGE) || map_getcell(m,target->x,target->y,CELL_CHKNODAMAGE)))
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return -1; // [NoDamage]
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//t_bl/s_bl hold the 'master' of the attack, while src/target are the actual
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//objects involved.
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if ((t_bl = battle_get_master(target)) == NULL)
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@ -2272,12 +2272,8 @@ int map_getcellp(struct map_data* m,int x,int y,cell_chk cellchk)
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return (cell.basilica);
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case CELL_CHKLANDPROTECTOR:
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return (cell.landprotector);
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case CELL_CHKICEWALL:
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return (cell.icewall);
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case CELL_CHKNOVENDING:
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return (cell.novending);
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case CELL_CHKNODAMAGE:
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return (cell.nodamage);
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case CELL_CHKNOCHAT:
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return (cell.nochat);
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@ -2287,14 +2283,14 @@ int map_getcellp(struct map_data* m,int x,int y,cell_chk cellchk)
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if (cell.cell_bl >= battle_config.cell_stack_limit) return 0;
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#endif
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case CELL_CHKREACH:
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return (cell.walkable && !cell.icewall);
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return (cell.walkable);
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case CELL_CHKNOPASS:
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#ifdef CELL_NOSTACK
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if (cell.cell_bl >= battle_config.cell_stack_limit) return 1;
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#endif
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case CELL_CHKNOREACH:
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return (!cell.walkable || cell.icewall);
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return (!cell.walkable);
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case CELL_CHKSTACK:
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#ifdef CELL_NOSTACK
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@ -2328,11 +2324,9 @@ void map_setcell(int m, int x, int y, cell_t cell, bool flag)
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case CELL_WATER: map[m].cell[j].water = flag; break;
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case CELL_NPC: map[m].cell[j].npc = flag; break;
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case CELL_ICEWALL: map[m].cell[j].icewall = flag; break;
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case CELL_BASILICA: map[m].cell[j].basilica = flag; break;
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case CELL_LANDPROTECTOR: map[m].cell[j].landprotector = flag; break;
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case CELL_NOVENDING: map[m].cell[j].novending = flag; break;
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case CELL_NODAMAGE: map[m].cell[j].nodamage = flag; break;
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case CELL_NOCHAT: map[m].cell[j].nochat = flag; break;
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default:
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ShowWarning("map_setcell: invalid cell type '%d'\n", (int)cell);
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@ -1104,9 +1104,7 @@ typedef enum {
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CELL_NPC,
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CELL_BASILICA,
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CELL_LANDPROTECTOR,
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CELL_ICEWALL,
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CELL_NOVENDING,
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CELL_NODAMAGE,
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CELL_NOCHAT,
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} cell_t;
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@ -1127,9 +1125,7 @@ typedef enum {
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CELL_CHKNPC,
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CELL_CHKBASILICA,
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CELL_CHKLANDPROTECTOR,
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CELL_CHKICEWALL,
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CELL_CHKNOVENDING,
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CELL_CHKNODAMAGE,
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CELL_CHKNOCHAT,
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} cell_chk;
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@ -1146,9 +1142,7 @@ struct mapcell
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npc : 1,
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landprotector : 1,
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basilica : 1,
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icewall : 1,
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novending : 1,
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nodamage : 1,
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nochat : 1;
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#ifdef CELL_NOSTACK
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18
src/map/pc.c
18
src/map/pc.c
@ -3426,18 +3426,14 @@ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y
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return 0;
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}
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if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
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x=y=0;
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if((x==0 && y==0) ||
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(map_getcell(m, x, y, CELL_CHKNOPASS) &&
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#ifdef CELL_NOSTACK
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!map_getcell(m, x, y, CELL_CHKSTACK) &&
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#endif
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!map_getcell(m, x, y, CELL_CHKICEWALL))
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){ //It is allowed on top of Moonlight/icewall tiles to prevent force-warping 'cheats' [Skotlex]
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if(x||y) {
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ShowError("pc_setpos: attempt to place player %s (%d:%d) on non-walkable tile (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y);
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if( x < 0 || x >= map[m].xs || y < 0 || y >= map[m].ys )
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{
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ShowError("pc_setpos: attempt to place player %s (%d:%d) on invalid coordinates (%s-%d,%d)\n", sd->status.name, sd->status.account_id, sd->status.char_id, mapindex_id2name(mapindex),x,y);
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x = y = 0; // make it random
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}
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if( x == 0 && y == 0 )
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{// pick a random walkable cell
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do {
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x=rand()%(map[m].xs-2)+1;
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y=rand()%(map[m].ys-2)+1;
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@ -6427,18 +6427,14 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, short skilli
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if(range<=0)
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map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
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if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
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if( alive && map_getcell(src->m,ux,uy,CELL_CHKWALL) )
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alive = 0;
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if( alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
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alive = 0; //no path between cell and center of casting.
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if(alive && skillid == WZ_ICEWALL) {
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if( map_getcell(src->m,ux,uy,CELL_CHKWALL) || map_getcell(src->m,ux,uy,CELL_CHKCLIFF) )
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alive=0;
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else
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clif_changemapcell(0,src->m,ux,uy,5,AREA);
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}
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if( alive && skillid == WZ_ICEWALL && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
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alive = 0;
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if(alive){
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//FIXME: why not calculate val1/val2 in here? [ultramage]
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@ -7249,37 +7245,6 @@ int skill_unit_effect (struct block_list* bl, va_list ap)
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return 0;
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}
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/*==========================================
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* Triggers when a skill unit is about to be deleted
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*------------------------------------------*/
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static int skill_unit_ondelete (struct skill_unit *src, unsigned int tick)
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{
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struct skill_unit_group *sg;
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nullpo_retr(0, src);
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nullpo_retr(0, sg=src->group);
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switch( sg->unit_id )
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{
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case UNT_ICEWALL:
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// hack to prevent client from leaving cells unwalkable
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//FIXME: this should be done individually in insight/outsight code instead [ultramage]
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clif_changemapcell(0,src->bl.m,src->bl.x,src->bl.y,src->val2,ALL_SAMEMAP);
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break;
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case UNT_ANKLESNARE:
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{
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struct block_list *target = map_id2bl(sg->val2);
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if(target)
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status_change_end(target,SC_ANKLE,-1);
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}
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break;
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}
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return 0;
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}
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/*==========================================
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*
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*------------------------------------------*/
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@ -9249,22 +9214,26 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int
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map_addblock(&unit->bl);
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// perform oninit actions
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switch (group->skill_id) {
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case WZ_ICEWALL:
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map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
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clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
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break;
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case SA_LANDPROTECTOR:
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skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
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break;
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case HP_BASILICA:
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skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
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break;
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case WZ_ICEWALL:
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skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
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break;
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default:
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if (group->state.song_dance&0x1) //Check for dissonance.
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skill_dance_overlap(unit, 1);
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break;
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}
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clif_skill_setunit(unit);
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return unit;
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}
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@ -9280,9 +9249,6 @@ int skill_delunit (struct skill_unit* unit)
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return 0;
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nullpo_retr(0, group=unit->group);
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// invoke ondelete event
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skill_unit_ondelete(unit, gettick());
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if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
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skill_dance_overlap(unit, 0);
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@ -9290,16 +9256,25 @@ int skill_delunit (struct skill_unit* unit)
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if( !unit->range )
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map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
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// perform ondelete actions
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switch (group->skill_id) {
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case HT_ANKLESNARE:
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{
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struct block_list* target = map_id2bl(group->val2);
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if( target )
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status_change_end(target,SC_ANKLE,-1);
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}
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break;
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case WZ_ICEWALL:
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map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
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clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
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break;
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case SA_LANDPROTECTOR:
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skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
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break;
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case HP_BASILICA:
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skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
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break;
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case WZ_ICEWALL:
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skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
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break;
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}
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clif_skill_delunit(unit);
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