- Removed the on-die specific code from unit_remove_map and placed it on the corresponding *_dead functions. unit_remove_map should never assume the char died, it is just a "remove from map" function.

- Updated status_damage to handle the general death code (clearing status changes, clearing skill related data, sending death packet, etc). The return value from the *_dead functions will tell it what to do or not with the object (death aborted, clear it from map/memory, etc)
- Cleaned up pc_dead to take advantage of the fact that status changes are not ended until after the function.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6852 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-05-30 17:06:55 +00:00
parent 9c164b740e
commit 1d027c8db8
8 changed files with 111 additions and 94 deletions

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@ -4,6 +4,15 @@ 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.
2006/05/30
* Removed the on-die specific code from unit_remove_map and placed it on
the corresponding *_dead functions. unit_remove_map should never assume the
char died, it is just a "remove from map" function. [Skotlex]
* Updated status_damage to handle the general death code (clearing status
changes, clearing skill related data, sending death packet, etc). The
return value from the *_dead functions will tell it what to do or not with
the object (death aborted, clear it from map/memory, etc) [Skotlex]
* Cleaned up pc_dead to take advantage of the fact that status changes are
not ended until after the function. [Skotlex]
* Disabled ontouch npcs triggering on hidden/chase-walk characters.
[Skotlex]
* Updated/adapted current Homun code to use the status_data update.

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@ -3690,9 +3690,8 @@ static int atkillmonster_sub(struct block_list *bl, va_list ap) {
if (flag)
status_kill(bl);
else
unit_remove_map(&md->bl,1);
else //FIXME: Eh.. what exactly is the difference here?
status_kill(bl);
return 1;
}
void atcommand_killmonster_sub(

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@ -102,14 +102,8 @@ void merc_damage(struct homun_data *hd,struct block_list *src,int hp,int sp)
int merc_dead(struct homun_data *hd, struct block_list *src)
{
//dead lol
clif_clearchar((struct block_list*)hd,1);
hd->bl.m = 0;
hd->bl.x = 0;
hd->bl.y = 0; //send it somewhere where it doesn't bother us
merc_save(hd);
clif_clearchar_area(&hd->bl,0);
map_delblock(&hd->bl);
return 1;
return 3; //Remove it from map.
}
void merc_skillup(struct map_session_data *sd,short skillnum)

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@ -883,10 +883,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
bl=map_id2bl(md->master_id);
if (!bl || status_isdead(bl)) { //主が死亡しているか見つからない
if(md->special_state.ai)
unit_remove_map(&md->bl, 1);
else
status_kill(&md->bl);
status_kill(&md->bl);
return 0;
}
@ -921,10 +918,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
}
} else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
if(md->special_state.ai)
unit_remove_map(&md->bl, 1);
else
status_kill(&md->bl);
status_kill(&md->bl);
return 0;
}
@ -1695,19 +1689,13 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
}
md->state.skillstate = MSS_DEAD;
md->status.hp = 1; //Otherwise skill will be blocked due to being dead! [Skotlex]
mobskill_use(md,tick,-1); //On Dead skill.
md->status.hp = 0;
if (md->sc.data[SC_KAIZEL].timer != -1)
{ //Revive in a bit.
mob_unlocktarget(md,tick);
mob_stop_walking(md, 0);
clif_clearchar_area(&md->bl,1);
add_timer(gettick()+3000, mob_respawn, md->bl.id, 10*md->sc.data[SC_KAIZEL].val1); //% of life to rebirth with
status_change_end(&md->bl, SC_KAIZEL, -1);
map_delblock(&md->bl);
return 0;
return 1; //Return 1 to only clear the object.
}
map_freeblock_lock();
@ -2134,9 +2122,24 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
}
if(md->level) md->level=0;
if(md->deletetimer!=-1) {
delete_timer(md->deletetimer,mob_timer_delete);
md->deletetimer=-1;
}
if(pcdb_checkid(md->vd->class_)) //Player mobs are not removed automatically by the client.
clif_clearchar_delay(tick+3000,&md->bl,0);
mob_deleteslave(md);
md->last_deadtime=tick;
map_freeblock_unlock();
unit_remove_map(&md->bl,1);
return 1;
if(!md->spawn) //Tell status_damage to remove it from memory.
return 5;
mob_setdelayspawn(md); //Set respawning.
return 3; //Remove from map.
}
void mob_revive(struct mob_data *md, unsigned int hp)

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@ -4432,9 +4432,8 @@ void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int h
int pc_dead(struct map_session_data *sd,struct block_list *src)
{
int i=0,j=0,resurrect_flag=0,baby_flag=0;
int i=0,j=0;
unsigned int tick = gettick();
struct status_data *status = &sd->battle_status;
if(sd->vender_id)
vending_closevending(sd);
@ -4458,20 +4457,8 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
if(sd->duel_invite > 0)
duel_reject(sd->duel_invite, sd);
}
//SC data that will be needed later on.
resurrect_flag = (sd->sc.data[SC_KAIZEL].timer != -1)?sd->sc.data[SC_KAIZEL].val1:0;
baby_flag = (sd->sc.data[SC_BABY].timer != -1)?1:0;
pc_stop_attack(sd);
pc_stop_walking(sd,0);
unit_skillcastcancel(&sd->bl,0);
clif_clearchar_area(&sd->bl,1);
pc_setdead(sd);
skill_unit_move(&sd->bl,tick,4);
if (battle_config.clear_unit_ondeath)
skill_clear_unitgroup(&sd->bl); //orn
status_change_clear(&sd->bl,0);
sd->canregen_tick = tick;
pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter);
@ -4599,7 +4586,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
if(battle_config.death_penalty_type && sd->state.snovice_flag != 4
&& (sd->class_&MAPID_UPPERMASK) != MAPID_NOVICE // only novices will receive no penalty
&& !map[sd->bl.m].flag.nopenalty && !map_flag_gvg(sd->bl.m)
&& !baby_flag)
&& sd->sc.data[SC_BABY].timer == -1)
{
unsigned int base_penalty =0;
if (battle_config.death_penalty_base > 0) {
@ -4715,27 +4702,28 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
return 1;
}
if (sd->state.snovice_flag == 4 || resurrect_flag)
if (sd->sc.count && sd->sc.data[SC_KAIZEL].timer != -1)
{
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
pc_setstand(sd);
status->hp = 1;
if (sd->state.snovice_flag == 4 ||
sd->special_state.restart_full_recover) {
if(sd->special_state.restart_full_recover)
status_percent_heal(&sd->bl, 100, 100);
} else { //10% life per each level in Kaizel
status_percent_heal(&sd->bl, 10*resurrect_flag, 0);
}
clif_updatestatus(sd, SP_HP);
clif_updatestatus(sd, SP_SP);
else
status_percent_heal(&sd->bl, 10*sd->sc.data[SC_KAIZEL].val1, 0);
if(battle_config.pc_invincible_time)
pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,10,skill_get_time2(SL_KAIZEL,sd->sc.data[SC_KAIZEL].val1));
status_change_end(&sd->bl,SC_KAIZEL,-1);
return 0;
}
if (sd->state.snovice_flag == 4)
{
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,1,1);
status_percent_heal(&sd->bl, 100, 100);
clif_resurrection(&sd->bl, 1);
sd->state.snovice_flag = 0;
if(battle_config.pc_invincible_time)
pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
if (resurrect_flag)
sc_start(&sd->bl,SkillStatusChangeTable[PR_KYRIE],100,10,skill_get_time2(SL_KAIZEL, resurrect_flag));
else
sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1));
sc_start(&sd->bl,SkillStatusChangeTable[MO_STEELBODY],100,1,skill_get_time(MO_STEELBODY,1));
return 0;
}

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@ -5732,11 +5732,11 @@ int buildin_killmonster_sub(struct block_list *bl,va_list ap)
if(!allflag){
if(strcmp(event,md->npc_event)==0)
unit_remove_map(bl,1);
status_kill(bl);
return 0;
}else{
if(!md->spawn)
unit_remove_map(bl,1);
status_kill(bl);
return 0;
}
return 0;
@ -5760,7 +5760,7 @@ int buildin_killmonster(struct script_state *st)
int buildin_killmonsterall_sub(struct block_list *bl,va_list ap)
{
unit_remove_map(bl,1);
status_kill(bl);
return 0;
}
int buildin_killmonsterall(struct script_state *st)

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@ -584,23 +584,69 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
{
case BL_MOB:
mob_damage((TBL_MOB*)target, src, hp);
if (!status->hp)
mob_dead((TBL_MOB*)target, src, flag&4?3:0);
break;
case BL_PC:
pc_damage((TBL_PC*)target,src,hp,sp);
if (!status->hp)
pc_dead((TBL_PC*)target,src);
break;
case BL_HOMUNCULUS:
merc_damage((TBL_HOMUNCULUS*)target,src,hp,sp);
if (!status->hp)
merc_dead((TBL_HOMUNCULUS*)target,src);
}
if (walkdelay && status->hp)
unit_set_walkdelay(target, gettick(), walkdelay, 0);
if (status->hp)
{ //Still lives!
if (walkdelay)
unit_set_walkdelay(target, gettick(), walkdelay, 0);
return hp+sp;
}
status->hp = 1; //To let the dead function cast skills and all that.
//NOTE: These dead functions should return: [Skotlex]
//0: Death cancelled, auto-revived.
//Non-zero: Standard death. Clear status, cancel move/attack, etc
//&2: Also remove object from map.
//&4: Also delete object from memory.
switch (target->type)
{
case BL_MOB:
flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0);
break;
case BL_PC:
flag = pc_dead((TBL_PC*)target,src);
break;
case BL_HOMUNCULUS:
flag = merc_dead((TBL_HOMUNCULUS*)target,src);
break;
default: //Unhandled case, do nothing to object.
flag = 0;
break;
}
if(!flag) //Death cancelled.
return hp+sp;
//Normal death
if (battle_config.clear_unit_ondeath &&
battle_config.clear_unit_ondeath&target->type)
skill_clear_unitgroup(target);
status_change_clear(target,0);
if(flag&2) //remove the unit from the map.
unit_remove_map(target,1);
else { //These are handled by unit_remove_map.
unit_stop_attack(target);
unit_stop_walking(target,0);
unit_skillcastcancel(target,0);
clif_clearchar_area(target,1);
skill_unit_move(target,gettick(),4);
skill_cleartimerskill(target);
}
if(flag&4) { //Delete from memory.
map_delblock(target);
unit_free(target);
}
return hp+sp;
}

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@ -1433,6 +1433,7 @@ int unit_changeviewsize(struct block_list *bl,short size)
* Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
* if clrtype is 1 (death), appropiate cleanup is performed.
* Otherwise it is assumed bl is being warped.
* On-Kill specific stuff is not performed here, look at status_damage for that.
*------------------------------------------
*/
int unit_remove_map(struct block_list *bl, int clrtype) {
@ -1455,9 +1456,7 @@ int unit_remove_map(struct block_list *bl, int clrtype) {
ud->attackabletime = ud->canmove_tick = ud->canact_tick = gettick();
clif_clearchar_area(bl,clrtype);
if (clrtype == 1) //Death. Remove all status changes.
status_change_clear(bl,0);
else if(sc && sc->count ) { //map-change/warp dispells.
if(sc && sc->count ) { //map-change/warp dispells.
if(sc->data[SC_BLADESTOP].timer!=-1)
status_change_end(bl,SC_BLADESTOP,-1);
if(sc->data[SC_BASILICA].timer!=-1)
@ -1488,9 +1487,6 @@ int unit_remove_map(struct block_list *bl, int clrtype) {
status_change_end(bl, SC_GOSPEL, -1);
}
if (clrtype == 1 && battle_config.clear_unit_ondeath && //Clrtype 1 = died.
battle_config.clear_unit_ondeath&bl->type)
skill_clear_unitgroup(bl); // スキルユニットグループの削除
if (bl->type&BL_CHAR) {
skill_unit_move(bl,gettick(),4);
skill_cleartimerskill(bl); // ƒ^ƒCƒ}<7D>[ƒXƒLƒƒNƒŠƒA
@ -1537,25 +1533,7 @@ int unit_remove_map(struct block_list *bl, int clrtype) {
struct mob_data *md = (struct mob_data*)bl;
md->target_id=0;
md->attacked_id=0;
md->state.skillstate= clrtype==1?MSS_DEAD:MSS_IDLE;
if (md->master_id) md->master_dist = 0;
if (clrtype == 1) { //Death.
md->last_deadtime=gettick();
if(md->deletetimer!=-1)
delete_timer(md->deletetimer,mob_timer_delete);
md->deletetimer=-1;
if(pcdb_checkid(md->vd->class_)) //Player mobs are not removed automatically by the client.
clif_clearchar_delay(gettick()+3000,bl,0);
mob_deleteslave(md);
if(!md->spawn) {
map_delblock(bl);
unit_free(bl); //Mob does not respawn.
map_freeblock_unlock();
return 0;
}
mob_setdelayspawn(md); //Set respawning.
}
md->state.skillstate= MSS_IDLE;
} else if (bl->type == BL_PET) {
struct pet_data *pd = (struct pet_data*)bl;
struct map_session_data *sd = pd->msd;