Added temporary code for guild skills to stop crashing

git-svn-id: https://svn.code.sf.net/p/rathena/svn/athena@299 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
celest 2004-11-21 16:36:30 +00:00
parent 7ef1cbcc1d
commit 4952522a1d
3 changed files with 47 additions and 34 deletions

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@ -6,6 +6,7 @@ Date Added
- Updated Basilica, Sharp Shooting, Berserk, Meditatio (Thanks to DracoRPG!)
- Fixed a typo with Blade Stop that was causing crashes, sorry. ^^;
- Reverted changes to Cloaking, ours is already more updated! ^_^
- Added temporary code for guild skills to stop crashing
* @alive, @raisemap, @raise now display the resurrection skill animation [MC Cameri]
* @charpetrename(AtCommand) is now #petrename(CharCommand) [MC Cameri]
* @charjob/(AtCommand) is now #jobchange(CharCommand) [MC Cameri]

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@ -23,6 +23,7 @@
#include "intif.h"
#include "log.h"
#include "chrif.h"
#include "guild.h"
#ifdef MEMWATCH
#include "memwatch.h"
@ -733,14 +734,14 @@ struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
/* アブラカダブラ?動スキルデ?タベ?ス */
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
int skill_get_hit( int id ){ return skill_db[id].hit; }
int skill_get_inf( int id ){ return skill_db[id].inf; }
int skill_get_pl( int id ){ return skill_db[id].pl; }
int skill_get_nk( int id ){ return skill_db[id].nk; }
int skill_get_max( int id ){ return skill_db[id].max; }
int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0:skill_db[id].range[lv-1]; }
int skill_get_hit( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].hit : 0; }
int skill_get_inf( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].inf : guild_skill_get_inf(id); }
int skill_get_pl( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].pl : 0; }
int skill_get_nk( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].nk : 2; }
int skill_get_max( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].max : guild_skill_get_max(id); }
int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0: ((id < MAX_SKILL_DB) ? skill_db[id].range[lv-1] : guild_skill_get_max(id)); }
int skill_get_hp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].hp[lv-1]; }
int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].sp[lv-1]; }
int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0: ((id < MAX_SKILL_DB) ? skill_db[id].sp[lv-1] : guild_skill_get_sp(id, lv)); }
int skill_get_zeny( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].zeny[lv-1]; }
int skill_get_num( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].num[lv-1]; }
int skill_get_cast( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].cast[lv-1]; }
@ -749,7 +750,8 @@ int skill_get_time( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_t
int skill_get_time2( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1]; }
int skill_get_castdef( int id ){ return skill_db[id].cast_def_rate; }
int skill_get_weapontype( int id ){ return skill_db[id].weapon; }
int skill_get_inf2( int id ){ return skill_db[id].inf2; }
int skill_get_inf2( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].inf2 : 0; }
int skill_get_castcancel( int id ){ return (id < MAX_SKILL_DB) ? skill_db[id].maxcount : 0; }
int skill_get_maxcount( int id ){ return skill_db[id].maxcount; }
int skill_get_blewcount( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1]; }
int skill_get_mhp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; }
@ -977,7 +979,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
//else
// clif_skill_fail(sd,skillid,0,0); // it's annoying! =p [Celest]
}
// エンチャントデットリーポイズン(猛毒効果)
// エンチャントデットリ?ポイズン(猛毒?果)
if (sd && sd->sc_data[SC_EDP].timer != -1 && rand() % 10000 < sd->sc_data[SC_EDP].val2 * sc_def_vit) {
int mhp = battle_get_max_hp(bl);
int hp = battle_get_hp(bl);
@ -1208,7 +1210,7 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s
//阿修羅を使うと5分間自然回復しないようになる
skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 );
break;
case HW_NAPALMVULCAN: /* ナパムバルカン */
case HW_NAPALMVULCAN: /* ナパ?ムバルカン */
// skilllv*5%の確率で呪い
if (rand()%10000 < 5*skilllv*sc_def_luk)
skill_status_change_start(bl,SC_CURSE,7,0,0,0,skill_get_time2(NPC_CURSEATTACK,7),0);
@ -4311,6 +4313,11 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
}
}
break;
case GD_BATTLEORDER:
case GD_REGENERATION:
case GD_RESTORE:
case GD_EMERGENCYCALL:
break;
default:
printf("Unknown skill used:%d\n",skillid);
map_freeblock_unlock();
@ -6217,8 +6224,8 @@ static int skill_check_condition_use_sub(struct block_list *bl,va_list ap)
case BD_RAGNAROK: /* 神?の?昏 */
case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
if(sd != ssd && //本人以外で
((ss_class.job==19 && s_class.job==20) || //自分がバードならダンサー
(ss_class.job==20 && s_class.job==19)) && //自分がダンサーならバードで
((ss_class.job==19 && s_class.job==20) || //自分がバ?ドならダンサ?
(ss_class.job==20 && s_class.job==19)) && //自分がダンサ?ならバ?ドで
pc_checkskill(sd,skillid) > 0 && //スキルを持っていて
(*c)==0 && //最初の一人で
sd->status.party_id == ssd->status.party_id && //パ?ティ?が同じで
@ -6916,7 +6923,8 @@ int skill_use_id( struct map_session_data *sd, int target_id,
casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) );
if(skill_num != SA_MAGICROD)
delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) );
sd->state.skillcastcancel = skill_db[skill_num].castcancel;
//sd->state.skillcastcancel = skill_db[skill_num].castcancel;
sd->state.skillcastcancel = skill_get_castcancel(skill_num);
switch(skill_num){ /* 何か特殊な?理が必要 */
// case AL_HEAL: /* ヒ?ル */
@ -6963,17 +6971,16 @@ int skill_use_id( struct map_session_data *sd, int target_id,
case WE_MALE:
case WE_FEMALE:
{
struct map_session_data *p_sd = NULL;
if((p_sd = pc_get_partner(sd)) == NULL)
return 0;
target_id = p_sd->bl.id;
//rangeをもう1回?査
range = skill_get_range(skill_num,skill_lv);
if(range < 0)
range = battle_get_range(&sd->bl) - (range + 1);
if(!battle_check_range(&sd->bl,&p_sd->bl,range) ){
return 0;
}
struct map_session_data *p_sd = NULL;
if((p_sd = pc_get_partner(sd)) == NULL)
return 0;
target_id = p_sd->bl.id;
//rangeをもう1回?査
range = skill_get_range(skill_num,skill_lv);
if(range < 0)
range = battle_get_range(&sd->bl) - (range + 1);
if(!battle_check_range(&sd->bl,&p_sd->bl,range))
return 0;
}
break;
case AS_SPLASHER: /* ベナムスプラッシャ? */
@ -6988,7 +6995,12 @@ int skill_use_id( struct map_session_data *sd, int target_id,
case PF_MEMORIZE: /* メモライズ */
casttime = 12000;
break;
case GD_BATTLEORDER:
case GD_REGENERATION:
case GD_RESTORE:
case GD_EMERGENCYCALL:
printf ("guild skill used : id = %d\n", skill_num);
break;
}
//メモライズ?態ならキャストタイムが1/3
@ -7559,7 +7571,7 @@ int skill_gangsterparadise(struct map_session_data *sd ,int type)
map_foreachinarea(skill_gangster_count,sd->bl.m,
sd->bl.x-range,sd->bl.y-range,
sd->bl.x+range,sd->bl.y+range,BL_PC,&c);
if(c > 1) {/*ギャングスター成功したら自分にもギャングスター属性付与*/
if(c > 1) {/*ギャングスタ?成功したら自分にもギャングスタ??性付?*/
map_foreachinarea(skill_gangster_in,sd->bl.m,
sd->bl.x-range,sd->bl.y-range,
sd->bl.x+range,sd->bl.y+range,BL_PC);
@ -8046,7 +8058,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
case SC_POISON:
if (sc_data[SC_DPOISON].timer != -1) //
break; // DPOISON用のオプション
*opt2 &= ~1; // が用に用意された場合には
*opt2 &= ~1; // が?用に用意された場合には
opt_flag = 1; // ここは削除する
break; //
case SC_CURSE:
@ -8058,7 +8070,7 @@ int skill_status_change_end(struct block_list* bl, int type, int tid)
case SC_DPOISON:
if (sc_data[SC_POISON].timer != -1) // DPOISON用のオプションが
break; // 用意されたら削除
*opt2 &= ~1; // 毒態解除
*opt2 &= ~1; // 毒?態解除
opt_flag = 1;
break;
case SC_SIGNUMCRUCIS:
@ -8757,7 +8769,7 @@ int skill_status_change_start(struct block_list *bl, int type, int val1, int val
skill_encchant_eremental_end(bl,SC_ENCPOISON);
break;
case SC_EDP: // [Celest]
val2 = val1 + 2; /* 猛毒付確率(%) */
val2 = val1 + 2; /* 猛毒付?確率(%) */
calc_flag = 1;
break;
case SC_POISONREACT: /* ポイズンリアクト */
@ -10487,11 +10499,11 @@ int skill_produce_mix( struct map_session_data *sd,
switch (skill_produce_db[idx].req_skill) {
case AM_PHARMACY:
clif_produceeffect(sd,2,nameid);/* 製エフェクト */
clif_produceeffect(sd,2,nameid);/* 製?エフェクト */
clif_misceffect(&sd->bl,5); /* 他人にも成功を通知 */
break;
case ASC_CDP:
clif_produceeffect(sd,2,nameid);/* 暫定で製エフェクト */
clif_produceeffect(sd,2,nameid);/* 暫定で製?エフェクト */
clif_misceffect(&sd->bl,5);
break;
default: /* 武器製造、コイン製造 */
@ -10513,12 +10525,12 @@ int skill_produce_mix( struct map_session_data *sd,
switch (skill_produce_db[idx].req_skill) {
case AM_PHARMACY:
clif_produceeffect(sd,3,nameid);/* 製失敗エフェクト */
clif_produceeffect(sd,3,nameid);/* 製?失敗エフェクト */
clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
break;
case ASC_CDP:
{
clif_produceeffect(sd,3,nameid); /* 暫定で製エフェクト */
clif_produceeffect(sd,3,nameid); /* 暫定で製?エフェクト */
clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知 */
pc_heal(sd, -(sd->status.max_hp>>2), 0);
}

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@ -4,7 +4,7 @@
#include "map.h"
#define MAX_SKILL_DB 450
#define MAX_SKILL_DB 472
#define MAX_SKILL_PRODUCE_DB 150
#define MAX_PRODUCE_RESOURCE 7
#define MAX_SKILL_ARROW_DB 150