- Fixed a pair of missing map_freeblock_unlock

- Changed around a bit the code of the skill_get defines to return 0 if you ask for an id of the place where the guild skills are placed. Also moved the guild skills block to ID 900~915. Also stuff like skill_get_inf will return the relevant guild data as defined on skill_db.txt


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5465 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-03-05 16:06:30 +00:00
parent 06429a5ee0
commit 9e7f9a41ad
7 changed files with 45 additions and 42 deletions

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@ -5,6 +5,9 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/03/05
* Some reorganization of how the skill check functions behave
(skill_get_*). Guild skills have been moved to the range 900~915 (instead
of 500~519 in the code). [Skotlex]
* Set the default for display_delay_skill_fail to 'no' as it should have been
for a while (the kRO patch about that was last year, long time ago) [DracoRPG]
* Fixed easter.txt typo. [Lance]

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@ -532,7 +532,7 @@
1011,9,6,1,0,1,0,1,0,no,0,1,0,misc,0 //DC_WINKCHARM#Wink of Charm#
1012,0,0,0,0,0,0,1,0,no,0,1,0,weapon,0 //BS_UNFAIRLYTRICK#Unfair Trick#
1013,0,6,4,0,3,2,1,0,no,0,1,0,weapon,0 //BS_GREED#Greed#
1014,14,6,4,6,3,-1,10,1,yes,0,1,0,magic,0 //PR_REDEMPTIO#Redemptio#
1014,0,6,4,6,3,14,1,0,yes,0,1,0,magic,0 //PR_REDEMPTIO#Redemptio#
1015,9,6,16,0,1,0,1,1,no,0,1025,0,weapon,0 //MO_KITRANSLATION#Ki Translation#
1016,0,6,1,0,2,1,1,1,no,0,1,0,weapon,5 //MO_BALKYOUNG#Ki Explosion#
1017,9,6,1,2,1,0,1,1,yes,0,1,0,magic,0 //SA_ELEMENTGROUND#Elemental Change Earth#

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@ -2062,7 +2062,7 @@ int clif_walkok(struct map_session_data *sd)
nullpo_retr(0, sd);
fd=sd->fd;
WFIFOHEAD(fd, packet_len_table[0x87]);
WFIFOHEAD(fd, packet_len_table[0x87]);
WFIFOW(fd,0)=0x87;
WFIFOL(fd,2)=gettick();
WFIFOPOS2(fd,6,sd->bl.x,sd->bl.y,sd->to_x,sd->to_y);
@ -7613,13 +7613,13 @@ int clif_guild_skillinfo(struct map_session_data *sd)
g=guild_search(sd->status.guild_id);
if(g==NULL)
return 0;
WFIFOHEAD(fd, MAX_GUILDSKILL * 37 + 6);
WFIFOHEAD(fd, MAX_GUILDSKILL * 37 + 6);
WFIFOW(fd,0)=0x0162;
WFIFOW(fd,4)=g->skill_point;
for(i=c=0;i<MAX_GUILDSKILL;i++){
if(g->skill[i].id>0 && guild_check_skill_require(g,g->skill[i].id)){
WFIFOW(fd,c*37+ 6) = id = g->skill[i].id;
WFIFOW(fd,c*37+ 8) = guild_skill_get_inf(id);
WFIFOW(fd,c*37+ 8) = skill_get_inf(id);
WFIFOW(fd,c*37+10) = 0;
WFIFOW(fd,c*37+12) = g->skill[i].lv;
WFIFOW(fd,c*37+14) = skill_get_sp(id,g->skill[i].lv);

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@ -63,20 +63,6 @@ int guild_gvg_eliminate_timer(int tid,unsigned int tick,int id,int data);
int guild_save_sub(int tid,unsigned int tick,int id,int data);
static int guild_send_xy_timer(int tid,unsigned int tick,int id,int data);
// ギルドスキルdbのアクセサ今は直打ちで代用
// Modified for new skills [Sara]
int guild_skill_get_inf(int id)
{
switch(id) {
case GD_BATTLEORDER:
case GD_REGENERATION:
case GD_RESTORE:
case GD_EMERGENCYCALL:
return 4;
}
return 0;
}
// Modified [Komurka]
int guild_skill_get_max (int id)
{

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@ -11,7 +11,6 @@ struct guild_member;
struct guild_position;
struct guild_castle;
int guild_skill_get_inf(int id);
int guild_skill_get_max(int id);
int guild_checkskill(struct guild *g,int id);

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@ -3382,9 +3382,9 @@ int pc_run(struct map_session_data *sd, int skilllv, int dir)
if(to_x == sd->bl.x && to_y == sd->bl.y){
if(sd->sc.data[SC_RUN].timer!=-1)
status_change_end(&sd->bl,SC_RUN,-1);
} else
pc_walktoxy(sd, to_x, to_y);
return 0;
}
pc_walktoxy(sd, to_x, to_y);
return 1;
}
/*==========================================

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@ -30,6 +30,9 @@
#include "date.h"
#define SKILLUNITTIMER_INVERVAL 100
//Guild Skills are shifted to these to make them stick into the skill array.
#define GD_SKILLRANGEMIN 900
#define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
#define swap(x,y) { int t; t = x; x = y; y = t; }
int skill_names_id[MAX_SKILL_DB];
@ -577,20 +580,21 @@ struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
// for values that don't require level just put a one (putting 0 will trigger return 0; instead
// for values that might need to use a different function just skill_chk would suffice.
#define skill_chk(i, l) \
if (i >= 10000 && i < 10015) {i -= 9500;} \
if (i < 1 || i > MAX_SKILL_DB) {return 0;} \
if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
#define skill_get(var, i, l) \
{ skill_chk(i, l); return var; }
// Skill DB
int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
int skill_get_inf( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].inf : guild_skill_get_inf(id); }
int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
int skill_get_max( int id ){ skill_chk (id, 1); return (id < 500 || id > 1000) ? skill_db[id].max : guild_skill_get_max(id); }
int skill_get_range( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? skill_db[id].range[lv-1] : 0; }
int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (id < 500 || id > 1000) ? (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE) : 0; }
int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
int skill_get_splash( int id , int lv ){ skill_chk (id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
@ -618,9 +622,13 @@ int skill_get_unit_range( int id ){ skill_get (skill_db[id].unit_range, id, 1);
int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
const char* skill_get_name( int id ){
if (id >= 10000 && id < 10015) id -= 9500;
if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL) return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
const char* skill_get_name( int id ){
if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
return "UNKNOWN_SKILL";
if (id >= GD_SKILLBASE)
id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
return skill_db[id].name;
}
@ -2561,13 +2569,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
break;
case TK_JUMPKICK:
if(sd) {
if (!pc_can_move(sd))
return 0;
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
pc_movepos(sd,bl->x,bl->y,0);
clif_slide(src,bl->x,bl->y);
if (sd && !pc_can_move(sd)) {
map_freeblock_unlock();
return 1;
}
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (sd) pc_movepos(sd,bl->x,bl->y,0);
else map_moveblock(src, bl->y, bl->y, tick);
clif_slide(src,bl->x,bl->y);
break;
case ASC_BREAKER: /* ƒ\ƒEƒƒuƒŒ?ƒJ? */ // [DracoRPG]
// Separate weapon and magic attacks
@ -4552,8 +4561,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
int x,y, dir = status_get_dir(src);
if (md && !mob_can_move(md))
return 0;
if (md && !mob_can_move(md)) {
map_freeblock_unlock();
return 1;
}
x = src->x + dirx[dir]*skilllv*2;
y = src->y + diry[dir]*skilllv*2;
@ -11006,9 +11017,13 @@ int skill_readdb(void)
continue;
i=atoi(split[0]);
if (i>=10000 && i<10015) // for guild skills [Celest]
i -= 9500;
else if(i<=0 || i>MAX_SKILL_DB)
if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
continue;
}
if (i >= GD_SKILLBASE)
i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
if(i<=0 || i>MAX_SKILL_DB)
continue;
skill_split_atoi(split[1],skill_db[i].range);