- Cleaned up pc_calc_weapontype

- made on-touch areas work with walking npcs. Note that the implementation is performance may not be optimal, but I am not sure if it can be done in any better way.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11713 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2007-11-11 10:12:58 +00:00
parent a5a301f9fa
commit a65db8120c
4 changed files with 41 additions and 24 deletions

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@ -4,6 +4,8 @@ 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.
2007/11/12
* Made on-touch areas work with walking npcs (is somewhat process
intensive, but people do not really care about that, do they?) [Skotlex]
* Fixed a bug in r11384 letting you bypass requirements for some skills
2007/11/09
* Expanded weapon_type enum with dual-wield constants (bugreport:384)

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@ -465,7 +465,9 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
if (sc->data[SC_MAGICROD].timer != -1)
status_change_end(bl, SC_MAGICROD, -1);
}
}
} else
if (bl->type == BL_NPC) npc_unsetcells((BL_NPC*)bl);
if (moveblock) map_delblock_sub(bl,0);
#ifdef CELL_NOSTACK
else map_delblcell(bl);
@ -488,7 +490,8 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
skill_unit_move_unit_group((struct skill_unit_group *)sc->data[SC_WARM].val4, bl->m, x1-x0, y1-y0);
}
}
}
} else
if (bl->type == BL_NPC) npc_setcells((BL_NPC*)bl);
return 0;
}

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@ -1977,7 +1977,7 @@ void npc_unsetcells(struct npc_data* nd)
if (m < 0 || xs < 1 || ys < 1)
return;
//Locate max range on which we can localte npce cells
//Locate max range on which we can locate npc cells
for(x0 = x-xs/2; x0 > 0 && map_getcell(m, x0, y, CELL_CHKNPC); x0--);
for(x1 = x+xs/2-1; x1 < map[m].xs && map_getcell(m, x1, y, CELL_CHKNPC); x1++);
for(y0 = y-ys/2; y0 > 0 && map_getcell(m, x, y0, CELL_CHKNPC); y0--);
@ -1999,11 +1999,9 @@ void npc_movenpc(struct npc_data* nd, int x, int y)
x = cap_value(x, 0, map[m].xs-1);
y = cap_value(y, 0, map[m].ys-1);
npc_unsetcells(nd);
map_foreachinrange(clif_outsight, &nd->bl, AREA_SIZE, BL_PC, &nd->bl);
map_moveblock(&nd->bl, x, y, gettick());
map_foreachinrange(clif_insight, &nd->bl, AREA_SIZE, BL_PC, &nd->bl);
npc_setcells(nd);
}
int npc_changename(const char* name, const char* newname, short look)

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@ -440,29 +440,43 @@ int pc_calcweapontype(struct map_session_data *sd)
nullpo_retr(0, sd);
// single-hand
if(sd->weapontype1 != W_FIST && sd->weapontype2 == W_FIST)
if(sd->weapontype2 == W_FIST) {
sd->status.weapon = sd->weapontype1;
else if(sd->weapontype1 == W_FIST && sd->weapontype2 != W_FIST)
return 1;
}
if(sd->weapontype1 == W_FIST) {
sd->status.weapon = sd->weapontype2;
// dual-wield, matching types
else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_DAGGER)
sd->status.weapon = W_DOUBLE_DD;
else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HSWORD)
sd->status.weapon = W_DOUBLE_SS;
else if(sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HAXE)
sd->status.weapon = W_DOUBLE_AA;
// dual-wield, mixed types
else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HSWORD || sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_DAGGER)
sd->status.weapon = W_DOUBLE_DS;
else if(sd->weapontype1 == W_DAGGER && sd->weapontype2 == W_1HAXE || sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_DAGGER)
sd->status.weapon = W_DOUBLE_DA;
else if(sd->weapontype1 == W_1HSWORD && sd->weapontype2 == W_1HAXE || sd->weapontype1 == W_1HAXE && sd->weapontype2 == W_1HSWORD)
sd->status.weapon = W_DOUBLE_SA;
// unknown, default to left hand type
else
return 1;
}
// dual-wield
sd->status.weapon = 0;
switch (sd->weapontype1){
case W_DAGGER:
switch (sd->weapontype2) {
case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break;
case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break;
case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break;
}
break;
case W_1HSWORD:
switch (sd->weapontype2) {
case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break;
case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break;
case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break;
}
break;
case W_1HAXE:
switch (sd->weapontype2) {
case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break;
case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break;
case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break;
}
}
// unknown, default to right hand type
if (!sd->status.weapon)
sd->status.weapon = sd->weapontype1;
return 0;
return 2;
}
int pc_setequipindex(struct map_session_data *sd)