Corrected skills that give bonuses while sitting (#3876)

* Fixes #3611.
* Corrected Gangster's Paradise not releasing the monster invulnerability state when standing up around multiple Rogue's that know Gangster's Paradise.
* Same fix goes for Taekwon's Peaceful Break and Happy Break.
* Cleaned up some various parts of these functions as well.
Thanks to @Indigo000!
This commit is contained in:
Aleos 2019-01-23 12:42:23 -05:00 committed by GitHub
parent 6e34f35ff4
commit b1865b31fe
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 66 additions and 46 deletions

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@ -11188,7 +11188,7 @@ void clif_parse_ActionRequest_sub(struct map_session_data *sd, int action_type,
sd->idletime = last_tick;
pc_setsit(sd);
skill_sit(sd, 1);
skill_sit(sd, true);
clif_sitting(&sd->bl);
break;
case 0x03: // standup
@ -11204,7 +11204,7 @@ void clif_parse_ActionRequest_sub(struct map_session_data *sd, int action_type,
if (pc_setstand(sd, false)) {
if (battle_config.idletime_option&IDLE_SIT)
sd->idletime = last_tick;
skill_sit(sd, 0);
skill_sit(sd, false);
clif_standing(&sd->bl);
}
break;

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@ -4270,7 +4270,7 @@ static TIMER_FUNC(skill_timerskill){
struct map_session_data *tsd = NULL;
if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
pc_setsit(tsd);
skill_sit(tsd, 1);
skill_sit(tsd, true);
clif_sitting(&tsd->bl);
}
}
@ -17033,41 +17033,47 @@ int skill_autospell(struct map_session_data *sd, uint16 skill_id)
return 0;
}
/*==========================================
* Sitting skills functions.
*------------------------------------------*/
/**
* Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
* @param bl: Player object
* @param ap: va_arg list
* @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
*/
static int skill_sit_count(struct block_list *bl, va_list ap)
{
struct map_session_data *sd;
int type =va_arg(ap,int);
sd=(struct map_session_data*)bl;
struct map_session_data *sd = (struct map_session_data*)bl;
int flag = va_arg(ap, int);
if(!pc_issit(sd))
if (!pc_issit(sd))
return 0;
if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
return 1;
if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
return 1;
return 0;
}
static int skill_sit_in (struct block_list *bl, va_list ap)
/**
* Triggered when a player sits down to activate bonus states.
* @param bl: Player object
* @param ap: va_arg list
* @return 0
*/
static int skill_sit_in(struct block_list *bl, va_list ap)
{
struct map_session_data *sd;
int type = va_arg(ap,int);
struct map_session_data *sd = (struct map_session_data*)bl;
int flag = va_arg(ap, int);
sd = (struct map_session_data*)bl;
if(!pc_issit(sd))
if (!pc_issit(sd))
return 0;
if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
sd->state.gangsterparadise = 1;
if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
sd->state.rest = 1;
status_calc_regen(bl, &sd->battle_status, &sd->regen);
status_calc_regen_rate(bl, &sd->regen, &sd->sc);
@ -17076,34 +17082,48 @@ static int skill_sit_in (struct block_list *bl, va_list ap)
return 0;
}
static int skill_sit_out (struct block_list *bl, va_list ap)
/**
* Triggered when a player stands up to deactivate bonus states.
* @param bl: Player object
* @param ap: va_arg list
* @return 0
*/
static int skill_sit_out(struct block_list *bl, va_list ap)
{
struct map_session_data *sd;
int type = va_arg(ap,int);
struct map_session_data *sd = (struct map_session_data*)bl;
int flag = va_arg(ap, int), range = va_arg(ap, int);
sd = (struct map_session_data*)bl;
if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
return 0;
if(sd->state.gangsterparadise && type&1)
if (flag&1 && sd->state.gangsterparadise)
sd->state.gangsterparadise = 0;
if(sd->state.rest && type&2) {
if (flag&2 && sd->state.rest) {
sd->state.rest = 0;
status_calc_regen(bl, &sd->battle_status, &sd->regen);
status_calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
}
int skill_sit (struct map_session_data *sd, int type)
/**
* Toggle Sit icon and player bonuses when sitting/standing.
* @param sd: Player data
* @param sitting: True when sitting or false when standing
* @return 0
*/
int skill_sit(struct map_session_data *sd, bool sitting)
{
int flag = 0;
int range = 0, lv;
int flag = 0, range = 0, lv;
nullpo_ret(sd);
if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
flag |= 1;
range = skill_get_splash(RG_GANGSTER, lv);
}
if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
flag |= 2;
range = skill_get_splash(TK_HPTIME, lv);
} else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
@ -17111,20 +17131,20 @@ int skill_sit (struct map_session_data *sd, int type)
range = skill_get_splash(TK_SPTIME, lv);
}
if (type)
if (sitting)
clif_status_load(&sd->bl, EFST_SIT, 1);
else
clif_status_load(&sd->bl, EFST_SIT, 0);
if (!flag) return 0;
if (!flag) // No need to count area if no skills are learned.
return 0;
if (sitting) {
if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
} else
map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
if(type) {
if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
map_foreachinallrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
} else {
if (map_foreachinallrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
map_foreachinallrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
}
return 0;
}

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@ -493,7 +493,7 @@ int skill_unit_move(struct block_list *bl,t_tick tick,int flag);
void skill_unit_move_unit_group( struct skill_unit_group *group, int16 m,int16 dx,int16 dy);
void skill_unit_move_unit(struct block_list *bl, int dx, int dy);
int skill_sit (struct map_session_data *sd, int type);
int skill_sit(struct map_session_data *sd, bool sitting);
void skill_repairweapon(struct map_session_data *sd, int idx);
void skill_identify(struct map_session_data *sd,int idx);
void skill_weaponrefine(struct map_session_data *sd,int idx); // [Celest]

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@ -9910,7 +9910,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
case SC_TENSIONRELAX:
if (sd) {
pc_setsit(sd);
skill_sit(sd, 1);
skill_sit(sd, true);
clif_sitting(&sd->bl);
}
val2 = 12; // SP cost
@ -10655,7 +10655,7 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty
case SC_BANANA_BOMB_SITDOWN:
if( sd && !pc_issit(sd) ) {
pc_setsit(sd);
skill_sit(sd, 1);
skill_sit(sd, true);
clif_sitting(bl);
}
break;
@ -12507,7 +12507,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
case SC_SITDOWN_FORCE:
case SC_BANANA_BOMB_SITDOWN:
if( sd && pc_issit(sd) && pc_setstand(sd, false) )
skill_sit(sd,0);
skill_sit(sd, false);
break;
case SC_KYOUGAKU:
clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
@ -13582,7 +13582,7 @@ TIMER_FUNC(status_change_timer){
status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
pc_setsit(sd);
skill_sit(sd, 1);
skill_sit(sd, true);
clif_sitting(bl);
}
sc_timer_next(10000 + tick);

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@ -2977,7 +2977,7 @@ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file,
duel_leave(sd->duel_group, sd);
if(pc_issit(sd) && pc_setstand(sd, false))
skill_sit(sd,0);
skill_sit(sd, false);
party_send_dot_remove(sd);// minimap dot fix [Kevin]
guild_send_dot_remove(sd);