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; sd->idletime = last_tick;
pc_setsit(sd); pc_setsit(sd);
skill_sit(sd, 1); skill_sit(sd, true);
clif_sitting(&sd->bl); clif_sitting(&sd->bl);
break; break;
case 0x03: // standup 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 (pc_setstand(sd, false)) {
if (battle_config.idletime_option&IDLE_SIT) if (battle_config.idletime_option&IDLE_SIT)
sd->idletime = last_tick; sd->idletime = last_tick;
skill_sit(sd, 0); skill_sit(sd, false);
clif_standing(&sd->bl); clif_standing(&sd->bl);
} }
break; break;

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@ -4270,7 +4270,7 @@ static TIMER_FUNC(skill_timerskill){
struct map_session_data *tsd = NULL; struct map_session_data *tsd = NULL;
if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) { if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
pc_setsit(tsd); pc_setsit(tsd);
skill_sit(tsd, 1); skill_sit(tsd, true);
clif_sitting(&tsd->bl); clif_sitting(&tsd->bl);
} }
} }
@ -17033,41 +17033,47 @@ int skill_autospell(struct map_session_data *sd, uint16 skill_id)
return 0; 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) static int skill_sit_count(struct block_list *bl, va_list ap)
{ {
struct map_session_data *sd; struct map_session_data *sd = (struct map_session_data*)bl;
int type =va_arg(ap,int); int flag = va_arg(ap, int);
sd=(struct map_session_data*)bl;
if(!pc_issit(sd)) if (!pc_issit(sd))
return 0; return 0;
if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
return 1; 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 1;
return 0; 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; struct map_session_data *sd = (struct map_session_data*)bl;
int type = va_arg(ap,int); int flag = va_arg(ap, int);
sd = (struct map_session_data*)bl; if (!pc_issit(sd))
if(!pc_issit(sd))
return 0; return 0;
if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0) if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
sd->state.gangsterparadise = 1; 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; sd->state.rest = 1;
status_calc_regen(bl, &sd->battle_status, &sd->regen); status_calc_regen(bl, &sd->battle_status, &sd->regen);
status_calc_regen_rate(bl, &sd->regen, &sd->sc); 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; 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; struct map_session_data *sd = (struct map_session_data*)bl;
int type = va_arg(ap,int); 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; sd->state.gangsterparadise = 0;
if(sd->state.rest && type&2) { if (flag&2 && sd->state.rest) {
sd->state.rest = 0; sd->state.rest = 0;
status_calc_regen(bl, &sd->battle_status, &sd->regen); status_calc_regen(bl, &sd->battle_status, &sd->regen);
status_calc_regen_rate(bl, &sd->regen, &sd->sc); status_calc_regen_rate(bl, &sd->regen, &sd->sc);
} }
return 0; 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 flag = 0, range = 0, lv;
int range = 0, lv;
nullpo_ret(sd); nullpo_ret(sd);
if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) { if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
flag |= 1; flag |= 1;
range = skill_get_splash(RG_GANGSTER, lv); 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; flag |= 2;
range = skill_get_splash(TK_HPTIME, lv); range = skill_get_splash(TK_HPTIME, lv);
} else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) { } 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); range = skill_get_splash(TK_SPTIME, lv);
} }
if (type) if (sitting)
clif_status_load(&sd->bl, EFST_SIT, 1); clif_status_load(&sd->bl, EFST_SIT, 1);
else else
clif_status_load(&sd->bl, EFST_SIT, 0); 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; 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_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); 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_repairweapon(struct map_session_data *sd, int idx);
void skill_identify(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] 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: case SC_TENSIONRELAX:
if (sd) { if (sd) {
pc_setsit(sd); pc_setsit(sd);
skill_sit(sd, 1); skill_sit(sd, true);
clif_sitting(&sd->bl); clif_sitting(&sd->bl);
} }
val2 = 12; // SP cost 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: case SC_BANANA_BOMB_SITDOWN:
if( sd && !pc_issit(sd) ) { if( sd && !pc_issit(sd) ) {
pc_setsit(sd); pc_setsit(sd);
skill_sit(sd, 1); skill_sit(sd, true);
clif_sitting(bl); clif_sitting(bl);
} }
break; 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_SITDOWN_FORCE:
case SC_BANANA_BOMB_SITDOWN: case SC_BANANA_BOMB_SITDOWN:
if( sd && pc_issit(sd) && pc_setstand(sd, false) ) if( sd && pc_issit(sd) && pc_setstand(sd, false) )
skill_sit(sd,0); skill_sit(sd, false);
break; break;
case SC_KYOUGAKU: case SC_KYOUGAKU:
clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash 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. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
pc_setsit(sd); pc_setsit(sd);
skill_sit(sd, 1); skill_sit(sd, true);
clif_sitting(bl); clif_sitting(bl);
} }
sc_timer_next(10000 + tick); 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); duel_leave(sd->duel_group, sd);
if(pc_issit(sd) && pc_setstand(sd, false)) 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] party_send_dot_remove(sd);// minimap dot fix [Kevin]
guild_send_dot_remove(sd); guild_send_dot_remove(sd);