- Applied use of structure regen_data for a unified regen module. Natural and skill-heal is handled by this structure, while sitting-skill-heal is still player dependant (mostly because the other object types can't sit)

- Added SCB_REGEN constant to identify status changes which alter regeneration
- Modified SC_REGENERATION so that if val4 is set, the status actually blocks regen rather than increase it, this is what now Frenzy uses instead of "canregen_tick"
- Cleaned up the status calc code for homun by moving it from status_calc_bl_sub_homun to status_calc_homun (where it should had always been)
- Moved the Fleet watk code to status_calc_watk where it belongs.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8334 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-08-18 01:57:08 +00:00
parent 7118a90428
commit d91a956aee
10 changed files with 513 additions and 627 deletions

View File

@ -4,6 +4,13 @@ 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.
2006/08/17
* Applied use of structure regen_data for a unified regen module. Natural
and skill-heal is handled by this structure, while sitting-skill-heal is
still player dependant (mostly because the other object types can't sit)
[Skotlex]
* Cleaned up the status calc code for homun by moving it from
status_calc_bl_sub_homun to status_calc_homun (where it should had always
been) [Skotlex]
* Updated SQL files [Playtester]
* Corrected map_random_dir algorithm [Toms]
* Fixed homunc natural heal and little code cleanup [Toms]

View File

@ -467,28 +467,25 @@ struct view_data {
struct regen_data {
int flag; //Marks what stuff you may heal or not.
unsigned int
hp_tick, //tick accumulation before healing.
sp_tick,
shp_tick,
ssp_tick;
unsigned short flag; //Marks what stuff you may heal or not.
unsigned short
hp, //natural heal
sp,
s_hp, //natural heal from skills
s_sp;
hp,sp,shp,ssp;
unsigned char //Skill related regen rates.
hpfactor,
spfactor,
shpfactor,
sspfactor;
//tick accumulation before healing.
struct {
unsigned int hp,sp,shp,ssp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char
hp,sp,shp,ssp;
} rate;
struct {
unsigned walk_regen :1; //Can you regen even when walking?
unsigned overweight :1; //Block regen due to overweight.
unsigned walk:1; //Can you regen even when walking?
unsigned gc:1; //Tags when you should have double regen due to GVG castle
unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
} state;
};
@ -524,6 +521,7 @@ struct map_session_data {
struct status_data base_status, battle_status;
struct weapon_atk base_lhw, battle_lhw; //Left-hand weapon atk data.
struct status_change sc;
struct regen_data regen;
//NOTE: When deciding to add a flag to state or special_state, take into consideration that state is preserved in
//status_calc_pc, while special_state is recalculated in each call. [Skotlex]
struct {
@ -627,11 +625,9 @@ struct map_session_data {
int invincible_timer;
unsigned int canlog_tick;
unsigned int canregen_tick;
unsigned int canuseitem_tick; // [Skotlex]
unsigned int cantalk_tick;
int hp_sub,sp_sub;
int inchealhptick,inchealsptick,inchealspirithptick,inchealspiritsptick;
int inchealspirithptick,inchealspiritsptick;
short weapontype1,weapontype2;
short disguise; // [Valaris]
@ -720,7 +716,6 @@ struct map_session_data {
unsigned short unbreakable; // chance to prevent ANY equipment breaking [celest]
unsigned short unbreakable_equip; //100% break resistance on certain equipment
unsigned short unstripable_equip;
short no_regen;
short add_def_count,add_mdef_count;
short add_dmg_count,add_mdmg_count;
@ -966,17 +961,12 @@ struct homun_data {
struct view_data *vd;
struct status_data base_status, battle_status;
struct status_change sc;
struct regen_data regen;
struct homunculus_db *homunculusDB; //[orn]
struct map_session_data *master; //pointer back to its master
int hungry_timer; //[orn]
int target_id,attacked_id;
int natural_heal_timer; //[orn]
unsigned short regenhp,regensp;
unsigned long exp_next;
char blockskill[MAX_SKILL]; // [orn]
};

View File

@ -122,7 +122,6 @@ int merc_hom_dead(struct homun_data *hd, struct block_list *src)
//Delete timers when dead.
merc_hom_hungry_timer_delete(hd);
merc_natural_heal_timer_delete(hd);
sd->homunculus.hp = 0 ;
clif_hominfo(sd,hd,0); // Send dead flag
@ -151,9 +150,9 @@ int merc_hom_vaporize(struct map_session_data *sd, int flag)
if (flag && hd->battle_status.hp < (hd->battle_status.max_hp*80/100))
return 0;
hd->regen.state.block = 3; //Block regen while vaporized.
//Delete timers when vaporized.
merc_hom_hungry_timer_delete(hd);
merc_natural_heal_timer_delete(hd);
sd->homunculus.vaporize = 1;
clif_hominfo(sd, sd->hd, 0);
merc_save(hd);
@ -245,7 +244,7 @@ void merc_hom_skillup(struct homun_data *hd,int skillnum)
{
hd->master->homunculus.hskill[i].lv++ ;
hd->master->homunculus.skillpts-- ;
status_calc_homunculus(hd,1) ;
status_calc_homunculus(hd,0) ;
clif_homskillup(hd->master, skillnum) ;
clif_hominfo(hd->master,hd,0) ;
clif_homskillinfoblock(hd->master) ;
@ -317,17 +316,6 @@ int merc_hom_levelup(struct homun_data *hd)
clif_disp_onlyself(hd->master,output,strlen(output));
}
hd->base_status.str = (int) (hd->master->homunculus.str / 10) ;
hd->base_status.agi = (int) (hd->master->homunculus.agi / 10) ;
hd->base_status.vit = (int) (hd->master->homunculus.vit / 10) ;
hd->base_status.dex = (int) (hd->master->homunculus.dex / 10) ;
hd->base_status.int_ = (int) (hd->master->homunculus.int_ / 10) ;
hd->base_status.luk = (int) (hd->master->homunculus.luk / 10) ;
memcpy(&hd->battle_status, &hd->base_status, sizeof(struct status_data)) ;
status_calc_homunculus(hd,1) ;
status_percent_heal(&hd->bl, 100, 100);
// merc_save(hd) ; //not necessary
return 1 ;
@ -383,13 +371,12 @@ int merc_hom_gainexp(struct homun_data *hd,int exp)
}
while(hd->master->homunculus.exp > hd->exp_next && hd->exp_next != 0 );
if( hd->exp_next == 0 ) {
if( hd->exp_next == 0 )
hd->master->homunculus.exp = 0 ;
}
status_calc_homunculus(hd,1);
clif_misceffect2(&hd->bl,568);
status_calc_homunculus(hd,1);
status_calc_homunculus(hd,0);
status_percent_heal(&hd->bl, 100, 100);
return 0;
}
@ -419,41 +406,6 @@ void merc_hom_heal(struct homun_data *hd,int hp,int sp)
clif_hominfo(hd->master,hd,0);
}
/*==========================================
* Homunculus natural heal hp/sp
*------------------------------------------
*/
int merc_natural_heal(int tid,unsigned int tick,int id,int data)
{
struct map_session_data *sd;
struct homun_data * hd;
sd=map_id2sd(id);
if(!sd)
return 1;
if(!sd->status.hom_id || !(hd = sd->hd))
return 1;
if(hd->natural_heal_timer != tid){
if(battle_config.error_log)
ShowError("merc_natural_heal %d != %d\n",hd->natural_heal_timer,tid);
return 1;
}
hd->natural_heal_timer = -1;
// Can't heal if homunc is vaporized, dead or under poison/bleeding effect
if (sd->homunculus.vaporize || status_isdead(&hd->bl) || ( hd->sc.count && ( hd->sc.data[SC_POISON].timer != -1 || hd->sc.data[SC_BLEEDING].timer != -1 ) ) )
return 1;
status_heal(&hd->bl, hd->regenhp, hd->regensp, 1);
sd->hd->natural_heal_timer = add_timer(tick+battle_config.natural_healhp_interval, merc_natural_heal,sd->bl.id,0);
return 0;
}
void merc_save(struct homun_data *hd)
{
// copy data that must be saved in homunculus struct ( hp / sp )
@ -643,17 +595,6 @@ int merc_hom_hungry_timer_delete(struct homun_data *hd)
return 1;
}
int merc_natural_heal_timer_delete(struct homun_data *hd)
{
nullpo_retr(0, hd);
if(hd->natural_heal_timer != -1) {
delete_timer(hd->natural_heal_timer,merc_natural_heal);
hd->natural_heal_timer = -1;
}
return 1;
}
int search_homunculusDB_index(int key,int type)
{
int i;
@ -706,19 +647,6 @@ int merc_hom_create(struct map_session_data *sd)
hd->bl.next=NULL;
hd->exp_next=hexptbl[hd->master->homunculus.level - 1];
hd->base_status.hp = hd->master->homunculus.hp ;
hd->base_status.max_hp = hd->master->homunculus.max_hp ;
hd->base_status.sp = hd->master->homunculus.sp ;
hd->base_status.max_sp = hd->master->homunculus.max_sp ;
hd->base_status.str = (int) (hd->master->homunculus.str / 10) ;
hd->base_status.agi = (int) (hd->master->homunculus.agi / 10) ;
hd->base_status.vit = (int) (hd->master->homunculus.vit / 10) ;
hd->base_status.int_ = (int) (hd->master->homunculus.int_ / 10) ;
hd->base_status.dex = (int) (hd->master->homunculus.dex / 10) ;
hd->base_status.luk = (int) (hd->master->homunculus.luk / 10) ;
memcpy(&hd->battle_status, &hd->base_status, sizeof(struct status_data)) ;
status_set_viewdata(&hd->bl, hd->master->homunculus.class_);
status_change_init(&hd->bl);
unit_dataset(&hd->bl);
@ -728,7 +656,7 @@ int merc_hom_create(struct map_session_data *sd)
status_calc_homunculus(hd,1);
// Timers
hd->hungry_timer = hd->natural_heal_timer = -1;
hd->hungry_timer = -1;
merc_hom_init_timers(hd);
return 0;
}
@ -737,10 +665,7 @@ void merc_hom_init_timers(struct homun_data * hd)
{
if (hd->hungry_timer == -1)
hd->hungry_timer = add_timer(gettick()+hd->homunculusDB->hungryDelay,merc_hom_hungry,hd->master->bl.id,0);
if (hd->natural_heal_timer == -1)
{
hd->natural_heal_timer = add_timer(gettick()+battle_config.natural_healhp_interval, merc_natural_heal,hd->master->bl.id,0);
}
hd->regen.state.block = 0; //Restore HP/SP block.
}
int merc_call_homunculus(struct map_session_data *sd, short x, short y)
@ -1040,7 +965,6 @@ int do_init_merc (void)
memset(homunculus_db,0,sizeof(homunculus_db)); //[orn]
read_homunculusdb(); //[orn]
// Add homunc timer function to timer func list [Toms]
add_timer_func_list(merc_natural_heal, "merc_natural_heal");
add_timer_func_list(merc_hom_hungry, "merc_hom_hungry");
return 0;
}

View File

@ -72,9 +72,6 @@ int search_homunculusDB_index(int key,int type);
int merc_menu(struct map_session_data *sd,int menunum);
int merc_hom_food(struct map_session_data *sd, struct homun_data *hd);
int merc_hom_hungry_timer_delete(struct homun_data *hd);
int merc_natural_heal_timer_delete(struct homun_data *hd);
#define merc_checkoverhp(hd) (hd->battle_status.hp == hd->battle_status.max_hp)
#define merc_checkoversp(hd) (hd->battle_status.sp == hd->battle_status.max_sp)
#define merc_stop_walking(hd, type) { if((hd)->ud.walktimer != -1) unit_stop_walking(&(hd)->bl, type); }
#define merc_stop_attack(hd) { if((hd)->ud.attacktimer != -1) unit_stop_attack(&(hd)->bl); hd->ud.target = 0; }
int read_homunculusdb(void);

View File

@ -603,7 +603,6 @@ int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_t
sd->skillitemlv = -1;
sd->invincible_timer = -1;
sd->canregen_tick = tick;
sd->canuseitem_tick = tick;
sd->cantalk_tick = tick;
@ -1089,6 +1088,8 @@ int pc_checkweighticon(struct map_session_data *sd)
if(sd->sc.data[SC_WEIGHT90].timer!=-1)
status_change_end(&sd->bl,SC_WEIGHT90,-1);
}
if (flag != sd->regen.state.overweight)
sd->regen.state.overweight = flag;
return 0;
}
@ -1740,7 +1741,7 @@ int pc_bonus(struct map_session_data *sd,int type,int val)
break;
case SP_NO_REGEN:
if(sd->state.lr_flag != 2)
sd->no_regen = val;
sd->regen.state.block|=val;
break;
case SP_UNSTRIPABLE_WEAPON:
if(sd->state.lr_flag != 2)
@ -3272,6 +3273,8 @@ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,in
party_send_dot_remove(sd); //minimap dot fix [Kevin]
guild_send_dot_remove(sd);
skill_clear_group(&sd->bl, 1|(battle_config.traps_setting&2));
if (sd->regen.state.gc)
sd->regen.state.gc = 0;
if (sd->sc.count)
{ //Cancel some map related stuff.
if (sd->sc.data[SC_WARM].timer != -1)
@ -3351,6 +3354,13 @@ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,in
sd->bl.x = sd->ud.to_x = x;
sd->bl.y = sd->ud.to_y = y;
if (sd->status.guild_id > 0 && map[m].flag.gvg_castle)
{ // Increased guild castle regen [Valaris]
struct guild_castle *gc = guild_mapindex2gc(sd->mapindex);
if(gc && gc->guild_id == sd->status.guild_id)
sd->regen.state.gc = 1;
}
if(sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0) {
sd->pd->bl.m = m;
sd->pd->bl.x = sd->pd->ud.to_x = x;
@ -4796,7 +4806,9 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
}
pc_setdead(sd);
sd->canregen_tick = tick;
//Reset ticks.
sd->inchealspirithptick = sd->inchealspiritsptick =
sd->hp_loss_tick = sd->sp_loss_tick = 0;
pc_setglobalreg(sd,"PC_DIE_COUNTER",++sd->die_counter);
@ -6742,280 +6754,60 @@ struct map_session_data *pc_get_child (struct map_session_data *sd)
return NULL;
}
//
// 自然回復物
//
/*==========================================
* SP回復量計算
*------------------------------------------
*/
static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
static int pc_spheal(struct map_session_data *sd)
int pc_spirit_heal_hp(struct map_session_data *sd, unsigned int diff_tick)
{
int a = natural_heal_diff_tick;
if(pc_issit(sd))
a += a;
if (sd->sc.count) {
if (sd->sc.data[SC_MAGNIFICAT].timer!=-1) // マグニフィカ?ト
a += a;
if (sd->sc.data[SC_REGENERATION].timer != -1)
a *= sd->sc.data[SC_REGENERATION].val3;
}
// Re-added back to status_calc
//if((skill = pc_checkskill(sd,HP_MEDITATIO)) > 0) //Increase natural SP regen with Meditatio [DracoRPG]
//a += a*skill*3/100;
if (sd->status.guild_id > 0) {
struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
if(gc) {
struct guild *g = guild_search(sd->status.guild_id);
if(g && g->guild_id == gc->guild_id)
a += a;
} // end addition [Valaris]
}
if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
a += a;
return a;
}
/*==========================================
* HP回復量計算
*------------------------------------------
*/
static int pc_hpheal(struct map_session_data *sd)
{
int a = natural_heal_diff_tick;
if(pc_issit(sd))
a += a;
if (sd->sc.count) {
if (sd->sc.data[SC_MAGNIFICAT].timer != -1) // Modified by RoVeRT
a += a;
if (sd->sc.data[SC_REGENERATION].timer != -1)
a *= sd->sc.data[SC_REGENERATION].val2;
}
if (sd->status.guild_id > 0) {
struct guild_castle *gc = guild_mapindex2gc(sd->mapindex); // Increased guild castle regen [Valaris]
if(gc) {
struct guild *g = guild_search(sd->status.guild_id);
if(g && g->guild_id == gc->guild_id)
a += a;
} // end addition [Valaris]
}
if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKREGEN))
a += a;
return a;
}
static void pc_natural_heal_hp(struct map_session_data *sd)
{
unsigned int hp;
int inc_num,bonus,hp_flag;
if (sd->no_regen & 1)
return;
if(pc_checkoverhp(sd)) {
sd->hp_sub = sd->inchealhptick = 0;
return;
}
hp_flag = (pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 && sd->ud.walktimer != -1);
if(sd->ud.walktimer == -1) {
inc_num = pc_hpheal(sd);
if(sd->sc.data[SC_TENSIONRELAX].timer!=-1 ){
sd->hp_sub += 2*inc_num;
sd->inchealhptick += 3*natural_heal_diff_tick;
} else {
sd->hp_sub += inc_num;
sd->inchealhptick += natural_heal_diff_tick;
}
}
else if(hp_flag) {
inc_num = pc_hpheal(sd);
sd->hp_sub += inc_num;
sd->inchealhptick = 0;
}
else {
sd->hp_sub = sd->inchealhptick = 0;
return;
}
if(sd->hp_sub >= battle_config.natural_healhp_interval) {
hp = 0;
bonus = sd->nhealhp;
if(hp_flag) {
bonus >>= 2;
if(bonus <= 0) bonus = 1;
}
do {
sd->hp_sub -= battle_config.natural_healhp_interval;
hp+= bonus;
} while(sd->hp_sub >= battle_config.natural_healhp_interval);
if ((unsigned int)status_heal(&sd->bl, hp, 0, 1) < hp)
{ //At full.
sd->inchealhptick = 0;
return;
}
}
if(sd->nshealhp <= 0)
{
sd->inchealhptick = 0;
return;
}
while(sd->inchealhptick >= battle_config.natural_heal_skill_interval)
{
sd->inchealhptick -= battle_config.natural_heal_skill_interval;
if(status_heal(&sd->bl, sd->nshealhp, 0, 3) < sd->nshealhp)
{
sd->hp_sub = sd->inchealhptick = 0;
break;
}
}
return;
}
static void pc_natural_heal_sp(struct map_session_data *sd)
{
int sp;
int inc_num,bonus;
if (sd->no_regen & 2)
return;
if(pc_checkoversp(sd)) {
sd->sp_sub = sd->inchealsptick = 0;
return;
}
inc_num = pc_spheal(sd);
if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer == -1 || (sd->sc.data[SC_SPIRIT].timer!=-1 && sd->sc.data[SC_SPIRIT].val2 == SL_MONK))
sd->sp_sub += inc_num;
if(sd->ud.walktimer == -1)
sd->inchealsptick += natural_heal_diff_tick;
else
sd->inchealsptick = 0;
if(sd->sp_sub >= battle_config.natural_healsp_interval){
bonus = sd->nhealsp;
sp = 0;
do {
sd->sp_sub -= battle_config.natural_healsp_interval;
sp += bonus;
} while(sd->sp_sub >= battle_config.natural_healsp_interval);
if (status_heal(&sd->bl, 0, sp, 1) < sp) {
sd->inchealsptick = 0;
return;
}
}
if(sd->nshealsp <= 0) {
sd->inchealsptick = 0;
return;
}
if(sd->inchealsptick >= battle_config.natural_heal_skill_interval)
{
sp = 0;
if(sd->doridori_counter) {
bonus = sd->nshealsp*2;
sd->doridori_counter = 0;
} else
bonus = sd->nshealsp;
do {
sd->inchealsptick -= battle_config.natural_heal_skill_interval;
if (status_heal(&sd->bl, 0, bonus, 3) < sp) {
sd->sp_sub = sd->inchealsptick = 0;
break;
}
} while(sd->inchealsptick >= battle_config.natural_heal_skill_interval);
}
return;
}
static void pc_spirit_heal_hp(struct map_session_data *sd)
{
int bonus_hp,interval = battle_config.natural_heal_skill_interval;
if(pc_checkoverhp(sd)) {
sd->inchealspirithptick = 0;
return;
}
sd->inchealspirithptick += natural_heal_diff_tick;
if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
interval += interval;
if(sd->inchealspirithptick < interval)
return;
int interval = battle_config.natural_heal_skill_interval;
if(!pc_issit(sd))
return 0;
if(sd->regen.state.overweight)
interval += interval;
sd->inchealspirithptick += diff_tick;
while(sd->inchealspirithptick >= interval)
{
sd->inchealspirithptick -= natural_heal_diff_tick;
return;
}
bonus_hp = sd->nsshealhp;
while(sd->inchealspirithptick >= interval) {
sd->inchealspirithptick -= interval;
if(status_heal(&sd->bl, bonus_hp, 0, 3) < bonus_hp) {
sd->inchealspirithptick = 0;
break;
}
}
return;
}
static void pc_spirit_heal_sp(struct map_session_data *sd)
if(status_heal(&sd->bl, sd->nsshealhp, 0, 3) < sd->nsshealhp)
{
int bonus_sp,interval = battle_config.natural_heal_skill_interval;
if(pc_checkoversp(sd)) {
sd->inchealspiritsptick = 0;
return;
sd->inchealspirithptick = 0;
return 1;
}
}
return 0;
}
sd->inchealspiritsptick += natural_heal_diff_tick;
if(sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate)
interval += interval;
if(sd->inchealspiritsptick < interval)
return;
int pc_spirit_heal_sp(struct map_session_data *sd, unsigned int diff_tick)
{
int interval = battle_config.natural_heal_skill_interval;
if(!pc_issit(sd))
return 0;
if(sd->regen.state.overweight)
interval += interval;
sd->inchealspiritsptick += diff_tick;
while(sd->inchealspiritsptick >= interval)
{
sd->inchealspiritsptick -= natural_heal_diff_tick;
return;
}
bonus_sp = sd->nsshealsp;
while(sd->inchealspiritsptick >= interval) {
sd->inchealspiritsptick -= interval;
if(status_heal(&sd->bl, 0, bonus_sp, 3) < bonus_sp)
if(status_heal(&sd->bl, 0, sd->nsshealsp, 3) < sd->nsshealsp)
{
sd->inchealspiritsptick = 0;
break;
return 1;
}
}
return 0;
}
return;
}
static void pc_bleeding (struct map_session_data *sd)
void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick)
{
int hp = 0, sp = 0;
if (sd->hp_loss_value > 0) {
sd->hp_loss_tick += natural_heal_diff_tick;
sd->hp_loss_tick += diff_tick;
if (sd->hp_loss_tick >= sd->hp_loss_rate) {
do {
hp += sd->hp_loss_value;
@ -7026,7 +6818,7 @@ static void pc_bleeding (struct map_session_data *sd)
}
if (sd->sp_loss_value > 0) {
sd->sp_loss_tick += natural_heal_diff_tick;
sd->sp_loss_tick += diff_tick;
if (sd->sp_loss_tick >= sd->sp_loss_rate) {
do {
sp += sd->sp_loss_value;
@ -7042,73 +6834,6 @@ static void pc_bleeding (struct map_session_data *sd)
return;
}
/*==========================================
* HP/SP
*------------------------------------------
*/
static int pc_natural_heal_sub(struct map_session_data *sd,va_list ap) {
int tick;
nullpo_retr(0, sd);
tick = va_arg(ap,int);
// -- moonsoul (if conditions below altered to disallow natural healing if under berserk status)
if (pc_isdead(sd) || pc_ishiding(sd) ||
//-- cannot regen for 5 minutes after using Berserk --- [Celest]
(sd->sc.count && (
(sd->sc.data[SC_POISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
(sd->sc.data[SC_DPOISON].timer != -1 && sd->sc.data[SC_SLOWPOISON].timer == -1) ||
sd->sc.data[SC_BERSERK].timer != -1 ||
sd->sc.data[SC_TRICKDEAD].timer != -1 ||
sd->sc.data[SC_BLEEDING].timer != -1
))
) { //Cannot heal neither natural or special.
sd->hp_sub = sd->inchealhptick = sd->inchealspirithptick = 0;
sd->sp_sub = sd->inchealsptick = sd->inchealspiritsptick = 0;
} else {
if (DIFF_TICK (tick, sd->canregen_tick)<0 ||
sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { //Cannot heal natural HP/SP
sd->hp_sub = sd->inchealhptick = 0;
sd->sp_sub = sd->inchealsptick = 0;
} else { //natural heal
pc_natural_heal_hp(sd);
if(sd->sc.count && (
sd->sc.data[SC_EXTREMITYFIST].timer != -1 ||
sd->sc.data[SC_DANCING].timer != -1
)) //No SP natural heal.
sd->sp_sub = sd->inchealsptick = 0;
else
pc_natural_heal_sp(sd);
sd->canregen_tick = tick;
}
//Sitting Healing
if (sd->nsshealhp)
pc_spirit_heal_hp(sd);
if (sd->nsshealsp)
pc_spirit_heal_sp(sd);
}
if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
pc_bleeding(sd);
else
sd->hp_loss_tick = sd->sp_loss_tick = 0;
return 0;
}
/*==========================================
* HP/SP自然回復 (interval timer??)
*------------------------------------------
*/
int pc_natural_heal(int tid,unsigned int tick,int id,int data)
{
natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
clif_foreachclient(pc_natural_heal_sub, tick);
natural_heal_prev_tick = tick;
return 0;
}
/*==========================================
* ƒZ?ƒ|ƒƒgÌÛ
*------------------------------------------
@ -7260,6 +6985,8 @@ void pc_setstand(struct map_session_data *sd){
if(sd->sc.count && sd->sc.data[SC_TENSIONRELAX].timer!=-1)
status_change_end(&sd->bl,SC_TENSIONRELAX,-1);
//Reset sitting tick.
sd->inchealspirithptick = sd->inchealspiritsptick = 0;
sd->state.dead_sit = sd->vd.dead_sit = 0;
}
@ -7582,15 +7309,12 @@ int do_init_pc(void) {
pc_readdb();
pc_read_motd(); // Read MOTD [Valaris]
add_timer_func_list(pc_natural_heal, "pc_natural_heal");
add_timer_func_list(pc_invincible_timer, "pc_invincible_timer");
add_timer_func_list(pc_eventtimer, "pc_eventtimer");
add_timer_func_list(pc_calc_pvprank_timer, "pc_calc_pvprank_timer");
add_timer_func_list(pc_autosave, "pc_autosave");
add_timer_func_list(pc_spiritball_timer, "pc_spiritball_timer");
add_timer_func_list(pc_follow_timer, "pc_follow_timer");
natural_heal_prev_tick = gettick();
add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, pc_natural_heal, 0, 0, NATURAL_HEAL_INTERVAL);
add_timer(gettick() + autosave_interval, pc_autosave, 0, 0);

View File

@ -180,7 +180,6 @@ int pc_modifysellvalue(struct map_session_data*,int);
int pc_follow(struct map_session_data*, int); // [MouseJstr]
int pc_stop_following(struct map_session_data*);
unsigned int pc_maxbaselv(struct map_session_data *sd);
unsigned int pc_maxjoblv(struct map_session_data *sd);
int pc_checkbaselevelup(struct map_session_data *sd);
@ -257,6 +256,11 @@ struct map_session_data *pc_get_father(struct map_session_data *sd);
struct map_session_data *pc_get_mother(struct map_session_data *sd);
struct map_session_data *pc_get_child(struct map_session_data *sd);
int pc_spirit_heal_hp(struct map_session_data *sd, unsigned int diff_tick);
int pc_spirit_heal_sp(struct map_session_data *sd, unsigned int diff_tick);
void pc_bleeding (struct map_session_data *sd, unsigned int diff_tick);
int pc_set_gm_level(int account_id, int level);
void pc_setstand(struct map_session_data *sd);
int pc_candrop(struct map_session_data *sd,struct item *item);

View File

@ -5368,7 +5368,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case GD_REGENERATION:
if(flag&1) {
if (status_get_guild_id(src) == status_get_guild_id(bl))
sc_start(bl,SC_REGENERATION,100,skilllv,skill_get_time(skillid, skilllv));
sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
} else if (status_get_guild_id(src)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, src,

View File

@ -33,6 +33,12 @@
//For specifying where in the SkillStatusChangeTableArray the "out of bounds" skills get stored. [Skotlex]
#define SC_HM_BASE 800
#define SC_GD_BASE 900
//Regen related flags.
#define RGN_HP 0x01
#define RGN_SP 0x02
#define RGN_SHP 0x04
#define RGN_SSP 0x08
int SkillStatusChangeTableArray[MAX_SKILL]; //Stores the status that should be associated to this skill.
int StatusIconChangeTable[SC_MAX]; //Stores the icon that should be associated to this status change.
int StatusSkillChangeTable[SC_MAX]; //Stores the skill that should be considered associated to this status change.
@ -111,13 +117,13 @@ void initChangeTables(void) {
StatusChangeFlagTable[SC_FREEZE] = SCB_DEF_ELE|SCB_DEF|SCB_MDEF;
// StatusChangeFlagTable[SC_STUN] = SCB_NONE;
// StatusChangeFlagTable[SC_SLEEP] = SCB_NONE;
StatusChangeFlagTable[SC_POISON] = SCB_DEF2;
StatusChangeFlagTable[SC_POISON] = SCB_DEF2|SCB_REGEN;
StatusChangeFlagTable[SC_CURSE] = SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED;
// StatusChangeFlagTable[SC_SILENCE] = SCB_NONE;
// StatusChangeFlagTable[SC_CONFUSION] = SCB_NONE;
StatusChangeFlagTable[SC_BLIND] = SCB_HIT|SCB_FLEE;
// StatusChangeFlagTable[SC_BLEEDING] = SCB_NONE;
StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2;
StatusChangeFlagTable[SC_BLEEDING] = SCB_REGEN;
StatusChangeFlagTable[SC_DPOISON] = SCB_DEF2|SCB_REGEN;
//The icons for the common ailments
// StatusIconChangeTable[SC_STONE] = SI_BLANK;
@ -156,9 +162,9 @@ void initChangeTables(void) {
set_sc(PR_SUFFRAGIUM, SC_SUFFRAGIUM, SI_SUFFRAGIUM, SCB_NONE);
set_sc(PR_ASPERSIO, SC_ASPERSIO, SI_ASPERSIO, SCB_ATK_ELE);
set_sc(PR_BENEDICTIO, SC_BENEDICTIO, SI_BENEDICTIO, SCB_DEF_ELE);
set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_NONE);
set_sc(PR_SLOWPOISON, SC_SLOWPOISON, SI_SLOWPOISON, SCB_REGEN);
set_sc(PR_KYRIE, SC_KYRIE, SI_KYRIE, SCB_NONE);
set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_NONE);
set_sc(PR_MAGNIFICAT, SC_MAGNIFICAT, SI_MAGNIFICAT, SCB_REGEN);
set_sc(PR_GLORIA, SC_GLORIA, SI_GLORIA, SCB_LUK);
add_sc(PR_LEXDIVINA, SC_SILENCE);
set_sc(PR_LEXAETERNA, SC_AETERNA, SI_AETERNA, SCB_NONE);
@ -183,7 +189,7 @@ void initChangeTables(void) {
set_sc(AS_POISONREACT, SC_POISONREACT, SI_POISONREACT, SCB_NONE);
add_sc(AS_VENOMDUST, SC_POISON);
add_sc(AS_SPLASHER, SC_SPLASHER);
set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_NONE);
set_sc(NV_TRICKDEAD, SC_TRICKDEAD, SI_TRICKDEAD, SCB_REGEN);
set_sc(SM_AUTOBERSERK, SC_AUTOBERSERK, SI_STEELBODY, SCB_NONE);
add_sc(TF_SPRINKLESAND, SC_BLIND);
add_sc(TF_THROWSTONE, SC_STUN);
@ -235,8 +241,8 @@ void initChangeTables(void) {
set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED);
add_sc(MO_BLADESTOP, SC_BLADESTOP_WAIT);
add_sc(MO_BLADESTOP, SC_BLADESTOP);
set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI);
add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST);
set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN);
set_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST, SI_BLANK, SCB_REGEN);
add_sc(SA_MAGICROD, SC_MAGICROD);
set_sc(SA_AUTOSPELL, SC_AUTOSPELL, SI_AUTOSPELL, SCB_NONE);
set_sc(SA_FLAMELAUNCHER, SC_FIREWEAPON, SI_FIREWEAPON, SCB_ATK_ELE);
@ -248,7 +254,7 @@ void initChangeTables(void) {
set_sc(SA_VIOLENTGALE, SC_VIOLENTGALE, SI_LANDENDOW, SCB_FLEE);
add_sc(SA_REVERSEORCISH, SC_ORCISH);
add_sc(SA_COMA, SC_COMA);
set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED);
set_sc(BD_ENCORE, SC_DANCING, SI_BLANK, SCB_SPEED|SCB_REGEN);
add_sc(BD_RICHMANKIM, SC_RICHMANKIM);
set_sc(BD_ETERNALCHAOS, SC_ETERNALCHAOS, SI_BLANK, SCB_DEF2);
set_sc(BD_DRUMBATTLEFIELD, SC_DRUMBATTLE, SI_BLANK, SCB_WATK|SCB_DEF);
@ -278,8 +284,8 @@ void initChangeTables(void) {
set_sc(LK_AURABLADE, SC_AURABLADE, SI_AURABLADE, SCB_NONE);
set_sc(LK_PARRYING, SC_PARRYING, SI_PARRYING, SCB_NONE);
set_sc(LK_CONCENTRATION, SC_CONCENTRATION, SI_CONCENTRATION, SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_DSPD);
set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_NONE);
set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP);
set_sc(LK_TENSIONRELAX, SC_TENSIONRELAX, SI_TENSIONRELAX, SCB_REGEN);
set_sc(LK_BERSERK, SC_BERSERK, SI_BERSERK, SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN);
// set_sc(LK_FURY, SC_FURY, SI_FURY, SCB_NONE); //Unused skill
set_sc(HP_ASSUMPTIO, SC_ASSUMPTIO, SI_ASSUMPTIO, SCB_NONE);
add_sc(HP_BASILICA, SC_BASILICA);
@ -378,6 +384,7 @@ void initChangeTables(void) {
set_sc(GD_LEADERSHIP, SC_GUILDAURA, SI_BLANK, SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX);
set_sc(GD_BATTLEORDER, SC_BATTLEORDERS, SI_BLANK, SCB_STR|SCB_INT|SCB_DEX);
set_sc(GD_REGENERATION, SC_REGENERATION, SI_BLANK, SCB_REGEN);
// Storing the target job rather than simply SC_SPIRIT simplifies code later on.
SkillStatusChangeTableArray[SL_ALCHEMIST] = MAPID_ALCHEMIST,
@ -698,6 +705,12 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
skill_clear_unitgroup(target);
status_change_clear(target,0);
if(target->type&BL_REGEN)
{ //Reset regen ticks.
struct regen_data *regen = status_get_regen_data(target);
if (regen)
memset(&regen->tick, 0, sizeof(regen->tick));
}
if(flag&4) //Delete from memory. (also invokes map removal code)
unit_free(target);
else
@ -1518,6 +1531,7 @@ int status_calc_pc(struct map_session_data* sd,int first)
sd->atk_rate = sd->matk_rate = 100;
sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
sd->regen.state.block = 0;
// zeroed arays, order follows the order in map.h.
// add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
@ -1587,10 +1601,6 @@ int status_calc_pc(struct map_session_data* sd,int first)
+ sizeof(sd->arrow_ele)
+ sizeof(sd->arrow_cri)
+ sizeof(sd->arrow_hit)
+ sizeof(sd->nhealhp)
+ sizeof(sd->nhealsp)
+ sizeof(sd->nshealhp)
+ sizeof(sd->nshealsp)
+ sizeof(sd->nsshealhp)
+ sizeof(sd->nsshealsp)
+ sizeof(sd->critical_def)
@ -1635,7 +1645,6 @@ int status_calc_pc(struct map_session_data* sd,int first)
+ sizeof(sd->unbreakable)
+ sizeof(sd->unbreakable_equip)
+ sizeof(sd->unstripable_equip)
+ sizeof(sd->no_regen)
+ sizeof(sd->add_def_count)
+ sizeof(sd->add_mdef_count)
+ sizeof(sd->add_dmg_count)
@ -2059,6 +2068,11 @@ int status_calc_pc(struct map_session_data* sd,int first)
if(sd->sc.data[SC_KNOWLEDGE].timer != -1)
sd->max_weight += sd->max_weight*sd->sc.data[SC_KNOWLEDGE].val1/10;
if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
sd->regen.state.walk = 1;
else
sd->regen.state.walk = 0;
// Skill SP cost
if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
sd->dsprate -= 4*skill;
@ -2182,23 +2196,66 @@ int status_calc_pc(struct map_session_data* sd,int first)
int status_calc_homunculus(struct homun_data *hd, int first)
{
struct status_data b_status, *status;
struct map_session_data *sd;
struct s_homunculus *hom;
int skill;
memcpy(&b_status, &hd->base_status, sizeof(struct status_data));
sd = hd->master;
hom = &sd->homunculus;
status = &hd->base_status;
status->str = (int) (hom->str / 10);
status->agi = (int) (hom->agi / 10);
status->vit = (int) (hom->vit / 10);
status->dex = (int) (hom->dex / 10);
status->int_ = (int) (hom->int_ / 10);
status->luk = (int) (hom->luk / 10);
status->def_ele = hd->homunculusDB->element ; //[orn]
status->ele_lv = 1 ; //[orn]
status->ele_lv = 1;
status->race = hd->homunculusDB->race ; //[orn]
status->size = hd->homunculusDB->size ; //[orn]
status->rhw.range = 1 + status->size; //[orn]
status->mode = MD_CANMOVE|MD_CANATTACK|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR; //[orn]
status->speed = DEFAULT_WALK_SPEED;
status->aspd_rate = 1000;
status->def = hom->level/10 + status->vit/5;
status->mdef = hom->level/10 + status->int_/5;
merc_hom_calc_skilltree(hd->master);
status->hp = 1;
status->sp = 1;
status->max_hp = hom->max_hp ;
status->max_sp = hom->max_sp ;
status_cpy(&hd->battle_status, status);
status_calc_misc(status, BL_HOM, hd->master->homunculus.level);
merc_hom_calc_skilltree(sd);
if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
status->def += skill * 4;
if((skill = merc_hom_checkskill(hd->master,HVAN_INSTRUCT)) > 0)
{
status->int_+= 1 +skill/2 +skill/4 +skill/5;
status->str += 1 +2*(skill/3) +skill/4;
}
if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
status->max_hp += skill * 2 * status->max_hp / 100;
if((skill = merc_hom_checkskill(hd->master,HLIF_BRAIN)) > 0)
status->max_sp += skill * 1 * status->max_sp / 100 ;
if (first) {
hd->battle_status.hp = hom->hp ;
hd->battle_status.sp = hom->sp ;
}
status->batk = status_base_atk(&hd->bl, status);
status->rhw.atk = status->dex;
status->rhw.atk2 = status->str + hom->level;
status_calc_misc(status, BL_HOM, hom->level);
status_calc_bl(&hd->bl, SCB_ALL); //Status related changes.
if (memcmp(&b_status, status, sizeof(struct status_data)))
@ -2233,6 +2290,140 @@ static unsigned char status_calc_element(struct block_list *bl, struct status_ch
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
//Calculates base regen values.
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
{
struct map_session_data *sd;
int val, skill;
if (!(bl->type&BL_REGEN) || !regen)
return;
BL_CAST(BL_PC,bl,sd);
val = 1 + (status->vit/5) + (status->max_hp/200);
if (sd && sd->hprecov_rate != 100)
val = val*sd->hprecov_rate/100;
regen->hp = cap_value(val, 1, SHRT_MAX);
val = 1 + (status->int_/6) + (status->max_sp/100);
if(status->int_ >= 120)
val += ((status->int_-120)>>1) + 4;
if(sd && sd->sprecov_rate != 100)
val = val*sd->sprecov_rate/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
if(sd)
{
if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
{
val = regen->sp*(100+3*skill)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
val = 0;
if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
val += skill*5 + (status->max_hp*skill/500);
regen->shp = cap_value(val, 0, SHRT_MAX);
val = 0;
if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
val += skill*3 + (status->max_sp*skill/500);
if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
val += skill*3 + (status->max_sp*skill/500);
regen->ssp = cap_value(val, 0, SHRT_MAX);
// Skill-related recovery (only when sit)
sd->nsshealhp = sd->nsshealsp = 0;
if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
{
sd->nsshealhp+= skill*4 + (status->max_hp*skill/500);
sd->nsshealsp+= skill*2 + (status->max_sp*skill/500);
}
if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
sd->nsshealhp+= skill*30 + (status->max_hp*skill/500);
if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
{
sd->nsshealsp+= skill*3 + (status->max_sp*skill/500);
if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
}
if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
}
if(bl->type==BL_HOM && ((TBL_HOM*)bl)->master)
{
sd = ((TBL_HOM*)bl)->master;
if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0)
{
val = regen->hp*(100+5*skill)/100;
regen->hp = cap_value(val, 1, SHRT_MAX);
}
if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0)
{
val = regen->sp*(100+3*skill)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
}
}
//Calculates SC related regen rates.
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
{
if (!(bl->type&BL_REGEN) || !regen)
return;
regen->flag = RGN_HP|RGN_SP;
if (regen->shp)
regen->flag|=RGN_SHP;
if (regen->ssp)
regen->flag|=RGN_SSP;
regen->rate.hp = regen->rate.sp =
regen->rate.shp = regen->rate.ssp = 1;
if (!sc || !sc->count)
return;
if (
(sc->data[SC_POISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
|| (sc->data[SC_DPOISON].timer != -1 && sc->data[SC_SLOWPOISON].timer == -1)
|| sc->data[SC_BERSERK].timer != -1
|| sc->data[SC_TRICKDEAD].timer != -1
|| sc->data[SC_BLEEDING].timer != -1
|| (sc->data[SC_REGENERATION].timer != -1 && sc->data[SC_REGENERATION].val4)
) //No regen
regen->flag = 0;
if (
sc->data[SC_EXTREMITYFIST].timer != -1
|| sc->data[SC_DANCING].timer != -1
|| (sc->data[SC_EXPLOSIONSPIRITS].timer != -1
&& (sc->data[SC_SPIRIT].timer==-1 || sc->data[SC_SPIRIT].val2 != SL_MONK))
) //No SP regen
regen->flag &=~(RGN_SP|RGN_SSP);
if(
sc->data[SC_TENSIONRELAX].timer!=-1
) {
regen->rate.hp += 2;
regen->rate.shp += 3;
}
if (sc->data[SC_MAGNIFICAT].timer != -1)
{
regen->rate.hp += 1;
regen->rate.sp += 1;
}
if (sc->data[SC_REGENERATION].timer != -1 && !sc->data[SC_REGENERATION].val4)
{
regen->rate.hp += sc->data[SC_REGENERATION].val2;
regen->rate.sp += sc->data[SC_REGENERATION].val3;
}
}
//Calculates some attributes that depends on modified stats from status changes.
void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
{
@ -2262,27 +2453,6 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
status->hp = status->max_hp;
clif_updatestatus(sd,SP_HP);
}
sd->nhealhp = 1 + (status->vit/5) + (status->max_hp/200);
// Apply relative modifiers from equipment
if(sd->hprecov_rate != 100)
sd->nhealhp = sd->nhealhp*sd->hprecov_rate/100;
if(sd->nhealhp < 1) sd->nhealhp = 1;
else if(sd->nhealhp > SHRT_MAX) sd->nhealhp = SHRT_MAX;
// Skill-related HP recovery
if((skill=pc_checkskill(sd,SM_RECOVERY)) > 0)
sd->nshealhp = skill*5 + (status->max_hp*skill/500);
// Skill-related HP recovery (only when sit)
if((skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
sd->nsshealhp = skill*4 + (status->max_hp*skill/500);
if((skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest)
sd->nsshealhp = skill*30 + (status->max_hp*skill/500);
if(sd->nshealhp > SHRT_MAX) sd->nshealhp = SHRT_MAX;
if(sd->nsshealhp > SHRT_MAX) sd->nsshealhp = SHRT_MAX;
}
if(flag&(SCB_MAXSP|SCB_INT))
@ -2314,38 +2484,6 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
status->sp = status->max_sp;
clif_updatestatus(sd,SP_SP);
}
sd->nhealsp = 1 + (status->int_/6) + (status->max_sp/100);
if(status->int_ >= 120)
sd->nhealsp += ((status->int_-120)>>1) + 4;
// Relative modifiers from passive skills
if((skill=pc_checkskill(sd,HP_MEDITATIO)) > 0)
sd->nhealsp += sd->nhealsp * 3*skill/100;
// Apply relative modifiers from equipment
if(sd->sprecov_rate != 100)
sd->nhealsp = sd->nhealsp*sd->sprecov_rate/100;
if(sd->nhealsp > SHRT_MAX) sd->nhealsp = SHRT_MAX;
else if(sd->nhealsp < 1) sd->nhealsp = 1;
// Skill-related SP recovery
if((skill=pc_checkskill(sd,MG_SRECOVERY)) > 0)
sd->nshealsp = skill*3 + (status->max_sp*skill/500);
if((skill=pc_checkskill(sd,NJ_NINPOU)) > 0)
sd->nshealsp = skill*3 + (status->max_sp*skill/500);
// Skill-related SP recovery (only when sit)
if((skill = pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0)
sd->nsshealsp = skill*2 + (status->max_sp*skill/500);
if((skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest)
{
sd->nsshealsp = skill*3 + (status->max_sp*skill/500);
if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
sd->nsshealsp += (30+10*skill)*sd->nsshealsp/100;
}
if(sd->nshealsp > SHRT_MAX) sd->nshealsp = SHRT_MAX;
if(sd->nsshealsp > SHRT_MAX) sd->nsshealsp = SHRT_MAX;
}
if(flag&SCB_MATK) {
@ -2475,14 +2613,22 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
if(status->flee2 < 10) status->flee2 = 10;
}
if (flag == SCB_ALL)
return; //Refresh is done on invoking function (status_calc_pc)
if(flag&SCB_SPEED) {
clif_updatestatus(sd,SP_SPEED);
if (sd->ud.walktimer != -1) //Re-walk to adjust speed. [Skotlex]
unit_walktoxy(&sd->bl, sd->ud.to_x, sd->ud.to_y, sd->ud.state.walk_easy);
}
if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
status_calc_regen(&sd->bl, status, &sd->regen);
if(flag&SCB_REGEN)
status_calc_regen_rate(&sd->bl, &sd->regen, &sd->sc);
if (flag == SCB_ALL)
return; //Refresh is done on invoking function (status_calc_pc)
if(flag&SCB_STR)
clif_updatestatus(sd,SP_STR);
if(flag&SCB_AGI)
@ -2532,126 +2678,51 @@ void status_calc_bl_sub_pc(struct map_session_data *sd, unsigned long flag)
//Calculates some attributes that depends on modified stats from status changes.
void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
{
TBL_PC * sd;
struct status_data *status = &hd->battle_status, *b_status = &hd->base_status;
int skill = 0;
if (!(sd = hd->master))
return; //Don't do anything if there isn't a master...
if(flag&(SCB_MAXHP|SCB_VIT))
{
flag|=SCB_MAXHP; //Ensures client-side refresh
// Apply relative modifiers from equipment
if(status->max_hp > (unsigned int)battle_config.max_hp)
status->max_hp = battle_config.max_hp;
else if(!status->max_hp)
status->max_hp = 1;
// hp recovery
hd->regenhp = 1 + (status->vit/5) + (status->max_hp/200);
if(hd->regenhp < 1) hd->regenhp = 1;
// Skill-related Adamantium Skin
if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0) {
status->max_hp = sd->homunculus.max_hp + skill * 2 * sd->homunculus.max_hp / 100 ;
hd->regenhp += skill * 5 * hd->regenhp / 100 ;
if(status->hp > status->max_hp)
status->hp = status->max_hp;
}
status->max_hp = status_calc_maxhp(&hd->bl, &hd->sc, status->max_hp);
}
if(flag&SCB_DEF)
if(flag&SCB_VIT)
{
status->def = sd->homunculus.level / 10 + status->vit / 5 ;
if(hd->sc.data[SC_DEFENCE].timer != -1)
status->def += hd->sc.data[SC_DEFENCE].val2;
if((skill=merc_hom_checkskill(sd,HAMI_SKIN)) > 0) {
status->def += skill * 4 ;
}
flag|=SCB_DEF;
status->def += (status->vit/5 - b_status->vit/5);
}
if(flag&(SCB_MAXSP|SCB_INT))
{
flag|=SCB_MAXSP;
// Skill-related Instruction Change
if((skill = merc_hom_checkskill(sd,HVAN_INSTRUCT)) > 0) {
if ( skill == 5 ) {
status->int_ += 3 ;
} else if ( skill == 1 ) {
status->int_ += 1 ;
} else {
status->int_ += 2 ;
}
if ( skill > 3 ) {
status->str += 4 ;
} else if ( skill == 3 ) {
status->str += 3 ;
} else {
status->str += 1 ;
}
}
if((skill = merc_hom_checkskill(sd,HLIF_BRAIN)) > 0) {
status->max_sp = sd->homunculus.max_sp + skill * 2 * sd->homunculus.max_sp / 100 ;
hd->regensp += skill * 3 * hd->regensp / 100 ;
if ( skill == 5 ) {
status->max_sp *= 103 / 100 ;
} else if ( skill == 1 ) {
status->max_sp *= 101 / 100 ;
} else {
status->max_sp *= 102 / 100 ;
}
}
status->mdef = sd->homunculus.level / 10 + status->int_ / 5 ;
status->max_sp = status_calc_maxsp(&hd->bl, &hd->sc, status->max_sp);
if(status->max_sp > (unsigned int)battle_config.max_sp)
status->max_sp = battle_config.max_sp;
else if(!status->max_sp)
status->max_sp = 1;
if(status->sp > status->max_sp) {
if(status->sp > status->max_sp)
status->sp = status->max_sp;
}
// sp recovery
hd->regensp = 1 + (status->int_/6) + (status->max_sp/100);
if(status->int_ >= 120)
hd->regensp += ((status->int_-120)>>1) + 4;
if(hd->regensp < 1) hd->regensp = 1;
if(flag&SCB_INT) {
flag|=SCB_MDEF;
status->mdef += (status->int_/5 - b_status->int_/5);
}
if(flag&(SCB_BATK|SCB_WATK)) {
status->rhw.atk = status->rhw.atk2 = status->str + ( status->str / 10 ) * ( status->str / 10 ) ;
status->rhw.atk += status->dex ;
if ( (status->str + sd->homunculus.level) > status->dex )
status->rhw.atk2 += status->str + sd->homunculus.level ;
else
status->rhw.atk2 += status->dex ;
if(hd->sc.data[SC_FLEET].timer!=-1)
status->rhw.atk2 += status->rhw.atk2 * hd->sc.data[SC_FLEET].val3/100;
if(flag&SCB_DEX) {
flag |=SCB_WATK;
status->rhw.atk += (status->dex - b_status->dex);
}
if(flag&SCB_MATK) {
status->matk_min = status->int_+(status->int_/7)*(status->int_/7);
status->matk_max = status->int_+(status->int_/5)*(status->int_/5);
status->matk_min = status_calc_matk(&hd->bl, &hd->sc, status->matk_min);
status->matk_max = status_calc_matk(&hd->bl, &hd->sc, status->matk_max);
if(flag&SCB_STR) {
flag |=SCB_WATK;
status->rhw.atk += (status->str - b_status->str);
}
if(flag|SCB_WATK && status->rhw.atk2 < status->rhw.atk)
status->rhw.atk2 = status->rhw.atk;
if(flag&SCB_SPEED) {
if(status->speed < battle_config.max_walk_speed)
status->speed = battle_config.max_walk_speed;
}
if(flag&(SCB_ASPD|SCB_AGI|SCB_DEX)) {
flag|=SCB_ASPD;
status->amotion = hd->homunculusDB->baseASPD - ((status->agi*4+status->dex)* hd->homunculusDB->baseASPD / 1000);
@ -2666,26 +2737,28 @@ void status_calc_bl_sub_hom(struct homun_data *hd, unsigned long flag) //[orn]
}
if(flag&(SCB_AGI|SCB_DSPD)) {
//Even though people insist this is too slow, packet data reports this is the actual real equation.
skill = 800-status->agi*4;
status->dmotion = cap_value(skill, 400, 800);
if(battle_config.pc_damage_delay_rate != 100)
status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
status->dmotion = status_calc_dmotion(&hd->bl, &hd->sc, b_status->dmotion);
}
if(flag&(SCB_INT|SCB_MAXSP|SCB_VIT|SCB_MAXHP))
status_calc_regen(&hd->bl, status, &hd->regen);
if(flag&SCB_REGEN)
status_calc_regen_rate(&hd->bl, &hd->regen, &hd->sc);
if (flag == SCB_ALL)
return; //Refresh is done on invoking function (status_calc_hom)
if (flag&(
if (hd->master && flag&(
SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|
SCB_HIT|SCB_FLEE|SCB_CRI|SCB_FLEE2|
SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|
SCB_BATK|SCB_WATK|SCB_MATK|SCB_ASPD|SCB_SPEED|
SCB_RANGE|SCB_MAXHP|SCB_MAXSP)
)
clif_hominfo(sd,hd,0);
clif_hominfo(hd->master,hd,0);
}
void status_calc_bl(struct block_list *bl, unsigned long flag)
@ -2855,12 +2928,6 @@ void status_calc_bl(struct block_list *bl, unsigned long flag)
return;
}
if(bl->type == BL_HOM) {
//The remaining are handled quite different by homunculus, so use their own function.
status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
return;
}
if(flag&SCB_MAXHP) {
status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
if (status->hp > status->max_hp) //FIXME: Should perhaps a status_zap should be issued?
@ -2884,6 +2951,12 @@ void status_calc_bl(struct block_list *bl, unsigned long flag)
}
}
if(bl->type == BL_HOM) {
//The remaining are handled quite different by homunculus, so use their own function.
status_calc_bl_sub_hom((TBL_HOM*)bl, flag);
return;
}
if(flag&SCB_ASPD) {
status->aspd_rate = status_calc_aspd_rate(bl, sc , b_status->aspd_rate);
temp = status->aspd_rate*b_status->amotion/1000;
@ -2895,6 +2968,12 @@ void status_calc_bl(struct block_list *bl, unsigned long flag)
if(flag&SCB_DSPD)
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
if(bl->type&BL_REGEN && flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP))
status_calc_regen(bl, status, status_get_regen_data(bl));
if(flag&SCB_REGEN && bl->type&BL_REGEN)
status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
}
/*==========================================
* Apply shared stat mods from status changes [DracoRPG]
@ -3177,6 +3256,8 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan
}
if(sc->data[SC_BLOODLUST].timer!=-1)
watk += watk * sc->data[SC_BLOODLUST].val2/100;
if(sc->data[SC_FLEET].timer!=-1)
watk += watk * sc->data[SC_FLEET].val3/100;
if(sc->data[SC_CURSE].timer!=-1)
watk -= watk * 25/100;
if(sc->data[SC_STRIPWEAPON].timer!=-1)
@ -3761,6 +3842,18 @@ int status_get_lv(struct block_list *bl)
return 1;
}
struct regen_data *status_get_regen_data(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC:
return &((TBL_PC*)bl)->regen;
case BL_HOM:
return &((TBL_HOM*)bl)->regen;
default:
return NULL;
}
}
struct status_data *status_get_status_data(struct block_list *bl)
{
nullpo_retr(NULL, bl);
@ -3904,6 +3997,7 @@ int status_get_race2(struct block_list *bl)
return ((struct pet_data *)bl)->db->race2;
return 0;
}
int status_isdead(struct block_list *bl)
{
nullpo_retr(0, bl);
@ -4997,7 +5091,6 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
if (sc->data[SC_ENDURE].timer == -1 || !sc->data[SC_ENDURE].val4)
sc_start4(bl, SC_ENDURE, 100,10,0,0,1, tick);
//HP healing is performing after the calc_status call.
if (sd) sd->canregen_tick = gettick() + 300000;
//Val2 holds HP penalty
if (!val4) val4 = skill_get_time2(StatusSkillChangeTable[type],val1);
if (!val4) val4 = 10000; //Val4 holds damage interval
@ -5183,6 +5276,7 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
else
val2 = val1; //HP Regerenation rate: 200% 200% 300%
val3 = val1; //SP Regeneration Rate: 100% 200% 300%
//if val4 comes set, this blocks regen rather than increase it.
break;
case SC_DEVOTION:
@ -5918,6 +6012,8 @@ int status_change_end( struct block_list* bl , int type,int tid )
status_set_hp(bl, 100, 0);
if(sc->data[SC_ENDURE].timer != -1)
status_change_end(bl, SC_ENDURE, -1);
sc_start4(bl, SC_REGENERATION, 100, 10,0,0,1,
gettick()+skill_get_time(LK_BERSERK, sc->data[type].val1));
break;
case SC_GRAVITATION:
if (sc->data[type].val3 == BCT_SELF) {
@ -6428,8 +6524,6 @@ int status_change_timer(int tid, unsigned int tick, int id, int data)
bl->id, data);
return 0;
}
else if (sd)
sd->canregen_tick = gettick() + 300000;
break;
case SC_NOCHAT:
if(sd && battle_config.manner_system){
@ -6668,6 +6762,146 @@ int status_change_clear_buffs (struct block_list *bl, int type)
return 0;
}
//Natural regen related stuff.
static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
static int status_natural_heal(DBKey key,void * data,va_list app)
{
struct block_list *bl = (struct block_list*)data;
struct regen_data *regen;
struct status_data *status;
struct status_change *sc;
struct unit_data *ud;
struct map_session_data *sd;
int val,rate,bonus,flag;
if (!(bl->type&BL_REGEN))
return 0;
regen = status_get_regen_data(bl);
if (!regen) return 0;
status = status_get_status_data(bl);
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
BL_CAST(BL_PC,bl,sd);
flag = regen->flag;
if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
flag&=~(RGN_HP|RGN_SHP);
if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
flag&=~(RGN_SP|RGN_SSP);
if (flag && (
status_isdead(bl) ||
(sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
))
flag=0;
if (sd)
{
if (sd->hp_loss_value > 0 || sd->sp_loss_value > 0)
pc_bleeding(sd, natural_heal_diff_tick);
if (sd->nsshealhp && flag&RGN_HP &&
pc_spirit_heal_hp(sd, natural_heal_diff_tick))
flag&=~RGN_HP;
if (sd->nsshealsp && flag&RGN_SP &&
pc_spirit_heal_sp(sd, natural_heal_diff_tick))
flag&=~RGN_SP;
}
if (flag && regen->state.overweight)
flag=0;
ud = unit_bl2ud(bl);
if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
{
flag&=~(RGN_SHP|RGN_SSP);
if(!regen->state.walk)
flag&=~RGN_HP;
}
if (!flag)
return 0;
if (flag&(RGN_HP|RGN_SP))
{
struct view_data *vd = status_get_viewdata(bl);
bonus = 0;
if(vd && vd->dead_sit)
bonus++;
if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKREGEN))
bonus++;
if(regen->state.gc)
bonus++;
}
if (flag&RGN_HP)
{
rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
if (ud && ud->walktimer != -1)
rate/=2;
regen->tick.hp += rate;
if(regen->tick.hp >= battle_config.natural_healhp_interval)
{
val = 0;
do {
val += regen->hp;
regen->tick.hp -= battle_config.natural_healhp_interval;
} while(regen->tick.hp >= battle_config.natural_healhp_interval);
if (status_heal(bl, val, 0, 1) < val)
flag&=~RGN_SHP; //full.
}
}
if(flag&RGN_SHP)
{
regen->tick.shp += natural_heal_diff_tick * regen->rate.shp;
while(regen->tick.shp >= battle_config.natural_heal_skill_interval)
{
regen->tick.shp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, regen->shp, 0, 3) < regen->shp)
break; //Full
}
}
if(flag&RGN_SP)
{
regen->tick.sp += natural_heal_diff_tick*(regen->rate.sp+bonus);
if(regen->tick.sp >= battle_config.natural_healsp_interval)
{
val = 0;
do {
val += regen->sp;
regen->tick.sp -= battle_config.natural_healsp_interval;
} while(regen->tick.sp >= battle_config.natural_healsp_interval);
if (status_heal(bl, 0, val, 1) < val)
flag&=~RGN_SSP; //full.
}
}
if(flag&RGN_SSP)
{
regen->tick.ssp += natural_heal_diff_tick * regen->rate.ssp;
while(regen->tick.ssp >= battle_config.natural_heal_skill_interval)
{
regen->tick.ssp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, 0, regen->ssp, 3) < regen->ssp)
break; //Full
}
}
return flag;
}
//Natural heal main timer.
static int status_natural_heal_timer(int tid,unsigned int tick,int id,int data)
{
natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
map_foreachiddb(status_natural_heal);
natural_heal_prev_tick = tick;
return 0;
}
static int status_calc_sigma(void)
{
int i,j;
@ -6836,9 +7070,12 @@ int do_init_status(void)
}
add_timer_func_list(status_change_timer,"status_change_timer");
add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
initChangeTables();
initDummyData();
status_readdb();
status_calc_sigma();
natural_heal_prev_tick = gettick();
add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
return 0;
}

View File

@ -515,12 +515,15 @@ enum {
#define SCB_RACE 0x08000000
#define SCB_RANGE 0x10000000
//SCB_DYE means the sc should force cloth-dye change to 0 to avoid client crashes.
#define SCB_REGEN 0x20000000
#define SCB_DYE 0x40000000
#define SCB_PC 0x80000000
#define SCB_ALL 0x3FFFFFFF
//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM)
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM)
int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
//Define for standard HP damage attacks.
@ -546,6 +549,7 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per
#define status_cpy(a, b) { memcpy(&((a)->max_hp), &((b)->max_hp), sizeof(struct status_data)-(sizeof((a)->hp)+sizeof((a)->sp)+sizeof((a)->lhw))); \
if ((a)->lhw && (b)->lhw) { memcpy((a)->lhw, (b)->lhw, sizeof(struct weapon_atk)); }}
struct regen_data *status_get_regen_data(struct block_list *bl);
struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
int status_get_class(struct block_list *bl);

View File

@ -1769,7 +1769,6 @@ int unit_free(struct block_list *bl) {
struct map_session_data *sd = hd->master;
// Desactive timers
merc_hom_hungry_timer_delete(hd);
merc_natural_heal_timer_delete(hd);
if(sd) {
if (sd->homunculus.intimacy > 0)
merc_save(hd);