- Fixed missing baby-dancer job in exp2.txt

- Added function battle_set_walkdelay in charge of updating walkdelays of characters based on two criterias: when the delay is induced by damage, if the current walk delay isn't over yet, do not update it. If the delay is instead caused by a skill, then the current walk delay cannot be decreased, only increased.
- Removed the canmove tick reset on skill cast cancel; likewise it isn't updated on begin casting. pc_can_move uses a skilltimer check to know whether you can move or not.
- Added GrandCross's can't move delay of 900ms to skill_cast_db
- Added Finger Offensive's can't move delay of 200ms/lv to skill_cast_db


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5457 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-03-04 04:48:30 +00:00
parent c606e4de69
commit dc8dd724eb
10 changed files with 88 additions and 87 deletions

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@ -5,6 +5,11 @@ 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
2006/03/03
* Added function battle_set_walkdelay in charge of updating walkdelays of
characters based on two criterias: when the delay is induced by damage, if
the current walk delay isn't over yet, do not update it. If the delay is
instead caused by a skill, then the current walk delay cannot be decreased,
only increased. [Skotlex]
* Added upgrade_svn5455.sql, it converts the manner and karma columns to
signed. Apply this if your tables have the field as unsigned (which would
explain mute always disappearing after relogging) [Skotlex]

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@ -27,6 +27,10 @@
=========================
03/03
* Fixed missing baby-dancer job in exp2.txt [Skotlex]
* Added GrandCross's can't move delay of 900ms to skill_cast_db and Finger
Offensive's can't move delay of 200ms/lv to skill_cast_db (values taken
from the code) [Skotlex]
* Updated skill_cast_db time info for some skills: [Skotlex]
- Magnum's time2 is skill-block time
- St. Recovery/ Cure's time2 is the confuse/blind duration

File diff suppressed because one or more lines are too long

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@ -369,7 +369,7 @@
//-- CR_HOLYCROSS
253,0,0,0,0,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000
//-- CR_GRANDCROSS
254,2000,1500,0,900,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000
254,2000,1500,900,900,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000
//-- CR_DEVOTION
255,3000,0,0,0,30000:45000:60000:75000:90000
//-- CR_PROVIDENCE
@ -390,7 +390,7 @@
//-- MO_INVESTIGATE
266,1000,500,0,0,0
//-- MO_FINGEROFFENSIVE
267,1000,500,0,0,0
267,1000,500,0:200:400:600:800,0,0
//-- MO_STEELBODY
268,5000,0,0,30000:60000:90000:120000:150000,0
//-- MO_BLADESTOP
@ -504,8 +504,8 @@
//===== NPC Skills Part 2 ==================
//-- NPC_DARKGRANDCROSS
339,2000,1500,0,900,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000
//-- NPC_DARKGRANDNESS
339,2000,1500,900,900,10000:11000:12000:13000:14000:15000:16000:17000:18000:19000
//-- NPC_STOP
340,0,0,0,10000,0
//-- NPC_POWERUP

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@ -439,34 +439,52 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
return damage*ratio/100;
}
/*==========================================
* Applies walk delay to character, considering that
* if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
* if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
*------------------------------------------
*/
int battle_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
{
unsigned int *canmove_tick=NULL;
if (delay <= 0) return 0;
switch (bl->type) {
case BL_PC:
canmove_tick = &((TBL_PC*)bl)->canmove_tick;
break;
case BL_MOB:
canmove_tick = &((TBL_MOB*)bl)->canmove_tick;
break;
case BL_NPC:
canmove_tick = &((TBL_NPC*)bl)->canmove_tick;
break;
}
if (!canmove_tick)
return 0;
if (type) {
if (DIFF_TICK(*canmove_tick, tick+delay) > 0)
return 0;
} else {
if (DIFF_TICK(*canmove_tick, tick) > 0)
return 0;
}
*canmove_tick = tick + delay;
return 1;
}
static int battle_walkdelay_sub(int tid, unsigned int tick, int id, int data)
{
struct block_list *bl = map_id2bl(id);
if (!bl || status_isdead(bl))
return 0;
switch (bl->type) {
case BL_PC:
{
struct map_session_data *sd = (struct map_session_data*)bl;
if (sd->walktimer != -1)
pc_stop_walking (sd,3);
if (sd->canmove_tick < tick)
sd->canmove_tick = tick + data;
}
break;
case BL_MOB:
{
struct mob_data *md = (struct mob_data*)bl;
if (md->state.state == MS_WALK)
mob_stop_walking(md,3);
if (md->canmove_tick < tick)
md->canmove_tick = tick + data;
}
break;
}
if (battle_set_walkdelay(bl, tick, data, 0))
battle_stopwalking(bl,3);
return 0;
}
/*==========================================
* Applies walk delay based on attack type. [Skotlex]
*------------------------------------------
@ -489,31 +507,10 @@ int battle_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int d
if (delay <= 0)
return 0;
//See if it makes sense to set this trigger.
switch (bl->type) {
case BL_PC:
{
struct map_session_data *sd = (struct map_session_data*)bl;
if (DIFF_TICK(sd->canmove_tick, tick+adelay) > 0)
return 0;
if (!adelay) //No need of timer.
sd->canmove_tick = tick + delay;
break;
}
case BL_MOB:
{
struct mob_data *md = (struct mob_data*)bl;
if (DIFF_TICK(md->canmove_tick, tick+adelay) > 0)
return 0;
if (!adelay) //No need of timer.
md->canmove_tick = tick + delay;
break;
}
default:
return 0;
}
if (adelay > 0)
add_timer(tick+adelay, battle_walkdelay_sub, bl->id, delay);
else
battle_set_walkdelay(bl, tick, delay, 0);
return 1;
}
@ -580,10 +577,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,i
delay = 200;
else
delay = 100;
if(sd)
sd->canmove_tick = gettick() + delay;
else if(md)
md->canmove_tick = gettick() + delay;
battle_set_walkdelay(bl, gettick(), delay, 1);
if(sc->data[SC_SHRINK].timer != -1 && rand()%100<5*sc->data[SC_AUTOGUARD].val1)
skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1));

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@ -54,6 +54,7 @@ int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,in
int battle_stopattack(struct block_list *bl);
int battle_iswalking(struct block_list *bl);
int battle_stopwalking(struct block_list *bl,int type);
int battle_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type);
// 通常攻撃処理まとめ
int battle_weapon_attack( struct block_list *bl,struct block_list *target,

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@ -741,7 +741,7 @@ static int mob_attack(struct mob_data *md,unsigned int tick,int data)
//Use the attack delay for next can attack try
//But use the attack motion to know when it can start moving. [Skotlex]
md->attackabletime = tick + status_get_adelay(&md->bl);
md->canmove_tick = tick + status_get_amotion(&md->bl);
battle_set_walkdelay(&md->bl, tick, status_get_amotion(&md->bl), 1);
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
md->state.state=MS_ATTACK;

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@ -1472,12 +1472,8 @@ int npc_stop_walking(struct npc_data *nd,int type)
}
if(type&0x01)
clif_fixnpcpos(nd);
if(type&0x02) {
int delay=status_get_dmotion(&nd->bl);
unsigned int tick = gettick();
if(nd->canmove_tick < tick)
nd->canmove_tick = tick + delay;
}
if(type&0x02)
battle_set_walkdelay(&nd->bl, gettick(), status_get_dmotion(&nd->bl), 1);
return 0;
}

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@ -360,6 +360,9 @@ int pc_can_move(struct map_session_data *sd)
if ((sd->sc.option & OPTION_HIDE) && pc_checkskill(sd, RG_TUNNELDRIVE) <= 0)
return 0;
if (sd->skilltimer != -1 && pc_checkskill(sd, SA_FREECAST) <= 0)
return 0;
if (pc_issit(sd))
return 0; //Can't move while sitting...

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@ -1688,7 +1688,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
pc_checkskill(sd, MO_CHAINCOMBO) > 0)
delay += 300 * battle_config.combo_delay_rate / 100;
sc_start4(src,SC_COMBO,100,MO_TRIPLEATTACK,skilllv,0,0,delay);
sd->attackabletime = sd->canmove_tick = tick + delay;
sd->attackabletime = tick + delay;
battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src, delay);
if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
@ -1702,7 +1703,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,MO_CHAINCOMBO,skilllv,0,0,delay);
sd->attackabletime = sd->canmove_tick = tick + delay;
sd->attackabletime = tick + delay;
battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src,delay);
break;
}
@ -1717,7 +1719,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,MO_COMBOFINISH,skilllv,0,0,delay);
sd->attackabletime = sd->canmove_tick = tick + delay;
sd->attackabletime = tick + delay;
battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src,delay);
break;
}
@ -1731,7 +1734,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,CH_TIGERFIST,skilllv,0,0,delay);
sd->attackabletime = sd->canmove_tick = tick + delay;
sd->attackabletime = tick + delay;
battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src,delay);
break;
}
@ -1741,7 +1745,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
if(damage < status_get_hp(bl))
delay += 300 * battle_config.combo_delay_rate /100;
sc_start4(src,SC_COMBO,100,CH_CHAINCRUSH,skilllv,0,0,delay);
sd->attackabletime = sd->canmove_tick = tick + delay;
sd->attackabletime = tick + delay;
battle_set_walkdelay(src, tick, delay, 1);
clif_combo_delay(src,delay);
break;
}
@ -1765,7 +1770,8 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
case TK_DOWNKICK:
case TK_TURNKICK:
// Delay normal attack table until skill's delay has passed. Let's make it skip one attack motion. [Skotlex]
sd->attackabletime = sd->canmove_tick = tick + status_get_amotion(&sd->bl);
sd->attackabletime = tick + status_get_amotion(&sd->bl);
battle_set_walkdelay(src, tick, status_get_amotion(&sd->bl), 1);
break;
case SL_STIN:
case SL_STUN:
@ -2610,7 +2616,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
int i;
for (i = 1; i < sd->spiritball_old; i++)
skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
// sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200; Should be handled by the canmove delay on skill_cast_db [Skotlex]
}
if (sc && sc->data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
@ -2666,7 +2672,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
clif_movechar(sd);
if(dx < 0) dx = -dx;
if(dy < 0) dy = -dy;
sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
sd->attackabletime = tick + 100 + sd->speed * ((dx > dy)? dx:dy);
battle_set_walkdelay(src, tick, 100 + sd->speed * ((dx > dy)? dx:dy), 1);
if(sd->canact_tick < sd->canmove_tick)
sd->canact_tick = sd->canmove_tick;
sd->speed = speed;
@ -3113,10 +3120,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
//These two are actually ground placed.
if(sd)
sd->canmove_tick = tick + 900;
else if(md)
mob_changestate(md,MS_DELAY,900);
return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
}
tsc = status_get_sc(bl);
@ -4755,8 +4758,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start(bl,type,100,skilllv,skill_time));
if (md)
mob_changestate(md,MS_DELAY,skill_time);
else if (sd)
sd->attackabletime = sd->canmove_tick = tick + skill_time;
else
battle_set_walkdelay(bl, tick, skill_time, 1);
}
break;
@ -5547,7 +5550,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
nullpo_retr(0, sd);
//Code cleanup.
#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; sd->skilltarget = 0; }
#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = tick; sd->skilltarget = 0; }
if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid )
{ /* タイマIDの確認 */
@ -5654,7 +5657,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
sd->canact_tick = tick;
else
sd->canact_tick = tick + skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
sd->canmove_tick = tick + skill_get_walkdelay(sd->skillid, sd->skilllv);
battle_set_walkdelay(&sd->bl, tick, skill_get_walkdelay(sd->skillid, sd->skilllv), 1);
if (skill_get_casttype(sd->skillid) == CAST_NODAMAGE)
skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0);
else
@ -5686,7 +5689,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data )
nullpo_retr(0, sd);
//Code cleanup.
#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = sd->canmove_tick = tick; }
#define skill_failed(sd) { sd->skillid = sd->skilllv = sd->skillitem = sd->skillitemlv = -1; sd->canact_tick = tick; }
if( sd->skilltimer != tid )
{ /* タイマIDの確認 */
@ -5761,7 +5764,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data )
pc_stop_walking(sd,0);
sd->canact_tick = tick + skill_delayfix(&sd->bl, sd->skillid, sd->skilllv, 0);
sd->canmove_tick = tick + skill_get_walkdelay(sd->skillid, sd->skilllv);
battle_set_walkdelay(&sd->bl, tick, skill_get_walkdelay(sd->skillid, sd->skilllv), 1);
skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0);
@ -7289,7 +7292,6 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
struct map_session_data *sd;
struct map_session_data *tsd;
int *p_sd; //Contains the list of characters found.
unsigned int tick = gettick();
nullpo_retr(0, bl);
nullpo_retr(0, ap);
@ -7327,7 +7329,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
{
int skilllv;
if(pc_issit(tsd) || tsd->skilltimer!=-1 || tsd->canmove_tick > tick)
if(pc_issit(tsd) || !pc_can_move(tsd))
return 0;
if (sd->status.sex != tsd->status.sex &&
(tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
@ -8561,12 +8563,10 @@ int skill_use_id (struct map_session_data *sd, int target_id, int skill_num, int
sd->skillx = 0;
sd->skilly = 0;
sd->canact_tick = tick + casttime + 100;
//Recycling forcecast to store the skill's level. [Skotlex]
sd->canmove_tick = tick + (casttime>0 && (forcecast = pc_checkskill(sd,SA_FREECAST)) > 0?0:casttime);
if (casttime > 0) {
sd->skilltimer = add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
if (forcecast > 0)
if ((forcecast = pc_checkskill(sd,SA_FREECAST)) > 0)
status_quick_recalc_speed (sd, SA_FREECAST, forcecast, 1);
else
pc_stop_walking(sd,0);
@ -8678,11 +8678,10 @@ int skill_use_pos (struct map_session_data *sd, int skill_x, int skill_y, int sk
sd->skilltarget = 0;
sd->canact_tick = tick + casttime + 100;
sd->canmove_tick = tick + (casttime>0 && (skill = pc_checkskill(sd,SA_FREECAST))>0?0:casttime);
if (casttime > 0) {
sd->skilltimer = add_timer(tick + casttime, skill_castend_pos, sd->bl.id, 0);
if (skill > 0)
if ((skill = pc_checkskill(sd,SA_FREECAST))>0)
status_quick_recalc_speed (sd, SA_FREECAST, skill, 1);
else
pc_stop_walking(sd,0);
@ -8709,12 +8708,11 @@ int skill_castcancel (struct block_list *bl, int type)
struct map_session_data *sd = (struct map_session_data *)bl;
unsigned long tick = gettick();
nullpo_retr(0, sd);
sd->canact_tick = tick;
sd->canmove_tick = tick;
if (sd->skilltimer != -1) {
if ((ret = pc_checkskill(sd,SA_FREECAST)) > 0) {
status_quick_recalc_speed(sd, SA_FREECAST, ret, 0); //Updated to use calc_speed [Skotlex]
}
sd->canact_tick = tick;
if (!type) {
if (skill_get_inf( sd->skillid ) & INF_GROUND_SKILL)
ret = delete_timer( sd->skilltimer, skill_castend_pos );