- Ganbantein's delay is now 2 secs.

- Removed the time2 value of NJ_NEN since it has no use.
- Removed the return code entry when logging GM reload-GM requests (login-sql),it'll just be stored as zero.
- Added a fix on socket.c to not pick INADDR_ANY when choosing our own IP.
- Applied the correction on maprespawnguildid so that it parses ALL players and not just those on a map.
- TK_JUMPKICK now dispels normal aspd/speed potions (not berserk pitched ones) and Preserve will be unable to block this.
- Soul Linkers are now inmune to SA_DISPEL
- You can now place everything (except magic skills) on top of LPs.
- Corrected Ganbantein to not touch song/dance/ensembles.
- Status_calc_pc will refuse to execute if the player is still tagged as a "new connection" and the invocation is not meant to be the first one.
- Swapped the order of checks in status_isimmune so that Wand of Hermod skill blocking takes precedence over GTB's
- Client packets will all be ignored while a player is not on a map until the LoadEndAck packet is received.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9152 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-11-06 15:58:30 +00:00
parent 29dc8ea873
commit eee1baf718
11 changed files with 86 additions and 53 deletions

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@ -4,6 +4,25 @@ 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.
2006/11/06
* Removed the return code entry when logging GM reload-GM requests
(login-sql),it'll just be stored as zero. [Skotlex]
* Added a fix on socket.c to not pick INADDR_ANY when choosing our own IP.
[Skotlex]
* Applied the correction on maprespawnguildid so that it parses ALL players
and not just those on a map. [Skotlex]
* TK_JUMPKICK now dispels normal aspd/speed potions (not berserk pitched
ones) and Preserve will be unable to block this. [Skotlex]
* Soul Linkers are now inmune to SA_DISPEL [Skotlex]
* You can now place everything (except magic skills) on top of LPs.
[Skotlex]
* Corrected Ganbantein to not touch song/dance/ensembles. [Skotlex]
* Status_calc_pc will refuse to execute if the player is still tagged as a
"new connection" and the invocation is not meant to be the first one.
[Skotlex]
* Swapped the order of checks in status_isimmune so that Wand of Hermod
skill blocking takes precedence over GTB's [Skotlex]
* Client packets will all be ignored while a player is not on a map until
the LoadEndAck packet is received. [Skotlex]
* Reverted changes, moved status_calc_pc(sd,1) back to pc_authok
since it causes problems. [Lance]
* Temperory fixed stability issue caused by initial status_calc_pc

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@ -19,6 +19,10 @@
-----
========================
11/06
* Ganbantein's delay is now 2 secs. [Skotlex]
* Removed the time2 value of NJ_NEN since it has no use. [Skotlex]
11/05
* Raised the chance to get an OPB from an OPB [Playtester]
* Official NJ/GS job exp for level 51+52 [Playtester]

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@ -809,7 +809,7 @@
//-- PF_DOUBLECASTING
482,2000,0,0,90000,0
//-- HW_GANBANTEIN
483,3000,5000,0,0,0
483,3000,2000,0,0,0
//-- HW_GRAVITATION
484,5000,2000,0,5000:6000:7000:8000:9000,0
//-- WS_CARTTERMINATION
@ -920,7 +920,7 @@
//-- NJ_KAMAITACHI
542,4000,0,0,0,0
//-- NJ_NEN
543,5000:4000:3000:2000:1000,0,0,30000:45000:60000:75000:90000,30000:45000:60000:75000:90000
543,5000:4000:3000:2000:1000,0,0,30000:45000:60000:75000:90000,0
//-- NJ_ISSEN
544,0,3000,0,0,0
//==========================================

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@ -1290,7 +1290,7 @@ void socket_init (void)
if(a->sin_family == AF_INET) {
u_long ad = ntohl(a->sin_addr.s_addr);
if(ad != INADDR_LOOPBACK) {
if(ad != INADDR_LOOPBACK && ad != INADDR_ANY) {
addr_[naddr_ ++] = ad;
if(naddr_ == 16)
break;

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@ -932,7 +932,7 @@ int parse_fromchar(int fd){
case 0x2709:
if (log_login)
{
sprintf(tmpsql,"INSERT DELAYED INTO `%s`(`time`,`ip`,`user`,`rcode`,`log`) VALUES (NOW(), '%u', '%s','%s', 'GM reload request')", loginlog_db, (unsigned int)ntohl(ipl),server[id].name, RETCODE);
sprintf(tmpsql,"INSERT DELAYED INTO `%s`(`time`,`ip`,`user`,`log`) VALUES (NOW(), '%u', '%s', 'GM reload request')", loginlog_db, (unsigned int)ntohl(ipl),server[id].name);
if (mysql_query(&mysql_handle, tmpsql)) {
ShowSQL("DB error - %s\n",mysql_error(&mysql_handle));
ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);

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@ -8218,8 +8218,6 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
if(sd->npc_id) npc_event_dequeue(sd);
if(sd->state.connect_new) {
// Temperory moved to pc_reg_received until Skot is back.
//status_calc_pc(sd,1);
if (sd->sc.option&OPTION_FALCON)
clif_status_load(&sd->bl, SI_FALCON, 1);
@ -8318,8 +8316,7 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
clif_send_petdata(sd,0,0);
clif_send_petdata(sd,5,battle_config.pet_hair_style);
clif_send_petstatus(sd);
if(sd->state.connect_new && sd->pd->pet.intimate > 900)
if(sd->state.connect_new && sd->pd->pet.intimate > 900)
clif_pet_emotion(sd->pd,(sd->pd->pet.class_ - 100)*100 + 50 + pet_hungry_val(sd->pd));
}
@ -8349,8 +8346,8 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
sc_start(&sd->bl,SC_NOCHAT,100,0,0);
if(sd->state.connect_new) {
//Delayed night effect on log-on fix for the glow-issue. Thanks to Larry.
sd->state.connect_new = 0;
//Delayed night effect on log-on fix for the glow-issue. Thanks to Larry.
if (night_flag) {
char tmpstr[1024];
strcpy(tmpstr, msg_txt(500)); // Actually, it's the night...
@ -11731,6 +11728,10 @@ int clif_parse(int fd) {
if (sd && sd->state.auth == 1 && sd->state.waitingdisconnect == 1) { // 切断待ちの場合パケットを処理しない
} else if (packet_db[packet_ver][cmd].func) {
if (sd && sd->bl.prev == NULL &&
packet_db[packet_ver][cmd].func != clif_parse_LoadEndAck)
; //Only valid packet when player is not on a map is the finish-loading packet.
else
if (sd
|| packet_db[packet_ver][cmd].func == clif_parse_WantToConnection
|| packet_db[packet_ver][cmd].func == clif_parse_debug

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@ -720,8 +720,8 @@ int merc_resurrect_homunculus(struct map_session_data *sd, unsigned char per, sh
hd->bl.m = sd->bl.m;
hd->bl.x = x;
hd->bl.y = y;
map_addblock(&sd->hd->bl);
clif_spawn(&sd->hd->bl);
map_addblock(&hd->bl);
clif_spawn(&hd->bl);
}
status_revive(&hd->bl, per, 0);
return 1;

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@ -706,7 +706,6 @@ int pc_authok(struct map_session_data *sd, int login_id2, time_t connect_until_t
sd->state.event_disconnect = 1;
sd->state.event_kill_mob = 1;
// Reverted, since it causes tons of problems putting elsewhere.
status_calc_pc(sd,1);
sd->state.auth = 1; //Do not auth him until the initial stats have been placed.
@ -813,9 +812,6 @@ int pc_reg_received(struct map_session_data *sd)
sd->mission_count = pc_readglobalreg(sd,"TK_MISSION_COUNT");
}
if(sd->battle_status.hp == 0)
pc_setrestartvalue(sd, 1);
//SG map and mob read [Komurka]
for(i=0;i<3;i++) //for now - someone need to make reading from txt/sql
{
@ -860,6 +856,7 @@ int pc_reg_received(struct map_session_data *sd)
sd->state.event_joblvup = 1;
sd->state.event_loadmap = 1;
}
return 0;
}

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@ -8650,30 +8650,31 @@ int buildin_emotion(struct script_state *st)
return 0;
}
int buildin_maprespawnguildid_sub(struct block_list *bl,va_list ap)
static int buildin_maprespawnguildid_sub_pc(DBKey key, void *data, va_list ap)
{
int g_id=va_arg(ap,int);
int flag=va_arg(ap,int);
struct map_session_data *sd=NULL;
struct mob_data *md=NULL;
va_list ap2 = va_arg(ap, va_list); // double decode -_-
int m=va_arg(ap2,int);
int g_id=va_arg(ap2,int);
int flag=va_arg(ap2,int);
struct map_session_data *sd = (TBL_PC*)data;
if(bl->type == BL_PC)
sd=(struct map_session_data*)bl;
if(bl->type == BL_MOB)
md=(struct mob_data *)bl;
if(!sd || sd->bl.m != m)
return 0;
if(
((sd->status.guild_id == g_id) && flag&1) || //Warp out owners
((sd->status.guild_id != g_id) && flag&2) || //Warp out outsiders
(sd->status.guild_id == 0) // Warp out players not in guild [Valaris]
)
pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
return 1;
}
if(sd){
if((sd->status.guild_id == g_id) && (flag&1))
pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
else if((sd->status.guild_id != g_id) && (flag&2))
pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
else if (sd->status.guild_id == 0) // Warp out players not in guild [Valaris]
pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3); // end addition [Valaris]
}
if(md && flag&4){
if(!md->guardian_data && md->class_ != MOBID_EMPERIUM)
unit_remove_map(bl,1);
}
static int buildin_maprespawnguildid_sub_mob(struct block_list *bl,va_list ap)
{
struct mob_data *md=(struct mob_data *)bl;
if(!md->guardian_data && md->class_ != MOBID_EMPERIUM)
status_kill(bl);
return 0;
}
@ -8685,8 +8686,13 @@ int buildin_maprespawnguildid(struct script_state *st)
int m=map_mapname2mapid(mapname);
if(m != -1)
map_foreachinmap(buildin_maprespawnguildid_sub,m,BL_CHAR,g_id,flag);
if(m == -1)
return 0;
//Catch ALL players (in case some are 'between maps' on execution time)
map_foreachpc(buildin_maprespawnguildid_sub_pc,m,g_id,flag);
if (flag&4) //Remove script mobs.
map_foreachinmap(buildin_maprespawnguildid_sub_mob,m,BL_MOB);
return 0;
}

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@ -1310,17 +1310,19 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case TK_JUMPKICK:
//Cancel out Soul Linker status of the target. [Skotlex]
if (tsc->count) {
if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
break;
//Remove pitched potions effect.
if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
//Remove NORMAL potions effect.
if (tsc->data[SC_ASPDPOTION0].timer != -1 && !tsc->data[SC_ASPDPOTION0].val4)
status_change_end(bl, SC_ASPDPOTION0, -1);
if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
if (tsc->data[SC_ASPDPOTION1].timer != -1 && !tsc->data[SC_ASPDPOTION1].val4)
status_change_end(bl, SC_ASPDPOTION1, -1);
if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
if (tsc->data[SC_ASPDPOTION2].timer != -1 && !tsc->data[SC_ASPDPOTION2].val4)
status_change_end(bl, SC_ASPDPOTION2, -1);
if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
if (tsc->data[SC_ASPDPOTION3].timer != -1 && !tsc->data[SC_ASPDPOTION3].val4)
status_change_end(bl, SC_ASPDPOTION3, -1);
if (tsc->data[SC_SPEEDUP0].timer != -1 && !tsc->data[SC_SPEEDUP0].val4)
status_change_end(bl, SC_SPEEDUP0, -1);
if (tsc->data[SC_SPEEDUP1].timer != -1 && !tsc->data[SC_SPEEDUP1].val4)
status_change_end(bl, SC_SPEEDUP1, -1);
if (tsc->data[SC_SPIRIT].timer != -1)
status_change_end(bl, SC_SPIRIT, -1);
if (tsc->data[SC_ONEHAND].timer != -1)
@ -4621,6 +4623,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,1);
i = status_get_sc_def_mdef(bl);
if (i >= 10000 ||
(dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) ||
tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
//Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
@ -9333,8 +9336,9 @@ int skill_landprotector (struct block_list *bl, va_list ap)
break;
}
if (unit->group->skill_id == SA_LANDPROTECTOR &&
!(skill_get_unit_flag(skillid)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)))
{ //It deletes everything except songs/dances/encores.
skill_get_type(skillid) == BF_MAGIC)
// !(skill_get_unit_flag(skillid)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)))
{ //When LP is already placed, all it does it prevent magic spells from being placed.
(*alive) = 0;
return 1;
}
@ -9355,10 +9359,9 @@ int skill_ganbatein (struct block_list *bl, va_list ap)
if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
return 0;
// Apparently, it REMOVES traps.
// if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
// return 0; //Do not remove traps.
if (unit->group->state.song_dance)
return 0; //Don't touch song/dance/ensemble.
if (unit->group->skill_id == SA_LANDPROTECTOR)
skill_delunit(unit, 1);
else skill_delunitgroup(NULL, unit->group, 1);

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@ -1520,6 +1520,9 @@ int status_calc_pc(struct map_session_data* sd,int first)
int i,index;
int skill,refinedef=0;
if(sd->state.connect_new && !first&1) //Shouldn't invoke yet until player is done loading.
return -1;
if (++calculating > 10) //Too many recursive calls!
return -1;
@ -4166,11 +4169,11 @@ int status_isdead(struct block_list *bl)
int status_isimmune(struct block_list *bl)
{
struct status_change *sc =status_get_sc(bl);
if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
return 1;
if (bl->type == BL_PC &&
((TBL_PC*)bl)->special_state.no_magic_damage)
return ((TBL_PC*)bl)->special_state.no_magic_damage > battle_config.gtb_sc_immunity;
if (sc && sc->count && sc->data[SC_HERMODE].timer != -1)
return 1;
return 0;
}