- Added functions status_revive, pc_revive and mob_revive to handle revival (it doesn't handles player respawning, though)

- Corrected alive, raisemap, raiseall to use these functions.
- Updated resurrection/mob-kaizel to use status_revive
- Added SC_BLADESTOP to the skill enum at the beginning of status.c (fixes Bladestop causing an unknown status change message)
- Fixed MSS_DEAD state skills not triggering.
- Corrected some compilation warnings on the merc.* files. 


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6807 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-05-28 17:58:56 +00:00
parent a3d351765f
commit f2cedb537e
12 changed files with 130 additions and 99 deletions

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@ -4,6 +4,12 @@ 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. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/05/28 2006/05/28
* Added functions status_revive, pc_revive and mob_revive to handle revival
(it doesn't handles player respawning, though). Fixed reviving @ commands.
[Skotlex]
* Added SC_BLADESTOP to the skill enum at the beginning of status.c (fixes
Bladestop causing an unknown status change message). [Skotlex]
* Fixed MSS_DEAD state skills not triggering. [Skotlex]
* Changed undeads to by default always sustain 100% of the damage from firewalls [MasterOfMuppets] * Changed undeads to by default always sustain 100% of the damage from firewalls [MasterOfMuppets]
* [Fixed]: * [Fixed]:
- script functions that doesn't pass references, thanks to End_of_exam. [Lance] - script functions that doesn't pass references, thanks to End_of_exam. [Lance]

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@ -2428,20 +2428,11 @@ int atcommand_alive(
const char* command, const char* message) const char* command, const char* message)
{ {
nullpo_retr(-1, sd); nullpo_retr(-1, sd);
if (pc_isdead(sd)) { if (!status_revive(&sd->bl, 100, 100))
sd->status.hp = sd->status.max_hp; return -1;
sd->status.sp = sd->status.max_sp;
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1); clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
pc_setstand(sd);
if (battle_config.pc_invincible_time > 0)
pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
clif_updatestatus(sd, SP_HP);
clif_updatestatus(sd, SP_SP);
clif_resurrection(&sd->bl, 1);
clif_displaymessage(fd, msg_table[16]); // You've been revived! It's a miracle! clif_displaymessage(fd, msg_table[16]); // You've been revived! It's a miracle!
return 0; return 0;
}
return -1;
} }
/*========================================== /*==========================================
@ -4583,26 +4574,19 @@ int atcommand_revive(
clif_displaymessage(fd, "Please, enter a player name (usage: @revive <char name>)."); clif_displaymessage(fd, "Please, enter a player name (usage: @revive <char name>).");
return -1; return -1;
} }
if ((pl_sd = map_nick2sd(atcmd_player_name)) != NULL) { pl_sd = map_nick2sd(atcmd_player_name);
if (pc_isdead(pl_sd)) {
pl_sd->status.hp = pl_sd->status.max_hp; if (!pl_sd) {
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
pc_setstand(pl_sd);
if (battle_config.pc_invincible_time > 0)
pc_setinvincibletimer(pl_sd, battle_config.pc_invincible_time);
clif_updatestatus(pl_sd, SP_HP);
clif_updatestatus(pl_sd, SP_SP);
clif_resurrection(&pl_sd->bl, 1);
clif_displaymessage(fd, msg_table[51]); // Character revived.
return 0;
}
return -1;
} else {
clif_displaymessage(fd, msg_table[3]); // Character not found. clif_displaymessage(fd, msg_table[3]); // Character not found.
return -1; return -1;
} }
if (!status_revive(&sd->bl, 100, 0))
return -1;
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
clif_displaymessage(fd, msg_table[51]); // Character revived.
return 0; return 0;
} }
@ -4890,18 +4874,13 @@ int atcommand_doommap(
*/ */
static void atcommand_raise_sub(struct map_session_data* sd) static void atcommand_raise_sub(struct map_session_data* sd)
{ {
if (sd && sd->state.auth && pc_isdead(sd)) { if (!sd->state.auth || !status_isdead(&sd->bl))
clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1); return;
sd->status.hp = sd->status.max_hp;
sd->status.sp = sd->status.max_sp; if(!status_revive(&sd->bl, 100, 100))
pc_setstand(sd); return;
clif_updatestatus(sd, SP_HP); clif_skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
clif_updatestatus(sd, SP_SP); clif_displaymessage(sd->fd, msg_table[63]); // Mercy has been shown.
clif_resurrection(&sd->bl, 1);
if (battle_config.pc_invincible_time > 0)
pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
clif_displaymessage(sd->fd, msg_table[63]); // Mercy has been shown.
}
} }
/*========================================== /*==========================================

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@ -61,7 +61,7 @@ char32 merc_skillname[20] = {"NULL","HLIF_HEAL","HLIF_AVOID","HLIF_BRAIN","HLIF_
"HFLI_MOON","HFLI_FLEET","HFLI_SPEED","HFLI_SBR44", "HFLI_MOON","HFLI_FLEET","HFLI_SPEED","HFLI_SBR44",
"HVAN_CAPRICE","HVAN_CHAOTIC","HVAN_INSTRUCT","HVAN_EXPLOSION"}; "HVAN_CAPRICE","HVAN_CHAOTIC","HVAN_INSTRUCT","HVAN_EXPLOSION"};
void merc_load_exptables(); void merc_load_exptables(void);
void merc_save(struct map_session_data *sd); void merc_save(struct map_session_data *sd);
int mercskill_castend_id( int tid, unsigned int tick, int id,int data ); int mercskill_castend_id( int tid, unsigned int tick, int id,int data );
@ -78,7 +78,7 @@ static int diry[8]={1,1,0,-1,-1,-1,0,1};
static unsigned long hexptbl[126]; static unsigned long hexptbl[126];
void merc_load_exptables() void merc_load_exptables(void)
{ {
FILE *fl; FILE *fl;
int i; int i;
@ -95,7 +95,7 @@ void merc_load_exptables()
fclose(fl); fclose(fl);
} }
char *merc_skill_get_name(id) char *merc_skill_get_name(int id)
{ {
return merc_skillname[id-8000]; return merc_skillname[id-8000];
} }
@ -498,4 +498,4 @@ int merc_create_homunculus(struct map_session_data *sd,int id,int m,int x,int y)
clif_homuninfo(sd);*/ // send this x2. dunno why, but kRO does that [blackhole89] clif_homuninfo(sd);*/ // send this x2. dunno why, but kRO does that [blackhole89]
} }
int do_final_merc (void); int do_final_merc (void);

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@ -1,8 +1,8 @@
// Homunculus and future Mercenary system code go here [Celest] // Homunculus and future Mercenary system code go here [Celest]
int do_init_merc (void); int do_init_merc (void);
void merc_load_exptables(); void merc_load_exptables(void);
char *merc_skill_get_name(id); char *merc_skill_get_name(int id);
void merc_die(struct map_session_data *sd); void merc_die(struct map_session_data *sd);
int merc_damage(struct block_list *src,struct homun_data *hd,int damage,int type); int merc_damage(struct block_list *src,struct homun_data *hd,int damage,int type);
void merc_calc_status(struct homun_data *hd); void merc_calc_status(struct homun_data *hd);
@ -13,4 +13,4 @@ int merc_heal(struct homun_data *hd,int hp,int sp);
void merc_save(struct map_session_data *sd); void merc_save(struct map_session_data *sd);
void merc_res(struct map_session_data *sd,int skilllv); void merc_res(struct map_session_data *sd,int skilllv);
void merc_load(struct map_session_data *sd); void merc_load(struct map_session_data *sd);
int merc_create_homunculus(struct map_session_data *sd,int id,int m,int x,int y); int merc_create_homunculus(struct map_session_data *sd,int id,int m,int x,int y);

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@ -1558,22 +1558,10 @@ int mob_deleteslave(struct mob_data *md)
// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex] // Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
int mob_respawn(int tid, unsigned int tick, int id,int data ) int mob_respawn(int tid, unsigned int tick, int id,int data )
{ {
struct mob_data *md = (struct mob_data*)map_id2bl(id); struct block_list *bl = map_id2bl(id);
if (!md || md->bl.type != BL_MOB)
return 0;
//Mob must be dead and not in a map to respawn!
if (md->bl.prev != NULL || md->status.hp)
return 0;
md->state.skillstate = MSS_IDLE; if(!bl) return 0;
md->last_thinktime = tick; status_revive(bl, data, 0);
md->next_walktime = tick+rand()%50+5000;
md->last_linktime = tick;
map_addblock(&md->bl);
status_percent_heal(&md->bl, data, 0);
clif_spawn(&md->bl);
skill_unit_move(&md->bl,tick,1);
mobskill_use(md, tick, MSC_SPAWN);
return 1; return 1;
} }
@ -1699,9 +1687,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
status = &md->status; status = &md->status;
if(status->hp) //Requested instant death?
status->hp = 0;
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS)
{ // guardian hp update [Valaris] (updated by [Skotlex]) { // guardian hp update [Valaris] (updated by [Skotlex])
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
@ -1709,7 +1694,9 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
} }
md->state.skillstate = MSS_DEAD; md->state.skillstate = MSS_DEAD;
md->status.hp = 1; //Otherwise skill will be blocked due to being dead! [Skotlex]
mobskill_use(md,tick,-1); //On Dead skill. mobskill_use(md,tick,-1); //On Dead skill.
md->status.hp = 0;
if (md->sc.data[SC_KAIZEL].timer != -1) if (md->sc.data[SC_KAIZEL].timer != -1)
{ //Revive in a bit. { //Revive in a bit.
@ -2149,6 +2136,22 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
return 1; return 1;
} }
void mob_revive(struct mob_data *md, unsigned int hp)
{
unsigned int tick = gettick();
md->state.skillstate = MSS_IDLE;
md->last_thinktime = tick;
md->next_walktime = tick+rand()%50+5000;
md->last_linktime = tick;
if (!md->bl.prev)
map_addblock(&md->bl);
clif_spawn(&md->bl);
skill_unit_move(&md->bl,tick,1);
mobskill_use(md, tick, MSC_SPAWN);
if (battle_config.show_mob_hp)
clif_charnameack (0, &md->bl);
}
int mob_guardian_guildchange(struct block_list *bl,va_list ap) int mob_guardian_guildchange(struct block_list *bl,va_list ap)
{ {
struct mob_data *md; struct mob_data *md;
@ -2573,9 +2576,11 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
c2 = ms[i].cond2; c2 = ms[i].cond2;
if (ms[i].state != md->state.skillstate && md->state.skillstate != MSS_DEAD) { if (ms[i].state != md->state.skillstate) {
if (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id)) if (md->state.skillstate != MSS_DEAD && (
; //ANYTARGET works with any state as long as there's a target. [Skotlex] ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id)
)) //ANYTARGET works with any state as long as there's a target. [Skotlex]
;
else else
continue; continue;
} }

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@ -150,6 +150,7 @@ int mob_setdelayspawn(struct mob_data *md);
int mob_parse_dataset(struct spawn_data *data); int mob_parse_dataset(struct spawn_data *data);
void mob_damage(struct mob_data *md, struct block_list *src, int damage); void mob_damage(struct mob_data *md, struct block_list *src, int damage);
int mob_dead(struct mob_data *md, struct block_list *src, int type); int mob_dead(struct mob_data *md, struct block_list *src, int type);
void mob_revive(struct mob_data *md, unsigned int hp);
void mob_heal(struct mob_data *md,unsigned int heal); void mob_heal(struct mob_data *md,unsigned int heal);
#define mob_stop_walking(md, type) { if (md->ud.walktimer != -1) unit_stop_walking(&md->bl, type); } #define mob_stop_walking(md, type) { if (md->ud.walktimer != -1) unit_stop_walking(&md->bl, type); }

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@ -4735,7 +4735,15 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
return 1; return 1;
} }
// void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp)
{
if(hp) clif_updatestatus(sd,SP_HP);
if(sp) clif_updatestatus(sd,SP_SP);
pc_setstand(sd);
if(battle_config.pc_invincible_time > 0)
pc_setinvincibletimer(sd, battle_config.pc_invincible_time);
}
// script? ˜A // script? ˜A
// //
/*========================================== /*==========================================

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@ -154,6 +154,7 @@ int pc_useitem(struct map_session_data*,int);
void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp); void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp);
int pc_dead(struct map_session_data *sd,struct block_list *src); int pc_dead(struct map_session_data *sd,struct block_list *src);
void pc_revive(struct map_session_data *sd,unsigned int hp, unsigned int sp);
void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type); void pc_heal(struct map_session_data *sd,unsigned int hp,unsigned int sp, int type);
int pc_itemheal(struct map_session_data *sd,int hp,int sp); int pc_itemheal(struct map_session_data *sd,int hp,int sp);
int pc_percentheal(struct map_session_data *sd,int,int); int pc_percentheal(struct map_session_data *sd,int,int);

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@ -893,7 +893,7 @@ static int pet_ai_sub_hard(struct pet_data *pd, struct map_session_data *sd, uns
return 0; return 0;
} }
if (!check_distance_bl(&sd->bl, &pd->bl, pd->db->range2)) { if (!check_distance_bl(&sd->bl, &pd->bl, pd->db->range2) && DIFF_TICK(tick, pd->ud.canmove_tick) > 0) {
//Master too far, chase. //Master too far, chase.
if(pd->target_id) if(pd->target_id)
pet_unlocktarget(pd); pet_unlocktarget(pd);

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@ -3254,7 +3254,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
} }
status_zap(src, sstatus->hp-1, sstatus->sp-1); status_zap(src, sstatus->hp-1, sstatus->sp-1);
break; break;
} else if (dstsd && pc_isdead(dstsd) && flag&1) { //Revive } else if (status_isdead(bl) && flag&1) { //Revive
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
skilllv = 3; //Resurrection level 3 is used skilllv = 3; //Resurrection level 3 is used
} else //Invalid target, skip resurrection. } else //Invalid target, skip resurrection.
@ -3266,40 +3266,39 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_fail(sd,skillid,0,0); clif_skill_fail(sd,skillid,0,0);
break; break;
} }
if(dstsd && pc_isdead(dstsd)) { if (!status_isdead(bl))
int per = 0; break;
if (map[bl->m].flag.pvp && dstsd->pvp_point < 0) {
int per = 0, sper = 0;
if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
break; break;
clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
switch(skilllv){ switch(skilllv){
case 1: per=10; break; case 1: per=10; break;
case 2: per=30; break; case 2: per=30; break;
case 3: per=50; break; case 3: per=50; break;
case 4: per=80; break; case 4: per=80; break;
} }
tstatus->hp = 1; if(dstsd && dstsd->special_state.restart_full_recover)
if (dstsd->special_state.restart_full_recover) per = sper = 100;
status_percent_heal(bl, 100, 100); if (status_revive(bl, per, sper))
else {
status_percent_heal(bl, per, 0); clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
pc_setstand(dstsd); if(sd && dstsd && battle_config.resurrection_exp > 0)
if(battle_config.pc_invincible_time > 0) {
pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time); int exp = 0,jexp = 0;
clif_resurrection(bl, 1); int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
if(sd && battle_config.resurrection_exp > 0) { if(lv > 0) {
int exp = 0,jexp = 0; exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level; if (exp < 1) exp = 1;
if(lv > 0) { }
exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); if(jlv > 0) {
if (exp < 1) exp = 1; jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
if (jexp < 1) jexp = 1;
}
if(exp > 0 || jexp > 0)
pc_gainexp (sd, exp, jexp);
} }
if(jlv > 0) {
jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
if (jexp < 1) jexp = 1;
}
if(exp > 0 || jexp > 0)
pc_gainexp (sd, exp, jexp);
} }
} }
break; break;

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@ -216,6 +216,7 @@ void initChangeTables(void) {
set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD); set_sc(CR_SPEARQUICKEN, SC_SPEARQUICKEN, SI_SPEARQUICKEN, SCB_ASPD);
set_sc(MO_STEELBODY, SC_STEELBODY, SI_STEELBODY, SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED); 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_WAIT);
add_sc(MO_BLADESTOP, SC_BLADESTOP);
set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI); set_sc(MO_EXPLOSIONSPIRITS, SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI);
add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST); add_sc(MO_EXTREMITYFIST, SC_EXTREMITYFIST);
add_sc(SA_MAGICROD, SC_MAGICROD); add_sc(SA_MAGICROD, SC_MAGICROD);
@ -595,9 +596,6 @@ int status_heal(struct block_list *bl,unsigned int hp,unsigned int sp, int flag)
} }
if(sp) { if(sp) {
if (bl->type != BL_PC)
sp = 0; //Only players get SP changes
if(sp > status->max_sp - status->sp) if(sp > status->max_sp - status->sp)
sp = status->max_sp - status->sp; sp = status->max_sp - status->sp;
} }
@ -656,6 +654,39 @@ int status_percent_change(struct block_list *src,struct block_list *target,char
return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
} }
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
{
struct status_data *status;
unsigned int hp, sp;
if (!status_isdead(bl)) return 0;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0; //Invalid target.
hp = status->max_hp * per_hp/100;
sp = status->max_sp * per_hp/100;
if(hp > status->max_hp - status->hp)
hp = status->max_hp - status->hp;
if(sp > status->max_sp - status->sp)
sp = status->max_sp - status->sp;
status->hp += hp;
status->sp += sp;
clif_resurrection(bl, 1);
switch (bl->type) {
case BL_MOB:
mob_revive((TBL_MOB*)bl, hp);
break;
case BL_PC:
pc_revive((TBL_PC*)bl, hp, sp);
break;
}
return 1;
}
/*========================================== /*==========================================
* Checks whether the src can use the skill on the target, * Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex] * taking into account status/option of both source/target. [Skotlex]

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@ -516,6 +516,7 @@ int status_percent_change(struct block_list *src,struct block_list *target,char
// //
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0) #define status_kill(bl) status_percent_damage(NULL, bl, 100, 0)
int status_heal(struct block_list *bl,unsigned int hp,unsigned int sp, int flag); int status_heal(struct block_list *bl,unsigned int hp,unsigned int sp, int flag);
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
//Define for copying a status_data structure from b to a, without overwriting current Hp and Sp, nor messing the lhw pointer. //Define for copying a status_data structure from b to a, without overwriting current Hp and Sp, nor messing the lhw pointer.
#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))); \ #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))); \