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Added pc_calcspeed, updated Cloaking

git-svn-id: https://svn.code.sf.net/p/rathena/svn/athena@340 54d463be-8e91-2dee-dedb-b68131a5f0ec
(no author) 20 lat temu
rodzic
commit
d7646f71f6
4 zmienionych plików z 101 dodań i 10 usunięć
  1. 2 0
      Changelog.txt
  2. 92 0
      src/map/pc.c
  3. 1 0
      src/map/pc.h
  4. 6 10
      src/map/skill.c

+ 2 - 0
Changelog.txt

@@ -14,6 +14,8 @@ Date	Added
             since it's already fully implemented.
           - Added a bit more restrictions to Call Partner and Emergency Recall and
             updated mapflag for sec_pri.gat
+          - Added pc_calcspeed and updated Cloaking so it won't need to recalculate
+            the player's entire status everytime there is movement.
 
 11/22
 	* (TXT)Stripped some code off read_gm_accounts() and made with it addGM() [MC Cameri]

+ 92 - 0
src/map/pc.c

@@ -2091,6 +2091,98 @@ int pc_calcstatus(struct map_session_data* sd,int first)
 	return 0;
 }
 
+/*==========================================
+ * For quick calculating [Celest]
+ *------------------------------------------
+ */
+int pc_calcspeed (struct map_session_data *sd)
+{
+	int b_speed, skill;
+	struct pc_base_job s_class;
+
+	nullpo_retr(0, sd);
+
+	s_class = pc_calc_base_job(sd->status.class);
+
+	b_speed = sd->speed;
+	sd->speed = DEFAULT_WALK_SPEED ;
+	sd->speed_rate = 100;
+	sd->speed_add_rate = 100;
+	if(sd->speed_add_rate != 100)
+		sd->speed_rate += sd->speed_add_rate - 100;
+	if(sd->aspd_add_rate != 100)
+		sd->aspd_rate += sd->aspd_add_rate - 100;
+
+	if(sd->sc_count){
+		if(sd->sc_data[SC_INCREASEAGI].timer!=-1 && sd->sc_data[SC_QUAGMIRE].timer == -1 && sd->sc_data[SC_DONTFORGETME].timer == -1){	// 速度?加
+			sd->speed -= sd->speed *25/100;
+		}
+		if(sd->sc_data[SC_DECREASEAGI].timer!=-1) {
+			sd->speed = sd->speed *125/100;
+		}
+		if(sd->sc_data[SC_CLOAKING].timer!=-1) {
+			sd->speed = sd->speed * (sd->sc_data[SC_CLOAKING].val3-sd->sc_data[SC_CLOAKING].val1*3) /100;
+		}
+		if(sd->sc_data[SC_CHASEWALK].timer!=-1) {
+			sd->speed = sd->speed * sd->sc_data[SC_CHASEWALK].val3 /100;
+		}
+		if(sd->sc_data[SC_QUAGMIRE].timer!=-1){
+			sd->speed = sd->speed*3/2;
+		}
+		if(sd->sc_data[SC_WINDWALK].timer!=-1) {
+			sd->speed -= sd->speed *(sd->sc_data[SC_WINDWALK].val1*2)/100;
+		}
+		if(sd->sc_data[SC_CARTBOOST].timer!=-1) {
+			sd->speed -= (DEFAULT_WALK_SPEED * 20)/100;
+		}
+		if(sd->sc_data[SC_BERSERK].timer!=-1) {
+			sd->speed -= sd->speed *25/100;
+		}
+		if(sd->sc_data[SC_WEDDING].timer!=-1) {
+			sd->speed = 2*DEFAULT_WALK_SPEED;
+		}
+		if(sd->sc_data[SC_DONTFORGETME].timer!=-1){
+			sd->speed= sd->speed*(100+sd->sc_data[SC_DONTFORGETME].val1*2 + sd->sc_data[SC_DONTFORGETME].val2 + (sd->sc_data[SC_DONTFORGETME].val3&0xffff))/100;
+		}
+		if(sd->sc_data[SC_STEELBODY].timer!=-1){
+			sd->speed = (sd->speed * 125) / 100;
+		}
+		if(sd->sc_data[SC_DEFENDER].timer != -1) {
+			sd->speed = (sd->speed * (155 - sd->sc_data[SC_DEFENDER].val1*5)) / 100;
+		}
+		if( sd->sc_data[SC_DANCING].timer!=-1 ){
+			sd->speed*=4;
+		}
+		if(sd->sc_data[SC_CURSE].timer!=-1)
+			sd->speed += 450;
+	}
+
+	if(sd->status.option&2 && (skill = pc_checkskill(sd,RG_TUNNELDRIVE))>0 )
+		sd->speed += (1.2*DEFAULT_WALK_SPEED - skill*9);
+	if (pc_iscarton(sd) && (skill=pc_checkskill(sd,MC_PUSHCART))>0)
+		sd->speed += (10-skill) * (DEFAULT_WALK_SPEED * 0.1);
+	else if (pc_isriding(sd)) {
+		sd->speed -= (0.25 * DEFAULT_WALK_SPEED);
+	}
+	if((skill=pc_checkskill(sd,TF_MISS))>0)
+		if(s_class.job==12)
+			sd->speed -= sd->speed *(skill*1.5)/100;
+
+	if(sd->speed_rate != 100)
+		sd->speed = sd->speed*sd->speed_rate/100;
+	if(sd->speed < 1) sd->speed = 1;
+	
+	if(sd->skilltimer != -1 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) {
+		sd->prev_speed = sd->speed;
+		sd->speed = sd->speed*(175 - skill*5)/100;
+	}
+
+	if(b_speed != sd->speed)
+		clif_updatestatus(sd,SP_SPEED);
+
+	return 0;
+}
+
 /*==========================================
  * ? 備品による能力等のボ?ナス設定
  *------------------------------------------

+ 1 - 0
src/map/pc.h

@@ -77,6 +77,7 @@ int pc_dropitem(struct map_session_data*,int,int);
 int pc_checkweighticon(struct map_session_data *sd);
 
 int pc_calcstatus(struct map_session_data*,int);
+int pc_calcspeed(struct map_session_data*); // [Celest]
 int pc_bonus(struct map_session_data*,int,int);
 int pc_bonus2(struct map_session_data *sd,int,int,int);
 int pc_bonus3(struct map_session_data *sd,int,int,int,int);

+ 6 - 10
src/map/skill.c

@@ -4407,7 +4407,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
 			}
 		}
 		break;
-	case GD_REGENERATION:		
+	case GD_REGENERATION:
 		{
 			struct guild *g = NULL;
 			if (sd && sd->status.guild_id > 0 && (g = guild_search(sd->status.guild_id)) &&
@@ -4430,7 +4430,7 @@ int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int
 				for(i = 0; i < g->max_member; i++) {
 					if ((dstsd = g->member[i].sd) != NULL && sd->bl.m == dstsd->bl.m) {
 						hp = dstsd->status.max_hp*0.9;
-						sp = dstsd->status.sp + hp < dstsd->status.max_sp ? hp : dstsd->status.max_sp - dstsd->status.sp;
+						sp = dstsd->status.sp + hp <= dstsd->status.max_sp ? hp : dstsd->status.max_sp - dstsd->status.sp;
 						clif_skill_nodamage(src,bl,AL_HEAL,hp,1);
 						battle_heal(NULL,bl,hp,sp,0);
 					}
@@ -9798,19 +9798,15 @@ int skill_check_cloaking(struct block_list *bl)
 			skill_status_change_end(bl, SC_CLOAKING, -1);
 			*battle_get_option(bl)&=~4;	/* ”O‚Ì‚½‚ß‚Ì?—� */
 		}
-		else if (bl->type == BL_PC) {
+		else if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 130) {
 			sd->sc_data[SC_CLOAKING].val3 = 130;
-			//sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
-			//clif_updatestatus(sd,SP_SPEED);
-			pc_calcstatus (sd,0); // better way than calling this everytime?
+			pc_calcspeed (sd);
 		}
 	}
 	else {
-		if (bl->type == BL_PC) {
+		if (bl->type == BL_PC && sd->sc_data[SC_CLOAKING].val3 != 103) {
 			sd->sc_data[SC_CLOAKING].val3 = 103;
-			//sd->speed = sd->speed * sd->sc_data[SC_CLOAKING].val3 /100;
-			//clif_updatestatus(sd,SP_SPEED);
-			pc_calcstatus (sd,0);
+			pc_calcspeed (sd);
 		}
 	}
 	return end;