Ver Fonte

- 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

skotlex há 19 anos atrás
pai
commit
f2cedb537e
12 ficheiros alterados com 130 adições e 99 exclusões
  1. 6 0
      Changelog-Trunk.txt
  2. 19 40
      src/map/atcommand.c
  3. 4 4
      src/map/mercenary.c
  4. 3 3
      src/map/mercenary.h
  5. 26 21
      src/map/mob.c
  6. 1 0
      src/map/mob.h
  7. 9 1
      src/map/pc.c
  8. 1 0
      src/map/pc.h
  9. 1 1
      src/map/pet.c
  10. 25 26
      src/map/skill.c
  11. 34 3
      src/map/status.c
  12. 1 0
      src/map/status.h

+ 6 - 0
Changelog-Trunk.txt

@@ -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.
 
 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] 
 	* [Fixed]: 
 	  - script functions that doesn't pass references, thanks to End_of_exam. [Lance]

+ 19 - 40
src/map/atcommand.c

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

+ 4 - 4
src/map/mercenary.c

@@ -61,7 +61,7 @@ char32 merc_skillname[20] = {"NULL","HLIF_HEAL","HLIF_AVOID","HLIF_BRAIN","HLIF_
 							"HFLI_MOON","HFLI_FLEET","HFLI_SPEED","HFLI_SBR44",
 							"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);
 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];
 
-void merc_load_exptables()
+void merc_load_exptables(void)
 {
 	FILE *fl;
 	int i;
@@ -95,7 +95,7 @@ void merc_load_exptables()
 	fclose(fl);
 }
 
-char *merc_skill_get_name(id)
+char *merc_skill_get_name(int id)
 {
 	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]
 }
 
-int do_final_merc (void);
+int do_final_merc (void);

+ 3 - 3
src/map/mercenary.h

@@ -1,8 +1,8 @@
 // Homunculus and future Mercenary system code go here [Celest]
 
 int do_init_merc (void);
-void merc_load_exptables();
-char *merc_skill_get_name(id);
+void merc_load_exptables(void);
+char *merc_skill_get_name(int id);
 void merc_die(struct map_session_data *sd);
 int merc_damage(struct block_list *src,struct homun_data *hd,int damage,int type);
 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_res(struct map_session_data *sd,int skilllv);
 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);

+ 26 - 21
src/map/mob.c

@@ -1558,22 +1558,10 @@ int mob_deleteslave(struct mob_data *md)
 // Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
 int mob_respawn(int tid, unsigned int tick, int id,int data )
 {
-	struct mob_data *md = (struct mob_data*)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;
+	struct block_list *bl = map_id2bl(id);
 
-	md->state.skillstate = MSS_IDLE;
-	md->last_thinktime = tick;
-	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);
+	if(!bl) return 0;
+	status_revive(bl, data, 0);
 	return 1;
 }
 
@@ -1699,9 +1687,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 
 	status = &md->status;
 		
-	if(status->hp) //Requested instant death?
-		status->hp = 0;
-
 	if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS)
 	{	// guardian hp update [Valaris] (updated by [Skotlex])
 		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->status.hp = 1; //Otherwise skill will be blocked due to being dead! [Skotlex]
 	mobskill_use(md,tick,-1);	//On Dead skill.
+	md->status.hp = 0;
 
 	if (md->sc.data[SC_KAIZEL].timer != -1)
 	{	//Revive in a bit.
@@ -2149,6 +2136,22 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 	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)
 {
 	struct mob_data *md;
@@ -2573,9 +2576,11 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
 
 		c2 = ms[i].cond2;
 		
-		if (ms[i].state != md->state.skillstate && md->state.skillstate != MSS_DEAD) {
-			if (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]
+		if (ms[i].state != md->state.skillstate) {
+			if (md->state.skillstate != MSS_DEAD && (
+				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
 				continue;
 		}

+ 1 - 0
src/map/mob.h

@@ -150,6 +150,7 @@ int mob_setdelayspawn(struct mob_data *md);
 int mob_parse_dataset(struct spawn_data *data);
 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);
+void mob_revive(struct mob_data *md, unsigned int hp);
 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); }

+ 9 - 1
src/map/pc.c

@@ -4735,7 +4735,15 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
 	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
 //
 /*==========================================

+ 1 - 0
src/map/pc.h

@@ -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);
 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);
 int pc_itemheal(struct map_session_data *sd,int hp,int sp);
 int pc_percentheal(struct map_session_data *sd,int,int);

+ 1 - 1
src/map/pet.c

@@ -893,7 +893,7 @@ static int pet_ai_sub_hard(struct pet_data *pd, struct map_session_data *sd, uns
 		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.
 		if(pd->target_id)
 			pet_unlocktarget(pd);

+ 25 - 26
src/map/skill.c

@@ -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);
 			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.
 			skilllv = 3; //Resurrection level 3 is used
 		} 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);
 			break;
 		}
-		if(dstsd && pc_isdead(dstsd)) {
-			int per = 0;
-			if (map[bl->m].flag.pvp && dstsd->pvp_point < 0)
+		if (!status_isdead(bl))
+			break;
+		{	
+			int per = 0, sper = 0;
+			if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
 				break;
 
-			clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
 			switch(skilllv){
 			case 1: per=10; break;
 			case 2: per=30; break;
 			case 3: per=50; break;
 			case 4: per=80; break;
 			}
-			tstatus->hp = 1;
-			if (dstsd->special_state.restart_full_recover) 
-				status_percent_heal(bl, 100, 100);
-			else
-				status_percent_heal(bl, per, 0);	
-			pc_setstand(dstsd);
-			if(battle_config.pc_invincible_time > 0)
-				pc_setinvincibletimer(dstsd, battle_config.pc_invincible_time);
-			clif_resurrection(bl, 1);
-			if(sd && battle_config.resurrection_exp > 0) {
-				int exp = 0,jexp = 0;
-				int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
-				if(lv > 0) {
-					exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
-					if (exp < 1) exp = 1;
-				}
-				if(jlv > 0) {
-					jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
-					if (jexp < 1) jexp = 1;
+			if(dstsd && dstsd->special_state.restart_full_recover) 
+				per = sper = 100;
+			if (status_revive(bl, per, sper))
+			{
+				clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
+				if(sd && dstsd && battle_config.resurrection_exp > 0) 
+				{
+					int exp = 0,jexp = 0;
+					int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
+					if(lv > 0) {
+						exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
+						if (exp < 1) exp = 1;
+					}
+					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);
 				}
-				if(exp > 0 || jexp > 0)
-					pc_gainexp (sd, exp, jexp);
 			}
 		}
 		break;

+ 34 - 3
src/map/status.c

@@ -216,6 +216,7 @@ void initChangeTables(void) {
 	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);
 	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);
 	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 (bl->type != BL_PC)
-			sp = 0; //Only players get SP changes
-	
 		if(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));
 }
 
+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,
  * taking into account status/option of both source/target. [Skotlex]

+ 1 - 0
src/map/status.h

@@ -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)
 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 status_cpy(a, b) { memcpy(&((a)->max_hp), &((b)->max_hp), sizeof(struct status_data)-(sizeof((a)->hp)+sizeof((a)->sp)+sizeof((a)->lhw))); \