- Some clean-ups in the mob_ai

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6478 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-05-04 21:41:51 +00:00
parent 6366ef616f
commit 352ba1bd12
4 changed files with 11 additions and 13 deletions

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@ -4,6 +4,7 @@ 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.
2006/05/04
* Some clean-ups in the mob_ai [Skotlex]
* Improved atcommand autoloot, now displays droprate in percents and notices
player if autoloot is already on or off. Also simplified the code [Harbin, Kain],
commited by erKURITA

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@ -792,7 +792,7 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
switch (bl->type)
{
case BL_PC:
if (((struct map_session_data*)bl)->state.gangsterparadise &&
if (((TBL_PC*)bl)->state.gangsterparadise &&
!(status_get_mode(&md->bl)&MD_BOSS))
return 0; //Gangster paradise protection.
case BL_MOB:
@ -1038,7 +1038,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
int dist;
int mode;
int search_size;
int view_range, can_move, can_walk;
int view_range, can_move;
md = (struct mob_data*)bl;
tick = va_arg(ap, unsigned int);
@ -1068,8 +1068,6 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
can_move = (mode&MD_CANMOVE)&&unit_can_move(&md->bl);
//Since can_move is false when you are casting or the damage-delay kicks in, some special considerations
//must be taken to avoid unlocking the target or triggering rude-attacked skills in said cases. [Skotlex]
can_walk = DIFF_TICK(tick, md->ud.canmove_tick) > 0;
if (md->target_id)
{ //Check validity of current target. [Skotlex]
@ -1079,7 +1077,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
(md->ud.walktimer != -1 && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
(
tbl->type == BL_PC && !(mode&MD_BOSS) &&
((struct map_session_data*)tbl)->state.gangsterparadise
((TBL_PC*)tbl)->state.gangsterparadise
)) { //Unlock current target.
if (battle_config.mob_ai&8) //Inmediately stop chasing.
mob_stop_walking(md,1);
@ -1184,6 +1182,10 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
mob_unlocktarget(md,tick);
return 0;
}
if (!can_move) //Stuck. Wait before walking.
return 0;
md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
(
@ -1222,7 +1224,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
mob_unlocktarget(md,tick);
return 0;
}
if (!can_move) // 動けない状態にある
if (!can_move) //Stuck. Wait before walking.
return 0;
md->state.skillstate = MSS_LOOT; // ƒ<C692>[ƒgŽžƒXƒLƒŽg—p
if (!unit_walktobl(&md->bl, tbl, 0, 1))

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@ -4340,12 +4340,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_get_time2(skillid, skilllv) * (100-(status_get_int(bl)+status_get_vit(bl))/2)/100,10);
}
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(dstmd){
dstmd->attacked_id=0;
dstmd->target_id=0;
dstmd->state.skillstate=MSS_IDLE;
dstmd->next_walktime=tick+rand()%3000+3000;
}
if(dstmd)
mob_unlocktarget(dstmd,tick);
break;
case WZ_ESTIMATION: /* ƒƒ“ƒXƒ^??î•ñ */

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@ -562,7 +562,6 @@ int unit_stop_walking(struct block_list *bl,int type)
unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
}
// if(md) { md->state.skillstate = MSS_IDLE; }
if(type&0x01)
clif_fixpos(bl);