- Added an alternate path searching method for non-stacking mode.

- Allowed pc_setpos to place players on top of cells that are stacked in CELL_NOSTACK mode.
- Fixed a missing break that was making Heal, Resurrection and some others become attack skills x.x'
- Fixed a logic bug in the mob-walk code that was making them get stuck and not move (triggered quite often when the cell no stack mod is enabled)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5320 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-02-18 06:10:49 +00:00
parent 18f5cce884
commit 3804e1684f
4 changed files with 37 additions and 11 deletions

View File

@ -4,6 +4,14 @@ 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. EVERYTHING ELSE
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/02/18
* Fixed a missing break that was making Heal, Resurrection and some others
become attack skills [Skotlex]
* Some CELL_NOSTACK Mod updates: [Skotlex]
- Made the free-cell lookup more extensive.
- Allowed pc_setpos to place players on top of cells that are stacked
- Fixed a logic bug in the mob-walk code that was making them get stuck and
not move (triggered quite often when the cell no stack mod is enabled)
2006/02/17
* Cleaned up irc.c, may it compile now on Windows? [Skotlex]
* Updated the VC project files by Joshuaali. [Skotlex]

View File

@ -509,7 +509,6 @@ static int mob_walktoxy_sub(struct mob_data *md);
*/
static int mob_walk(struct mob_data *md,unsigned int tick,int data)
{
int moveblock;
int i;
static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};
@ -550,8 +549,6 @@ static int mob_walk(struct mob_data *md,unsigned int tick,int data)
return 0;
}
moveblock = ( x/BLOCK_SIZE != (x+dx)/BLOCK_SIZE || y/BLOCK_SIZE != (y+dy)/BLOCK_SIZE);
md->state.state=MS_WALK;
map_foreachinmovearea(clif_moboutsight,md->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
@ -787,7 +784,7 @@ int mob_changestate(struct mob_data *md,int state,int type)
case MS_WALK:
if((i=calc_next_walk_step(md))>0){
i = i>>2;
md->timer=add_timer(gettick()+i,mob_timer,md->bl.id,0);
md->timer=add_timer(gettick()+i,mob_timer,md->bl.id, md->walkpath.path_pos);
}
else
md->state.state=MS_IDLE;
@ -890,20 +887,13 @@ static int mob_timer(int tid,unsigned int tick,int id,int data)
static int mob_walktoxy_sub(struct mob_data *md)
{
struct walkpath_data wpd;
int x,y;
static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};
nullpo_retr(0, md);
memset(&wpd, 0, sizeof(wpd));
if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,md->to_x,md->to_y,md->state.walk_easy))
return 1;
if (wpd.path[0] >= 8)
return 1;
x = md->bl.x+dirx[wpd.path[0]];
y = md->bl.y+diry[wpd.path[0]];
memcpy(&md->walkpath,&wpd,sizeof(wpd));
@ -1753,6 +1743,28 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
else if (dx > 0) dx--;
if (dy < 0) dy++;
else if (dy > 0) dy--;
#ifdef CELL_NOSTACK
while (mob_walktoxy(md, md->bl.x + dx, md->bl.y + dy, 0))
{ //Attempt to chase to nearby blocks
do {
if (i < 5) {
dx = tbl->x - md->bl.x + rand()%3 - 1;
dy = tbl->y - md->bl.y + rand()%3 - 1;
} else { //Try some more...
dx = tbl->x - md->bl.x + rand()%5 - 2;
dy = tbl->y - md->bl.y + rand()%5 - 2;
}
i++;
} while (i < 15 && map_getcell(md->bl.m, md->bl.x+dx, md->bl.y+dy, CELL_CHKSTACK));
if (i >= 15) {
//On stacked mode, it is much more likely that you just can't reach the target. So unlock it
mob_unlocktarget(md, tick);
//Make it give up for 1 second to avoid unnecessary server load in case the target is already mobbed to death.
mob_changestate(md,MS_DELAY,1000);
return 0;
}
}
#else
while (i < 5 && mob_walktoxy(md, md->bl.x + dx, md->bl.y + dy, 0))
{ //Attempt to chase to nearby blocks
dx = tbl->x - md->bl.x + rand()%3 - 1;
@ -1766,6 +1778,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
if (dy < 0) dy = 2;
else if (dy > 0) dy = -2;
}
#endif
md->next_walktime = tick + 500;
mob_walktoxy (md, md->bl.x+dx, md->bl.y+dy, 0);
return 0;

View File

@ -3316,7 +3316,11 @@ int pc_setpos(struct map_session_data *sd,unsigned short mapindex,int x,int y,in
if(x <0 || x >= map[m].xs || y <0 || y >= map[m].ys)
x=y=0;
if((x==0 && y==0) ||
#ifndef CELL_NOSTACK
(map_getcell(m,x,y,CELL_CHKNOPASS) && !map_getcell(m, x, y, CELL_CHKICEWALL))
#else
(map_getcell(m,x,y,CELL_CHKNOPASS) && !map_getcell(m, x, y, CELL_CHKICEWALL) && !map_getcell(m, x, y, CELL_CHKSTACK))
#endif
){ //We allow placing players on top of an ICEWALL tile to prevent force-warping players when an ice wall is placed
//at spawn points from warps and the like. [Skotlex]
if(x||y) {

View File

@ -3079,6 +3079,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
}
break;
case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
case CR_GRANDCROSS: