- Added state.running to unit_data to make it easier to check for running characters (saves having to get the sc data and check for the corresponding timer all the time)

- removed pc_run, pc_walktodir, replaced with unit_run. 
- moved the code that makes you walk that extra cell to unit_stop_walking, which is now invoked before resetting the walk-target.
- Flag &2 in unit_stop_walking is now to make the character force-move that extra tile if the walkpath pos is 0 at hit time.
- Added variable walk_count to unit_data to be use as a counter for cells walked for walk-triggered skills (walk path_pos is not good enough since it keeps resetting each time the walk path is updated)
- Increased WALK_SKILL_INTERVAL to 5 (it is the closest value that makes the average mob trigger a chase skill every second)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6137 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-04-17 18:12:06 +00:00
parent c9112b1fd8
commit 3a2c267be6
9 changed files with 97 additions and 123 deletions

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@ -4,6 +4,13 @@ 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.
2006/04/17
* Some cleanup in the TK_RUN related code. [Skotlex]
* Added variable walk_count to unit_data to be use as a counter for cells
walked for walk-triggered skills, on-chase skill triggers are now done
every 5 cells (it is the closest value that makes the average mob trigger a
chase skill every second). [Skotlex]
* mob_skill_db needs updating since it's current use rates for chase-skills
assume the trigger is every 100ms rather than every second.
* Fixed TK_RUN having a cast-bar when attempting to stop-running and
generating timer_delete errors when halting as well. [Skotlex]
* Clearing the dummy npc after fooling the client. [Lance]

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@ -365,11 +365,13 @@ struct unit_data {
unsigned int canact_tick;
unsigned int canmove_tick;
unsigned char dir;
unsigned char walk_count;
struct {
unsigned change_walk_target : 1 ;
unsigned skillcastcancel : 1 ;
unsigned attack_continue : 1 ;
unsigned walk_easy : 1 ;
unsigned running : 1;
} state;
};

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@ -1049,7 +1049,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
return 0;
if( md->ud.walktimer != -1 && md->ud.walkpath.path_pos <= 3)
return 0; //Prevent ai when it just started walking.
return 0;
// Abnormalities
if((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->sc.data[SC_BLADESTOP].timer != -1)
@ -1077,7 +1077,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
((struct map_session_data*)tbl)->state.gangsterparadise
)) { //Unlock current target.
if (battle_config.mob_ai&8) //Inmediately stop chasing.
mob_stop_walking(md,2);
mob_stop_walking(md,1);
mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
tbl = NULL;
}

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@ -52,9 +52,6 @@ struct skill_tree_entry skill_tree[MAX_PC_CLASS][MAX_SKILL_TREE];
int day_timer_tid;
int night_timer_tid;
static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};
struct fame_list smith_fame_list[MAX_FAME_LIST];
struct fame_list chemist_fame_list[MAX_FAME_LIST];
struct fame_list taekwon_fame_list[MAX_FAME_LIST];
@ -3177,73 +3174,6 @@ int pc_memo(struct map_session_data *sd, int i) {
return 1;
}
/*==========================================
* pc駆け足要求
*------------------------------------------
*/
int pc_run(struct map_session_data *sd, int skilllv, int dir)
{
int i,to_x,to_y,dir_x,dir_y;
nullpo_retr(0, sd);
if (!unit_can_move(&sd->bl)) {
if(sd->sc.data[SC_RUN].timer!=-1)
status_change_end(&sd->bl,SC_RUN,-1);
return 0;
}
to_x = sd->bl.x;
to_y = sd->bl.y;
dir_x = dirx[dir];
dir_y = diry[dir];
for(i=0;i<AREA_SIZE;i++)
{
if(!map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
break;
to_x += dir_x;
to_y += dir_y;
}
//進めない場合 駆け足終了 障害物で止まった場合スパート状態解除
if(to_x == sd->bl.x && to_y == sd->bl.y){
if(sd->sc.data[SC_RUN].timer!=-1)
status_change_end(&sd->bl,SC_RUN,-1);
return 0;
}
unit_walktoxy(&sd->bl, to_x, to_y, 1);
return 1;
}
/*==========================================
* PCの向居ているほうにstep分歩く
*------------------------------------------
*/
int pc_walktodir(struct map_session_data *sd,int step)
{
int i,to_x,to_y,dir_x,dir_y;
nullpo_retr(0, sd);
to_x = sd->bl.x;
to_y = sd->bl.y;
dir_x = dirx[(int)sd->ud.dir];
dir_y = diry[(int)sd->ud.dir];
for(i=0;i<step;i++)
{
if(map_getcell(sd->bl.m,to_x+dir_x,to_y+dir_y,CELL_CHKNOPASS))
break;
to_x += dir_x;
to_y += dir_y;
}
unit_walktoxy(&sd->bl, to_x, to_y, 1);
return 1;
}
//
// •<>Ší??
//

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@ -245,8 +245,6 @@ void pc_addfame(struct map_session_data *sd,int count);
int pc_istop10fame(int char_id, int job);
int pc_eventtimer(int tid,unsigned int tick,int id,int data); // for npc_dequeue
int pc_run(struct map_session_data *sd, int skilllv, int dir);
extern struct fame_list smith_fame_list[MAX_FAME_LIST];
extern struct fame_list chemist_fame_list[MAX_FAME_LIST];
extern struct fame_list taekwon_fame_list[MAX_FAME_LIST];

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@ -42,7 +42,7 @@
#define INF2_GUILD_ONLY 2048
//Walk intervals at which chase-skills are attempted to be triggered.
#define WALK_SKILL_INTERVAL 2
#define WALK_SKILL_INTERVAL 5
// スキルデ?タベ?ス
struct skill_db {

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@ -4758,8 +4758,12 @@ int status_change_start(struct block_list *bl,int type,int rate,int val1,int val
clif_updatestatus(sd,updateflag); /* ステ?タスをクライアントに送る */
if (sd->pd)
pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
if (type==SC_RUN)
pc_run(sd,val1,val2);
}
if (type==SC_RUN) {
struct unit_data *ud = unit_bl2ud(bl);
if (ud)
ud->state.running = unit_run(bl);
}
return 1;
}
@ -4961,13 +4965,20 @@ int status_change_end( struct block_list* bl , int type,int tid )
}
break;
case SC_RUN://駆け足
unit_stop_walking(bl,1);
{
struct unit_data *ud = unit_bl2ud(bl);
if (ud) {
ud->state.running = 0;
if (ud->walktimer != -1)
unit_stop_walking(bl,1);
}
if (sc->data[type].val1 >= 7 &&
DIFF_TICK(gettick(), sc->data[type].val4) <= 1000 &&
(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
)
sc_start(bl,SC_SPURT,100,sc->data[type].val1,skill_get_time2(StatusSkillChangeTable[type], sc->data[type].val1));
calc_flag = 1;
}
break;
case SC_AUTOBERSERK:
if (sc->data[SC_PROVOKE].timer != -1 && sc->data[SC_PROVOKE].val2 == 1)

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@ -85,8 +85,8 @@ int unit_walktoxy_sub(struct block_list *bl)
i = status_get_speed(bl)*14/10;
else
i = status_get_speed(bl);
if( i > 0) //First time data is sent as 0 to always enable moving one tile when hit.
ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,0);
if( i > 0)
ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
return 1;
}
@ -153,6 +153,7 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
x += dx;
y += dy;
map_moveblock(bl, x, y, tick);
ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
ud->walktimer = 1;
map_foreachinmovearea(clif_insight,bl->m,
@ -182,7 +183,7 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
if (
(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
sd->sc.data[SC_MIRACLE].timer==-1 &&
ud->walkpath.path_pos && ud->walkpath.path_pos%WALK_SKILL_INTERVAL == 0 &&
!(ud->walk_count%WALK_SKILL_INTERVAL) &&
rand()%10000 < battle_config.sg_miracle_skill_ratio
) { //SG_MIRACLE [Komurka]
clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
@ -191,7 +192,7 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
} else if (md) {
if (ud->target && ud->state.attack_continue) {
if(md->min_chase > md->db->range2) md->min_chase--;
if(ud->walkpath.path_pos && ud->walkpath.path_pos%WALK_SKILL_INTERVAL == 0 &&
if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
mobskill_use(md, tick, -1))
return 0;
}
@ -210,9 +211,11 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
if(i > 0)
ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
else if(sd && sd->sc.count && sd->sc.data[SC_RUN].timer!=-1) //Keep trying to run.
pc_run(sd, sd->sc.data[SC_RUN].val1, sd->sc.data[SC_RUN].val2);
else if (ud->target) {
else if(ud->state.running) {
//Keep trying to run.
if (!unit_run(bl))
ud->state.running = 0;
} else if (ud->target) {
//Update target trajectory.
struct block_list *tbl = map_id2bl(ud->target);
if (!tbl) { //Cancel chase.
@ -329,6 +332,41 @@ int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int
return unit_walktoxy_sub(bl);
}
int unit_run(struct block_list *bl)
{
struct status_change *sc = status_get_sc(bl);
int i,to_x,to_y,dir_x,dir_y;
if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
return 0;
if (!unit_can_move(bl)) {
if(sc->data[SC_RUN].timer!=-1)
status_change_end(bl,SC_RUN,-1);
return 0;
}
to_x = bl->x;
to_y = bl->y;
dir_x = dirx[sc->data[SC_RUN].val2];
dir_y = diry[sc->data[SC_RUN].val2];
for(i=0;i<AREA_SIZE;i++)
{
if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
break;
to_x += dir_x;
to_y += dir_y;
}
if(to_x == bl->x && to_y == bl->y) {
status_change_end(bl,SC_RUN,-1);
return 0;
}
unit_walktoxy(bl, to_x, to_y, 1);
return 1;
}
//Instant warp function.
int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
{
@ -495,42 +533,42 @@ int unit_warp(struct block_list *bl,int m,short x,short y,int type)
*/
int unit_stop_walking(struct block_list *bl,int type)
{
struct unit_data *ud;
struct status_change *sc;
struct unit_data *ud;
struct TimerData *data;
unsigned int tick;
nullpo_retr(0, bl);
ud = unit_bl2ud(bl);
if(!ud || ud->walktimer == -1)
return 0;
// if(md) { md->state.skillstate = MSS_IDLE; }
if(type&0x01) // ˆÊu•â<E280A2>³<E28098>Mª•K—v
clif_fixpos(bl);
if(type&0x02 && unit_can_move(bl)) {
int dx=ud->to_x-bl->x;
int dy=ud->to_y-bl->y;
if(dx<0) dx=-1; else if(dx>0) dx=1;
if(dy<0) dy=-1; else if(dy>0) dy=1;
if(dx || dy) {
return unit_walktoxy( bl, bl->x+dx, bl->y+dy, 1);
}
//NOTE: We are using timer data after deleting it because we know the
//delete_timer function does not messes with it. If the function's
//behaviour changes in the future, this code could break!
data = get_timer(ud->walktimer);
delete_timer(ud->walktimer, unit_walktoxy_timer);
ud->walktimer = -1;
ud->state.change_walk_target = 0;
tick = gettick();
if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
|| (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
{
ud->walkpath.path_len = ud->walkpath.path_pos+1;
unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
}
// if(md) { md->state.skillstate = MSS_IDLE; }
if(type&0x01)
clif_fixpos(bl);
ud->walkpath.path_len = 0;
ud->walkpath.path_pos = 0;
ud->to_x = bl->x;
ud->to_y = bl->y;
delete_timer(ud->walktimer, unit_walktoxy_timer);
ud->walktimer = -1;
if(bl->type == BL_PET) {
if(type&~0xff)
ud->canmove_tick = gettick() + (type>>8);
}
sc = status_get_sc(bl);
if (sc && sc->count && sc->data[SC_RUN].timer != -1)
status_change_end(bl, SC_RUN, -1);
if(bl->type == BL_PET && type&~0xff)
ud->canmove_tick = gettick() + (type>>8);
if (ud->state.running)
status_change_end(bl, SC_RUN, -1);
return 1;
}
@ -631,20 +669,7 @@ int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int
ud->canmove_tick = tick + delay;
if (ud->walktimer != -1)
{ //Stop walking, if chasing, readjust timers.
struct TimerData *data = get_timer(ud->walktimer);
//NOTE: We are using timer data after deleting it because we know the
//delete_timer function does not messes with it. If the function's
//behaviour changes in the future, this code could break!
delete_timer(ud->walktimer, unit_walktoxy_timer);
ud->walktimer = -1;
ud->state.change_walk_target = 0;
if (data && (!data->data || DIFF_TICK(data->tick, tick) <= data->data/2))
{ //Enough time has elapsed to allow for one more tile,
//Or this is the first iteration of the walk
ud->walkpath.path_len = ud->walkpath.path_pos+1;
unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
}
clif_fixpos(bl);
unit_stop_walking(bl,3);
if(ud->target)
add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
}

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@ -12,6 +12,7 @@
// 戻り値は、0 ( 成功 ), 1 ( 失敗 )
int unit_walktoxy( struct block_list *bl, int x, int y, int easy);
int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy);
int unit_run(struct block_list *bl);
// 歩行停止
// typeは以下の組み合わせ :