Merge branch 'master' of https://github.com/rathena/rathena into feature/official_packet_obfuscation

This commit is contained in:
aleos89 2015-03-06 09:41:41 -05:00
commit 86f1cebee8
6 changed files with 18 additions and 12 deletions

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@ -92,6 +92,7 @@ duel_only_on_same_map: no
// Official - Only affects the walking routines of characters, including monsters. // Official - Only affects the walking routines of characters, including monsters.
// If a unit stops walking and is on a cell with more than stack limit // If a unit stops walking and is on a cell with more than stack limit
// characters on it, it will walk to the closest free cell. // characters on it, it will walk to the closest free cell.
// Set to 0 for no cell stacking checks and free movement.
// Custom - This variation will make every full cell to be considered a wall. // Custom - This variation will make every full cell to be considered a wall.
// NOTE: For the custom setting to take effect you have to use a server compiled // NOTE: For the custom setting to take effect you have to use a server compiled
// with Cell Stack Limit support (see src/map/map.h) // with Cell Stack Limit support (see src/map/map.h)

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@ -7704,7 +7704,7 @@ static const struct _battle_data {
{ "bone_drop", &battle_config.bone_drop, 0, 0, 2, }, { "bone_drop", &battle_config.bone_drop, 0, 0, 2, },
{ "buyer_name", &battle_config.buyer_name, 1, 0, 1, }, { "buyer_name", &battle_config.buyer_name, 1, 0, 1, },
{ "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, }, { "skill_wall_check", &battle_config.skill_wall_check, 1, 0, 1, },
{ "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 1, 255, }, { "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
{ "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, }, { "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
{ "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, }, { "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },

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@ -10083,6 +10083,13 @@ void clif_parse_WalkToXY(int fd, struct map_session_data *sd)
if(sd->sc.data[SC_RUN] || sd->sc.data[SC_WUGDASH]) if(sd->sc.data[SC_RUN] || sd->sc.data[SC_WUGDASH])
return; return;
RFIFOPOS(fd, packet_db[sd->packet_ver][RFIFOW(fd,0)].pos[0], &x, &y, NULL);
//A move command one cell west is only valid if the target cell is free
if(battle_config.official_cell_stack_limit > 0
&& sd->bl.x == x+1 && sd->bl.y == y && map_count_oncell(sd->bl.m, x, y, BL_CHAR|BL_NPC, 1))
return;
// Cloaking wall check is actually updated when you click to process next movement // Cloaking wall check is actually updated when you click to process next movement
// not when you move each cell. This is official behaviour. // not when you move each cell. This is official behaviour.
if (sd->sc.data[SC_CLOAKING]) if (sd->sc.data[SC_CLOAKING])
@ -10090,8 +10097,6 @@ void clif_parse_WalkToXY(int fd, struct map_session_data *sd)
pc_delinvincibletimer(sd); pc_delinvincibletimer(sd);
RFIFOPOS(fd, packet_db[sd->packet_ver][RFIFOW(fd,0)].pos[0], &x, &y, NULL);
//Set last idle time... [Skotlex] //Set last idle time... [Skotlex]
if (battle_config.idletime_option&IDLE_WALK) if (battle_config.idletime_option&IDLE_WALK)
sd->idletime = last_tick; sd->idletime = last_tick;

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@ -1334,7 +1334,8 @@ int mob_unlocktarget(struct mob_data *md, unsigned int tick)
md->ud.target_to = 0; md->ud.target_to = 0;
unit_set_target(&md->ud, 0); unit_set_target(&md->ud, 0);
} }
if(map_count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) { if(battle_config.official_cell_stack_limit > 0
&& map_count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) {
unit_walktoxy(&md->bl, md->bl.x, md->bl.y, 8); unit_walktoxy(&md->bl, md->bl.x, md->bl.y, 8);
} }

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@ -1617,8 +1617,6 @@ void pc_calc_skilltree(struct map_session_data *sd)
if (sk_id == NV_BASIC || sk_id == NV_FIRSTAID || sk_id == WE_CALLBABY) if (sk_id == NV_BASIC || sk_id == NV_FIRSTAID || sk_id == WE_CALLBABY)
continue; continue;
sd->status.skill[sk_idx].id = 0; sd->status.skill[sk_idx].id = 0;
sd->status.skill[sk_idx].lv = 0;
sd->status.skill[sk_idx].flag = SKILL_FLAG_PERMANENT;
} }
} }
} }
@ -1705,7 +1703,7 @@ void pc_calc_skilltree(struct map_session_data *sd)
continue; continue;
if( (skill_get_inf2(skid)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) ) if( (skill_get_inf2(skid)&(INF2_QUEST_SKILL|INF2_WEDDING_SKILL)) )
continue; //Do not include Quest/Wedding skills. continue; //Do not include Quest/Wedding skills.
if( sd->status.skill[sk_idx].id == 0 ) { //do we really want skid as index ? //Lighta if( sd->status.skill[sk_idx].id == 0 ) {
sd->status.skill[sk_idx].id = skid; sd->status.skill[sk_idx].id = skid;
sd->status.skill[sk_idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill. sd->status.skill[sk_idx].flag = SKILL_FLAG_TEMPORARY; // So it is not saved, and tagged as a "bonus" skill.
} else if( skid != NV_BASIC ) } else if( skid != NV_BASIC )
@ -4809,7 +4807,7 @@ int pc_useitem(struct map_session_data *sd,int n)
if( sd->item_delay[i].nameid ) {// found if( sd->item_delay[i].nameid ) {// found
if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) { if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) {
int e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000; int e_tick = DIFF_TICK(sd->item_delay[i].tick, tick)/1000;
char e_msg[100]; char e_msg[CHAT_SIZE_MAX];
if( e_tick > 99 ) if( e_tick > 99 )
sprintf(e_msg,msg_txt(sd,379), // Item Failed. [%s] is cooling down. Wait %.1f minutes. sprintf(e_msg,msg_txt(sd,379), // Item Failed. [%s] is cooling down. Wait %.1f minutes.
itemdb_jname(sd->item_delay[i].nameid), (double)e_tick / 60); itemdb_jname(sd->item_delay[i].nameid), (double)e_tick / 60);
@ -6757,8 +6755,8 @@ void pc_skillup(struct map_session_data *sd,uint16 skill_id)
if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown if (!pc_has_permission(sd, PC_PERM_ALL_SKILL)) // may skill everything at any time anyways, and this would cause a huge slowdown
clif_skillinfoblock(sd); clif_skillinfoblock(sd);
} }
else //else
ShowDebug("Skill Level up failed. ID:%d idx:%d (CID=%d. AID=%d)\n", skill_id, idx, sd->status.char_id, sd->status.account_id); // ShowDebug("Skill Level up failed. ID:%d idx:%d (CID=%d. AID=%d)\n", skill_id, idx, sd->status.char_id, sd->status.account_id);
} }
} }
@ -7017,7 +7015,7 @@ int pc_resetskill(struct map_session_data* sd, int flag)
if (lv == 0 || skill_id == 0) if (lv == 0 || skill_id == 0)
continue; continue;
inf2 = skill_get_inf2(i); inf2 = skill_get_inf2(skill_id);
if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills. if( inf2&(INF2_WEDDING_SKILL|INF2_SPIRIT_SKILL) ) //Avoid reseting wedding/linker skills.
continue; continue;

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@ -520,7 +520,8 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data
ud->to_x = bl->x; ud->to_x = bl->x;
ud->to_y = bl->y; ud->to_y = bl->y;
if(map_count_oncell(bl->m, x, y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) { if(battle_config.official_cell_stack_limit > 0
&& map_count_oncell(bl->m, x, y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) {
//Walked on occupied cell, call unit_walktoxy again //Walked on occupied cell, call unit_walktoxy again
if(ud->steptimer != INVALID_TIMER) { if(ud->steptimer != INVALID_TIMER) {
//Execute step timer on next step instead //Execute step timer on next step instead