- Merged some splash changes from stable. Sharp-Shooting will now display a skill animation.

- The no_spawn_on_player setting will now also work for static mobs, but only if the setting is set to 100 or higher.
- Some small cleanups.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8887 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-09-27 15:07:55 +00:00
parent 5e1a7c1b24
commit 9eeaa9cb7e
5 changed files with 25 additions and 8 deletions

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@ -3,6 +3,10 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/09/27
* Sharp-Shooting will now display a skill animation. [Skotlex]
* The no_spawn_on_player setting will now also work for static mobs, but
only if the setting is set to 100 or higher. [Skotlex]
2006/09/26
* Yet again messed with the packet sent during a splash attack, but this
time taking into account the packets that eA was using some many revisions

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@ -119,6 +119,8 @@ boss_spawn_delay: 100
// and spawning the mob within player-view anyway, unless the max (100) is used,
// in which case the mob will not be spawned, and it'll be retried again in
// 5 seconds.
// NOTE: This has no effect on mobs that always spawn on the very same cell
// (like ant eggs) except if you set it to the max.
no_spawn_on_player: 0
// Should spawn coordinates in the mob-spawn files be ignored? (Note 1)

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@ -1072,7 +1072,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
// S
//////////////////////////////////////////////////////////////
// Methodology:
// My trigonometrics and math is a little rusty... so the approach I am writing
// My trigonometrics and math are a little rusty... so the approach I am writing
// here is basicly do a double for to check for all targets in the square that
// contains the initial and final positions (area range increased to match the
// radius given), then for each object to test, calculate the distance to the
@ -1082,9 +1082,10 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
// http://astronomy.swin.edu.au/~pbourke/geometry/pointline/
// (they have a link to a C implementation, too)
// This approach is a lot like #2 commented on this function, which I have no
// idea why it was commented. I won't use doubles/floats, but pure int math for speed purposes
// The range considered is always the same no matter how close/far the target is because that's
// how SharpShooting works currently in kRO.
// idea why it was commented. I won't use doubles/floats, but pure int math for
// speed purposes. The range considered is always the same no matter how
// close/far the target is because that's how SharpShooting works currently in
// kRO.
//Generic map_foreach* variables.
va_list ap;
@ -1218,7 +1219,8 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y
map_freeblock_lock();
for(i=blockcount;i<bl_list_count;i++)
returnCount += func(bl_list[i],ap);
if(bl_list[i]->prev) //This check is done in case some object gets killed due to further skill processing.
returnCount += func(bl_list[i],ap);
map_freeblock_unlock();

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@ -619,6 +619,11 @@ int mob_setdelayspawn(struct mob_data *md)
return 0;
}
static int mob_count_sub(struct block_list *bl,va_list ap)
{
return 1;
}
/*==========================================
* Mob spawning. Initialization is also variously here.
*------------------------------------------
@ -655,6 +660,11 @@ int mob_spawn (struct mob_data *md)
add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
return 1;
}
} else if (battle_config.no_spawn_on_player>99 &&
map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC))
{ //retry again later (players on sight)
add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
return 1;
}
}
malloc_set(&md->state, 0, sizeof(md->state));

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@ -2031,13 +2031,12 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
case NPC_SPLASHATTACK:
case TF_DOUBLE:
case GS_CHAINACTION:
case SN_SHARPSHOOTING:
dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
break;
default:
//Disabling skill animation doesn't works on multi-hit.
dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
(flag&SD_ANIMATION && dmg.div_ < 2?5:type));
break;
}
@ -4038,8 +4037,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
case WZ_FROSTNOVA:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_area_temp[1] = 0;
map_foreachinrange(skill_attack_area, src,
skill_get_splash(skillid, skilllv), BL_CHAR,