- Fixed skill_delayfix not altering delay at all after you reached 150.

- Applied ers to pet loot drops.
- Cleaned up the pet loot drop function.
- Mob skill state MSS_ANY won't include MSS_DEAD now.
- Added mob skill state MSS_ANYTARGET ("anytarget") which means any state (except dead) on which the mob has a target set.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6250 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-04-24 14:52:11 +00:00
parent c56c5f2b68
commit 9f19b5cfdc
7 changed files with 107 additions and 77 deletions

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@ -2,6 +2,14 @@ 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.
2006/04/24
* Fixed skill_delayfix not altering delay at all after you reached 150.
[Skotlex]
* Applied ers to pet loot drops and cleaned up the pet loot drop function.
[Skotlex]
* Mob skill state MSS_ANY won't include MSS_DEAD now. [Skotlex]
* Added mob skill state MSS_ANYTARGET ("anytarget") which means any state
(except dead) on which the mob has a target set. [Skotlex]
2006/04/23
* Added new column to mob_db Sprite_Name to hold the mob's sprite name.
Columns Name and JName now hold the mob's english and kro names

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@ -8,10 +8,11 @@
//delay is the time in milliseconds that has to be pass before recasting the same skill.
//
//STATE:
// any / idle (in standby) / walk (in movement) / dead (on killed) / loot /
// attack / angry (like attack, except player has not attacked mob yet) /
// any (except dead) / idle (in standby) / walk (in movement) / dead (on killed) /
// loot /attack / angry (like attack, except player has not attacked mob yet) /
// chase (following target, after being attacked) / follow (following
// target, without being attacked)
// anytarget (attack+angry+chase+follow)
//
//target: The target of the skill can be: target (when a PC is targetted) / self / friend / master
// (the following are for ground-skills, a random target tile is selected from

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@ -1382,23 +1382,6 @@ static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
return 0;
}
/*==========================================
* The structure object for item drop with delay
* Since it is only two being able to pass [ int ] a timer function
* Data is put in and passed to this structure object.
*------------------------------------------
*/
struct item_drop {
struct item item_data;
struct item_drop *next;
};
struct item_drop_list {
int m,x,y;
struct map_session_data *first_sd,*second_sd,*third_sd;
struct item_drop *item;
};
/*==========================================
* Initializes the delay drop structure for mob-dropped items.
*------------------------------------------
@ -2617,10 +2600,12 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
continue;
// <20>óÔ”»è
if (ms[i].state != MSS_ANY && ms[i].state != md->state.skillstate)
continue;
if (ms[i].state != md->state.skillstate && md->state.skillstate != MSS_DEAD) {
if (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id))
; //ANYTARGET works with any state as long as there's a target. [Skotlex]
else
continue;
}
if (rand() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
continue;
@ -3478,7 +3463,7 @@ static int mob_readskilldb(void)
{ "hiding", SC_HIDING },
{ "sight", SC_SIGHT },
}, state[] = {
{ "any", MSS_ANY },
{ "any", MSS_ANY }, //All states except Dead
{ "idle", MSS_IDLE },
{ "walk", MSS_WALK },
{ "loot", MSS_LOOT },
@ -3487,6 +3472,7 @@ static int mob_readskilldb(void)
{ "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs)
{ "chase", MSS_RUSH }, //Chase escaping target
{ "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs)
{ "anytarget",MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow
}, target[] = {
{ "target", MST_TARGET },
{ "self", MST_SELF },

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@ -106,6 +106,25 @@ enum {
MSS_ANGRY, //Mob retaliating from being attacked.
MSS_RUSH, //Mob following a player after being attacked.
MSS_FOLLOW, //Mob following a player without being attacked.
MSS_ANYTARGET,
};
/*==========================================
* The structure object for item drop with delay
* Since it is only two being able to pass [ int ] a timer function
* Data is put in and passed to this structure object.
*------------------------------------------
*/
struct item_drop {
struct item item_data;
struct item_drop *next;
};
struct item_drop_list {
int m,x,y;
struct map_session_data *first_sd,*second_sd,*third_sd;
struct item_drop *item;
};
struct mob_db* mob_db(int class_);

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@ -10,6 +10,7 @@
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "pc.h"
#include "status.h"
@ -29,6 +30,9 @@
struct pet_db pet_db[MAX_PET_DB];
static struct eri *item_drop_ers; //For loot drops delay structures.
static struct eri *item_drop_list_ers;
static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};
@ -321,18 +325,6 @@ int pet_hungry_timer_delete(struct map_session_data *sd)
return 0;
}
struct delay_item_drop {
int m,x,y;
int nameid,amount;
struct map_session_data *first_sd,*second_sd,*third_sd;
};
struct delay_item_drop2 {
int m,x,y;
struct item item_data;
struct map_session_data *first_sd,*second_sd,*third_sd;
};
int pet_performance(struct map_session_data *sd)
{
struct pet_data *pd;
@ -1082,54 +1074,72 @@ int pet_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
return 0;
}
static int pet_delay_item_drop(int tid,unsigned int tick,int id,int data)
{
struct item_drop_list *list;
struct item_drop *ditem, *ditem_prev;
list=(struct item_drop_list *)id;
ditem = list->item;
while (ditem) {
map_addflooritem(&ditem->item_data,ditem->item_data.amount,
list->m,list->x,list->y,
list->first_sd,list->second_sd,list->third_sd,0);
ditem_prev = ditem;
ditem = ditem->next;
ers_free(item_drop_ers, ditem_prev);
}
ers_free(item_drop_list_ers, list);
return 0;
}
int pet_lootitem_drop(struct pet_data *pd,struct map_session_data *sd)
{
int i,flag=0;
struct delay_item_drop2 *ditem_floor, ditem;
if(pd && pd->loot && pd->loot->count) {
memset(&ditem, 0, sizeof(struct delay_item_drop2));
ditem.m = pd->bl.m;
ditem.x = pd->bl.x;
ditem.y = pd->bl.y;
ditem.first_sd = 0;
ditem.second_sd = 0;
ditem.third_sd = 0;
for(i=0;i<pd->loot->count;i++) {
memcpy(&ditem.item_data,&pd->loot->item[i],sizeof(pd->loot->item[0]));
// 落とさないで直接PCのItem欄へ
if(sd){
if((flag = pc_additem(sd,&ditem.item_data,ditem.item_data.amount))){
clif_additem(sd,0,0,flag);
map_addflooritem(&ditem.item_data,ditem.item_data.amount,ditem.m,ditem.x,ditem.y,ditem.first_sd,ditem.second_sd,ditem.third_sd,0);
}
}
else {
ditem_floor=(struct delay_item_drop2 *)aCalloc(1,sizeof(struct delay_item_drop2));
memcpy(ditem_floor, &ditem, sizeof(struct delay_item_drop2));
add_timer(gettick()+540+i,pet_delay_item_drop2,(int)ditem_floor,0);
struct item_drop_list *dlist;
struct item_drop *ditem;
struct item *it;
if(!pd || !pd->loot || !pd->loot->count)
return 0;
dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
dlist->m = pd->bl.m;
dlist->x = pd->bl.x;
dlist->y = pd->bl.y;
dlist->first_sd = NULL;
dlist->second_sd = NULL;
dlist->third_sd = NULL;
dlist->item = NULL;
for(i=0;i<pd->loot->count;i++) {
it = &pd->loot->item[i];
if(sd){
if((flag = pc_additem(sd,it,it->amount))){
clif_additem(sd,0,0,flag);
ditem = ers_alloc(item_drop_ers, struct item_drop);
memcpy(&ditem->item_data, it, sizeof(struct item));
ditem->next = dlist->item;
dlist->item = ditem->next;
}
}
//The smart thing to do is use pd->loot->max (thanks for pointing it out, Shinomori)
memset(pd->loot->item,0,pd->loot->max * sizeof(struct item));
pd->loot->count = 0;
pd->loot->weight = 0;
pd->ud.canact_tick = gettick()+10000; // 10*1000msの間拾わない
else {
ditem = ers_alloc(item_drop_ers, struct item_drop);
memcpy(&ditem->item_data, it, sizeof(struct item));
ditem->next = dlist->item;
dlist->item = ditem->next;
}
}
//The smart thing to do is use pd->loot->max (thanks for pointing it out, Shinomori)
memset(pd->loot->item,0,pd->loot->max * sizeof(struct item));
pd->loot->count = 0;
pd->loot->weight = 0;
pd->ud.canact_tick = gettick()+10000; // 10*1000msÌŠÔ<C5A0>EíÈ¢
if (dlist->item)
add_timer(gettick()+540,pet_delay_item_drop,(int)dlist,0);
else
ers_free(item_drop_list_ers, dlist);
return 1;
}
int pet_delay_item_drop2(int tid,unsigned int tick,int id,int data)
{
struct delay_item_drop2 *ditem;
ditem=(struct delay_item_drop2 *)id;
map_addflooritem(&ditem->item_data,ditem->item_data.amount,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0);
aFree(ditem);
return 0;
}
/*==========================================
* pet bonus giving skills [Valaris] / Rewritten by [Skotlex]
*------------------------------------------
@ -1384,10 +1394,13 @@ int do_init_pet(void)
memset(pet_db,0,sizeof(pet_db));
read_petdb();
item_drop_ers = ers_new((uint32)sizeof(struct item_drop));
item_drop_list_ers = ers_new((uint32)sizeof(struct item_drop_list));
add_timer_func_list(pet_hungry,"pet_hungry");
add_timer_func_list(pet_ai_hard,"pet_ai_hard");
add_timer_func_list(pet_skill_bonus_timer,"pet_skill_bonus_timer"); // [Valaris]
add_timer_func_list(pet_delay_item_drop2,"pet_delay_item_drop2");
add_timer_func_list(pet_delay_item_drop,"pet_delay_item_drop");
add_timer_func_list(pet_skill_support_timer, "pet_skill_support_timer"); // [Skotlex]
add_timer_func_list(pet_recovery_timer,"pet_recovery_timer"); // [Valaris]
add_timer_func_list(pet_heal_timer,"pet_heal_timer"); // [Valaris]
@ -1404,5 +1417,7 @@ int do_final_pet(void) {
pet_db[i].script = NULL;
}
}
ers_destroy(item_drop_ers);
ers_destroy(item_drop_list_ers);
return 0;
}

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@ -52,7 +52,6 @@ int pet_equipitem(struct map_session_data *sd,int index);
int pet_unequipitem(struct map_session_data *sd);
int pet_food(struct map_session_data *sd);
int pet_lootitem_drop(struct pet_data *pd,struct map_session_data *sd);
int pet_delay_item_drop2(int tid,unsigned int tick,int id,int data);
int pet_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap);
int pet_attackskill(struct pet_data *pd, int target_id);
int pet_skill_support_timer(int tid, unsigned int tick, int id, int data); // [Skotlex]

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@ -8330,6 +8330,8 @@ int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
if (scale > 0)
time = time * scale / battle_config.castrate_dex_scale;
else //To be capped later to minimum.
time = 0;
}
if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)