- Added CELL_CHKSTACK to check if a map cell is stacked (CELL_NOSTACK server mod)

- Added flag 0x3000 to path_search to specify that path searching should go through stacked cells. Used for skill_wall_check calls.
- easy path_search will be successful in CELL_NOSTACK mode if the search fails only on the target cell (it is presumed the target cell contains the character one is trying to reach). The walk routines will take care of stopping the character from walking into another one when stacked.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5263 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-02-13 04:04:46 +00:00
parent 62fb6045d4
commit a969cee4d2
5 changed files with 34 additions and 2 deletions

View File

@ -5,6 +5,8 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/02/12
* Some path cleanups meant to get the CELL_NOSTACK mod working better with
path searching and the like. [Skotlex]
* Optimized functions skill_addtimerskill/skill_cleartimerskill [Skotlex]
* Fixed SC_DANCING for non players (was making dances only last 1 second
for them) [Skotlex]

View File

@ -2160,6 +2160,12 @@ int map_getcellp(struct map_data* m,int x,int y,cell_t cellchk)
if (type3 >= battle_config.cell_stack_limit) return 1;
#endif
return (type==1 || type==5 || type2&(CELL_MOONLIT|CELL_ICEWALL));
case CELL_CHKSTACK:
#ifdef CELL_NOSTACK
return (type3 >= battle_config.cell_stack_limit);
#else
return 0;
#endif
case CELL_CHKWALL:
return (type==1/* || type2&CELL_ICEWALL*/); //Uncomment to prevent sniping/casting through the icewall. [Skotlex]
case CELL_CHKWATER:

View File

@ -1138,6 +1138,7 @@ typedef enum {
CELL_CHKNOPASS, // 通過不可(セルタイプ1,5)
CELL_GETTYPE, // セルタイプを返す
CELL_GETCELLTYPE,
CELL_CHKSTACK,
CELL_CHKNPC=0x10, // タッチタイプのNPC(セルタイプ0x80フラグ)
CELL_CHKREGEN, // cells that improve regeneration
CELL_CHKPNEUMA,

View File

@ -172,6 +172,11 @@ static int can_place(struct map_data *m,int x,int y,int flag)
return 1;
if((flag&0x10000)&&map_getcellp(m,x,y,CELL_CHKGROUND))
return 1;
#ifdef CELL_NOSTACK
//Special flag for CELL_NOSTACK systems. Returns true when the given cell is stacked. [Skotlex]
if((flag&0x30000)&&map_getcellp(m,x,y,CELL_CHKSTACK))
return 1;
#endif
return 0;
}
@ -332,9 +337,18 @@ int path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int
if(!map[m].gat)
return -1;
md=&map[m];
if(x1<0 || x1>=md->xs || y1<0 || y1>=md->ys || map_getcellp(md,x1,y1,CELL_CHKNOPASS))
if(x1<0 || x1>=md->xs || y1<0 || y1>=md->ys)
return -1;
#ifdef CELL_NOSTACK
if (map_getcellp(md,x1,y1,CELL_CHKNOPASS) && !map_getcellp(md,x1,y1,CELL_CHKSTACK))
return -1;
#else
if (map_getcellp(md,x1,y1,CELL_CHKNOPASS))
return -1;
#endif
// easy
dx = (x1-x0<0) ? -1 : 1;
dy = (y1-y0<0) ? -1 : 1;
@ -366,6 +380,15 @@ int path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int
return 0;
}
#ifdef CELL_NOSTACK
//If you fail by 1 cell, consider easy path successful, too. [Skotlex]
if (check_distance(x-x1,y-y1,1)) {
wpd->path_len=i;
wpd->path_pos=0;
wpd->path_half=0;
return 0;
}
#endif
if(flag&1)
return -1;

View File

@ -6696,7 +6696,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
if (alive && battle_config.skill_wall_check) {
//Check if there's a path between cell and center of casting.
struct walkpath_data wpd;
if (path_search(&wpd,src->m,ux,uy,x,y,1)==-1)
if (path_search(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
alive = 0;
}