Set proper limits to drop rates to prevent integer overflow.

Minor details cleanup.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11043 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
ultramage 2007-08-19 16:28:24 +00:00
parent fdb0f28cf2
commit e476015e82
5 changed files with 21 additions and 26 deletions

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@ -4,6 +4,7 @@ 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.
2007/08/19
* Set proper limits to drop rates, prevents int overflow during calc
* Cleaned/clarified some #include relationships between headers
- TODO: pc_read_gm_account() still accessses the RFIFO directly!
* Again removed the IG_ list from itemdb.h (see r10100 and r10113)

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@ -9,7 +9,7 @@
//= Maeki Rika - A section on general concepts and lots of
//= other updates and additions.
//===== Version ===========================================
//= 3.05.20070423
//= 3.05.20070819
//=========================================================
//= 1.0 - First release, filled will as much info as I could
//= remember or figure out, most likely there are errors,
@ -76,6 +76,8 @@
//= 3.05.20070423
//= menu/select/prompt produce consistent results for grouped and empty
//= options [FlavioJS]
//= 3.05.20070819
//= Removed the messy 'unitdeadsit' command reference [ultramage]
//===== Description =======================================
//= A reference manual for the eAthena scripting language,
//= sorted out depending on their functionality.
@ -4672,18 +4674,9 @@ Example(s):
* unitstop <GID>;
* unittalk <GID>,<Text>;
* unitemote <GID>,<Emote>;
* unitdeadsit <GID>,<Action?>;
Okay, these commands should be fairly self explaining.
For the emotions, you can look in db/const.txt for prefixes with e_
The unitdeadsit uses an action, not exactly sure why it's named unitdeadsit...
Anyhoo: actions are
0: normal attack
1: pick stone like
2: normal sit
3: nothing?
---------------------------------------

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@ -144,7 +144,7 @@ L_MainMenu:
}
L_AttackMenu:
switch(select("Walk","Follow","Attack","Stop","Defend","Talk","Emote","Random Walk","Callback","Back","Sit")){
switch(select("Walk","Follow","Attack","Stop","Defend","Talk","Emote","Random Walk","Callback","Back")){
case 1: // Walk
set .@src, make_menu();
input .@x;

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@ -3571,19 +3571,19 @@ static const struct _battle_data {
{ "item_drop_add_max", &battle_config.item_drop_adddrop_max, 10000, 1, 10000, },
{ "item_drop_treasure_min", &battle_config.item_drop_treasure_min, 1, 1, 10000, },
{ "item_drop_treasure_max", &battle_config.item_drop_treasure_max, 10000, 1, 10000, },
{ "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, INT_MAX, },
{ "item_rate_common", &battle_config.item_rate_common, 100, 0, INT_MAX, },
{ "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, INT_MAX, },
{ "item_rate_equip", &battle_config.item_rate_equip, 100, 0, INT_MAX, },
{ "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, INT_MAX, },
{ "item_rate_card", &battle_config.item_rate_card, 100, 0, INT_MAX, },
{ "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, INT_MAX, },
{ "item_rate_heal", &battle_config.item_rate_heal, 100, 0, INT_MAX, },
{ "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, INT_MAX, },
{ "item_rate_use", &battle_config.item_rate_use, 100, 0, INT_MAX, },
{ "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, INT_MAX, },
{ "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, INT_MAX, },
{ "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, INT_MAX, },
{ "item_rate_mvp", &battle_config.item_rate_mvp, 100, 0, 10000, },
{ "item_rate_common", &battle_config.item_rate_common, 100, 0, 10000, },
{ "item_rate_common_boss", &battle_config.item_rate_common_boss, 100, 0, 10000, },
{ "item_rate_equip", &battle_config.item_rate_equip, 100, 0, 10000, },
{ "item_rate_equip_boss", &battle_config.item_rate_equip_boss, 100, 0, 10000, },
{ "item_rate_card", &battle_config.item_rate_card, 100, 0, 10000, },
{ "item_rate_card_boss", &battle_config.item_rate_card_boss, 100, 0, 10000, },
{ "item_rate_heal", &battle_config.item_rate_heal, 100, 0, 10000, },
{ "item_rate_heal_boss", &battle_config.item_rate_heal_boss, 100, 0, 10000, },
{ "item_rate_use", &battle_config.item_rate_use, 100, 0, 10000, },
{ "item_rate_use_boss", &battle_config.item_rate_use_boss, 100, 0, 10000, },
{ "item_rate_adddrop", &battle_config.item_rate_adddrop, 100, 0, 10000, },
{ "item_rate_treasure", &battle_config.item_rate_treasure, 100, 0, 10000, },
{ "prevent_logout", &battle_config.prevent_logout, 10000, 0, 60000, },
{ "alchemist_summon_reward", &battle_config.alchemist_summon_reward, 1, 0, 2, },
{ "drops_by_luk", &battle_config.drops_by_luk, 0, 0, INT_MAX, },

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@ -3170,8 +3170,9 @@ static unsigned int mob_drop_adjust(int rate, int rate_adjust, unsigned short ra
//Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
//x is the normal Droprate, y is the Modificator.
rate = (int)(rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5);
else //Classical linear rate adjustment.
rate = rate*rate_adjust/100;
else
//Classical linear rate adjustment.
rate = rate * rate_adjust/100;
return cap_value(rate,rate_min,rate_max);
}