- The autoloot range check is no longer done unless AUTOLOOT_DISTANCE is defined (by default it is no longer defined)

- Ganbantein now deletes individual skill cells instead of the whole skill in the area it is casted.
- Modified the mob total damage code to prevent overflows when mobs receive over 2kM damage.
- Made the dmg structure of the damage log an unsigned int rather than signed.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@10343 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2007-04-24 18:41:39 +00:00
parent 3320d40750
commit e587ff356b
5 changed files with 32 additions and 17 deletions

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@ -4,6 +4,10 @@ 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.
2007/04/25
* Ganbantein now deletes individual skill cells instead of the whole skill
in the area it is casted.
* Modified the mob total damage code to prevent overflows when mobs receive
over 2kM damage. [Skotlex]
* Spider Web / Fiber Lock status cannot be dispelled now [ultramage]
2007/04/24
* All mob casted skills have a fixed range of 9 now.

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@ -7,9 +7,8 @@
//This is the distance at which @autoloot works,
//if the item drops farther from the player than this,
//it will not be autolooted. [Skotlex]
#ifndef AUTOLOOT_DISTANCE
#define AUTOLOOT_DISTANCE AREA_SIZE
#endif
//Note: The range is unlimited unless this define is set.
//#define AUTOLOOT_DISTANCE AREA_SIZE
enum AtCommandType {
AtCommand_None = -1,

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@ -923,7 +923,7 @@ struct mob_data {
struct guardian_data* guardian_data;
struct {
int id;
int dmg;
unsigned int dmg;
unsigned flag : 1; //0: Normal. 1: Homunc exp
} dmglog[DAMAGELOG_SIZE];
struct spawn_data *spawn; //Spawn data.

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@ -1513,8 +1513,10 @@ static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, str
}
if (dlist->first_sd && dlist->first_sd->state.autoloot &&
drop_rate <= dlist->first_sd->state.autoloot &&
check_distance_blxy(&dlist->first_sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
drop_rate <= dlist->first_sd->state.autoloot
#ifdef AUTOLOOT_DISTANCE
&& check_distance_blxy(&dlist->first_sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
#endif
) { //Autoloot.
if (party_share_loot(
dlist->first_sd->status.party_id?
@ -1617,7 +1619,14 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
if (damage > 0)
{ //Store total damage...
md->tdmg+=damage;
if (UINT_MAX - (unsigned int)damage > md->tdmg)
md->tdmg+=damage;
else if (md->tdmg == UINT_MAX)
damage = 0; //Stop recording damage once the cap has been reached.
else { //Cap damage log...
damage = (int)(UINT_MAX - md->tdmg);
md->tdmg = UINT_MAX;
}
if (md->state.aggressive)
{ //No longer aggressive, change to retaliate AI.
md->state.aggressive = 0;
@ -1688,8 +1697,9 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
}
//Log damage...
if (char_id && damage > 0) {
int i,minpos,mindmg;
for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=INT_MAX;i<DAMAGELOG_SIZE;i++){
int i,minpos;
unsigned int mindmg;
for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){
if(md->dmglog[i].id==char_id &&
md->dmglog[i].flag==flag)
break;
@ -1811,7 +1821,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
tmpsd[i] = NULL;
continue;
}
if(mvp_damage<(unsigned int)md->dmglog[i].dmg){
if(mvp_damage<md->dmglog[i].dmg){
third_sd = second_sd;
second_sd = mvp_sd;
mvp_sd=tmpsd[i];
@ -1822,8 +1832,13 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
if(!battle_config.exp_calc_type && count > 1)
{ //Apply first-attacker 200% exp share bonus
//TODO: Determine if this should go before calculating the MVP player instead of after.
md->tdmg += md->dmglog[0].dmg;
md->dmglog[0].dmg<<=1;
if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
md->tdmg += md->dmglog[0].dmg;
md->dmglog[0].dmg<<=1;
} else {
md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
md->tdmg = UINT_MAX;
}
}
if(!(type&2) && //No exp

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@ -6527,7 +6527,7 @@ int skill_dance_overlap(struct skill_unit *unit, int flag)
* Flag: 0 - Convert, 1 - Revert, 2 - Initialize.
*------------------------------------------
*/
#define skill_dance_switch(unit, group, flag) ((group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
#define skill_dance_switch(unit, group, flag) (((group)->state.song_dance&0x1 && (unit)->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag)
{
static struct skill_unit_group original, dissonance, uglydance, *group2;
@ -9552,10 +9552,7 @@ int skill_ganbatein (struct block_list *bl, va_list ap)
if (unit->group->state.song_dance&0x1)
return 0; //Don't touch song/dance.
if (unit->group->skill_id == SA_LANDPROTECTOR)
skill_delunit(unit, 1);
else skill_delunitgroup(NULL, unit->group, 1);
skill_delunit(unit, 1);
return 1;
}