- 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
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@ -4,6 +4,10 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
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IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
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2007/04/25
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* Ganbantein now deletes individual skill cells instead of the whole skill
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in the area it is casted.
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* Modified the mob total damage code to prevent overflows when mobs receive
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over 2kM damage. [Skotlex]
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* Spider Web / Fiber Lock status cannot be dispelled now [ultramage]
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2007/04/24
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* All mob casted skills have a fixed range of 9 now.
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@ -7,9 +7,8 @@
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//This is the distance at which @autoloot works,
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//if the item drops farther from the player than this,
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//it will not be autolooted. [Skotlex]
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#ifndef AUTOLOOT_DISTANCE
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#define AUTOLOOT_DISTANCE AREA_SIZE
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#endif
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//Note: The range is unlimited unless this define is set.
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//#define AUTOLOOT_DISTANCE AREA_SIZE
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enum AtCommandType {
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AtCommand_None = -1,
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@ -923,7 +923,7 @@ struct mob_data {
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struct guardian_data* guardian_data;
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struct {
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int id;
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int dmg;
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unsigned int dmg;
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unsigned flag : 1; //0: Normal. 1: Homunc exp
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} dmglog[DAMAGELOG_SIZE];
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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
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}
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if (dlist->first_sd && dlist->first_sd->state.autoloot &&
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drop_rate <= dlist->first_sd->state.autoloot &&
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check_distance_blxy(&dlist->first_sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
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drop_rate <= dlist->first_sd->state.autoloot
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#ifdef AUTOLOOT_DISTANCE
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&& check_distance_blxy(&dlist->first_sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
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#endif
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) { //Autoloot.
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if (party_share_loot(
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dlist->first_sd->status.party_id?
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@ -1617,7 +1619,14 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
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if (damage > 0)
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{ //Store total damage...
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md->tdmg+=damage;
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if (UINT_MAX - (unsigned int)damage > md->tdmg)
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md->tdmg+=damage;
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else if (md->tdmg == UINT_MAX)
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damage = 0; //Stop recording damage once the cap has been reached.
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else { //Cap damage log...
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damage = (int)(UINT_MAX - md->tdmg);
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md->tdmg = UINT_MAX;
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}
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if (md->state.aggressive)
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{ //No longer aggressive, change to retaliate AI.
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md->state.aggressive = 0;
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@ -1688,8 +1697,9 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
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}
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//Log damage...
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if (char_id && damage > 0) {
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int i,minpos,mindmg;
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for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=INT_MAX;i<DAMAGELOG_SIZE;i++){
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int i,minpos;
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unsigned int mindmg;
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for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){
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if(md->dmglog[i].id==char_id &&
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md->dmglog[i].flag==flag)
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break;
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@ -1811,7 +1821,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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tmpsd[i] = NULL;
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continue;
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}
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if(mvp_damage<(unsigned int)md->dmglog[i].dmg){
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if(mvp_damage<md->dmglog[i].dmg){
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third_sd = second_sd;
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second_sd = mvp_sd;
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mvp_sd=tmpsd[i];
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@ -1822,8 +1832,13 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
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if(!battle_config.exp_calc_type && count > 1)
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{ //Apply first-attacker 200% exp share bonus
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//TODO: Determine if this should go before calculating the MVP player instead of after.
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md->tdmg += md->dmglog[0].dmg;
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md->dmglog[0].dmg<<=1;
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if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
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md->tdmg += md->dmglog[0].dmg;
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md->dmglog[0].dmg<<=1;
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} else {
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md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
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md->tdmg = UINT_MAX;
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}
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}
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if(!(type&2) && //No exp
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@ -6527,7 +6527,7 @@ int skill_dance_overlap(struct skill_unit *unit, int flag)
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* Flag: 0 - Convert, 1 - Revert, 2 - Initialize.
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*------------------------------------------
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*/
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#define skill_dance_switch(unit, group, flag) ((group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
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#define skill_dance_switch(unit, group, flag) (((group)->state.song_dance&0x1 && (unit)->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
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static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag)
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{
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static struct skill_unit_group original, dissonance, uglydance, *group2;
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@ -9552,10 +9552,7 @@ int skill_ganbatein (struct block_list *bl, va_list ap)
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if (unit->group->state.song_dance&0x1)
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return 0; //Don't touch song/dance.
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if (unit->group->skill_id == SA_LANDPROTECTOR)
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skill_delunit(unit, 1);
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else skill_delunitgroup(NULL, unit->group, 1);
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skill_delunit(unit, 1);
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return 1;
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}
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