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author | shennetsind <ind@henn.et> | 2013-11-29 10:58:35 -0200 |
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committer | shennetsind <ind@henn.et> | 2013-11-29 10:58:35 -0200 |
commit | 098dbcf672e04657553b9f1629550e6bc8771af3 (patch) | |
tree | 6dfe6dd587591249faf9d278c1da8d3c71d30a66 | |
parent | 61b02a2b161deb19be4de8e627ebe0f4ffd9a238 (diff) | |
download | hercules-098dbcf672e04657553b9f1629550e6bc8771af3.tar.gz hercules-098dbcf672e04657553b9f1629550e6bc8771af3.tar.bz2 hercules-098dbcf672e04657553b9f1629550e6bc8771af3.tar.xz hercules-098dbcf672e04657553b9f1629550e6bc8771af3.zip |
Minor improvement
pc_checkitem is now triggered by @reloaditemdb to ensure modified conditions are respected, also a performance boost that causes the itemlist/cartlist/storagelist/gstoragelist lookups to only be triggered on demand instead of on every teleport.
Closes #219
Fixed ancient monster ai bug that caused mobs to consider themselves elegible targets, which would waste status_check_skilluse and battle_check_target calls.
Signed-off-by: shennetsind <ind@henn.et>
-rw-r--r-- | src/map/itemdb.c | 3 | ||||
-rw-r--r-- | src/map/mob.c | 59 | ||||
-rw-r--r-- | src/map/pc.c | 8 | ||||
-rw-r--r-- | src/map/pc.h | 1 |
4 files changed, 39 insertions, 32 deletions
diff --git a/src/map/itemdb.c b/src/map/itemdb.c index 9c3ff4138..dc4559483 100644 --- a/src/map/itemdb.c +++ b/src/map/itemdb.c @@ -2208,6 +2208,9 @@ void itemdb_reload(void) { iter = mapit_geteachpc(); for( sd = (struct map_session_data*)mapit->first(iter); mapit->exists(iter); sd = (struct map_session_data*)mapit->next(iter) ) { memset(sd->item_delay, 0, sizeof(sd->item_delay)); // reset item delays + if( battle_config.item_check ) + sd->state.itemcheck = 1; + pc->checkitem(sd); pc->setinventorydata(sd); /* clear combo bonuses */ if( sd->combos.count ) { diff --git a/src/map/mob.c b/src/map/mob.c index 777518d87..02c263bd3 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -1046,7 +1046,7 @@ int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) mode= va_arg(ap,int); //If can't seek yet, not an enemy, or you can't attack it, skip. - if ((*target) == bl || !status->check_skilluse(&md->bl, bl, 0, 0)) + if (md->bl.id == bl->id || (*target) == bl || !status->check_skilluse(&md->bl, bl, 0, 0)) return 0; if ((mode&MD_TARGETWEAK) && status->get_lv(bl) >= md->level-5) @@ -1055,39 +1055,38 @@ int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) if(battle->check_target(&md->bl,bl,BCT_ENEMY)<=0) return 0; - switch (bl->type) - { - case BL_PC: - if (((TBL_PC*)bl)->state.gangsterparadise && - !(status_get_mode(&md->bl)&MD_BOSS)) - return 0; //Gangster paradise protection. - default: - if (battle_config.hom_setting&0x4 && - (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM) - return 0; //For some reason Homun targets are never overriden. + switch (bl->type) { + case BL_PC: + if (((TBL_PC*)bl)->state.gangsterparadise && + !(status_get_mode(&md->bl)&MD_BOSS)) + return 0; //Gangster paradise protection. + default: + if (battle_config.hom_setting&0x4 && + (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM) + return 0; //For some reason Homun targets are never overriden. - dist = distance_bl(&md->bl, bl); - if( - ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) && - battle->check_range(&md->bl,bl,md->db->range2) - ) { //Pick closest target? + dist = distance_bl(&md->bl, bl); + if( + ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) && + battle->check_range(&md->bl,bl,md->db->range2) + ) { //Pick closest target? - if( map->list[bl->m].icewall_num && - !path->search_long(NULL,bl->m,md->bl.x,md->bl.y,bl->x,bl->y,CELL_CHKICEWALL) ) { + if( map->list[bl->m].icewall_num && + !path->search_long(NULL,bl->m,md->bl.x,md->bl.y,bl->x,bl->y,CELL_CHKICEWALL) ) { - if( !check_distance_bl(&md->bl, bl, status_get_range(&md->bl) ) ) - return 0; + if( !check_distance_bl(&md->bl, bl, status_get_range(&md->bl) ) ) + return 0; - } + } - (*target) = bl; - md->target_id=bl->id; - md->min_chase= dist + md->db->range3; - if(md->min_chase>MAX_MINCHASE) - md->min_chase=MAX_MINCHASE; - return 1; - } - break; + (*target) = bl; + md->target_id=bl->id; + md->min_chase= dist + md->db->range3; + if(md->min_chase>MAX_MINCHASE) + md->min_chase=MAX_MINCHASE; + return 1; + } + break; } return 0; } @@ -1104,7 +1103,7 @@ int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap) { target= va_arg(ap,struct block_list**); //If can't seek yet, not an enemy, or you can't attack it, skip. - if( *target == bl + if( md->bl.id == bl->id || *target == bl || battle->check_target(&md->bl,bl,BCT_ENEMY) <= 0 || !status->check_skilluse(&md->bl, bl, 0, 0) ) diff --git a/src/map/pc.c b/src/map/pc.c index b5fa9268e..84880c24d 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -1124,6 +1124,9 @@ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_tim sd->delayed_damage = 0; + if( battle_config.item_check ) + sd->state.itemcheck = 1; + // Event Timers for( i = 0; i < MAX_EVENTTIMER; i++ ) sd->eventtimer[i] = INVALID_TIMER; @@ -9060,7 +9063,7 @@ int pc_checkitem(struct map_session_data *sd) if( sd->state.vending ) //Avoid reorganizing items when we are vending, as that leads to exploits (pointed out by End of Exam) return 0; - if( battle_config.item_check ) { // check for invalid(ated) items + if( sd->state.itemcheck ) { // check for invalid(ated) items for( i = 0; i < MAX_INVENTORY; i++ ) { id = sd->status.inventory[i].nameid; @@ -9088,7 +9091,7 @@ int pc_checkitem(struct map_session_data *sd) } } - if (sd->state.gmaster_flag) { + if (sd->guild) { struct guild_storage *guild_storage = gstorage->id2storage2(sd->guild->guild_id); if (guild_storage) { for( i = 0; i < MAX_GUILD_STORAGE; i++ ) { @@ -9101,6 +9104,7 @@ int pc_checkitem(struct map_session_data *sd) } } } + sd->state.itemcheck = 0; } for( i = 0; i < MAX_INVENTORY; i++) { diff --git a/src/map/pc.h b/src/map/pc.h index f10bd0f59..2c802a896 100644 --- a/src/map/pc.h +++ b/src/map/pc.h @@ -179,6 +179,7 @@ struct map_session_data { unsigned int hold_recalc : 1; unsigned int snovice_call_flag : 3; //Summon Angel (stage 1~3) unsigned int hpmeter_visible : 1; + unsigned int itemcheck : 1; } state; struct { unsigned char no_weapon_damage, no_magic_damage, no_misc_damage; |