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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-08-14 00:05:13 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-08-14 00:05:13 +0000 |
commit | 5a1b01d69d45b054aef505abdb693c8fc3fdd213 (patch) | |
tree | a5c56c6e512a01c64d731c21f41d6ee6f76d6e2e /src/map/map.c | |
parent | b833ae56df9190c62169bd321a1ae0ee93f1ce7b (diff) | |
download | hercules-5a1b01d69d45b054aef505abdb693c8fc3fdd213.tar.gz hercules-5a1b01d69d45b054aef505abdb693c8fc3fdd213.tar.bz2 hercules-5a1b01d69d45b054aef505abdb693c8fc3fdd213.tar.xz hercules-5a1b01d69d45b054aef505abdb693c8fc3fdd213.zip |
- Modified map_foreachinrange so that you can also specify the max length of the path to use. The max_count field in the skill_db is used to specify this range for path-type skills (Sharpshooting, Kamaitachi and the NPC Breath skills.
- Implemented the 'new' NPC skills described here: http://ro.doddlercon.com/wiki/index.php?title=Monster_Skills . It is mostly complete, but the new status changes (slow cast, critical wounds, etc) don't have any visual effects yet (icon or opt changes? I don't know if they should have). Also I could not find the unit_id for Evil Land, so it looks just like Sanctuary for now. Apart from those, the only skills which I couldn't get to display properly are the Breath skills (with the exception of Fire Breath).
- skill_calc_heal now takes the target as argument to properly support Critical Wounds
- battle_calc_return_damage now takes a flag to know if the attack was direct or not, needed since Magic Mirror also reflects indirect attacks.
- cleaned up the 'description' field in skill.c, added skill_get_desc to it
- Removed 'splash' support from Lex Divina as it is no longer needed.
- Modified the way Sight/Sightblaster work so that the skill id is no longer guessed (needed to properly acquire the splash range for Wide Sight)
- Corrected gtb_sc_immunity setting not taking effect if your block value was the same (that is, if the config said 30%, then you would only get status change immunity at 31%, nor 30%)
- Uncommented the 'new' npc skills from mob_skill_db as they are implemented now.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11000 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/map.c')
-rw-r--r-- | src/map/map.c | 23 |
1 files changed, 16 insertions, 7 deletions
diff --git a/src/map/map.c b/src/map/map.c index 8d3e06e54..ebc0f403a 100644 --- a/src/map/map.c +++ b/src/map/map.c @@ -1035,7 +1035,7 @@ int map_foreachincell(int (*func)(struct block_list*,va_list), int m, int x, int /*============================================================ * For checking a path between two points (x0, y0) and (x1, y1) *------------------------------------------------------------*/ -int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y0,int x1,int y1,int range,int type,...) +int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y0,int x1,int y1,int range,int length, int type,...) { int returnCount =0; //total sum of returned values of func() [Skotlex] ////////////////////////////////////////////////////////////// @@ -1077,7 +1077,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y struct block_list *bl; int c, bx, by; //method specific variables - int magnitude2; //The square of the magnitude + int magnitude2, len_limit; //The square of the magnitude int k, xi, yi, xu, yu; int mx0 = x0, mx1 = x1, my0 = y0, my1 = y1; @@ -1089,6 +1089,18 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y va_start(ap,type); + len_limit = magnitude2 = MAGNITUDE2(x0,y0, x1,y1); + if (magnitude2 < 1) //Same begin and ending point, can't trace path. + return 0; + + if (length) + { //Adjust final position to fit in the given area. + //TODO: Find an alternate method which does not requires a square root calculation. + k = sqrt(magnitude2); + mx1 = x0 + (x1 - x0)*length/k; + my1 = y0 + (y1 - y0)*length/k; + len_limit = MAGNITUDE2(x0,y0, mx1,my1); + } //Expand target area to cover range. if (mx0 > mx1) { @@ -1127,9 +1139,6 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y if (my1 >= map[m].ys) my1 = map[m].ys-1; range*=range<<8; //Values are shifted later on for higher precision using int math. - magnitude2 = MAGNITUDE2(x0,y0, x1,y1); - if (magnitude2 < 1) //Same begin and ending point, can't trace path. - return 0; if (type & ~BL_MOB) for (by = my0 / BLOCK_SIZE; by <= my1 / BLOCK_SIZE; by++) { @@ -1143,7 +1152,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y yi = bl->y; k = (xi-x0)*(x1-x0) + (yi-y0)*(y1-y0); - if (k < 0 || k > magnitude2) //Since more skills use this, check for ending point as well. + if (k < 0 || k > len_limit) //Since more skills use this, check for ending point as well. continue; //All these shifts are to increase the precision of the intersection point and distance considering how it's @@ -1175,7 +1184,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y xi = bl->x; yi = bl->y; k = (xi-x0)*(x1-x0) + (yi-y0)*(y1-y0); - if (k < 0 || k > magnitude2) + if (k < 0 || k > len_limit) continue; k = (k<<4)/magnitude2; //k will be between 1~16 instead of 0~1 |