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author | Michieru <Michieru@users.noreply.github.com> | 2014-10-18 17:52:17 +0200 |
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committer | Michieru <Michieru@users.noreply.github.com> | 2014-10-18 17:52:17 +0200 |
commit | 6a6e3bb8e69890ee69981467f1e5e3591c0f9356 (patch) | |
tree | 552347425d9575b423617326ab3cbdf257479728 /src/map/map.c | |
parent | 4ac673941714032ada6d26fb60936ec510bbe496 (diff) | |
download | hercules-6a6e3bb8e69890ee69981467f1e5e3591c0f9356.tar.gz hercules-6a6e3bb8e69890ee69981467f1e5e3591c0f9356.tar.bz2 hercules-6a6e3bb8e69890ee69981467f1e5e3591c0f9356.tar.xz hercules-6a6e3bb8e69890ee69981467f1e5e3591c0f9356.zip |
Fix bug:7454
* Official Icewall implementation and other fixes
- Reverted all the icewall-related changes done in SVN r15777 and following as testing shows they aren't official and are actually pretty exploitable (bugreport:7412)
- Instead implemented the official icewall characteristic that monsters can only leave an icewall cell to the west or south, the changes include:
* The "sight" path check no longer checks for the current cell so standing on an icewall allows you to see/attack into any direction
* The path finding will still ignore the current cell as before but the walk routine will not allow to walk east or north while standing on an icewall cell
* This leads monsters in the situation where they go through an AI loop not allowing them to escape the icewall (if their target is north or east of them)
* Monster in this situation will use idle skills and if they get attacked will use their rudeattacked skills if available, similar to traps like Spiderweb
* Added a configuration icewall_walk_block that allows to configure how long a monster should go through the AI loop before the server allows it any movement, this "safety" system is official and seems to equal about 75 AI loops; if you want to disable the whole icewall system so that monsters don't get stuck in icewall at all, just set this to 0
* Here are videos from jRO showing how this system works: http://ragdo.blog56.fc2.com/blog-entry-763.html
- Implemented the official calculation for "direction"; now you will be considered horizontal/vertical/diagonally aligned with a target cell in the exact same way as on official servers, this is for example used to determine whether an icewall or a firewall should be horizontal, vertical or diagonal; the only thing that is still unofficial is the default direction (officially always "west"); effectively now there are more situations considered diagonal than before
- Further cleanups on the idle skill use code for immobile monsters and monsters near a player but without a target (now skill using will always go via mob_unlocktarget)
* This also fixes that monsters switched to idle mode and start to use idle skills one second too late
Mega thanks to Playtester (rathena 5540d89cb0e)
Diffstat (limited to 'src/map/map.c')
-rw-r--r-- | src/map/map.c | 25 |
1 files changed, 12 insertions, 13 deletions
diff --git a/src/map/map.c b/src/map/map.c index 14af392b7..5fa8779eb 100644 --- a/src/map/map.c +++ b/src/map/map.c @@ -2420,28 +2420,27 @@ uint8 map_calc_dir(struct block_list* src, int16 x, int16 y) } else if( dx >= 0 && dy >=0 ) { // upper-right - if( dx*2 <= dy ) dir = 0; // up - else if( dx > dy*2 ) dir = 6; // right - else dir = 7; // up-right + if( dx*2 < dy || dx == 0 ) dir = 0; // up + else if( dx > dy*2+1 || dy == 0 ) dir = 6; // right + else dir = 7; // up-right } else if( dx >= 0 && dy <= 0 ) { // lower-right - if( dx*2 <= -dy ) dir = 4; // down - else if( dx > -dy*2 ) dir = 6; // right - else dir = 5; // down-right + if( dx*2 < -dy || dx == 0 ) dir = 4; // down + else if( dx > -dy*2+1 || dy == 0 ) dir = 6; // right + else dir = 5; // down-right } else if( dx <= 0 && dy <= 0 ) { // lower-left - if( dx*2 >= dy ) dir = 4; // down - else if( dx < dy*2 ) dir = 2; // left - else dir = 3; // down-left + if( dx*2 > dy || dx == 0 ) dir = 4; // down + else if( dx < dy*2-1 || dy == 0 ) dir = 2; // left + else dir = 3; // down-left } else { // upper-left - if( -dx*2 <= dy ) dir = 0; // up - else if( -dx > dy*2 ) dir = 2; // left - else dir = 1; // up-left - + if( -dx*2 < dy || dx == 0 ) dir = 0; // up + else if( -dx > dy*2+1 || dy == 0) dir = 2; // left + else dir = 1; // up-left } return dir; } |