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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-06 18:21:32 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-06 18:21:32 +0000 |
commit | f4edc7e4431b929acc62e4c2427e815ba9d69779 (patch) | |
tree | ac82447101de9f643bef0fa7a5b3a56bd1e37194 /src/map/mob.c | |
parent | f7ff1f208a2ce086fe6636b8359c65cf14ab68f4 (diff) | |
download | hercules-f4edc7e4431b929acc62e4c2427e815ba9d69779.tar.gz hercules-f4edc7e4431b929acc62e4c2427e815ba9d69779.tar.bz2 hercules-f4edc7e4431b929acc62e4c2427e815ba9d69779.tar.xz hercules-f4edc7e4431b929acc62e4c2427e815ba9d69779.zip |
- Cleaned up the implementation of map_foreachinmovearea so that the number of arguments passed is less.
- Moved setting a mob's chase/attack states from the mob_ai to unit_attack and unit_walktobl.
- Cleaned the change-target/cast-sensor code to account for the new mob modes.
- Cleaned up a bit the mob ai sub hard function.
- Made the monster_active_enable config setting take effect on mob load.
- Updated the doc explaining mob modes.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9422 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/mob.c')
-rw-r--r-- | src/map/mob.c | 233 |
1 files changed, 116 insertions, 117 deletions
diff --git a/src/map/mob.c b/src/map/mob.c index 5f22c8212..fb26a9d26 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -726,13 +726,12 @@ static int mob_can_changetarget(struct mob_data* md, struct block_list* target, } switch (md->state.skillstate) { - case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking. - if (mode&(MD_ASSIST|MD_ANGRY|MD_CHANGETARGET) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR)) - return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3)); - else + case MSS_BERSERK: + if (!mode&MD_CHANGETARGET_MELEE) return 0; + return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3)); case MSS_RUSH: - return (mode&MD_AGGRESSIVE); + return (mode&MD_CHANGETARGET_CHASE); case MSS_FOLLOW: case MSS_ANGRY: case MSS_IDLE: @@ -1156,7 +1155,6 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) { //Change if the new target is closer than the actual one //or if the previous target is not attacking the mob. [Skotlex] md->target_id = md->attacked_id; // set target - md->state.aggressive = 0; //Retaliating. if (md->attacked_count) md->attacked_count--; //Should we reset rude attack count? md->min_chase = dist+md->db->range3; @@ -1167,7 +1165,13 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) } } if (md->state.aggressive && md->attacked_id == md->target_id) - md->state.aggressive = 0; //No longer aggressive, change to retaliate AI. + { //No longer aggressive, change to retaliate AI. + md->state.aggressive = 0; + if(md->state.skillstate== MSS_ANGRY) + md->state.skillstate = MSS_BERSERK; + if(md->state.skillstate== MSS_FOLLOW) + md->state.skillstate = MSS_RUSH; + } //Clear it since it's been checked for already. md->attacked_players = 0; md->attacked_id = 0; @@ -1185,135 +1189,126 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) view_range, BL_ITEM, md, &tbl); } - if ((!tbl && mode&MD_AGGRESSIVE && battle_config.monster_active_enable) || - (mode&MD_ANGRY && md->state.skillstate == MSS_FOLLOW) - ) { + if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW) + { map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl, view_range, md->special_state.ai?BL_CHAR:BL_PC|BL_HOM, md, &tbl); - if(!tbl && mode&MD_ANGRY && !md->state.aggressive) - md->state.aggressive = 1; //Restore angry state when no targets are visible. - } else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) { + } else + if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) + { search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range; map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl, search_size, (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM), md, &tbl); } - if (tbl) - { //Target exists, attack or loot as applicable. - if (tbl->type != BL_ITEM) - { //Attempt to attack. - //At this point we know the target is attackable, we just gotta check if the range matches. - if (md->ud.target == tbl->id && md->ud.attacktimer != -1) - { - if (md->state.skillstate!=(md->state.aggressive?MSS_ANGRY:MSS_BERSERK)) - md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK; //Correct the state. - return 0; //Already locked. - } - - if (!battle_check_range (&md->bl, tbl, md->status.rhw.range)) - { //Out of range... - if (!(mode&MD_CANMOVE)) - { //Can't chase. Attempt to use a ranged skill at least? - md->state.skillstate = MSS_IDLE; - if (!mobskill_use(md, tick, -1)) - mob_unlocktarget(md,tick); - return 0; - } + if (!tbl) { //No targets available. + if (mode&MD_ANGRY && !md->state.aggressive) + md->state.aggressive = 1; //Restore angry state when no targets are available. - if (!can_move) - { //Stuck. Use an idle skill. o.O' - md->state.skillstate = MSS_IDLE; - if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) - mobskill_use(md, tick, -1); - return 0; - } - - md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH; - if (md->ud.walktimer != -1 && md->ud.target == tbl->id && - ( - !(battle_config.mob_ai&0x1) || - check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range) - )) //Current target tile is still within attack range. - return 0; - - //Follow up - if (!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) || - !unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2)) - //Give up. - mob_unlocktarget(md,tick); + if(md->ud.walktimer == -1) { + // Idle skill. + md->state.skillstate = MSS_IDLE; + if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1)) return 0; - } - //Target within range, engage - md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK; - unit_attack(&md->bl,tbl->id,1); + } + // Random walk. + if (can_move && !md->master_id && DIFF_TICK(md->next_walktime, tick) <= 0) + mob_randomwalk(md,tick); + return 0; + } + + //Target exists, attack or loot as applicable. + if (tbl->type == BL_ITEM) + { //Loot time. + struct flooritem_data *fitem; + if (md->ud.target == tbl->id && md->ud.walktimer != -1) + return 0; //Already locked. + if (md->lootitem == NULL) + { //Can't loot... + mob_unlocktarget (md, tick); + mob_stop_walking(md,0); return 0; - } else { //Target is BL_ITEM, attempt loot. - struct flooritem_data *fitem; - int i; - if (md->ud.target == tbl->id && md->ud.walktimer != -1) - return 0; //Already locked. - if (md->lootitem == NULL) - { //Can't loot... - mob_unlocktarget (md, tick); - mob_stop_walking(md,0); + } + if (!check_distance_bl(&md->bl, tbl, 1)) + { //Still not within loot range. + if (!(mode&MD_CANMOVE)) + { //A looter that can't move? Real smart. + mob_unlocktarget(md,tick); return 0; } - - if (!check_distance_bl(&md->bl, tbl, 1)) - { //Still not within loot range. - if (!(mode&MD_CANMOVE)) - { //A looter that can't move? Real smart. - mob_unlocktarget(md,tick); - return 0; - } - if (!can_move) //Stuck. Wait before walking. - return 0; - md->state.skillstate = MSS_LOOT; // ルート時スキル使用 - if (!unit_walktobl(&md->bl, tbl, 0, 1)) - mob_unlocktarget(md, tick); //Can't loot... + if (!can_move) //Stuck. Wait before walking. return 0; - } - //Within looting range. - if (md->ud.attacktimer != -1) - return 0; //Busy attacking? - - fitem = (struct flooritem_data *)tbl; - if (md->lootitem_count < LOOTITEM_SIZE) { - memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0])); - if(log_config.enable_logs&0x10) //Logs items, taken by (L)ooter Mobs [Lupus] - log_pick_mob(md, "L", md->lootitem[md->lootitem_count-1].nameid, md->lootitem[md->lootitem_count-1].amount, &md->lootitem[md->lootitem_count-1]); - } else { //Destroy first looted item... - if (md->lootitem[0].card[0] == (short)0xff00) - intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) ); - for (i = 0; i < LOOTITEM_SIZE - 1; i++) - memcpy (&md->lootitem[i], &md->lootitem[i+1], sizeof(md->lootitem[0])); - memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0])); - } - //Clear item. - if (pcdb_checkid(md->vd->class_)) - { //Give them walk act/delay to properly mimic players. [Skotlex] - clif_takeitem(&md->bl,tbl); - md->ud.canact_tick = tick + md->status.amotion; - unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1); - } - map_clearflooritem (tbl->id); - mob_unlocktarget (md,tick); + md->state.skillstate = MSS_LOOT; + if (!unit_walktobl(&md->bl, tbl, 0, 1)) + mob_unlocktarget(md, tick); //Can't loot... return 0; } + //Within looting range. + if (md->ud.attacktimer != -1) + return 0; //Busy attacking? + + fitem = (struct flooritem_data *)tbl; + if(log_config.enable_logs&0x10) //Logs items, taken by (L)ooter Mobs [Lupus] + log_pick_mob(md, "L", fitem->item_data.nameid, fitem->item_data.amount, &fitem->item_data); + + if (md->lootitem_count < LOOTITEM_SIZE) { + memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0])); + } else { //Destroy first looted item... + if (md->lootitem[0].card[0] == CARD0_PET) + intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) ); + memmove(&md->lootitem[0], &md->lootitem[1], sizeof(md->lootitem) - sizeof(md->lootitem[0])); + memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0])); + } + if (pcdb_checkid(md->vd->class_)) + { //Give them walk act/delay to properly mimic players. [Skotlex] + clif_takeitem(&md->bl,tbl); + md->ud.canact_tick = tick + md->status.amotion; + unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1); + } + //Clear item. + map_clearflooritem (tbl->id); + mob_unlocktarget (md,tick); + return 0; + } + //Attempt to attack. + //At this point we know the target is attackable, we just gotta check if the range matches. + if (md->ud.target == tbl->id && md->ud.attacktimer != -1) //Already locked. + return 0; + + if (battle_check_range (&md->bl, tbl, md->status.rhw.range)) + { //Target within range, engage + unit_attack(&md->bl,tbl->id,1); + return 0; } - if(md->ud.walktimer == -1) { - // When there's no target, it is idling. - // Is it terribly exploitable to reuse the walkcounter for idle state skills? [Skotlex] + //Out of range... + if (!(mode&MD_CANMOVE)) + { //Can't chase. Attempt an idle skill before unlocking. md->state.skillstate = MSS_IDLE; - if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1)) - return 0; + if (!mobskill_use(md, tick, -1)) + mob_unlocktarget(md,tick); + return 0; } - // Nothing else to do... except random walking. - // Slaves do not random walk! [Skotlex] - if (can_move && !md->master_id && DIFF_TICK(md->next_walktime, tick) <= 0) - mob_randomwalk(md,tick); + if (!can_move) + { //Stuck. Attempt an idle skill + md->state.skillstate = MSS_IDLE; + if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) + mobskill_use(md, tick, -1); + return 0; + } + + if (md->ud.walktimer != -1 && md->ud.target == tbl->id && + ( + !(battle_config.mob_ai&0x1) || + check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range) + )) //Current target tile is still within attack range. + return 0; + + //Follow up if possible. + if (!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) || + !unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2)) + mob_unlocktarget(md,tick); return 0; } @@ -3315,7 +3310,9 @@ static int mob_readdb(void) ShowWarning("Mob with ID: %d has invalid element level %d (max is 4)\n", class_, status->ele_lv); status->ele_lv = 1; } - status->mode=atoi(str[25]); + status->mode=(int)strtol(str[25],NULL,0); + if (!battle_config.monster_active_enable) + status->mode&=~MD_AGGRESSIVE; status->speed=atoi(str[26]); status->aspd_rate = 1000; db->min_thinktime=atoi(str[27]); @@ -4002,6 +3999,8 @@ static int mob_read_sqldb(void) status->ele_lv = 1; } status->mode = TO_INT(25); + if (!battle_config.monster_active_enable) + status->mode&=~MD_AGGRESSIVE; status->speed = TO_INT(26); status->aspd_rate = 1000; db->min_thinktime = TO_INT(27); |