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authorAndrei Karas <akaras@inbox.ru>2015-02-21 19:09:58 +0300
committerAndrei Karas <akaras@inbox.ru>2015-02-23 23:36:19 +0300
commitad0dfc94fb7cd3c2f4099821b4b49153165a579f (patch)
treed86261dd02bd434166f8ebf23511926b7d84deeb /src/map
parent4e681ce12a3f9574c33dc1e11ca8665e8f04e8a0 (diff)
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Add battle config option check_occupied_cells.
If set check_occupied_cells to 0 it will allow walk to occupied cells And it heavy reduce CPU usage on walking.
Diffstat (limited to 'src/map')
-rw-r--r--src/map/battle.c1
-rw-r--r--src/map/battle.h1
-rw-r--r--src/map/unit.c2
3 files changed, 3 insertions, 1 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index f5357f94a..b2ee9cf1d 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -6728,6 +6728,7 @@ static const struct battle_data {
{ "official_cell_stack_limit", &battle_config.official_cell_stack_limit, 1, 0, 255, },
{ "custom_cell_stack_limit", &battle_config.custom_cell_stack_limit, 1, 1, 255, },
{ "dancing_weaponswitch_fix", &battle_config.dancing_weaponswitch_fix, 1, 0, 1, },
+ { "check_occupied_cells", &battle_config.check_occupied_cells, 1, 0, 1, },
// eAthena additions
{ "item_logarithmic_drops", &battle_config.logarithmic_drops, 0, 0, 1, },
diff --git a/src/map/battle.h b/src/map/battle.h
index ddd98ec69..233c325cf 100644
--- a/src/map/battle.h
+++ b/src/map/battle.h
@@ -384,6 +384,7 @@ struct Battle_Config {
int skill_wall_check; // [Skotlex]
int official_cell_stack_limit; // [Playtester]
int custom_cell_stack_limit; // [Skotlex]
+ int check_occupied_cells; // [4144]
int skill_caster_check; // [Skotlex]
int sc_castcancel; // [Skotlex]
int pc_sc_def_rate; // [Skotlex]
diff --git a/src/map/unit.c b/src/map/unit.c
index b8e84492b..2e96e9c20 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -493,7 +493,7 @@ int unit_walktoxy( struct block_list *bl, short x, short y, int flag)
if( ud == NULL) return 0;
- if ((flag&8) && !map->closest_freecell(bl->m, &x, &y, BL_CHAR|BL_NPC, 1)) //This might change x and y
+ if (battle_config.check_occupied_cells && (flag&8) && !map->closest_freecell(bl->m, &x, &y, BL_CHAR|BL_NPC, 1)) //This might change x and y
return 0;
if (!path->search(&wpd, bl->m, bl->x, bl->y, x, y, flag&1, CELL_CHKNOPASS)) // Count walk path cells