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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-04-10 21:38:05 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-04-10 21:38:05 +0000
commit7961554a72e475cd71bd34f65bb548c1b13dc685 (patch)
tree58bcfac64070e2d01fd499ba9bfb4a423ebeac99 /src/map
parent20fadf45adddb27cf7e4db736614b67f7f8561f6 (diff)
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- Modified the unit_data structure to handle automatically switching between chasing and attacking a character. Note that it's a work in progress and not yet properly tested/finished...
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5979 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map')
-rw-r--r--src/map/map.c2
-rw-r--r--src/map/map.h2
-rw-r--r--src/map/mob.c169
-rw-r--r--src/map/pc.c33
-rw-r--r--src/map/pet.c68
-rw-r--r--src/map/skill.h4
-rw-r--r--src/map/unit.c227
-rw-r--r--src/map/unit.h4
8 files changed, 272 insertions, 237 deletions
diff --git a/src/map/map.c b/src/map/map.c
index 156ae7b1c..55b7996a4 100644
--- a/src/map/map.c
+++ b/src/map/map.c
@@ -1412,7 +1412,7 @@ int map_search_freecell(struct block_list *src, int m, int *x,int *y, int rx, in
if (map_getcell(m,*x,*y,CELL_CHKREACH))
{
- if(flag&2 && !unit_can_reach(src, *x, *y))
+ if(flag&2 && !unit_can_reach_pos(src, *x, *y, 1))
continue;
if(flag&4 && spawn++ < battle_config.no_spawn_on_player &&
map_foreachinarea(map_count_sub, m,
diff --git a/src/map/map.h b/src/map/map.h
index a94da16df..4380cd9f5 100644
--- a/src/map/map.h
+++ b/src/map/map.h
@@ -359,7 +359,9 @@ struct unit_data {
int skilltimer;
int attacktarget;
int attacktimer;
+ int walktarget;
int walktimer;
+ int chaserange;
unsigned int attackabletime;
unsigned int canact_tick;
unsigned int canmove_tick;
diff --git a/src/map/mob.c b/src/map/mob.c
index 509f1c359..bdf2360f2 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -515,9 +515,7 @@ int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
*/
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
{
- int dx,dy;
- struct walkpath_data wpd;
- int i, easy = 0;
+ int easy = 0;
nullpo_retr(0, md);
nullpo_retr(0, bl);
@@ -531,41 +529,7 @@ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state
easy = 1;
break;
}
-
- if( md->bl.m != bl->m) // 違うャbプ
- return 0;
-
- if( md->bl.x==bl->x && md->bl.y==bl->y ) // 同じマス
- return 1;
-
- if( range>0 && !check_distance_bl(&md->bl, bl, range))
- return 0;
-
- // Obstacle judging
- wpd.path_len=0;
- wpd.path_pos=0;
- wpd.path_half=0;
- if(path_search_real(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x,bl->y,easy,CELL_CHKNOREACH)!=-1)
- return 1;
-
- // It judges whether it can adjoin or not.
- dx=bl->x - md->bl.x;
- dy=bl->y - md->bl.y;
- dx=(dx>0)?1:((dx<0)?-1:0);
- dy=(dy>0)?1:((dy<0)?-1:0);
- if (map_getcell(md->bl.m,bl->x+dx,bl->y+dy,CELL_CHKNOREACH))
- { //Look for a suitable cell to place in.
- for(i=0;i<9 && map_getcell(md->bl.m,bl->x-1+i/3,bl->y-1+i%3,CELL_CHKNOREACH);i++);
- if (i<9) {
- dx = 1-i/3;
- dy = 1-i%3;
- }
- }
-
- if(path_search_real(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x-dx,bl->y-dy,easy,CELL_CHKNOREACH)!=-1)
- return 1;
-
- return 0;
+ return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
}
/*==========================================
@@ -952,24 +916,8 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
(md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) &&
unit_can_move(&md->bl))
{
- int i=0,dx,dy;
mob_stop_attack(md);
- do {
- if(i<=5){
- dx=bl->x - md->bl.x;
- dy=bl->y - md->bl.y;
-
- if(dx<0) dx+=rand()%MOB_SLAVEDISTANCE +1;
- else if(dx>0) dx-=rand()%MOB_SLAVEDISTANCE +1;
- if(dy<0) dy+=rand()%MOB_SLAVEDISTANCE +1;
- else if(dy>0) dy-=rand()%MOB_SLAVEDISTANCE +1;
-
- }else{
- old_dist = MOB_SLAVEDISTANCE*2+1;
- dx=bl->x - md->bl.x + rand()%old_dist - MOB_SLAVEDISTANCE;
- dy=bl->y - md->bl.y + rand()%old_dist - MOB_SLAVEDISTANCE;
- }
- } while(!unit_walktoxy(&md->bl,md->bl.x+dx,md->bl.y+dy,0)&& ++i<10);
+ unit_walktobl(&md->bl, bl, MOB_SLAVEDISTANCE, 0);
}
} else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
@@ -1033,7 +981,7 @@ int mob_randomwalk(struct mob_data *md,int tick)
nullpo_retr(0, md);
speed=status_get_speed(&md->bl);
- if(DIFF_TICK(md->next_walktime,tick)<0){
+ if(DIFF_TICK(md->next_walktime,tick)<0 && unit_can_move(&md->bl)){
int i,x,y,c,d=12-md->move_fail_count;
if(d<5) d=5;
for(i=0;i<retrycount;i++){ // Search of a movable place
@@ -1079,7 +1027,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
struct mob_data *md;
struct block_list *tbl = NULL, *abl = NULL;
unsigned int tick;
- int i, j, dx, dy, dist;
+ int dist;
int mode;
int search_size;
int view_range, can_move, can_walk;
@@ -1123,7 +1071,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
tbl->type == BL_PC && !(mode&MD_BOSS) &&
((struct map_session_data*)tbl)->state.gangsterparadise
)) { //Unlock current target.
- if (md->ud.walktimer != -1 && (battle_config.mob_ai&8 || !tbl)) //Inmediately stop chasing.
+ if (battle_config.mob_ai&8) //Inmediately stop chasing.
mob_stop_walking(md,2);
mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
tbl = NULL;
@@ -1234,91 +1182,27 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
mob_unlocktarget(md,tick);
return 0;
}
- if (!check_distance_bl(&md->bl, tbl, view_range))
- { //Run towards the enemy when out of range?
- if (!can_move)
- { //Give it up.
- if (can_walk)
- mob_unlocktarget(md,tick);
- return 0;
- }
- dx = tbl->x+(tbl->x > md->bl.x?-1:+1);
- dy = tbl->y+(tbl->y > md->bl.y?-1:+1);
- unit_walktoxy(&md->bl, dx, dy, 0);
+ if (!can_move) //Wait until you can move?
return 0;
- }
md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
- mobskill_use (md, tick, -1);
- if (!can_move) //Wait until you can move?
+ if (md->ud.walktimer != -1 && md->ud.walktarget == tbl->id &&
+ (
+ !battle_config.mob_ai&1 ||
+ check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->db->range)
+ )) //Current target tile is still within attack range.
return 0;
- if (md->ud.walktimer != -1 &&
- (!battle_config.mob_ai&1 ||
- check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->db->range)) //Current target tile is still within attack range.
- ) {
- return 0; //No need to follow, already doing it?
- }
//Target reachable. Locate suitable spot to move to.
- i = j = 0;
- dx = tbl->x - md->bl.x;
- dy = tbl->y - md->bl.y;
- if (dx < 0) dx=-1;
- else if (dx > 0) dx=1;
- if (dy < 0) dy=-1;
- else if (dy > 0) dy=1;
- if(!unit_walktoxy(&md->bl, tbl->x -dx, tbl->y -dy, 0)) {
- j = (dy+1) + 3*(dx+1);
- for (i = j+1; i%9 != j; i++) {
- dx = -1+(i%9)/3;
- dy = -1+(i%3);
-#ifdef CELL_NOSTACK
- if (map_getcell(md->bl.m, tbl->x-dx, tbl->y-dy, CELL_CHKSTACK))
- continue;
-#endif
- if (unit_walktoxy(&md->bl, tbl->x-dx, tbl->y-dy, 0))
- break;
- }
-#ifdef CELL_NOSTACK
- if (i%9 == j)
- { //All adjacent cells are taken. Try roaming around on 5x5
- for (i = j+1; i%9 != j; i++) {
- dx = 2*(-1+(i%9)/3);
- dy = 2*(-1+(i%3));
- if (map_getcell(md->bl.m, tbl->x-dx, tbl->y-dy, CELL_CHKSTACK))
- continue;
- if (unit_walktoxy(&md->bl, tbl->x-dx, tbl->y-dy, 0)) {
- unit_set_walkdelay(&md->bl, tick, 1000, 1);
- break;
- }
- }
- }
- if (i%9 == j)
- {
- //On stacked mode, it is much more likely that you just can't reach the target. So unlock it
- mob_unlocktarget(md, tick);
- unit_set_walkdelay(&md->bl, tick, 1000, 1);
- return 0;
- }
-#else
- if (i%9 == j)
- { //Failed? Try going to the other side of the target before retrying.
- if (dx < 0) dx = 2;
- else if (dx > 0) dx = -2;
- if (dy < 0) dy = 2;
- else if (dy > 0) dy = -2;
- unit_walktoxy (&md->bl, tbl->x+dx, tbl->y+dy, 0);
- }
-#endif
- }
+ unit_walktobl(&md->bl, tbl, md->db->range, !battle_config.mob_ai&1);
return 0;
}
//Target within range, engage
- md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
mob_stop_walking(md,1);
+ md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
unit_attack(&md->bl,tbl->id,1);
return 0;
} else { //Target is BL_ITEM, attempt loot.
struct flooritem_data *fitem;
-
+ int i;
if (md->lootitem == NULL)
{ //Can't loot...
mob_unlocktarget (md, tick);
@@ -1335,15 +1219,10 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
if (!can_move) // 動けない状態にある
return 0;
md->state.skillstate = MSS_LOOT; // ルート時スキル使用
- mobskill_use(md, tick, -1);
- if (md->ud.walktimer != -1 &&
- check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, 0))
- { //Already on the way to looting.
+ if (md->ud.walktimer != -1 && md->ud.walktarget == tbl->id)
+ //Already on the way to looting.
return 0;
- }
- dx = tbl->x - md->bl.x;
- dy = tbl->y - md->bl.y;
- if (!unit_walktoxy(&md->bl, md->bl.x+dx, md->bl.y+dy, 0))
+ if (!unit_walktobl(&md->bl, tbl, 0, 1))
mob_unlocktarget(md, tick); //Can't loot...
return 0;
}
@@ -1357,9 +1236,6 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
if(log_config.pick > 0) //Logs items, taken by (L)ooter Mobs [Lupus]
log_pick((struct map_session_data*)md, "L", md->class_, md->lootitem[md->lootitem_count-1].nameid, md->lootitem[md->lootitem_count-1].amount, &md->lootitem[md->lootitem_count-1]);
- } else if (battle_config.monster_loot_type == 1) { //Can't loot, stuffed!
- mob_unlocktarget(md,tick);
- return 0;
} 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]) );
@@ -1458,10 +1334,11 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list app)
else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
mobskill_use(md, tick, -1);
// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
- else if( rand()%1000<MOB_LAZYWARPPERC
- && (md->spawn && !md->spawn->x && !md->spawn->y)
- && !md->target_id && !(mode&MD_BOSS))
- unit_warp(&md->bl,-1,-1,-1,0);
+ // People don't want this, it seems custom, noone can prove it....
+// else if( rand()%1000<MOB_LAZYWARPPERC
+// && (md->spawn && !md->spawn->x && !md->spawn->y)
+// && !md->target_id && !(mode&MD_BOSS))
+// unit_warp(&md->bl,-1,-1,-1,0);
}else{
// Since PC is not even in the same map, suitable processing is carried out even if it takes.
diff --git a/src/map/pc.c b/src/map/pc.c
index 5852edc08..8502b5ce8 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -3821,26 +3821,23 @@ int pc_follow_timer(int tid,unsigned int tick,int id,int data)
if (pc_isdead(sd))
return 0;
- if ((tsd = map_id2sd(sd->followtarget)) != NULL)
- {
- if (pc_isdead(tsd))
- return 0;
+ if ((tsd = map_id2sd(sd->followtarget)) == NULL || pc_isdead(tsd))
+ return 0;
- // either player or target is currently detached from map blocks (could be teleporting),
- // but still connected to this map, so we'll just increment the timer and check back later
- if (sd->bl.prev != NULL && tsd->bl.prev != NULL &&
- sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
- {
- if((sd->bl.m == tsd->bl.m) && unit_can_reach(&sd->bl,tsd->bl.x,tsd->bl.y)) {
- if (!check_distance_bl(&sd->bl, &tsd->bl, 5) && unit_can_move(&sd->bl))
- unit_walktoxy(&sd->bl,tsd->bl.x,tsd->bl.y, 0);
- } else
- pc_setpos(sd, tsd->mapindex, tsd->bl.x, tsd->bl.y, 3);
- }
- sd->followtimer = add_timer(
- tick + sd->aspd + rand() % 1000, // increase time a bit to loosen up map's load
- pc_follow_timer, sd->bl.id, 0);
+ // either player or target is currently detached from map blocks (could be teleporting),
+ // but still connected to this map, so we'll just increment the timer and check back later
+ if (sd->bl.prev != NULL && tsd->bl.prev != NULL &&
+ sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
+ {
+ if((sd->bl.m == tsd->bl.m) && unit_can_reach_bl(&sd->bl,&tsd->bl, AREA_SIZE, 0, NULL, NULL)) {
+ if (!check_distance_bl(&sd->bl, &tsd->bl, 5))
+ unit_walktobl(&sd->bl, &tsd->bl, 5, 0);
+ } else
+ pc_setpos(sd, tsd->mapindex, tsd->bl.x, tsd->bl.y, 3);
}
+ sd->followtimer = add_timer(
+ tick + sd->aspd + rand() % 1000, // increase time a bit to loosen up map's load
+ pc_follow_timer, sd->bl.id, 0);
return 0;
}
diff --git a/src/map/pet.c b/src/map/pet.c
index 88eb26cd4..4904d1c45 100644
--- a/src/map/pet.c
+++ b/src/map/pet.c
@@ -81,33 +81,33 @@ static int pet_calc_pos(struct pet_data *pd,int tx,int ty,int dir)
dy = -diry[dir]*2;
x = tx + dx;
y = ty + dy;
- if(!unit_can_reach(&pd->bl,x,y)) {
+ if(!unit_can_reach_pos(&pd->bl,x,y,0)) {
if(dx > 0) x--;
else if(dx < 0) x++;
if(dy > 0) y--;
else if(dy < 0) y++;
- if(!unit_can_reach(&pd->bl,x,y)) {
+ if(!unit_can_reach_pos(&pd->bl,x,y,0)) {
for(i=0;i<12;i++) {
k = rand()%8;
dx = -dirx[k]*2;
dy = -diry[k]*2;
x = tx + dx;
y = ty + dy;
- if(unit_can_reach(&pd->bl,x,y))
+ if(unit_can_reach_pos(&pd->bl,x,y,0))
break;
else {
if(dx > 0) x--;
else if(dx < 0) x++;
if(dy > 0) y--;
else if(dy < 0) y++;
- if(unit_can_reach(&pd->bl,x,y))
+ if(unit_can_reach_pos(&pd->bl,x,y,0))
break;
}
}
if(i>=12) {
x = tx;
y = ty;
- if(!unit_can_reach(&pd->bl,x,y))
+ if(!unit_can_reach_pos(&pd->bl,x,y,0))
return 1;
}
}
@@ -892,7 +892,7 @@ static int pet_randomwalk(struct pet_data *pd,unsigned int tick)
speed = status_get_speed(&pd->bl);
- if(DIFF_TICK(pd->next_walktime,tick) < 0){
+ if(DIFF_TICK(pd->next_walktime,tick) < 0 && unit_can_move(&pd->bl)) {
int i,x,y,c,d=12-pd->move_fail_count;
if(d<5) d=5;
for(i=0;i<retrycount;i++){
@@ -931,7 +931,6 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
{
struct map_session_data *sd;
struct block_list *target = NULL;
- int i=0,dx,dy;
sd = pd->msd;
@@ -960,14 +959,13 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
//Master too far, chase.
if(pd->target_id)
pet_unlocktarget(pd);
- if(pd->ud.walktimer != -1 && check_distance_blxy(&sd->bl, pd->ud.to_x,pd->ud.to_y, 3))
+ if(pd->ud.walktimer != -1 && pd->ud.walktarget == sd->bl.id)
return 0; //Already walking to him
pd->speed = (sd->speed>>1);
if(pd->speed <= 0)
pd->speed = 1;
- pet_calc_pos(pd,sd->bl.x,sd->bl.y,sd->ud.dir);
- if(!unit_walktoxy(&pd->bl,pd->ud.to_x,pd->ud.to_y,0))
+ if (!unit_walktobl(&pd->bl, &sd->bl, 3, 0));
pet_randomwalk(pd,tick);
return 0;
}
@@ -987,11 +985,12 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
}
// ペットによるルート
- if(!pd->target_id && pd->loot && pd->loot->count < pd->loot->max && DIFF_TICK(tick,pd->ud.canact_tick)>0)
+ if(!target && pd->loot && pd->loot->count < pd->loot->max && DIFF_TICK(tick,pd->ud.canact_tick)>0) {
//Use half the pet's range of sight.
+ int itc=0;
map_foreachinrange(pet_ai_sub_hard_lootsearch,&pd->bl,
- pd->db->range2/2, BL_ITEM,pd,&i);
-
+ pd->db->range2/2, BL_ITEM,pd,&itc);
+ }
if (!target) {
//Just walk around.
if (check_distance_bl(&sd->bl, &pd->bl, 3))
@@ -1014,51 +1013,26 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
if(pd->ud.walktimer != -1 && check_distance_blxy(target, pd->ud.to_x,pd->ud.to_y, pd->db->range))
return 0;
- if(!unit_can_reach(&pd->bl, target->x, target->y))
+ if(!unit_walktobl(&pd->bl, target, pd->db->range, 2))
{ //Unreachable target.
pet_unlocktarget(pd);
- return 0;
- }
- i=0;
- do {
- if(i==0) { // 最初はAEGISと同じ方法で検索
- dx=target->x - pd->bl.x;
- dy=target->y - pd->bl.y;
- if(dx<0) dx++;
- else if(dx>0) dx--;
- if(dy<0) dy++;
- else if(dy>0) dy--;
- }
- else { // だめならAthena式(ランダム)
- dx=target->x - pd->bl.x + rand()%3 - 1;
- dy=target->y - pd->bl.y + rand()%3 - 1;
- }
- } while(!unit_walktoxy(&pd->bl,pd->bl.x+dx,pd->bl.y+dy,0) && ++i<5);
-
- if(i>=5) {
- if(dx<0) dx=2;
- else if(dx>0) dx=-2;
- if(dy<0) dy=2;
- else if(dy>0) dy=-2;
- unit_walktoxy(&pd->bl,pd->bl.x+dx,pd->bl.y+dy,0);
}
return 0;
} //End Chase
pet_stop_walking(pd,1);
+ if (pd->ud.attacktimer != -1 && pd->ud.attacktarget == pd->target_id)
+ return 0; //Already attacking.
//Continuous attack.
unit_attack(&pd->bl, pd->target_id, 1);
} else { //Item Targeted, attempt loot
if (!check_distance_bl(&pd->bl, target, 1))
{ //Out of range
- if(pd->ud.walktimer != -1 && check_distance_blxy(target, pd->ud.to_x, pd->ud.to_y, 0))
- return 0; // 既に移動中
+ if(pd->ud.walktimer != -1 && pd->ud.walktarget == pd->target_id)
+ return 0;
- if(!unit_can_reach(&pd->bl, target->x, target->y))
- { //Unreachable target.
+ if(!unit_walktobl(&pd->bl, target, 0, 1)) //Unreachable target.
pet_unlocktarget(pd);
- return 0;
- }
- unit_walktoxy(&pd->bl, target->x, target->y, 1);
+ return 0;
} else{ // アイテムまでたどり着いた
struct flooritem_data *fitem = (struct flooritem_data *)target;
pet_stop_walking(pd,1);
@@ -1109,8 +1083,8 @@ int pet_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
if(pd->loot == NULL || pd->loot->item == NULL || (pd->loot->count >= pd->loot->max) ||
(sd_id && pd->msd && pd->msd->bl.id != sd_id))
return 0;
- if(bl->m == pd->bl.m && check_distance_bl(&pd->bl, bl, pd->db->range2) &&
- unit_can_reach(&pd->bl,bl->x,bl->y) && rand()%1000<1000/(++(*itc)))
+ if(bl->m == pd->bl.m && unit_can_reach_bl(&pd->bl,bl, pd->db->range2, 1, NULL, NULL)
+ && rand()%1000<1000/(++(*itc)))
pd->target_id=bl->id;
return 0;
}
diff --git a/src/map/skill.h b/src/map/skill.h
index f485e3394..f27a47f5a 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -41,6 +41,10 @@
#define INF2_PARTY_ONLY 1024
#define INF2_GUILD_ONLY 2048
+//Walk intervals at which chase-skills are attempted to be triggered.
+//Note that every 2 is an actual cell walked.
+#define WALK_SKILL_INTERVAL 6
+
// スキルデ?タベ?ス
struct skill_db {
char *name;
diff --git a/src/map/unit.c b/src/map/unit.c
index e928178cd..6b5dd0433 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -57,12 +57,12 @@ int unit_walktoxy_sub(struct block_list *bl)
memcpy(&ud->walkpath,&wpd,sizeof(wpd));
+ ud->state.change_walk_target=0;
+
if (bl->type == BL_PC)
clif_walkok((TBL_PC*)bl);
clif_move(bl);
- ud->state.change_walk_target=0;
-
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
@@ -143,9 +143,6 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
dx,dy,sd?BL_ALL:BL_PC,bl);
- if(md && md->min_chase > md->db->range2)
- md->min_chase--;
-
x += dx;
y += dy;
map_moveblock(bl, x, y, tick);
@@ -178,11 +175,19 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
if (
(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
sd->sc.data[SC_MIRACLE].timer==-1 &&
- rand()%100000 < battle_config.sg_miracle_skill_ratio
+ !ud->walkpath.path_pos%WALK_SKILL_INTERVAL &&
+ rand()%10000 < battle_config.sg_miracle_skill_ratio
) { //SG_MIRACLE [Komurka]
clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
}
+ } else if (md) {
+ if (ud->attacktarget) {
+ if(md->min_chase > md->db->range2) md->min_chase--;
+ if(!ud->walkpath.path_pos%WALK_SKILL_INTERVAL &&
+ mobskill_use(md, tick, -1))
+ return 0;
+ }
}
}
@@ -200,8 +205,23 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,ud->walkpath.path_pos);
} else if(sd && sd->sc.count && sd->sc.data[SC_RUN].timer!=-1) //Keep trying to run.
pc_run(sd, sd->sc.data[SC_RUN].val1, sd->sc.data[SC_RUN].val2);
- else
- { //Stopped walking. Update to_x and to_y to current location [Skotlex]
+ else if (ud->walktarget) {
+ //Update target trajectory.
+ struct block_list *tbl = map_id2bl(ud->walktarget);
+ if (!tbl) { //Cancel chase.
+ ud->to_x = bl->x;
+ ud->to_y = bl->y;
+ return 0;
+ }
+ if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
+ { //Reached destination.
+ if (ud->attacktarget == tbl->id)
+ unit_attack(bl, tbl->id, ud->state.attack_continue);
+ } else { //Update chase-path
+ unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy);
+ return 0;
+ }
+ } else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
ud->to_x = bl->x;
ud->to_y = bl->y;
// if (bl->type == BL_NPC) //Original eA code had this one only for BL_NPCs
@@ -221,10 +241,11 @@ int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
if( ud == NULL) return 0;
// 移動出来ないユニットは弾く
- if(!unit_can_move(bl) || !(status_get_mode(bl)&MD_CANMOVE) )
+ if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))
return 0;
ud->state.walk_easy = easy;
+ ud->walktarget = 0;
ud->to_x = x;
ud->to_y = y;
@@ -242,6 +263,87 @@ int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
}
}
+static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
+{
+ struct block_list *bl = map_id2bl(id);
+ struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
+
+ if (ud && ud->walktimer == -1 && ud->walktarget == data)
+ {
+ if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
+ add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
+ else if (unit_can_move(bl))
+ unit_walktoxy_sub(bl);
+ }
+ return 0;
+}
+
+// Chases a tbl. If the flag&1, use hard-path seek,
+// if flag&2, start attacking upon arrival within range.
+int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
+ struct unit_data *ud = NULL;
+ struct status_change *sc = NULL;
+ int i;
+ nullpo_retr(0, bl);
+ nullpo_retr(0, tbl);
+
+ ud = unit_bl2ud(bl);
+ if( ud == NULL) return 0;
+
+ if (!(status_get_mode(bl)&MD_CANMOVE))
+ return 0;
+
+ i = distance_bl(bl, tbl)+1;
+ if (!unit_can_reach_bl(bl, tbl, i, flag&1, &ud->to_x, &ud->to_y)) {
+ ud->to_x = bl->x;
+ ud->to_y = bl->y;
+ return 0;
+ }
+
+ ud->state.walk_easy = flag&1;
+ ud->walktarget = tbl->id;
+ ud->chaserange = range;
+
+ if (range) {
+ //Adjust target cell
+ if (i < range) {
+ //We are already within required distance!
+ if (flag&2) //Attack
+ unit_attack(bl, tbl->id, 1);
+ return 1;
+ }
+ //Trim the last part of the path to account for range.
+ for (i = 1; i <= range && ud->walkpath.path_len>0; i++) {
+ int dir;
+ ud->walkpath.path_len--;
+ dir = ud->walkpath.path[ud->walkpath.path_len];
+ ud->to_x -= dirx[dir];
+ ud->to_y -= diry[dir];
+ }
+ }
+ sc = status_get_sc(bl);
+ if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
+ map_random_dir(bl, &ud->to_x, &ud->to_y);
+
+ if (flag&2) { //Chase to attack.
+ ud->attacktarget = tbl->id;
+ ud->state.attack_continue = 1;
+ }
+
+ if(ud->walktimer != -1) {
+ ud->state.change_walk_target = 1;
+ return 1;
+ }
+ if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
+ { //Can't move, wait a bit before invoking the movement.
+ add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->walktarget);
+ return 1;
+ } else if (!unit_can_move(bl))
+ return 0;
+
+ return unit_walktoxy_sub(bl);
+}
+
//Instant warp function.
int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
{
@@ -543,6 +645,13 @@ int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int
return 0;
}
ud->canmove_tick = tick + delay;
+ if (ud->walktimer != -1)
+ { //Stop walking, if chasing, readjust timers.
+ delete_timer(ud->walktimer, unit_walktoxy_timer);
+ clif_fixpos(bl);
+ if(ud->walktarget)
+ add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->walktarget);
+ }
return 1;
}
@@ -552,8 +661,7 @@ static int unit_walkdelay_sub(int tid, unsigned int tick, int id, int data)
if (!bl || status_isdead(bl))
return 0;
- if (unit_set_walkdelay(bl, tick, data, 0))
- unit_stop_walking(bl,3);
+ unit_set_walkdelay(bl, tick, data, 0);
return 0;
}
@@ -954,7 +1062,11 @@ int unit_stop_attack(struct block_list *bl)
//Means current target is unattackable. For now only unlocks mobs.
int unit_unattackable(struct block_list *bl) {
struct unit_data *ud = unit_bl2ud(bl);
- if (ud) ud->attacktarget = 0;
+ if (ud) {
+ ud->attacktarget = 0;
+ ud->walktarget = 0;
+ }
+
if(bl->type == BL_MOB)
mob_unlocktarget((struct mob_data*)bl, gettick()) ;
else if(bl->type == BL_PET)
@@ -995,6 +1107,11 @@ int unit_attack(struct block_list *src,int target_id,int type)
ud->attacktarget = target_id;
ud->state.attack_continue = type;
+ if (type) { //If you re to attack continously, set to auto-case character
+ ud->walktarget = target_id;
+ ud->chaserange = status_get_range(src);
+ }
+
//Just change target/type. [Skotlex]
if(ud->attacktimer != -1)
return 0;
@@ -1012,7 +1129,7 @@ int unit_attack(struct block_list *src,int target_id,int type)
*
*------------------------------------------
*/
-int unit_can_reach(struct block_list *bl,int x,int y)
+int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
{
struct walkpath_data wpd;
@@ -1025,9 +1142,63 @@ int unit_can_reach(struct block_list *bl,int x,int y)
wpd.path_len=0;
wpd.path_pos=0;
wpd.path_half=0;
- return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,0,CELL_CHKNOREACH)!=-1)?1:0;
+ return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
+{
+ struct walkpath_data wpd;
+ int i;
+ short dx,dy;
+ nullpo_retr(0, bl);
+ nullpo_retr(0, tbl);
+
+ if( bl->m != tbl->m)
+ return 0;
+
+ if( bl->x==tbl->x && bl->y==tbl->y )
+ return 1;
+
+ if(range>0 && !check_distance_bl(bl, tbl, range))
+ return 0;
+
+ wpd.path_len=0;
+ wpd.path_pos=0;
+ wpd.path_half=0;
+
+#ifndef CELL_NOSTACK
+ //Skip direct path seeking when in nostacking mode.
+ if(path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x,tbl->y,easy,CELL_CHKNOREACH)!=-1) {
+ if (x) *x = tbl->x;
+ if (y) *y = tbl->y;
+ return 1;
+ }
+#endif
+
+ // It judges whether it can adjoin or not.
+ dx=tbl->x - bl->x;
+ dy=tbl->y - bl->y;
+ dx=(dx>0)?1:((dx<0)?-1:0);
+ dy=(dy>0)?1:((dy<0)?-1:0);
+
+ if (map_getcell(tbl->m,tbl->x+dx,tbl->y+dy,CELL_CHKNOREACH))
+ { //Look for a suitable cell to place in.
+ for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
+ if (i==9) return 0; //No valid cells.
+ dx = dirx[i];
+ dy = diry[i];
+ }
+
+ if (x) *x = tbl->x-dx;
+ if (y) *y = tbl->y-dy;
+ return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
}
+
/*==========================================
* PCの攻撃 (timer関数)
*------------------------------------------
@@ -1078,23 +1249,29 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t
return 1;
}
- range = status_get_range( src );
+ range = status_get_range(src);
if(ud->walktimer != -1) range++; //Extra range when walking.
if(!sd || sd->status.weapon != 11) range++; //Dunno why everyone but bows gets this extra range...
if(unit_is_walking(target)) range++; //Extra range when chasing
if(!check_distance_bl(src,target,range) ) {
- if(!unit_can_reach(src,target->x,target->y))
- return 0;
- if(sd) clif_movetoattack(sd,target);
- return 1;
+ //Chase if required.
+ if(ud->state.attack_continue && ud->walktarget == target->id) {
+ if(sd)
+ clif_movetoattack(sd,target);
+ else
+ unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy);
+ }
+ return 1;
}
- if(!battle_check_range(src,target,range)) { //Within range, but no direct line of attack
- if(unit_can_reach(src,target->x,target->y))
- unit_walktoxy(src,target->x,target->y, ud->state.walk_easy);
- if(ud->state.attack_continue)
+ if(!battle_check_range(src,target,range)) {
+ //Within range, but no direct line of attack
+ if(ud->state.attack_continue && ud->walktarget == target->id) {
+ if(ud->chaserange > 2) ud->chaserange-=2;
+ unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy);
ud->attacktimer = add_timer(tick + status_get_adelay(src),unit_attack_timer,src->id,0);
+ }
return 1;
}
@@ -1141,7 +1318,7 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t
// You can't move if you can't attack neither.
// Only for non-players, since it makes it near impossible to run away when you are on auto-attack.
- if (src->type != BL_PC)
+ if (src->type != BL_PC)
unit_set_walkdelay(src, tick, status_get_amotion(src), 1);
}
@@ -1604,6 +1781,8 @@ int do_init_unit(void) {
add_timer_func_list(unit_attack_timer, "unit_attack_timer");
add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
add_timer_func_list(unit_walkdelay_sub, "unit_walkdelay_sub");
+ add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
+
return 0;
}
diff --git a/src/map/unit.h b/src/map/unit.h
index 9724a8523..f3c0c87c9 100644
--- a/src/map/unit.h
+++ b/src/map/unit.h
@@ -11,6 +11,7 @@
// 歩行開始
// 戻り値は、0 ( 成功 ), 1 ( 失敗 )
int unit_walktoxy( struct block_list *bl, int x, int y, int easy);
+int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy);
// 歩行停止
// typeは以下の組み合わせ :
@@ -31,7 +32,8 @@ int unit_setdir(struct block_list *bl,unsigned char dir);
int unit_getdir(struct block_list *bl);
// そこまで歩行でたどり着けるかの判定
-int unit_can_reach(struct block_list *bl,int x,int y);
+int unit_can_reach_pos(struct block_list *bl,int x,int y,int easy);
+int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y);
// 攻撃関連
int unit_stop_attack(struct block_list *bl);