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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-27 15:07:55 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-09-27 15:07:55 +0000 |
commit | 344be8d138d359fd0be0ee72820a7982a9a8d39f (patch) | |
tree | 28b8a495326928bdd81c03fbb29f3863c21c3ae7 /src | |
parent | d5daeaf65b0892f5fd6dfc8cce13cc131d434b80 (diff) | |
download | hercules-344be8d138d359fd0be0ee72820a7982a9a8d39f.tar.gz hercules-344be8d138d359fd0be0ee72820a7982a9a8d39f.tar.bz2 hercules-344be8d138d359fd0be0ee72820a7982a9a8d39f.tar.xz hercules-344be8d138d359fd0be0ee72820a7982a9a8d39f.zip |
- Merged some splash changes from stable. Sharp-Shooting will now display a skill animation.
- The no_spawn_on_player setting will now also work for static mobs, but only if the setting is set to 100 or higher.
- Some small cleanups.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@8887 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/map/map.c | 12 | ||||
-rw-r--r-- | src/map/mob.c | 10 | ||||
-rw-r--r-- | src/map/skill.c | 5 |
3 files changed, 19 insertions, 8 deletions
diff --git a/src/map/map.c b/src/map/map.c index c57902f32..e7e2ad7b7 100644 --- a/src/map/map.c +++ b/src/map/map.c @@ -1072,7 +1072,7 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y // S ////////////////////////////////////////////////////////////// // Methodology: -// My trigonometrics and math is a little rusty... so the approach I am writing +// My trigonometrics and math are a little rusty... so the approach I am writing // here is basicly do a double for to check for all targets in the square that // contains the initial and final positions (area range increased to match the // radius given), then for each object to test, calculate the distance to the @@ -1082,9 +1082,10 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y // http://astronomy.swin.edu.au/~pbourke/geometry/pointline/ // (they have a link to a C implementation, too) // This approach is a lot like #2 commented on this function, which I have no -// idea why it was commented. I won't use doubles/floats, but pure int math for speed purposes -// The range considered is always the same no matter how close/far the target is because that's -// how SharpShooting works currently in kRO. +// idea why it was commented. I won't use doubles/floats, but pure int math for +// speed purposes. The range considered is always the same no matter how +// close/far the target is because that's how SharpShooting works currently in +// kRO. //Generic map_foreach* variables. va_list ap; @@ -1218,7 +1219,8 @@ int map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y map_freeblock_lock(); for(i=blockcount;i<bl_list_count;i++) - returnCount += func(bl_list[i],ap); + if(bl_list[i]->prev) //This check is done in case some object gets killed due to further skill processing. + returnCount += func(bl_list[i],ap); map_freeblock_unlock(); diff --git a/src/map/mob.c b/src/map/mob.c index 1a0d5c38b..da0e28ea5 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -619,6 +619,11 @@ int mob_setdelayspawn(struct mob_data *md) return 0; } +static int mob_count_sub(struct block_list *bl,va_list ap) +{ + return 1; +} + /*========================================== * Mob spawning. Initialization is also variously here. *------------------------------------------ @@ -655,6 +660,11 @@ int mob_spawn (struct mob_data *md) add_timer(tick+5000,mob_delayspawn,md->bl.id,0); return 1; } + } else if (battle_config.no_spawn_on_player>99 && + map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC)) + { //retry again later (players on sight) + add_timer(tick+5000,mob_delayspawn,md->bl.id,0); + return 1; } } malloc_set(&md->state, 0, sizeof(md->state)); diff --git a/src/map/skill.c b/src/map/skill.c index f1ff94fcd..b5c01bf1d 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -2031,13 +2031,12 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds case NPC_SPLASHATTACK: case TF_DOUBLE: case GS_CHAINACTION: - case SN_SHARPSHOOTING: dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2); break; default: //Disabling skill animation doesn't works on multi-hit. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, - damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, + damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, (flag&SD_ANIMATION && dmg.div_ < 2?5:type)); break; } @@ -4038,8 +4037,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case NJ_HYOUSYOURAKU: case NJ_RAIGEKISAI: - clif_skill_nodamage(src,bl,skillid,skilllv,1); case WZ_FROSTNOVA: + clif_skill_nodamage(src,bl,skillid,skilllv,1); skill_area_temp[1] = 0; map_foreachinrange(skill_attack_area, src, skill_get_splash(skillid, skilllv), BL_CHAR, |