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-rw-r--r--Changelog-Trunk.txt2
-rw-r--r--src/map/mob.c20
2 files changed, 15 insertions, 7 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index d4d5419d3..d17914f97 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -5,6 +5,8 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EV
GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
2006/03/08
+ * Mobs will now chase you even if you hit them from outside their range of
+ view. [Skotlex]
* Fixed item disappearing from the floor when you attempted to pick it up
and there was no room in your inventory. [Skotlex]
* About half-ish nj/gs skills are semi/fully-done. No effect/status yet though. [Vicious]
diff --git a/src/map/mob.c b/src/map/mob.c
index 3995eba31..036461ea3 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -41,6 +41,8 @@
#define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute)
#define MOB_SLAVEDISTANCE 2 //Distance that slaves should keep from their master.
+
+#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
//Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex]
struct mob_db *mob_db_data[MAX_MOB_DB+1];
struct mob_db *mob_dummy = NULL; //Dummy mob to be returned when a non-existant one is requested.
@@ -1294,8 +1296,8 @@ int mob_target(struct mob_data *md,struct block_list *bl,int dist)
if (md->state.provoke_flag)
md->state.provoke_flag = 0;
md->min_chase=dist+md->db->range2;
- if(md->min_chase>26)
- md->min_chase=26;
+ if(md->min_chase>MAX_MINCHASE)
+ md->min_chase=MAX_MINCHASE;
return 0;
}
@@ -1496,6 +1498,8 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
md->state.targettype = ATTACKABLE;
md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
md->min_chase=md->db->range2+distance_bl(&md->bl, tbl);
+ if(md->min_chase>MAX_MINCHASE)
+ md->min_chase=MAX_MINCHASE;
}
}
break;
@@ -1515,6 +1519,8 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
md->state.targettype = ATTACKABLE;
md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
md->min_chase=md->db->range2+distance_bl(&md->bl, tbl);
+ if(md->min_chase>MAX_MINCHASE)
+ md->min_chase=MAX_MINCHASE;
}
}
break;
@@ -1660,7 +1666,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
(dist = distance_bl(&md->bl, abl)) >= 32 ||
battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
(battle_config.mob_ai&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
- !mob_can_reach(md, abl, md->db->range2, MSS_RUSH) ||
+ !mob_can_reach(md, abl, dist+2, MSS_RUSH) ||
( //Gangster Paradise check
abl->type == BL_PC && !(mode&MD_BOSS) &&
((struct map_session_data*)abl)->state.gangsterparadise
@@ -1700,9 +1706,9 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
md->state.aggressive = 0; //Retaliating.
attack_type = 1;
md->attacked_count = 0;
- md->min_chase = dist + md->db->range2;
- if (md->min_chase > 26)
- md->min_chase = 26;
+ md->min_chase = dist+md->db->range2;
+ if(md->min_chase>MAX_MINCHASE)
+ md->min_chase=MAX_MINCHASE;
tbl = abl; //Set the new target
}
}
@@ -1780,7 +1786,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
) {
return 0; //No need to follow, already doing it?
}
- search_size = (blind_flag) ? 3 : ((md->min_chase > md->db->range2) ? md->min_chase : md->db->range2);
+ search_size = blind_flag?3: md->min_chase;
if (!mob_can_reach(md, tbl, search_size, MSS_RUSH))
{ //Can't reach
mob_unlocktarget(md,tick);