diff options
-rw-r--r-- | Changelog-Trunk.txt | 2 | ||||
-rw-r--r-- | conf-tmpl/battle/monster.conf | 2 | ||||
-rw-r--r-- | src/map/mob.c | 30 |
3 files changed, 23 insertions, 11 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 51ef13799..a51ff4b7a 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -6,6 +6,8 @@ GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALAR 2006/03/18
+ * Added monster_ai&16 setting for executing the hard ai on ALL mobs in maps
+ with players instead of just mobs in the vecinity of players. [Skotlex]
* Cleaned up some guild functions. [LuzZza]
- Now guild leaving/explusion packets sends correctly.
- Fix to prevent creation alliance/opposition with same guilds.
diff --git a/conf-tmpl/battle/monster.conf b/conf-tmpl/battle/monster.conf index 363627809..e0d412a45 100644 --- a/conf-tmpl/battle/monster.conf +++ b/conf-tmpl/battle/monster.conf @@ -60,6 +60,8 @@ monster_max_aspd: 199 // to their last target tile. When set mobs also scatter as soon as they lose their target. Use this mode to // make it much harder to mob-train by hiding and collecting them on a single spot (ie: GrimTooth training) //16: If set, mob skills defined for friends will also trigger on themselves. +//32: When set, the monster ai is executed for all monsters in maps that have +// players on them, instead of only for mobs who are in the vecinity of players. monster_ai: 0 // Allow monsters to be aggresive and attack first? (Note 1) diff --git a/src/map/mob.c b/src/map/mob.c index 23d29b7a1..959a71cf9 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -1958,17 +1958,6 @@ static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap) }
/*==========================================
- * Serious processing for mob in PC field of view (interval timer function)
- *------------------------------------------
- */
-static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
-{
- clif_foreachclient(mob_ai_sub_foreachclient,tick);
-
- return 0;
-}
-
-/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------
*/
@@ -1986,6 +1975,10 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list app) return 0;
ap = va_arg(app, va_list);
+
+ if (battle_config.mob_ai&32 && map[md->bl.m].users>0)
+ return mob_ai_sub_hard(&md->bl, ap);
+
tick=va_arg(ap,unsigned int);
if(DIFF_TICK(tick,md->last_thinktime)<MIN_MOBTHINKTIME*10)
@@ -2049,6 +2042,21 @@ static int mob_ai_lazy(int tid,unsigned int tick,int id,int data) }
/*==========================================
+ * Serious processing for mob in PC field of view (interval timer function)
+ *------------------------------------------
+ */
+static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
+{
+
+ if (battle_config.mob_ai&32)
+ map_foreachiddb(mob_ai_sub_lazy,tick);
+ else
+ clif_foreachclient(mob_ai_sub_foreachclient,tick);
+
+ return 0;
+}
+
+/*==========================================
* The structure object for item drop with delay
* Since it is only two being able to pass [ int ] a timer function
* Data is put in and passed to this structure object.
|