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-rw-r--r--src/map/mob.c20
-rw-r--r--src/map/npc.c25
2 files changed, 21 insertions, 24 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index 427b0ae5f..585ebf0af 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -789,7 +789,8 @@ int mob_delayspawn(int tid, unsigned int tick, int id, intptr_t data)
*------------------------------------------*/
int mob_setdelayspawn(struct mob_data *md)
{
- unsigned int spawntime;
+ unsigned int spawntime, mode;
+ struct mob_db *db;
if (!md->spawn) //Doesn't has respawn data!
return unit_free(&md->bl,CLR_DEAD);
@@ -798,6 +799,23 @@ int mob_setdelayspawn(struct mob_data *md)
if (md->spawn->delay2) //random variance
spawntime+= rand()%md->spawn->delay2;
+ //Apply the spawn delay fix [Skotlex]
+ db = mob_db(md->spawn->class_);
+ mode = db->status.mode;
+ if (mode & MD_BOSS) { //Bosses
+ if (battle_config.boss_spawn_delay != 100) {
+ // Divide by 100 first to prevent overflows
+ //(precision loss is minimal as duration is in ms already)
+ spawntime = spawntime/100*battle_config.boss_spawn_delay;
+ }
+ } else if (mode&MD_PLANT) { //Plants
+ if (battle_config.plant_spawn_delay != 100) {
+ spawntime = spawntime/100*battle_config.plant_spawn_delay;
+ }
+ } else if (battle_config.mob_spawn_delay != 100) { //Normal mobs
+ spawntime = spawntime/100*battle_config.mob_spawn_delay;
+ }
+
if (spawntime < 500) //Min respawn time (is it needed?)
spawntime = 500;
diff --git a/src/map/npc.c b/src/map/npc.c
index 0d112b937..eb99d8243 100644
--- a/src/map/npc.c
+++ b/src/map/npc.c
@@ -2852,7 +2852,7 @@ void npc_parse_mob2(struct spawn_data* mob)
static const char* npc_parse_mob(char* w1, char* w2, char* w3, char* w4, const char* start, const char* buffer, const char* filepath)
{
- int num, class_, mode, m,x,y,xs,ys, i,j;
+ int num, class_, m,x,y,xs,ys, i,j;
char mapname[32];
struct spawn_data mob, *data;
struct mob_db* db;
@@ -2917,28 +2917,6 @@ static const char* npc_parse_mob(char* w1, char* w2, char* w3, char* w4, const c
mob.xs = mob.ys = -1;
}
- db = mob_db(class_);
- //Apply the spawn delay fix [Skotlex]
- mode = db->status.mode;
- if (mode & MD_BOSS) { //Bosses
- if (battle_config.boss_spawn_delay != 100)
- { // Divide by 100 first to prevent overflows
- //(precision loss is minimal as duration is in ms already)
- mob.delay1 = mob.delay1/100*battle_config.boss_spawn_delay;
- mob.delay2 = mob.delay2/100*battle_config.boss_spawn_delay;
- }
- } else if (mode&MD_PLANT) { //Plants
- if (battle_config.plant_spawn_delay != 100)
- {
- mob.delay1 = mob.delay1/100*battle_config.plant_spawn_delay;
- mob.delay2 = mob.delay2/100*battle_config.plant_spawn_delay;
- }
- } else if (battle_config.mob_spawn_delay != 100)
- { //Normal mobs
- mob.delay1 = mob.delay1/100*battle_config.mob_spawn_delay;
- mob.delay2 = mob.delay2/100*battle_config.mob_spawn_delay;
- }
-
if(mob.delay1>0xfffffff || mob.delay2>0xfffffff) {
ShowError("npc_parse_mob: Invalid spawn delays %u %u (file '%s', line '%d').\n", mob.delay1, mob.delay2, filepath, strline(buffer,start-buffer));
return strchr(start,'\n');// skip and continue
@@ -2960,6 +2938,7 @@ static const char* npc_parse_mob(char* w1, char* w2, char* w3, char* w4, const c
}
//Update mob spawn lookup database
+ db = mob_db(class_);
for( i = 0; i < ARRAYLENGTH(db->spawn); ++i )
{
if (map[mob.m].index == db->spawn[i].mapindex)