diff options
Diffstat (limited to 'src/map/mob.c')
-rw-r--r-- | src/map/mob.c | 169 |
1 files changed, 23 insertions, 146 deletions
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.
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