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Diffstat (limited to 'src/map/mob.c')
-rw-r--r--src/map/mob.c34
1 files changed, 17 insertions, 17 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index 3e5338654..a1adac8fb 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -546,7 +546,7 @@ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state
switch (state) {
case MSS_RUSH:
case MSS_FOLLOW:
- easy = 0; //(battle_config.mob_ai&1?0:1);
+ easy = 0; //(battle_config.mob_ai&0x1?0:1);
break;
case MSS_LOOT:
default:
@@ -722,14 +722,14 @@ static int mob_can_changetarget(struct mob_data* md, struct block_list* target,
{
if (md->state.provoke_flag == target->id)
return 1;
- else if (!battle_config.mob_ai&4)
+ else if (!battle_config.mob_ai&0x4)
return 0;
}
switch (md->state.skillstate) {
case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking.
if (mode&(MD_ASSIST|MD_ANGRY) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR))
- return (battle_config.mob_ai&4 || check_distance_bl(&md->bl, target, 3));
+ return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
else
return 0;
case MSS_RUSH:
@@ -802,7 +802,7 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
!(status_get_mode(&md->bl)&MD_BOSS))
return 0; //Gangster paradise protection.
default:
- if (!(battle_config.mob_ai&128) && (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
+ if (!(battle_config.mob_ai&0x80) && (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
return 0; //For some reason Homun targets are never overriden.
dist = distance_bl(&md->bl, bl);
@@ -1102,20 +1102,20 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
tbl = map_id2bl(md->target_id);
if (!tbl || tbl->m != md->bl.m ||
(md->ud.attacktimer == -1 && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
- (md->ud.walktimer != -1 && !(battle_config.mob_ai&1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
+ (md->ud.walktimer != -1 && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
(
tbl->type == BL_PC && !(mode&MD_BOSS) &&
((TBL_PC*)tbl)->state.gangsterparadise
)) { //Unlock current target.
- if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&64)
+ if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&0x40)
{ //Chase to a nearby warp [Skotlex]
tbl = NULL;
map_foreachinrange (mob_ai_sub_hard_warpsearch, &md->bl,
view_range, BL_NPC, md, &tbl);
if (tbl) unit_walktobl(&md->bl, tbl, 0, 1);
- } else if (battle_config.mob_ai&8) //Inmediately stop chasing.
+ } else if (battle_config.mob_ai&0x8) //Inmediately stop chasing.
mob_stop_walking(md,1);
- mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
+ mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk.
tbl = NULL;
}
}
@@ -1126,7 +1126,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
if (md->attacked_id == md->target_id)
{
if (!battle_check_range(&md->bl, tbl, md->status.rhw.range) &&
- ((!can_move && battle_config.mob_ai&2) ||
+ ((!can_move && battle_config.mob_ai&0x2) ||
(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH))))
{ //Rude-attacked (avoid triggering due to can-walk delay).
if (DIFF_TICK(tick, md->ud.canmove_tick) > 0 &&
@@ -1138,7 +1138,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
if (md->bl.m != abl->m || abl->prev == NULL ||
(dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE ||
battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
- (battle_config.mob_ai&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
+ (battle_config.mob_ai&0x2 && !status_check_skilluse(bl, abl, 0, 0)) ||
!mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH) ||
( //Gangster Paradise check
abl->type == BL_PC && !(mode&MD_BOSS) &&
@@ -1154,7 +1154,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
unit_walktoxy(&md->bl, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
}
}
- } else if (!(battle_config.mob_ai&2) && !status_check_skilluse(bl, abl, 0, 0)) {
+ } else if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(bl, abl, 0, 0)) {
//Can't attack back, but didn't invoke a rude attacked skill...
md->attacked_id = 0; //Simply unlock, shouldn't attempt to run away when in dumb_ai mode.
} else { //Attackable
@@ -1238,7 +1238,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
(
- !(battle_config.mob_ai&1) ||
+ !(battle_config.mob_ai&0x1) ||
check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
)) //Current target tile is still within attack range.
return 0;
@@ -1352,7 +1352,7 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list ap)
if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
return 0;
- if (md->nd || (battle_config.mob_ai&32 && map[md->bl.m].users>0))
+ if (md->nd || (battle_config.mob_ai&0x20 && map[md->bl.m].users>0))
return mob_ai_sub_hard(&md->bl, ap);
tick=va_arg(ap,unsigned int);
@@ -1421,7 +1421,7 @@ static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
{
- if (battle_config.mob_ai&32)
+ if (battle_config.mob_ai&0x20)
map_foreachiddb(mob_ai_sub_lazy,tick);
else
clif_foreachclient(mob_ai_sub_foreachclient,tick);
@@ -2547,7 +2547,7 @@ int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
max_rate=va_arg(ap,int);
fr=va_arg(ap,struct block_list **);
- if( md->bl.id == bl->id && !(battle_config.mob_ai&16))
+ if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
return 0;
if ((*fr) != NULL) //A friend was already found.
@@ -2604,7 +2604,7 @@ int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
nullpo_retr(0, md=(struct mob_data *)bl);
nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
- if( mmd->bl.id == bl->id && !(battle_config.mob_ai&16) )
+ if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) )
return 0;
if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
@@ -2657,7 +2657,7 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
return 0; //Skill act delay only affects non-event skills.
//Pick a starting position and loop from that.
- i = battle_config.mob_ai&256?rand()%md->db->maxskill:0;
+ i = battle_config.mob_ai&0x100?rand()%md->db->maxskill:0;
for (n = 0; n < md->db->maxskill; i++, n++) {
int c2, flag = 0;