Age | Commit message (Collapse) | Author | Files | Lines |
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- Variable scopes reduced
- Parenthesized ambiguous expressions
- Removed or added NULL checks where (un)necessary
- Corrected format strings
- Fixed typos potentially leading to bugs
Signed-off-by: Haru <haru@dotalux.com>
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Addressing out of bounds read/write, pointless null checks on already deferenced variables, dead code.
Special Thanks to 4144 and Haruna!
Signed-off-by: shennetsind <ind@henn.et>
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- Follow-up to 8bb0078
Signed-off-by: Haru <haru@dotalux.com>
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This includes, and is not limited to: mixed or wrong indentation, excess
whitespace (horizontal and vertical), misalignment, trailing spaces.
Signed-off-by: Haru <haru@dotalux.com>
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- Updated monster skill use behavior so monsters use skills the same way and at the same rhythm as official servers (bugreport:009326), the changes include:
* Unified the "monster can't move by default" and the "monster trapped" code as it really should behave exactly the same
* Fixed a bug that caused the "monster skill use" routine to be called 20 times more often than it should in some situations
* When a monster attacks you and you run away from it, the monster will now check if it has a ranged skill on "attack" state before switching to chase state
* Monsters will now always do a normal attack before using "attack" state skills
* Fixed a bug that caused monsters to switch to idle mode and never use their chase skills when they get hit continuously
* Changed default for skillrange_from_weapon from 30 (all but player) to 0 (none); monsters will now use all skills at the skill range and not at their own attack range, if they get tanked from farther away than skill range, they won't use these skills
- Updated ranges to work as on official servers (bugreport:009326), the changes include:
* Implemented new functions "check_distance_client" and "distance_client", that instead of the server-sided square range system use the circular one that the client uses; these functions should be used for units that send their commands via the client (players mostly)
* Applied the new distance algorithm to some player-specific range checks, players will now have a circular attack range that reflects their attack range on the client; this makes it impossible to hack the client for more diagonal range
* Removed the arbitrary +1 range bonus at range checks; as monsters now react fluently, they won't need it anymore, that means a monster with for example 4 attack range will now only attack targets within a 9x9 area around it, the moment you step out of this area, the attacks will stop (if the monster can move it will follow you); as for players, the extra cell attack range when on a linear line to the target now is integrated into the distance algorithm, that means a player with attack range 4 can attack from 5 cells away when directly on line with a monster, but no longer diagonally as range is circular for players now
* Implemented a new "step action" feature to reflect official chase range behavior; when an attack or skill is used inside the attack range, it will act exactly as now, the skill is used once the signal from the client was received; however, if an attack or skill is used outside the attack range, the player should move into the chase area which is 1 cell inside the attack range border; the client actually sends us where to use the attack / skill from, but previously we just dropped that information the moment an attack request came; now instead of stopping the player instantly on an attack request, the player will continue moving to the target cell and then automatically use the command received earlier (it will be remembered); this change was absolutely necessary as the client sends the attack request slightly before attack range is reached, execution on official servers only takes place on every full cell moved; the new system copies this behavior
- Implemented an improved hit-lock system (bugreport:007460), the changes include:
* MVPs are no longer immune to being stopped by a hit unless they used Endure
* When hitting any unit, it will stop for its "dMotion" interval, exactly at the end of "dMotion" it will continue walking (official behavior); this helps getting more "move" packets to be displayed
* The unit that was hit will be immune to being stopped for another "dMotion" interval, this allows to slow down any units by hitting them frequently, but makes it almost impossible to completely stop them forever (depends a lot of ASPD and dMotion value); this does not affect special hit-lock properties (some skills and events should set delay anyway)
* The unit that was hit will no longer be "pulled" to the next cell; this caused a lot of position lag, it should be much better now
* Random walking, monster target dropping
- Implemented official behavior for random walking of monsters (bugreport:9340)
* Updated the interval between walks from 3-6 seconds to 4-5 seconds
* Added a define MIN_RANDOMWALKTIME that is now used anywhere the interval is applied so it's easier to change
* Monsters will no longer attempt to walk to the cell they are currently standing on (note: still requires a proper "no cell stacking" implementation)
* Monsters will only target a cell within a 15x15 area around them
- Moved the "mob_ai" 0x008 configuration setting to mob_unlocktarget, so it applies to all cases of monsters unlocking targets
- Cleaned up the unit_stop_attack and unit_stop_stepaction functions
* unit_stop_attack now makes sure that the target is always set to 0, even if no attack timer currently exists
* replaced several calls of unit_set_target that set target to 0 with unit_stop_attack, this is important because the attack timer should always be deleted at the same time the target is set to 0
* this also fixes the problem that caused monsters to sometimes drop their target after an attack
* Minor monster walk and skill use fixes
- Fixed a bug that caused monsters to never use their idle skills even if the define MOB_LAZYSKILLPERC was set
* The default value of the define is now 100% for spotted mobs and 0% for non-spotted mobs as on official servers
- Monsters now use complex path searching for their random walk, so they can also walk around corners now (OFFICIAL_WALKPATH still applies!)
- Fixed spotted monsters using their "walk" skills even if nobody is on the map
- Monsters will no longer stop when using "walk" skills (they are supposed to be used while walking)
* Monster idle skills, chase, final cleanups
- Spotted monsters will now use their idle skills even if no players are on the map
* This is official behavior and allows them to metamorph and heal up even if nobody is on the map
* I originally had concerns about the performance, but as the dynamic mobs option is enabled by default and set to 5 minutes, monsters will only stay "spotted" for 5 minutes when nobody is on the map anyway, this doesn't cost much extra performance
- Increased chase range of monsters by 2
* Tested this thoroughly and the effective chase range is actually 2 cells larger than listed in the "Range3" column
* Special thanks to ultramage and Michieru for helping me testing this
- Some final cleanups in the unit_stop_attack and unit_stop_stepaction functions
* Special thanks to icxbb-xx for pointing these out
Super ultra mega thanks to Playtester (rAthena 2c86ee435670168,ebd3dc97bc7e,f3916c1baf1,b1330a4c6,c2377c8f54,464dd4586380)
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- Added documentation for the pc->search_item function and formalized
its return values. If the searched item is not found, now it returns
the newly introduced constant INDEX_NOT_FOUND.
- Updated pc->search_item checks to make use of INDEX_NOT_FOUND.
- Fixed an issue with anvils not detected by the weapon forginc code,
if they were in the first position of the inventory.
- Added ITEMID constants for the four anvil types.
Signed-off-by: Haru <haru@dotalux.com>
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- To be used in a follow-up item_db.conf edit.
Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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This reverts commit 94657284973f4037596bae468ebfbee5c217e02b.
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This reverts commit b6b3f58795288701d0e162d43fa6f0a47af913b3.
Fixes issue 8184
http://hercules.ws/board/tracker/issue-8184-cart-related/
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- Changed order according to the (upcoming) code style guidelines.
- Fixes several issues caused by missing headers when their include
order is changed or in plugins.
Signed-off-by: Haru <haru@dotalux.com>
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- This affects normal execution as well as ./script-checker runs.
Signed-off-by: Haru <haru@dotalux.com>
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* http://hercules.ws/board/tracker/issue-8150-cash-shop-updating-quantity-bug/
* Also fixed issue where when using ATitem to get more than one pet egg would result on getting only one egg
* Changed packet 0x3880 structure now it also contains pet class and dropped flag from this packet, it was pointless
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equivalent macros
Because 2/3 jumps to perform such a operation is just awful
Signed-off-by: shennetsind <ind@henn.et>
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Special Thanks to Haru
Signed-off-by: shennetsind <ind@henn.et>
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Introducing the Hercules Standalone Script Syntax Checker
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Replaces the previous 'first' flag with a multi-option flag capable of selectively determining calls where the recalculation must not be hold by delayed damage, and therefore must take place immediately.
This fixes issues caused by actions that require immediate recalculation e.g. on-level-up max_hp update, also modified @baselevel where status_calc was being called after the heal and not before, causing it not to be fully healed.
Special Thanks to Haruna! <3
Signed-off-by: shennetsind <ind@henn.et>
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- Added a command line argument '--script-check' to check a script's
syntax without running the server (and without requiring a SQL
connection). Usage: ./map-server --script-check /path/to/the/script.txt
- For convenience, a script-checker bash script is provided, to set the
path correctly when called from a different directory. Usage:
/path/to/Hercules/script-checker /path/to/the/script/to/check.txt
- While the script checker will supposedly work under windows as well,
no convenience scripts are currently provided for platforms other than
UNIX (feel free to open a pull request with a .bat launcher or
whatever you like)
- Integration with IDEs or text editors is possible. In fact, I already
have a fully functional plugin for vim (through vim-syntastic), and if
there's enough interest, I'll publish it. - screenshot: http://d.pr/i/NOBD
- If you want an online checker, http://haru.ws/scriptchecker/ is
running this code, without modifications and will be kept up to date
(without any warranty though.)
- Special thanks to Ind, Yommy, Streusel, who helped making this
possible, in a way or another.
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http://hercules.ws/board/topic/581-implement-the-shadows-system/
Special Thanks to Yommy for all the client data, Haru for making it possible to get it out and rosfus for the details on the feature.
Shadows Feature requires packetver 20120925 or newer.
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Also: Updated all packets related to the shadows system, improved memory/processing of inventory/cart/storage/viewequip packets
Signed-off-by: shennetsind <ind@henn.et>
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- This fixes an issue with timers that stop working after about 24-49
days when the tick overflows (note that this may happen much earlier
than that, and at hard to predict times, on some systems)
- Updated the RDTSC help message in the configure script to also warn
users about issues with SpeedStep enabled systems.
- On Windows, tick() still has a resolution of 10~15ms (or even as low
as 100ms on some systems). A TODO comment (thanks, Ai4rei) was added
for a follow-up patch, as I want this one to be as small as possible)
- Note: on Windows versions earlier than 6.x (Vista, Server 2008), the
tick overflow issue is NOT fixed, since they don't support the
function used to retrieve a 64 bit tick. This isn't a big issue, since
those platforms are already - or going soon to be - out of their
extended support period, and it's already advisable to upgrade, for
other reasons. If you're the unfortunate user of such a system, it is
recommended that you reboot your machine at least once every 49 days
for Hercules to work reliably.
- Note: To clear some doubts, since I've already been asked, this has
absolutely NOTHING to do with 32/64 bit CPUs or OSes. It's all about
a variable's size, not the size of registers of your CPU, and your
32bit CPU will be able to handle this just fine.
Signed-off-by: Haru <haru@dotalux.com>
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Fully Interfaced.
Moved missing vars and declarations of interest into the interface, removed duplicate mentions of map within calls to shorten wherever it made sense to.
Ladies and Gentleman its my pleasure to announce that with this commit we've revised all of map-server, we've learned a hell lot from this, improved many things on the go and have a number of features to be released thanks to this. *cough* hpm hooking *cough*.
Signed-off-by: shennetsind <ind@henn.et>
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Conflicts:
src/map/chrif.c
src/map/clif.c
src/map/homunculus.c
src/map/pet.c
src/map/script.c
src/map/skill.c
src/map/status.c
All clear.
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Also removed duplicate mentions of timer within calls to shorten.
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Signed-off-by: Haru <haru@dotalux.com>
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Fully Integrated.
Signed-off-by: shennetsind <ind@henn.et>
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Fully Interfaced.
Special Thanks to Haruna
Signed-off-by: shennetsind <ind@henn.et>
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Fully Interfaced
Signed-off-by: shennetsind <ind@henn.et>
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Fully Interfaced
Signed-off-by: shennetsind <ind@henn.et>
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* Reworked group permission caching in session data (follow-up to cd45c30ab2dcc44bfbfac283d15bb09b3d4644bc)
* Removed duplicated information from session data in favor of direct pointer to group settings.
* Added getters for all group data required to process permissions and related stuff.
* Added new functions to PC interface and updated calls everywhere.
* Extracted function to set new group for a player (used at login, group config reload, manual adjustment of group).
* Moved command permission config parsing to atcommand module.
* Improved dummy map session handling.
* Since it's required for all map sessions to have a valid group, dummy sessions are now created by a designated function.
* Updated related code that uses dummy sessions (console `gm use` and script `atcommand`, `useatcmd`).
* Various minor improvements and cleanups.
* Eliminated some global variables related to loading atcommand permissions for group by passing them directly to function.
* Moved definition of global array holding PC permission names from header file to source file.
* Streamlined destuction of atcommands database to use DBApply helper function instead of DBIterator.
* Replaced hardcoded position of console dummy session with defines from mapindex.h (thx Haruna for pointing it out).
* Removed fixed length restriction on group names.
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Hercules Renewal Phase One.
Signed-off-by: shennetsind <ind@henn.et>
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Now uses binary heap defined in `db.h`.
Walk requests now use A* (hard) pathfinding only to match game client
behavior.
Added defines for movement cost.
Added some documentation & comments.
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are already called 'status')
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http://hercules.ws/board/topic/1244-official-item-grouppackagechain/
Also
Further implemented itemdb.c/storage.c interfaces, and a minor update to db2sql plugin.
Signed-off-by: shennetsind <ind@henn.et>
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Adjusting pc.c interface name to adhere with the rest (pretty much we try to make it as short as we can, and being there were no conflicts we saw no reason to maintain the 'i')
Signed-off-by: shennetsind <ind@henn.et>
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Added iPc, iParty, iMap, iTimer to HPM exported interfaces
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http://hercules.ws/board/topic/470-hercules-april-22-patch/
Signed-off-by: shennetsind <ind@henn.et>
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flagged as non-droppable and your inventory is full and you try to return the pet to the egg, the egg would drop; now you won't be able to return the pet to the egg.
* Fix for @item, if you use an egg id it would create it regardless of your inventory limit, dropping the item if your inventory is full; now it won't create the egg.
Signed-off-by: Matheus Macabu <mkbu95@gmail.com>
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Added the last missing functions into the interface, all functions in clif.c are now wired to the interface.
http://hercules.ws/board/topic/237-hercules-renewal/
Also shortened clif->displaymessage to clif->message, removed the old clif->message and merged its functionality with clif->disp_overhead (both use the same packet and do the same thing :P)
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and a gazillion other stuff:
http://hercules.ws/board/topic/316-introducing-hercules-channel-system/
Signed-off-by: shennetsind <ind@henn.et>
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1st Phase Complete.
http://hercules.ws/board/topic/237-hercules-renewal/
Signed-off-by: shennetsind <ind@henn.et>
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http://hercules.ws/board/topic/237-hercules-renewal/
Signed-off-by: shennetsind <ind@henn.et>
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http://hercules.ws/board/topic/237-hercules-renewal/
Signed-off-by: shennetsind <ind@henn.et>
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