diff options
-rw-r--r-- | Changelog-Trunk.txt | 1 | ||||
-rw-r--r-- | src/map/mob.c | 24 | ||||
-rw-r--r-- | src/map/mob.h | 3 | ||||
-rw-r--r-- | src/map/skill.c | 2 |
4 files changed, 14 insertions, 16 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 35a2dfd86..a3ee9e22f 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/06/02
+ * Some cleaning of the mob slave ai. [Skotlex]
* Corrected Brandish Spear to work on levels above 10. [Skotlex]
* Updated Two-HandQuicken, One-HandQuicken to give 30 +2*lv% aspd-rate for
skill levels above 10 (meant for boss casted skills) [Skotlex]
diff --git a/src/map/mob.c b/src/map/mob.c index c18f83b66..55bc02af9 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -41,8 +41,6 @@ #define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute) #define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute) -#define MOB_SLAVEDISTANCE 2 //Distance that slaves should keep from their master. - #define MAX_MINCHASE 30 //Max minimum chase value to use for mobs. //Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex] struct mob_db *mob_db_data[MAX_MOB_DB+1]; @@ -879,7 +877,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) bl=map_id2bl(md->master_id); - if (!bl || status_isdead(bl)) { //主が死亡しているか見つからない + if (!bl || status_isdead(bl)) { status_kill(&md->bl); return 0; } @@ -887,27 +885,22 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) if(status_get_mode(&md->bl)&MD_CANMOVE) { //If the mob can move, follow around. [Check by Skotlex] - if(bl->m != md->bl.m || md->master_dist > 30) - { // Since it is not in the same map (or is way to far), just warp it - unit_warp(&md->bl,bl->m,bl->x,bl->y,3); - md->master_dist = 0; - return 0; - } - // Distance with between slave and master is measured. old_dist=md->master_dist; md->master_dist=distance_bl(&md->bl, bl); // Since the master was in near immediately before, teleport is carried out and it pursues. - if(old_dist<10 && md->master_dist>18){ - unit_warp(&md->bl,-1,bl->x,bl->y,3); + if(bl->m != md->bl.m || + (old_dist<10 && md->master_dist>18) || + md->master_dist > MAX_MINCHASE + ){ md->master_dist = 0; + unit_warp(&md->bl,bl->m,bl->x,bl->y,3); return 0; } // Approach master if within view range, chase back to Master's area also if standing on top of the master. - if(md->master_dist<AREA_SIZE && - (md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) && + if((md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) && unit_can_move(&md->bl)) { short x = bl->x, y = bl->y; @@ -922,7 +915,8 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) } //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex] - if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) { + if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) + { struct unit_data *ud = unit_bl2ud(bl); md->last_linktime = tick; diff --git a/src/map/mob.h b/src/map/mob.h index 64f234285..4bfc76603 100644 --- a/src/map/mob.h +++ b/src/map/mob.h @@ -18,6 +18,9 @@ //Min time before mobs do a check to call nearby friends for help (or for slaves to support their master)
#define MIN_MOBLINKTIME 1000
+//Distance that slaves should keep from their master.
+#define MOB_SLAVEDISTANCE 2
+
// These define the range of available IDs for clones. [Valaris]
#define MOB_CLONE_START 9001
#define MOB_CLONE_END 10000
diff --git a/src/map/skill.c b/src/map/skill.c index b5a54e041..6c12f7a20 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -4828,7 +4828,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in break; case NPC_CALLSLAVE: - mob_warpslave(src,2); + mob_warpslave(src,MOB_SLAVEDISTANCE); break; case NPC_RANDOMMOVE: |