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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-19 15:38:15 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-19 15:38:15 +0000
commita554c06fd91bbdc0879da51637f1a3f531b41036 (patch)
tree7d59399862729c40956eb35373e5ab9cbfc2e5bd
parent923710723574716b15bc2e5f116b2741c5b9b6bd (diff)
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- Added some braces to clear up the code in pc_additem, even though I doubt it'll fix the problem :X
- Modified mobskill_use behaviour to pick a random starting point and check skills from that, rather than always checking from first to last. Fixes skills with high priority blocking skills lower down in the list from triggering. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6657 54d463be-8e91-2dee-dedb-b68131a5f0ec
-rw-r--r--Changelog-Trunk.txt4
-rw-r--r--src/map/mob.c18
-rw-r--r--src/map/pc.c5
3 files changed, 20 insertions, 7 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 9a129f81a..0eeaa917e 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,10 @@ 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.
2006/05/19
+ * Modified mobskill_use behaviour to pick a random starting point and check
+ skills from that, rather than always checking from first to last. Fixes
+ skills with high priority blocking skills lower down in the list from
+ triggering. [Skotlex]
* Updated mob ai behaviour so that mobs use IDLE state skills when their
current target cannot be reached for melee fighting. [Skotlex]
2006/05/18
diff --git a/src/map/mob.c b/src/map/mob.c
index c723b2dab..bdbab5cf8 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -2570,24 +2570,30 @@ int mobskill_use(struct mob_data *md, unsigned int tick, int event)
struct mob_skill *ms;
struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
struct mob_data *fmd = NULL;
- int i;
+ int i,j;
nullpo_retr (0, md);
nullpo_retr (0, ms = md->db->skill);
- if (battle_config.mob_skill_rate == 0 || md->ud.skilltimer != -1)
+ if (!battle_config.mob_skill_rate || md->ud.skilltimer != -1 || !md->db->maxskill)
return 0;
if (event < 0 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
return 0; //Skill act delay only affects non-event skills.
-
- for (i = 0; i < md->db->maxskill; i++) {
- int c2 = ms[i].cond2, flag = 0;
- // ディレイ中
+ //Pick a random starting position and loop from that.
+ j = rand()%md->db->maxskill;
+ for (i = j+1; i != j; i++) {
+ int c2, flag = 0;
+
+ if (i == md->db->maxskill)
+ i = 0;
+
if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
continue;
+ c2 = ms[i].cond2;
+
if (ms[i].state != md->state.skillstate && md->state.skillstate != MSS_DEAD) {
if (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id))
; //ANYTARGET works with any state as long as there's a target. [Skotlex]
diff --git a/src/map/pc.c b/src/map/pc.c
index 1797bb36b..10567e56d 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -2401,8 +2401,10 @@ int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
i = MAX_INVENTORY;
- if (!itemdb_isequip2(data)){ //Stackable
+ if (!itemdb_isequip2(data))
+ { //Stackable
for (i = 0; i < MAX_INVENTORY; i++)
+ {
if(sd->status.inventory[i].nameid == item_data->nameid &&
memcmp(&sd->status.inventory[i].card,&item_data->card,
sizeof(item_data->card))==0)
@@ -2413,6 +2415,7 @@ int pc_additem(struct map_session_data *sd,struct item *item_data,int amount)
clif_additem(sd,i,amount,0);
break;
}
+ }
}
if (i >= MAX_INVENTORY){
i = pc_search_inventory(sd,0);