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authorMichieru <Michieru@users.noreply.github.com>2014-11-03 11:46:22 +0100
committerMichieru <Michieru@users.noreply.github.com>2014-11-03 11:46:22 +0100
commitb8abf962fd079bc3cad4498aa968f2318d1f5fde (patch)
tree941b9d312ded4e3b75360febb73922a79637c10c /src/map/path.c
parent1c76a4249ea878bd133c16a7e8b799d51b7e8594 (diff)
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* No cell stacking implemented (official version)
- Split config cell_stack_limit into custom_cell_stack_limit (previous feature) and official_cell_stack_limit (see below) - Expanded map_count_oncell by a flag parameter, currently only one flag is supported: only count standing units (needed for official cell stack feature) - Added a new function map_closest_freecell that will return the closest free cell using the same order that official servers use - Monsters will now actively search for a free cell when starting to walk randomly and when unlocking target - When any unit finishes walking (regularly) and is not on a free cell, it will now actively search for a free cell - Step actions will be delayed until a suitable cell was found, they will even be executed when the player walked slightly out of attack range - Monsters will now stop instantly if their target is completely non-existent * This is mainly for looters that had their loot taken * Hide and most other situations still use the configuration setting monster_chase_refresh Mega Thanks to Playtester
Diffstat (limited to 'src/map/path.c')
-rw-r--r--src/map/path.c4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/map/path.c b/src/map/path.c
index d8096ad43..9aeb108fa 100644
--- a/src/map/path.c
+++ b/src/map/path.c
@@ -248,12 +248,8 @@ bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x
return false;
md = &map->list[m];
-#ifdef CELL_NOSTACK
//Do not check starting cell as that would get you stuck.
- if (x0 < 0 || x0 >= md->xs || y0 < 0 || y0 >= md->ys)
-#else
if (x0 < 0 || x0 >= md->xs || y0 < 0 || y0 >= md->ys /*|| md->getcellp(md,x0,y0,cell)*/)
-#endif
return false;
// Check destination cell