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-rw-r--r--Changelog-Trunk.txt3
-rw-r--r--src/map/mob.c25
2 files changed, 19 insertions, 9 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index ecabccba4..5c07eeadd 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -4,6 +4,9 @@ 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.
2006/04/01
+ * Fixes to the mob_ai routines. Prevent casting rude-attacked skills in
+ situations that shouldn't be considered as so. Fixed mobs failing to chase
+ after enemies when attacked from out of their view_range. [Skotlex]
* Should not exit when you can't find an NPC file.. [Lance]
* Dynamic shops support with script callback. (needs testing) [Lance]
* Cleaned up and fixed @where command. [Skotlex]
diff --git a/src/map/mob.c b/src/map/mob.c
index 4e3cf74cf..1125c3872 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -1084,7 +1084,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
int i, j, dx, dy, dist;
int mode;
int search_size;
- int view_range, can_move;
+ int view_range, can_move, can_walk;
md = (struct mob_data*)bl;
tick = va_arg(ap, unsigned int);
@@ -1107,11 +1107,15 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
return 0;
if (md->sc.count && md->sc.data[SC_BLIND].timer != -1)
- view_range = 1;
+ view_range = 3;
else
view_range = md->db->range2;
mode = status_get_mode(&md->bl);
- can_move = (mode&MD_CANMOVE) && unit_can_move(&md->bl);
+
+ can_move = (mode&MD_CANMOVE)&&unit_can_move(&md->bl);
+ //Since can_move is false when you are casting or the damage-delay kicks in, some special considerations
+ //must be taken to avoid unlocking the target or triggering rude-attacked skills in said cases. [Skotlex]
+ can_walk = DIFF_TICK(tick, md->ud.canmove_tick) > 0;
if (md->target_id)
{ //Check validity of current target. [Skotlex]
@@ -1129,7 +1133,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
}
// Check for target change.
- if (md->attacked_id && mode&MD_CANATTACK)
+ if (md->attacked_id && mode&MD_CANATTACK && can_walk)
{
if (md->attacked_id == md->target_id)
{
@@ -1141,7 +1145,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
} else
if ((abl= map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode))) {
if (md->bl.m != abl->m || abl->prev == NULL ||
- (dist = distance_bl(&md->bl, abl)) >= 32 ||
+ (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)) ||
!mob_can_reach(md, abl, dist+2, MSS_RUSH) ||
@@ -1162,6 +1166,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
} else if (!(battle_config.mob_ai&2) && !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.
+/* Unneeded. Mobs use the min_chase parameter to chase back enemies once hit.
} else if (dist > view_range) { //Out of view range, but can reach
//Attempt to follow new target
if (!md->target_id && can_move) { // why is it moving to the target when the mob can't see the player? o.o
@@ -1169,6 +1174,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
dy = abl->y - md->bl.y -1;
unit_walktoxy(&md->bl, md->bl.x+dx, md->bl.y+dy, 0);
}
+*/
} else { //Attackable
if (!tbl || dist < md->db->range || !check_distance_bl(&md->bl, tbl, dist)
|| battle_gettarget(tbl) != md->bl.id)
@@ -1241,12 +1247,13 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
{ //Run towards the enemy when out of range?
if (!can_move)
{ //Give it up.
- mob_unlocktarget(md,tick);
+ if (can_walk)
+ mob_unlocktarget(md,tick);
return 0;
}
- dx = tbl->x - md->bl.x -1;
- dy = tbl->y - md->bl.y -1;
- unit_walktoxy(&md->bl, md->bl.x+dx, md->bl.y+dy, 0);
+ dx = tbl->x+(tbl->x > md->bl.x?-1:+1);
+ dy = tbl->y+(tbl->y > md->bl.y?-1:+1);
+ unit_walktoxy(&md->bl, dx, dy, 0);
return 0;
}
md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;