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path: root/src/map/clif.c
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2015-03-30Add channels.conf option irc_channel_autojoin for auto joining irc channel.Andrei Karas1-0/+3
2015-03-24Fixed Bug#8587malufett1-0/+3
-http://hercules.ws/board/tracker/issue-8587-hide-command-and-hiding-skill/?gopid=24786#entry24786 Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
2015-03-18Fix sending 0x908 packet.Andrei Karas1-1/+1
2015-03-05Fixing vending on 2014-10-22 and aboveshennetsind1-0/+8
Thanks to Dastgir for bringing this to my attention. Signed-off-by: shennetsind <ind@henn.et>
2015-02-23Hercules Ultimate Localization Designshennetsind1-38/+38
Servers can now run on any number of languages, without editing npc files. Designed by Haruna and Ind http://hercules.ws/board/topic/8687-hercules-ultimate-localization-design/ Signed-off-by: shennetsind <ind@henn.et>
2015-02-13Fix wrong id usage in clif_addskill.Andrei Karas1-1/+1
Was used skill id, but must be used skill idx.
2015-02-05Follow-up to 49df787e2c2faa2621b5490c6e88c86a4b7a813fHaru1-1/+1
- Corrected a wrong structure member being used in a mob db lookup. - Fixes bugreport:8516, special thanks to Valo http://hercules.ws/board/tracker/issue-8516-quest-add-looks-up-objective-count-instead-of-mob-id Signed-off-by: Haru <haru@dotalux.com>
2015-02-02Fixed state tracking of dialog windows when the script is suspended and resumedHaru1-0/+1
- If a script was suspended, and then resumed (`sleep2`, but also `getexp`), state tracking of dialog windows would get reset, and a `close` or `close2` would trigger a warning even if a message box was present. - Special thanks to Dastgir. Signed-off-by: Haru <haru@dotalux.com>
2015-01-28Follow-up to e778f4f5f1b6a08adee5e7e908a44c38cd29bd12Haru1-1/+1
- Fixed some issues that prevented spirit charms from showing up - Special thanks to Michieru Signed-off-by: Haru <haru@dotalux.com>
2015-01-24Channels refactoring: searchHaru1-23/+5
Signed-off-by: Haru <haru@dotalux.com>
2015-01-24Channels refactoring: joinHaru1-13/+2
Signed-off-by: Haru <haru@dotalux.com>
2015-01-24Minor channel system refactoringHaru1-1/+1
Signed-off-by: Haru <haru@dotalux.com>
2015-01-24Moved the Hercules Channel System to its own file/interfaceHaru1-566/+36
Signed-off-by: Haru <haru@dotalux.com>
2015-01-24Reduced quest db memory usage by about 900kBHaru1-20/+24
Signed-off-by: Haru <haru@dotalux.com>
2015-01-23Cleaned up spirit charms implementation (optimized memory and CPU usage)Haru1-24/+17
Signed-off-by: Haru <haru@dotalux.com>
2015-01-20Minor fixes and tweaks suggested by cppcheckHaru1-55/+56
- 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>
2015-01-18Follow up 348044f12d5f683c8945e0eac642f2795050fb4eshennetsind1-1/+1
Thanks to Haruna Signed-off-by: shennetsind <ind@henn.et>
2015-01-18Replacing rand leftovers with the mt19937arshennetsind1-1/+1
Signed-off-by: shennetsind <ind@henn.et>
2015-01-18Fixing 38 issuesshennetsind1-1/+5
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>
2015-01-1727 Fixesshennetsind1-8/+8
Addressing out of bounds read/write, pointless null checks on already deferenced variables. Special Thanks to 4144 and Haruna! Signed-off-by: shennetsind <ind@henn.et>
2015-01-17Another ~10 Fixesshennetsind1-2/+3
Addressing out of bounds read/write, resource leaks. Special Thanks to 4144 and Haruna! Signed-off-by: shennetsind <ind@henn.et>
2015-01-1710 Distinct fixesshennetsind1-1/+1
Addressing out of bounds read-write. Special Thanks to 4144, Haruna! Signed-off-by: shennetsind <ind@henn.et>
2015-01-17Fixed Bug#8497malufett1-2/+16
-http://hercules.ws/board/tracker/issue-8497-all-mercenaries-miss-hit-for-0/?gopid=24434#entry24434 Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
2015-01-11Convert pcdb_checkid into function in pc interface.Andrei Karas1-11/+11
2014-12-31Add some missing null pointer checks after automatic checks.Andrei Karas1-0/+1
2014-12-31Fix possible memory overflows and underflows.Andrei Karas1-2/+2
2014-12-26Updated KG/OB Spirit Charms to official behaviormalufett1-15/+18
-http://hercules.ws/board/tracker/issue-8170-oborokagerou-charm/ -http://hercules.ws/board/tracker/issue-8274-ninja-charms-not-giving-proper-bonuses/ Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
2014-12-17Corrected a trivial null pointer case detected by XcodeHaru1-1/+4
Signed-off-by: Haru <haru@dotalux.com>
2014-12-16Add function what called if player leave npc area.Andrei Karas1-1/+1
2014-12-14Fixed some improper grammar.Mysteries1-1/+1
2014-12-10RENEWAL Updates:malufett1-10/+34
-Homunculus Official Statuses -Updated RE @mobinfo to show proper status data.(Follow up 28a8b0f7b06a6af86aff6ececf7d9541d457e297) -Some official behaviors. Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
2014-12-08HPM Hooks UpdateHercules.ws1-7/+7
Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
2014-12-08fix /mineffect or /minimize when change mapMichieru1-7/+8
This commit was made by Master Ind
2014-12-06initialize missing variable in clif_changelook.Andrei Karas1-1/+1
2014-12-06add channels config into clif interface.Andrei Karas1-79/+82
2014-12-06Add function for actual packet sending from clif_send_sub.Andrei Karas1-0/+6
2014-12-06Move actual 0xc3 and 0x1d7 packets sending into one function.Andrei Karas1-40/+20
2014-11-16Whitespace cleanup (no code changes)Haru1-109/+117
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>
2014-11-10Fix interfaces methods usage.Andrei Karas1-6/+6
In some places was used direct methods.
2014-11-03Fix compile warning in VC++Michieru1-1/+1
Thanks to Ind
2014-11-03Merge pull request #363 from EPuncker/masterMichieru1-2/+2
Added 4 new permissions
2014-11-03Adjusted roulette logic ( see 239d480487e24294975f35ed55f210837ad1088e )shennetsind1-14/+14
Special Thanks to Yommy and Ziu for the adjusted logic! This commit also introduces the proper coins to obtain the roulette points, thanks to Michieru. Signed-off-by: shennetsind <ind@henn.et>
2014-11-03Merge branch 'master' of github.com:HerculesWS/Herculesshennetsind1-2/+3
Signed-off-by: shennetsind <ind@henn.et> Conflicts: src/map/battle.c
2014-11-03Introducing 2014-10-22, Roulette and Per-Char Gender!shennetsind1-13/+335
Details in http://hercules.ws/board/topic/7618-2014-10-22-roulette-and-per-char-gender/ Special Thanks to the all-mighty Yommy, Ziu and Haruna! Signed-off-by: shennetsind <ind@henn.et>
2014-10-31Fix possible buffer overflow in irc channel name parsing.Andrei Karas1-2/+3
2014-10-25HPM Hooks UpdateHercules.ws1-1/+1
Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
2014-10-25Sight Blaster and other skill fixes, magic reflect, crash, trap display and ↵Michieru1-1/+3
monster behavior fixes - Fixed cast time of Sightrasher in pre-renewal (700ms -> 500ms) - Official Sight Blaster behavior (bugreport:6945, partially bugreport:144) * Sight Blaster's AoE is now 3x3 even in pre-renewal (it was originally larger so it hits traps before they trigger) * Sight Blaster will now prevent traps from triggering as long as they are knocked back * Fixed a bug that caused Sight Blaster to not work on traps and ice walls at all * Sight Blaster will no longer expire when the attack was reflected * Sight Blaster will now expire when hitting an ice wall * Sight Blaster will now properly protect you from being attacked from its AoE range - Sight, Ruwach and Sight Blaster will now check for a target every 20ms (previously every 250ms) - Step action will now be canceled when being knocked back (skills won't be executed anymore when knocked out of range) - When knock back magic is reflected it will no longer lead to the caster being knocked back (related to bugreport:6945) - Activated traps can no longer be hit - Fixed a problem that left "trap ghosts" forever on the screen when a trap was knocked out of the screen - Monster behavior fixes * Monsters will no longer be able to do normal attacks when hiding * If out of any reason a monster on "attack" state can't move and can't do normal attacks, it will now use "attack" state skills * The order of monster thought processing is now equal to official servers - Fixed some potential map server crashes Mega thanks to Playtester (rathena b88e95381d6a7)
2014-10-25Added some missing variable initializationsHaru1-2/+4
- The issue was caused by memcmp failing because of garbage in structs padding. - Fixes bugreport:8410, special thanks (and credits for the fix) to Garr http://hercules.ws/board/tracker/issue-8410-autotradeat-issue/ - Also reduced scope of some variables, where appropriate. - Thanks to Ind. Signed-off-by: Haru <haru@dotalux.com>
2014-10-24pc_isriding* / pc_setriding* cleanupHaru1-16/+17
- pc_isriding is now renamed to pc_isridingpeco, since that's what it checks (to avoid confusion). - pc_hasmount is added, to check for any of Peco, Dragon, Mado Gear, Wug Rider. - pc->setridingdragon is added. - pc->setridingwug is added. - pc->setfalcon type is changed. - pc->setmadogear type is changed. - pc->setridign is changed to pc->setridingpeco to avoid confusion. - Changed direct accesses to sd->sd.option to the proper pc_is* accessors, where applicable. - Special thanks to Kisuka. Signed-off-by: Haru <haru@dotalux.com>
2014-10-13* Monster skill use behavior, ranges, position lag fixesMichieru1-1/+2
- 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)