From 7961554a72e475cd71bd34f65bb548c1b13dc685 Mon Sep 17 00:00:00 2001 From: skotlex Date: Mon, 10 Apr 2006 21:38:05 +0000 Subject: - Modified the unit_data structure to handle automatically switching between chasing and attacking a character. Note that it's a work in progress and not yet properly tested/finished... git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5979 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/unit.c | 227 +++++++++++++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 203 insertions(+), 24 deletions(-) (limited to 'src/map/unit.c') diff --git a/src/map/unit.c b/src/map/unit.c index e928178cd..6b5dd0433 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -57,12 +57,12 @@ int unit_walktoxy_sub(struct block_list *bl) memcpy(&ud->walkpath,&wpd,sizeof(wpd)); + ud->state.change_walk_target=0; + if (bl->type == BL_PC) clif_walkok((TBL_PC*)bl); clif_move(bl); - ud->state.change_walk_target=0; - if(ud->walkpath.path_pos>=ud->walkpath.path_len) i = -1; else if(ud->walkpath.path[ud->walkpath.path_pos]&1) @@ -143,9 +143,6 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data) x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE, dx,dy,sd?BL_ALL:BL_PC,bl); - if(md && md->min_chase > md->db->range2) - md->min_chase--; - x += dx; y += dy; map_moveblock(bl, x, y, tick); @@ -178,11 +175,19 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data) if ( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && sd->sc.data[SC_MIRACLE].timer==-1 && - rand()%100000 < battle_config.sg_miracle_skill_ratio + !ud->walkpath.path_pos%WALK_SKILL_INTERVAL && + rand()%10000 < battle_config.sg_miracle_skill_ratio ) { //SG_MIRACLE [Komurka] clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]"); sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); } + } else if (md) { + if (ud->attacktarget) { + if(md->min_chase > md->db->range2) md->min_chase--; + if(!ud->walkpath.path_pos%WALK_SKILL_INTERVAL && + mobskill_use(md, tick, -1)) + return 0; + } } } @@ -200,8 +205,23 @@ static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data) ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,ud->walkpath.path_pos); } else if(sd && sd->sc.count && sd->sc.data[SC_RUN].timer!=-1) //Keep trying to run. pc_run(sd, sd->sc.data[SC_RUN].val1, sd->sc.data[SC_RUN].val2); - else - { //Stopped walking. Update to_x and to_y to current location [Skotlex] + else if (ud->walktarget) { + //Update target trajectory. + struct block_list *tbl = map_id2bl(ud->walktarget); + if (!tbl) { //Cancel chase. + ud->to_x = bl->x; + ud->to_y = bl->y; + return 0; + } + if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange)) + { //Reached destination. + if (ud->attacktarget == tbl->id) + unit_attack(bl, tbl->id, ud->state.attack_continue); + } else { //Update chase-path + unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy); + return 0; + } + } else { //Stopped walking. Update to_x and to_y to current location [Skotlex] ud->to_x = bl->x; ud->to_y = bl->y; // if (bl->type == BL_NPC) //Original eA code had this one only for BL_NPCs @@ -221,10 +241,11 @@ int unit_walktoxy( struct block_list *bl, int x, int y, int easy) { if( ud == NULL) return 0; // 移動出来ないユニットは弾く - if(!unit_can_move(bl) || !(status_get_mode(bl)&MD_CANMOVE) ) + if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl)) return 0; ud->state.walk_easy = easy; + ud->walktarget = 0; ud->to_x = x; ud->to_y = y; @@ -242,6 +263,87 @@ int unit_walktoxy( struct block_list *bl, int x, int y, int easy) { } } +static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data) +{ + struct block_list *bl = map_id2bl(id); + struct unit_data *ud = bl?unit_bl2ud(bl):NULL; + + if (ud && ud->walktimer == -1 && ud->walktarget == data) + { + if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting? + add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data); + else if (unit_can_move(bl)) + unit_walktoxy_sub(bl); + } + return 0; +} + +// Chases a tbl. If the flag&1, use hard-path seek, +// if flag&2, start attacking upon arrival within range. +int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) { + struct unit_data *ud = NULL; + struct status_change *sc = NULL; + int i; + nullpo_retr(0, bl); + nullpo_retr(0, tbl); + + ud = unit_bl2ud(bl); + if( ud == NULL) return 0; + + if (!(status_get_mode(bl)&MD_CANMOVE)) + return 0; + + i = distance_bl(bl, tbl)+1; + if (!unit_can_reach_bl(bl, tbl, i, flag&1, &ud->to_x, &ud->to_y)) { + ud->to_x = bl->x; + ud->to_y = bl->y; + return 0; + } + + ud->state.walk_easy = flag&1; + ud->walktarget = tbl->id; + ud->chaserange = range; + + if (range) { + //Adjust target cell + if (i < range) { + //We are already within required distance! + if (flag&2) //Attack + unit_attack(bl, tbl->id, 1); + return 1; + } + //Trim the last part of the path to account for range. + for (i = 1; i <= range && ud->walkpath.path_len>0; i++) { + int dir; + ud->walkpath.path_len--; + dir = ud->walkpath.path[ud->walkpath.path_len]; + ud->to_x -= dirx[dir]; + ud->to_y -= diry[dir]; + } + } + sc = status_get_sc(bl); + if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position + map_random_dir(bl, &ud->to_x, &ud->to_y); + + if (flag&2) { //Chase to attack. + ud->attacktarget = tbl->id; + ud->state.attack_continue = 1; + } + + if(ud->walktimer != -1) { + ud->state.change_walk_target = 1; + return 1; + } + if (DIFF_TICK(ud->canmove_tick, gettick()) > 0) + { //Can't move, wait a bit before invoking the movement. + add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->walktarget); + return 1; + } else if (!unit_can_move(bl)) + return 0; + + return unit_walktoxy_sub(bl); +} + //Instant warp function. int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath) { @@ -543,6 +645,13 @@ int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int return 0; } ud->canmove_tick = tick + delay; + if (ud->walktimer != -1) + { //Stop walking, if chasing, readjust timers. + delete_timer(ud->walktimer, unit_walktoxy_timer); + clif_fixpos(bl); + if(ud->walktarget) + add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->walktarget); + } return 1; } @@ -552,8 +661,7 @@ static int unit_walkdelay_sub(int tid, unsigned int tick, int id, int data) if (!bl || status_isdead(bl)) return 0; - if (unit_set_walkdelay(bl, tick, data, 0)) - unit_stop_walking(bl,3); + unit_set_walkdelay(bl, tick, data, 0); return 0; } @@ -954,7 +1062,11 @@ int unit_stop_attack(struct block_list *bl) //Means current target is unattackable. For now only unlocks mobs. int unit_unattackable(struct block_list *bl) { struct unit_data *ud = unit_bl2ud(bl); - if (ud) ud->attacktarget = 0; + if (ud) { + ud->attacktarget = 0; + ud->walktarget = 0; + } + if(bl->type == BL_MOB) mob_unlocktarget((struct mob_data*)bl, gettick()) ; else if(bl->type == BL_PET) @@ -995,6 +1107,11 @@ int unit_attack(struct block_list *src,int target_id,int type) ud->attacktarget = target_id; ud->state.attack_continue = type; + if (type) { //If you re to attack continously, set to auto-case character + ud->walktarget = target_id; + ud->chaserange = status_get_range(src); + } + //Just change target/type. [Skotlex] if(ud->attacktimer != -1) return 0; @@ -1012,7 +1129,7 @@ int unit_attack(struct block_list *src,int target_id,int type) * *------------------------------------------ */ -int unit_can_reach(struct block_list *bl,int x,int y) +int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy) { struct walkpath_data wpd; @@ -1025,9 +1142,63 @@ int unit_can_reach(struct block_list *bl,int x,int y) wpd.path_len=0; wpd.path_pos=0; wpd.path_half=0; - return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,0,CELL_CHKNOREACH)!=-1)?1:0; + return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1); +} + +/*========================================== + * + *------------------------------------------ + */ +int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y) +{ + struct walkpath_data wpd; + int i; + short dx,dy; + nullpo_retr(0, bl); + nullpo_retr(0, tbl); + + if( bl->m != tbl->m) + return 0; + + if( bl->x==tbl->x && bl->y==tbl->y ) + return 1; + + if(range>0 && !check_distance_bl(bl, tbl, range)) + return 0; + + wpd.path_len=0; + wpd.path_pos=0; + wpd.path_half=0; + +#ifndef CELL_NOSTACK + //Skip direct path seeking when in nostacking mode. + if(path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x,tbl->y,easy,CELL_CHKNOREACH)!=-1) { + if (x) *x = tbl->x; + if (y) *y = tbl->y; + return 1; + } +#endif + + // It judges whether it can adjoin or not. + dx=tbl->x - bl->x; + dy=tbl->y - bl->y; + dx=(dx>0)?1:((dx<0)?-1:0); + dy=(dy>0)?1:((dy<0)?-1:0); + + if (map_getcell(tbl->m,tbl->x+dx,tbl->y+dy,CELL_CHKNOREACH)) + { //Look for a suitable cell to place in. + for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++); + if (i==9) return 0; //No valid cells. + dx = dirx[i]; + dy = diry[i]; + } + + if (x) *x = tbl->x-dx; + if (y) *y = tbl->y-dy; + return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1); } + /*========================================== * PCの攻撃 (timer関数) *------------------------------------------ @@ -1078,23 +1249,29 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t return 1; } - range = status_get_range( src ); + range = status_get_range(src); if(ud->walktimer != -1) range++; //Extra range when walking. if(!sd || sd->status.weapon != 11) range++; //Dunno why everyone but bows gets this extra range... if(unit_is_walking(target)) range++; //Extra range when chasing if(!check_distance_bl(src,target,range) ) { - if(!unit_can_reach(src,target->x,target->y)) - return 0; - if(sd) clif_movetoattack(sd,target); - return 1; + //Chase if required. + if(ud->state.attack_continue && ud->walktarget == target->id) { + if(sd) + clif_movetoattack(sd,target); + else + unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy); + } + return 1; } - if(!battle_check_range(src,target,range)) { //Within range, but no direct line of attack - if(unit_can_reach(src,target->x,target->y)) - unit_walktoxy(src,target->x,target->y, ud->state.walk_easy); - if(ud->state.attack_continue) + if(!battle_check_range(src,target,range)) { + //Within range, but no direct line of attack + if(ud->state.attack_continue && ud->walktarget == target->id) { + if(ud->chaserange > 2) ud->chaserange-=2; + unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy); ud->attacktimer = add_timer(tick + status_get_adelay(src),unit_attack_timer,src->id,0); + } return 1; } @@ -1141,7 +1318,7 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t // You can't move if you can't attack neither. // Only for non-players, since it makes it near impossible to run away when you are on auto-attack. - if (src->type != BL_PC) + if (src->type != BL_PC) unit_set_walkdelay(src, tick, status_get_amotion(src), 1); } @@ -1604,6 +1781,8 @@ int do_init_unit(void) { add_timer_func_list(unit_attack_timer, "unit_attack_timer"); add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer"); add_timer_func_list(unit_walkdelay_sub, "unit_walkdelay_sub"); + add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub"); + return 0; } -- cgit v1.2.3-70-g09d2