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Diffstat (limited to 'src/map/unit.c')
-rw-r--r--src/map/unit.c35
1 files changed, 31 insertions, 4 deletions
diff --git a/src/map/unit.c b/src/map/unit.c
index f823a3fed..849e9348f 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -95,6 +95,8 @@ int unit_walktoxy_sub(struct block_list *bl)
ud = unit->bl2ud(bl);
if(ud == NULL) return 0;
+ memset(&wpd, 0, sizeof(wpd));
+
if( !path->search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy,CELL_CHKNOPASS) )
return 0;
@@ -247,9 +249,24 @@ int unit_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) {
dx = dirx[(int)dir];
dy = diry[(int)dir];
- if(map->getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
+ //Monsters will walk into an icewall from the west and south if they already started walking
+ if(map->getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS)
+ && (battle_config.icewall_walk_block == 0 || !map->getcell(bl->m,x+dx,y+dy,CELL_CHKICEWALL) || dx < 0 || dy < 0))
return unit->walktoxy_sub(bl);
+ //Monsters can only leave icewalls to the west and south
+ //But if movement fails more than icewall_walk_block times, they can ignore this rule
+ if(md && md->walktoxy_fail_count < battle_config.icewall_walk_block && map->getcell(bl->m,x,y,CELL_CHKICEWALL) && (dx > 0 || dy > 0)) {
+ //Needs to be done here so that rudeattack skills are invoked
+ md->walktoxy_fail_count++;
+ clif->fixpos(bl);
+ mob->unlocktarget(md, tick);
+ //Use idle skill at this point
+ if (!(++ud->walk_count%WALK_SKILL_INTERVAL))
+ mob->skill_use(md, tick, -1);
+ return 0;
+ }
+
//Refresh view for all those we lose sight
map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl);
@@ -300,6 +317,8 @@ int unit_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) {
sd->hd->masterteleport_timer = 0;
}
} else if (md) {
+ //Movement was successful, reset walktoxy_fail_count
+ md->walktoxy_fail_count = 0;
if( map->getcell(bl->m,x,y,CELL_CHKNPC) ) {
if( npc->touch_areanpc2(md) ) return 0; // Warped
} else
@@ -776,6 +795,7 @@ int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag)
}
if( sd ) {
+ unit->stop_stepaction(bl); //Stop stepaction when knocked back
sd->ud.to_x = nx;
sd->ud.to_y = ny;
}
@@ -1564,6 +1584,12 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
+ /**
+ * "WHY IS IT HEREE": ice wall cannot be canceled past this point, the client displays the animation even,
+ * if we cancel it from castend_pos, so it has to be here for it to not display the animation.
+ **/
+ if ( skill_id == WZ_ICEWALL && map->getcell(src->m, skill_x, skill_y, CELL_CHKNOICEWALL) )
+ return 0;
}
if (!status->check_skilluse(src, NULL, skill_id, 0))
@@ -2010,8 +2036,9 @@ int unit_attack_timer_sub(struct block_list* src, int tid, int64 tick) {
sstatus = status->get_status_data(src);
range = sstatus->rhw.range;
- if( unit->is_walking(target) )
- range++; //Extra range when chasing
+ if( unit->is_walking(target) && (target->type == BL_PC || !map->getcell(target->m,target->x,target->y,CELL_CHKICEWALL)) )
+ range++; // Extra range when chasing (does not apply to mobs locked in an icewall)
+
if(sd && !check_distance_client_bl(src,target,range)) {
// Player tries to attack but target is too far, notify client
clif->movetoattack(sd,target);
@@ -2367,7 +2394,7 @@ int unit_remove_map(struct block_list *bl, clr_type clrtype, const char* file, i
sd->debug_file, sd->debug_line, sd->debug_func, file, line, func);
} else if (--map->list[bl->m].users == 0 && battle_config.dynamic_mobs) //[Skotlex]
map->removemobs(bl->m);
- if( !(sd->sc.option&OPTION_INVISIBLE) ) {
+ if (!(pc_isinvisible(sd))) {
// decrement the number of active pvp players on the map
--map->list[bl->m].users_pvp;
}