Pārlūkot izejas kodu

- 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://svn.code.sf.net/p/rathena/svn/trunk@5979 54d463be-8e91-2dee-dedb-b68131a5f0ec
skotlex 19 gadi atpakaļ
vecāks
revīzija
418c98ea0a
9 mainītis faili ar 279 papildinājumiem un 239 dzēšanām
  1. 7 2
      Changelog-Trunk.txt
  2. 1 1
      src/map/map.c
  3. 2 0
      src/map/map.h
  4. 23 146
      src/map/mob.c
  5. 15 18
      src/map/pc.c
  6. 21 47
      src/map/pet.c
  7. 4 0
      src/map/skill.h
  8. 203 24
      src/map/unit.c
  9. 3 1
      src/map/unit.h

+ 7 - 2
Changelog-Trunk.txt

@@ -4,9 +4,14 @@ 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.
 
 2006/04/10
-	- Updated the subnet support to not require specifying the subnet mask, it
+	* 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... [Skotlex]
+	- DON'T USE THIS YET. There's much testing that needs be done, but I had to
+	  commit now so I may continue work on it later....
+	* Updated the subnet support to not require specifying the subnet mask, it
 	  is auto-acquired from the char/map IP and the subnet-mask. [Skotlex]
-	- skill_wall_check defaults to yes now. [Skotlex]
+	* skill_wall_check defaults to yes now. [Skotlex]
 2006/04/09
 	* Added the missing last_thinktime initialization to pets. [Skotlex]
 	* Reverted the change in skill_wall_check to let skills go over pits.

+ 1 - 1
src/map/map.c

@@ -1412,7 +1412,7 @@ int map_search_freecell(struct block_list *src, int m, int *x,int *y, int rx, in
 		
 		if (map_getcell(m,*x,*y,CELL_CHKREACH))
 		{
-			if(flag&2 && !unit_can_reach(src, *x, *y))
+			if(flag&2 && !unit_can_reach_pos(src, *x, *y, 1))
 				continue;
 			if(flag&4 && spawn++ < battle_config.no_spawn_on_player &&
 				map_foreachinarea(map_count_sub, m,

+ 2 - 0
src/map/map.h

@@ -359,7 +359,9 @@ struct unit_data {
 	int   skilltimer;
 	int   attacktarget;
 	int   attacktimer;
+	int	walktarget;
 	int   walktimer;
+	int	chaserange;
 	unsigned int attackabletime;
 	unsigned int canact_tick;
 	unsigned int canmove_tick;

+ 23 - 146
src/map/mob.c

@@ -515,9 +515,7 @@ int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
  */
 int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
 {
-	int dx,dy;
-	struct walkpath_data wpd;
-	int i, easy = 0;
+	int easy = 0;
 
 	nullpo_retr(0, md);
 	nullpo_retr(0, bl);
@@ -531,41 +529,7 @@ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state
 			easy = 1;
 			break;
 	}
-
-	if( md->bl.m != bl->m)	// 違うャbプ
-		return 0;
-
-	if( md->bl.x==bl->x && md->bl.y==bl->y )	// 同じマス
-		return 1;
-		
-	if( range>0 && !check_distance_bl(&md->bl, bl, range))
-		return 0;
-
-	// Obstacle judging
-	wpd.path_len=0;
-	wpd.path_pos=0;
-	wpd.path_half=0;
-	if(path_search_real(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x,bl->y,easy,CELL_CHKNOREACH)!=-1)
-		return 1;
-
-	// It judges whether it can adjoin or not.
-	dx=bl->x - md->bl.x;
-	dy=bl->y - md->bl.y;
-	dx=(dx>0)?1:((dx<0)?-1:0);
-	dy=(dy>0)?1:((dy<0)?-1:0);
-	if (map_getcell(md->bl.m,bl->x+dx,bl->y+dy,CELL_CHKNOREACH))
-	{	//Look for a suitable cell to place in.
-		for(i=0;i<9 && map_getcell(md->bl.m,bl->x-1+i/3,bl->y-1+i%3,CELL_CHKNOREACH);i++);
-		if (i<9) {
-			dx = 1-i/3;
-			dy = 1-i%3;
-		}
-	}
-	
-	if(path_search_real(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x-dx,bl->y-dy,easy,CELL_CHKNOREACH)!=-1)
-		return 1;
-		
-	return 0;
+	return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
 }
 
 /*==========================================
@@ -952,24 +916,8 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
 			(md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) &&
 			unit_can_move(&md->bl))
 		{
-			int i=0,dx,dy;
 			mob_stop_attack(md);
-			do {
-				if(i<=5){
-					dx=bl->x - md->bl.x;
-					dy=bl->y - md->bl.y;
-						
-					if(dx<0) dx+=rand()%MOB_SLAVEDISTANCE +1;
-					else if(dx>0) dx-=rand()%MOB_SLAVEDISTANCE +1;
-					if(dy<0) dy+=rand()%MOB_SLAVEDISTANCE +1;
-					else if(dy>0) dy-=rand()%MOB_SLAVEDISTANCE +1;
-						
-				}else{
-					old_dist = MOB_SLAVEDISTANCE*2+1;
-					dx=bl->x - md->bl.x + rand()%old_dist - MOB_SLAVEDISTANCE;
-					dy=bl->y - md->bl.y + rand()%old_dist - MOB_SLAVEDISTANCE;
-				}
-			} while(!unit_walktoxy(&md->bl,md->bl.x+dx,md->bl.y+dy,0)&& ++i<10);
+			unit_walktobl(&md->bl, bl, MOB_SLAVEDISTANCE, 0);
 		}
 	} else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
 		//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
@@ -1033,7 +981,7 @@ int mob_randomwalk(struct mob_data *md,int tick)
 	nullpo_retr(0, md);
 
 	speed=status_get_speed(&md->bl);
-	if(DIFF_TICK(md->next_walktime,tick)<0){
+	if(DIFF_TICK(md->next_walktime,tick)<0 && unit_can_move(&md->bl)){
 		int i,x,y,c,d=12-md->move_fail_count;
 		if(d<5) d=5;
 		for(i=0;i<retrycount;i++){	// Search of a movable place
@@ -1079,7 +1027,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
 	struct mob_data *md;
 	struct block_list *tbl = NULL, *abl = NULL;
 	unsigned int tick;
-	int i, j, dx, dy, dist;
+	int dist;
 	int mode;
 	int search_size;
 	int view_range, can_move, can_walk;
@@ -1123,7 +1071,7 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
 				tbl->type == BL_PC && !(mode&MD_BOSS) &&
 				((struct map_session_data*)tbl)->state.gangsterparadise
 		)) {	//Unlock current target.
-			if (md->ud.walktimer != -1 && (battle_config.mob_ai&8 || !tbl)) //Inmediately stop chasing.
+			if (battle_config.mob_ai&8) //Inmediately stop chasing.
 				mob_stop_walking(md,2);
 			mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
 			tbl = NULL;
@@ -1234,91 +1182,27 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
 					mob_unlocktarget(md,tick);
 					return 0;
 				}
-				if (!check_distance_bl(&md->bl, tbl, view_range))
-				{	//Run towards the enemy when out of range?
-					if (!can_move)
-					{	//Give it up.
-						if (can_walk)
-							mob_unlocktarget(md,tick);
-						return 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);
+				if (!can_move) //Wait until you can move?
 					return 0;
-				}
 				md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
-				mobskill_use (md, tick, -1);
-				if (!can_move) //Wait until you can move?
+				if (md->ud.walktimer != -1 && md->ud.walktarget == tbl->id &&
+					(
+						!battle_config.mob_ai&1 ||
+						check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->db->range)
+				)) //Current target tile is still within attack range.
 					return 0;
-				if (md->ud.walktimer != -1 &&
-					(!battle_config.mob_ai&1 ||
-					check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->db->range)) //Current target tile is still within attack range.
-				) {
-					return 0; //No need to follow, already doing it?
-				}
 				//Target reachable. Locate suitable spot to move to.
-				i = j = 0;
-				dx = tbl->x - md->bl.x;
-				dy = tbl->y - md->bl.y;
-				if (dx < 0) dx=-1;
-				else if (dx > 0) dx=1;
-				if (dy < 0) dy=-1;
-				else if (dy > 0) dy=1;
-				if(!unit_walktoxy(&md->bl, tbl->x -dx, tbl->y -dy, 0)) {
-					j = (dy+1) + 3*(dx+1);
-					for (i = j+1; i%9 != j; i++) {
-						dx = -1+(i%9)/3;
-						dy = -1+(i%3);
-#ifdef CELL_NOSTACK
-						if (map_getcell(md->bl.m,  tbl->x-dx, tbl->y-dy, CELL_CHKSTACK))
-							continue;
-#endif
-						if (unit_walktoxy(&md->bl, tbl->x-dx, tbl->y-dy, 0))
-							break;
-					}
-#ifdef CELL_NOSTACK
-					if (i%9 == j) 
-					{ //All adjacent cells are taken. Try roaming around on 5x5
-						for (i = j+1; i%9 != j; i++) {
-							dx = 2*(-1+(i%9)/3);
-							dy = 2*(-1+(i%3));
-							if (map_getcell(md->bl.m,  tbl->x-dx, tbl->y-dy, CELL_CHKSTACK))
-								continue;
-							if (unit_walktoxy(&md->bl, tbl->x-dx, tbl->y-dy, 0)) {
-								unit_set_walkdelay(&md->bl, tick, 1000, 1);
-								break;
-							}
-						}
-					}
-					if (i%9 == j)
-				  	{
-						//On stacked mode, it is much more likely that you just can't reach the target. So unlock it
-						mob_unlocktarget(md, tick);
-						unit_set_walkdelay(&md->bl, tick, 1000, 1);
-						return 0;
-					}
-#else
-					if (i%9 == j)
-					{	//Failed? Try going to the other side of the target before retrying.
-						if (dx < 0) dx = 2;
-						else if (dx > 0) dx = -2;
-						if (dy < 0) dy = 2;
-						else if (dy > 0) dy = -2;
-						unit_walktoxy (&md->bl, tbl->x+dx, tbl->y+dy, 0);
-					}
-#endif
-				}
+				unit_walktobl(&md->bl, tbl, md->db->range, !battle_config.mob_ai&1);
 				return 0;
 			}
 			//Target within range, engage
-			md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
 			mob_stop_walking(md,1);
+			md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
 			unit_attack(&md->bl,tbl->id,1);
 			return 0;
 		} else {	//Target is BL_ITEM, attempt loot.
 			struct flooritem_data *fitem;
-			
+			int i;	
 			if (md->lootitem == NULL)
 			{	//Can't loot...
 				mob_unlocktarget (md, tick);
@@ -1335,15 +1219,10 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
 				if (!can_move)	// 動けない状態にある
 					return 0;
 				md->state.skillstate = MSS_LOOT;	// ルート時スキル使用
-				mobskill_use(md, tick, -1);
-				if (md->ud.walktimer != -1 &&
-					check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, 0))
-				{	//Already on the way to looting.
+				if (md->ud.walktimer != -1 && md->ud.walktarget == tbl->id)
+					//Already on the way to looting.
 					return 0;
-				}
-				dx = tbl->x - md->bl.x;
-				dy = tbl->y - md->bl.y;
-				if (!unit_walktoxy(&md->bl, md->bl.x+dx, md->bl.y+dy, 0))
+				if (!unit_walktobl(&md->bl, tbl, 0, 1))
 					mob_unlocktarget(md, tick); //Can't loot...
 				return 0;
 			}
@@ -1357,9 +1236,6 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
 				memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
 				if(log_config.pick > 0)	//Logs items, taken by (L)ooter Mobs [Lupus]
 					log_pick((struct map_session_data*)md, "L", md->class_, md->lootitem[md->lootitem_count-1].nameid, md->lootitem[md->lootitem_count-1].amount, &md->lootitem[md->lootitem_count-1]);
-			} else if (battle_config.monster_loot_type == 1) { //Can't loot, stuffed!
-				mob_unlocktarget(md,tick);
-				return 0;
 			} else {	//Destroy first looted item...
 				if (md->lootitem[0].card[0] == (short)0xff00)
 					intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
@@ -1458,10 +1334,11 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list app)
 			else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
 				mobskill_use(md, tick, -1);
 			// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
-			else if( rand()%1000<MOB_LAZYWARPPERC
-				&& (md->spawn && !md->spawn->x && !md->spawn->y)
-				&& !md->target_id && !(mode&MD_BOSS))
-				unit_warp(&md->bl,-1,-1,-1,0);
+			// People don't want this, it seems custom, noone can prove it....
+//			else if( rand()%1000<MOB_LAZYWARPPERC
+//				&& (md->spawn && !md->spawn->x && !md->spawn->y)
+//				&& !md->target_id && !(mode&MD_BOSS))
+//				unit_warp(&md->bl,-1,-1,-1,0);
 		}else{
 			// Since PC is not even in the same map, suitable processing is carried out even if it takes.
 

+ 15 - 18
src/map/pc.c

@@ -3821,26 +3821,23 @@ int pc_follow_timer(int tid,unsigned int tick,int id,int data)
 	if (pc_isdead(sd))
 		return 0;
 
-	if ((tsd = map_id2sd(sd->followtarget)) != NULL)
-	{
-		if (pc_isdead(tsd))
-			return 0;
+	if ((tsd = map_id2sd(sd->followtarget)) == NULL || pc_isdead(tsd))
+		return 0;
 
-		// either player or target is currently detached from map blocks (could be teleporting),
-		// but still connected to this map, so we'll just increment the timer and check back later
-		if (sd->bl.prev != NULL && tsd->bl.prev != NULL &&
-			sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
-		{
-			if((sd->bl.m == tsd->bl.m) && unit_can_reach(&sd->bl,tsd->bl.x,tsd->bl.y)) {
-				if (!check_distance_bl(&sd->bl, &tsd->bl, 5) && unit_can_move(&sd->bl))
-					unit_walktoxy(&sd->bl,tsd->bl.x,tsd->bl.y, 0);
-			} else
-				pc_setpos(sd, tsd->mapindex, tsd->bl.x, tsd->bl.y, 3);
-		}
-		sd->followtimer = add_timer(
-			tick + sd->aspd + rand() % 1000,	// increase time a bit to loosen up map's load
-			pc_follow_timer, sd->bl.id, 0);
+	// either player or target is currently detached from map blocks (could be teleporting),
+	// but still connected to this map, so we'll just increment the timer and check back later
+	if (sd->bl.prev != NULL && tsd->bl.prev != NULL &&
+		sd->ud.skilltimer == -1 && sd->ud.attacktimer == -1 && sd->ud.walktimer == -1)
+	{
+		if((sd->bl.m == tsd->bl.m) && unit_can_reach_bl(&sd->bl,&tsd->bl, AREA_SIZE, 0, NULL, NULL)) {
+			if (!check_distance_bl(&sd->bl, &tsd->bl, 5))
+				unit_walktobl(&sd->bl, &tsd->bl, 5, 0);
+		} else
+			pc_setpos(sd, tsd->mapindex, tsd->bl.x, tsd->bl.y, 3);
 	}
+	sd->followtimer = add_timer(
+		tick + sd->aspd + rand() % 1000,	// increase time a bit to loosen up map's load
+		pc_follow_timer, sd->bl.id, 0);
 	return 0;
 }
 

+ 21 - 47
src/map/pet.c

@@ -81,33 +81,33 @@ static int pet_calc_pos(struct pet_data *pd,int tx,int ty,int dir)
 	dy = -diry[dir]*2;
 	x = tx + dx;
 	y = ty + dy;
-	if(!unit_can_reach(&pd->bl,x,y)) {
+	if(!unit_can_reach_pos(&pd->bl,x,y,0)) {
 		if(dx > 0) x--;
 		else if(dx < 0) x++;
 		if(dy > 0) y--;
 		else if(dy < 0) y++;
-		if(!unit_can_reach(&pd->bl,x,y)) {
+		if(!unit_can_reach_pos(&pd->bl,x,y,0)) {
 			for(i=0;i<12;i++) {
 				k = rand()%8;
 				dx = -dirx[k]*2;
 				dy = -diry[k]*2;
 				x = tx + dx;
 				y = ty + dy;
-				if(unit_can_reach(&pd->bl,x,y))
+				if(unit_can_reach_pos(&pd->bl,x,y,0))
 					break;
 				else {
 					if(dx > 0) x--;
 					else if(dx < 0) x++;
 					if(dy > 0) y--;
 					else if(dy < 0) y++;
-					if(unit_can_reach(&pd->bl,x,y))
+					if(unit_can_reach_pos(&pd->bl,x,y,0))
 						break;
 				}
 			}
 			if(i>=12) {
 				x = tx;
 				y = ty;
-				if(!unit_can_reach(&pd->bl,x,y))
+				if(!unit_can_reach_pos(&pd->bl,x,y,0))
 					return 1;
 			}
 		}
@@ -892,7 +892,7 @@ static int pet_randomwalk(struct pet_data *pd,unsigned int tick)
 
 	speed = status_get_speed(&pd->bl);
 
-	if(DIFF_TICK(pd->next_walktime,tick) < 0){
+	if(DIFF_TICK(pd->next_walktime,tick) < 0 && unit_can_move(&pd->bl)) {
 		int i,x,y,c,d=12-pd->move_fail_count;
 		if(d<5) d=5;
 		for(i=0;i<retrycount;i++){
@@ -931,7 +931,6 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
 {
 	struct map_session_data *sd;
 	struct block_list *target = NULL;
-	int i=0,dx,dy;
 
 	sd = pd->msd;
 
@@ -960,14 +959,13 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
 		//Master too far, chase.
 		if(pd->target_id)
 			pet_unlocktarget(pd);
-		if(pd->ud.walktimer != -1 && check_distance_blxy(&sd->bl, pd->ud.to_x,pd->ud.to_y, 3))
+		if(pd->ud.walktimer != -1 && pd->ud.walktarget == sd->bl.id)
 			return 0; //Already walking to him
 		
 		pd->speed = (sd->speed>>1);
 		if(pd->speed <= 0)
 			pd->speed = 1;
-		pet_calc_pos(pd,sd->bl.x,sd->bl.y,sd->ud.dir);
-		if(!unit_walktoxy(&pd->bl,pd->ud.to_x,pd->ud.to_y,0))
+		if (!unit_walktobl(&pd->bl, &sd->bl, 3, 0));
 			pet_randomwalk(pd,tick);
 		return 0;
 	}
@@ -987,11 +985,12 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
 	}
 	
 	// ペットによるルート
-	if(!pd->target_id && pd->loot && pd->loot->count < pd->loot->max && DIFF_TICK(tick,pd->ud.canact_tick)>0)
+	if(!target && pd->loot && pd->loot->count < pd->loot->max && DIFF_TICK(tick,pd->ud.canact_tick)>0) {
 		//Use half the pet's range of sight.
+		int itc=0;
 		map_foreachinrange(pet_ai_sub_hard_lootsearch,&pd->bl,
-			pd->db->range2/2, BL_ITEM,pd,&i);
-
+			pd->db->range2/2, BL_ITEM,pd,&itc);
+	}
 	if (!target) {
 	//Just walk around.
 		if (check_distance_bl(&sd->bl, &pd->bl, 3))
@@ -1014,51 +1013,26 @@ static int pet_ai_sub_hard(struct pet_data *pd,unsigned int tick)
 			if(pd->ud.walktimer != -1 && check_distance_blxy(target, pd->ud.to_x,pd->ud.to_y, pd->db->range))
 				return 0;
 			
-			if(!unit_can_reach(&pd->bl, target->x, target->y))
+			if(!unit_walktobl(&pd->bl, target, pd->db->range, 2))
 			{	//Unreachable target.
 				pet_unlocktarget(pd);
-				return 0;
-			}
-			i=0;
-			do {
-				if(i==0) {	// 最初はAEGISと同じ方法で検索
-					dx=target->x - pd->bl.x;
-					dy=target->y - pd->bl.y;
-					if(dx<0) dx++;
-					else if(dx>0) dx--;
-					if(dy<0) dy++;
-					else if(dy>0) dy--;
-				}
-				else {	// だめならAthena式(ランダム)
-					dx=target->x - pd->bl.x + rand()%3 - 1;
-					dy=target->y - pd->bl.y + rand()%3 - 1;
-				}
-			} while(!unit_walktoxy(&pd->bl,pd->bl.x+dx,pd->bl.y+dy,0) && ++i<5);
-
-			if(i>=5) {
-				if(dx<0) dx=2;
-				else if(dx>0) dx=-2;
-				if(dy<0) dy=2;
-				else if(dy>0) dy=-2;
-				unit_walktoxy(&pd->bl,pd->bl.x+dx,pd->bl.y+dy,0);
 			}
 			return 0;
 		}	//End Chase
 		pet_stop_walking(pd,1);
+		if (pd->ud.attacktimer != -1 && pd->ud.attacktarget == pd->target_id)
+			return 0;	//Already attacking.
 		//Continuous attack.
 		unit_attack(&pd->bl, pd->target_id, 1);
 	} else {	//Item Targeted, attempt loot
 		if (!check_distance_bl(&pd->bl, target, 1))
 		{	//Out of range
-			if(pd->ud.walktimer != -1 && check_distance_blxy(target, pd->ud.to_x, pd->ud.to_y, 0))
-				return 0; // 既に移動中
+			if(pd->ud.walktimer != -1 && pd->ud.walktarget == pd->target_id)
+				return 0;
 
-			if(!unit_can_reach(&pd->bl, target->x, target->y))
-			{	//Unreachable target.
+			if(!unit_walktobl(&pd->bl, target, 0, 1)) //Unreachable target.
 				pet_unlocktarget(pd);
-				return 0;
-			}
-			unit_walktoxy(&pd->bl, target->x, target->y, 1);
+			return 0;
 		} else{	// アイテムまでたどり着いた
 			struct flooritem_data *fitem = (struct flooritem_data *)target;
 			pet_stop_walking(pd,1);
@@ -1109,8 +1083,8 @@ int pet_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
 	if(pd->loot == NULL || pd->loot->item == NULL || (pd->loot->count >= pd->loot->max) ||
 	 	(sd_id && pd->msd && pd->msd->bl.id != sd_id))
 		return 0;
-	if(bl->m == pd->bl.m && check_distance_bl(&pd->bl, bl, pd->db->range2) &&
-		unit_can_reach(&pd->bl,bl->x,bl->y) && rand()%1000<1000/(++(*itc)))
+	if(bl->m == pd->bl.m && unit_can_reach_bl(&pd->bl,bl, pd->db->range2, 1, NULL, NULL)
+		&& rand()%1000<1000/(++(*itc)))
 		pd->target_id=bl->id;
 	return 0;
 }

+ 4 - 0
src/map/skill.h

@@ -41,6 +41,10 @@
 #define INF2_PARTY_ONLY 1024
 #define INF2_GUILD_ONLY 2048
 
+//Walk intervals at which chase-skills are attempted to be triggered.
+//Note that every 2 is an actual cell walked.
+#define WALK_SKILL_INTERVAL 6
+
 // ƒXƒLƒ‹ƒf?ƒ^ƒx?ƒX
 struct skill_db {
 	char *name;

+ 203 - 24
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;
 }
 

+ 3 - 1
src/map/unit.h

@@ -11,6 +11,7 @@
 // 歩行開始
 //     戻り値は、0 ( 成功 ), 1 ( 失敗 )
 int unit_walktoxy( struct block_list *bl, int x, int y, int easy);
+int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy);
 
 // 歩行停止
 // typeは以下の組み合わせ : 
@@ -31,7 +32,8 @@ int unit_setdir(struct block_list *bl,unsigned char dir);
 int unit_getdir(struct block_list *bl);
 
 // そこまで歩行でたどり着けるかの判定
-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);
+int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y);
 
 // 攻撃関連
 int unit_stop_attack(struct block_list *bl);