Sfoglia il codice sorgente

- Added CELL_CHKSTACK to check if a map cell is stacked (CELL_NOSTACK server mod)
- Added flag 0x3000 to path_search to specify that path searching should go through stacked cells. Used for skill_wall_check calls.
- easy path_search will be successful in CELL_NOSTACK mode if the search fails only on the target cell (it is presumed the target cell contains the character one is trying to reach). The walk routines will take care of stopping the character from walking into another one when stacked.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5263 54d463be-8e91-2dee-dedb-b68131a5f0ec

skotlex 19 anni fa
parent
commit
a969cee4d2
5 ha cambiato i file con 34 aggiunte e 2 eliminazioni
  1. 2 0
      Changelog-Trunk.txt
  2. 6 0
      src/map/map.c
  3. 1 0
      src/map/map.h
  4. 24 1
      src/map/path.c
  5. 1 1
      src/map/skill.c

+ 2 - 0
Changelog-Trunk.txt

@@ -5,6 +5,8 @@ IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.  EV
 GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS
 
 2006/02/12
+	* Some path cleanups meant to get the CELL_NOSTACK mod working better with
+	  path searching and the like. [Skotlex]
 	* Optimized functions skill_addtimerskill/skill_cleartimerskill [Skotlex]
 	* Fixed SC_DANCING for non players (was making dances only last 1 second
 	  for them) [Skotlex]

+ 6 - 0
src/map/map.c

@@ -2160,6 +2160,12 @@ int map_getcellp(struct map_data* m,int x,int y,cell_t cellchk)
 			if (type3 >= battle_config.cell_stack_limit) return 1;
 #endif
 			return (type==1 || type==5 || type2&(CELL_MOONLIT|CELL_ICEWALL));
+		case CELL_CHKSTACK:
+#ifdef CELL_NOSTACK
+			return (type3 >= battle_config.cell_stack_limit);
+#else
+			return 0;
+#endif
 		case CELL_CHKWALL:
 			return (type==1/* || type2&CELL_ICEWALL*/); //Uncomment to prevent sniping/casting through the icewall. [Skotlex]
 		case CELL_CHKWATER:

+ 1 - 0
src/map/map.h

@@ -1138,6 +1138,7 @@ typedef enum {
 	CELL_CHKNOPASS,		// 通過不可(セルタイプ1,5)
 	CELL_GETTYPE,		// セルタイプを返す
 	CELL_GETCELLTYPE,
+	CELL_CHKSTACK,
 	CELL_CHKNPC=0x10,	// タッチタイプのNPC(セルタイプ0x80フラグ)
 	CELL_CHKREGEN,		// cells that improve regeneration
 	CELL_CHKPNEUMA,

+ 24 - 1
src/map/path.c

@@ -172,6 +172,11 @@ static int can_place(struct map_data *m,int x,int y,int flag)
 		return 1;
 	if((flag&0x10000)&&map_getcellp(m,x,y,CELL_CHKGROUND))
 		return 1;
+#ifdef CELL_NOSTACK
+	//Special flag for CELL_NOSTACK systems. Returns true when the given cell is stacked. [Skotlex]
+	if((flag&0x30000)&&map_getcellp(m,x,y,CELL_CHKSTACK))
+		return 1;
+#endif
 	return 0;
 }
 
@@ -332,9 +337,18 @@ int path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int
 	if(!map[m].gat)
 		return -1;
 	md=&map[m];
-	if(x1<0 || x1>=md->xs || y1<0 || y1>=md->ys || map_getcellp(md,x1,y1,CELL_CHKNOPASS))
+
+	if(x1<0 || x1>=md->xs || y1<0 || y1>=md->ys)
 		return -1;
 
+#ifdef CELL_NOSTACK
+	if (map_getcellp(md,x1,y1,CELL_CHKNOPASS) && !map_getcellp(md,x1,y1,CELL_CHKSTACK))
+		return -1;
+#else
+	if (map_getcellp(md,x1,y1,CELL_CHKNOPASS))
+		return -1;
+#endif
+
 	// easy
 	dx = (x1-x0<0) ? -1 : 1;
 	dy = (y1-y0<0) ? -1 : 1;
@@ -366,6 +380,15 @@ int path_search(struct walkpath_data *wpd,int m,int x0,int y0,int x1,int y1,int
 		return 0;
 	}
 	
+#ifdef CELL_NOSTACK
+	//If you fail by 1 cell, consider easy path successful, too. [Skotlex]
+	if (check_distance(x-x1,y-y1,1)) {
+		wpd->path_len=i;
+		wpd->path_pos=0;
+		wpd->path_half=0;
+		return 0;
+	}
+#endif
 	if(flag&1)
 		return -1;
 

+ 1 - 1
src/map/skill.c

@@ -6696,7 +6696,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
 		if (alive && battle_config.skill_wall_check) {
 			//Check if there's a path between cell and center of casting.
 			struct walkpath_data wpd;
-			if (path_search(&wpd,src->m,ux,uy,x,y,1)==-1)
+			if (path_search(&wpd,src->m,ux,uy,x,y,0x30001)==-1)
 				alive = 0;
 		}