// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "../common/showmsg.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/db.h"
#include "../common/malloc.h"
#include "unit.h"
#include "map.h"
#include "pc.h"
#include "mob.h"
#include "pet.h"
#include "mercenary.h"
#include "skill.h"
#include "clif.h"
#include "npc.h"
#include "guild.h"
#include "status.h"
#include "battle.h"
#include "chat.h"
#include "trade.h"
#include "vending.h"
#include "party.h"
#include "intif.h"
#include "chrif.h"
#include "script.h"
const int dirx[8]={0,-1,-1,-1,0,1,1,1};
const int diry[8]={1,1,0,-1,-1,-1,0,1};
struct unit_data* unit_bl2ud(struct block_list *bl)
{
if( bl == NULL) return NULL;
if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
if( bl->type == BL_HOM) return &((struct homun_data*)bl)->ud; //[orn]
return NULL;
}
static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
int unit_walktoxy_sub(struct block_list *bl)
{
int i;
struct walkpath_data wpd;
struct unit_data *ud = NULL;
nullpo_retr(1, bl);
ud = unit_bl2ud(bl);
if(ud == NULL) return 0;
if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
return 0;
memcpy(&ud->walkpath,&wpd,sizeof(wpd));
if (ud->target && ud->chaserange>1) {
//Generally speaking, the walk path is already to an adjacent tile
//so we only need to shorten the path if the range is greater than 1.
int dir;
//Trim the last part of the path to account for range,
//but always move at least one cell when requested to move.
for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
ud->walkpath.path_len--;
dir = ud->walkpath.path[ud->walkpath.path_len];
if(dir&1)
i-=14;
else
i-=10;
ud->to_x -= dirx[dir];
ud->to_y -= diry[dir];
}
}
ud->state.change_walk_target=0;
if (bl->type == BL_PC) {
((TBL_PC *)bl)->head_dir = 0;
clif_walkok((TBL_PC*)bl);
}
clif_move(ud);
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
i = status_get_speed(bl)*14/10;
else
i = status_get_speed(bl);
if( i > 0)
ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
return 1;
}
static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
{
int i;
int x,y,dx,dy,dir;
struct block_list *bl;
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
struct unit_data *ud = NULL;
bl=map_id2bl(id);
if(bl == NULL)
return 0;
if( BL_CAST( BL_PC, bl, sd ) ) {
ud = &sd->ud;
} else if( BL_CAST( BL_MOB, bl, md ) ) {
ud = &md->ud;
} else
ud = unit_bl2ud(bl);
if(ud == NULL) return 0;
if(ud->walktimer != tid){
if(battle_config.error_log)
ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
return 0;
}
ud->walktimer=-1;
if( bl->prev == NULL ) return 0; // block_list ���甲���Ă���̂ňړ���~����
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
return 0;
if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
return 1;
x = bl->x;
y = bl->y;
dir = ud->walkpath.path[ud->walkpath.path_pos];
ud->dir = dir;
dx = dirx[(int)dir];
dy = diry[(int)dir];
if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
return unit_walktoxy_sub(bl);
// �o�V���J����
map_foreachinmovearea(clif_outsight, bl, AREA_SIZE,
dx, dy, sd?BL_ALL:BL_PC, bl);
x += dx;
y += dy;
map_moveblock(bl, x, y, tick);
ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
ud->walktimer = 1;
map_foreachinmovearea(clif_insight, bl, AREA_SIZE,
-dx, -dy, sd?BL_ALL:BL_PC, bl);
ud->walktimer = -1;
if(sd) {
if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
npc_touch_areanpc(sd,bl->m,x,y);
if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
return 0;
} else
sd->areanpc_id=0;
if (sd->state.gmaster_flag &&
(battle_config.guild_aura&(agit_flag?2:1)) &&
(battle_config.guild_aura&(map_flag_gvg2(bl->m)?8:4))
)
{ //Guild Aura: Likely needs to be recoded, this method seems inefficient.
struct guild *g = sd->state.gmaster_flag;
int skill, strvit= 0, agidex = 0;
if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) strvit |= (skill&0xFFFF)<<16;
if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) strvit |= (skill&0xFFFF);
if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) agidex |= (skill&0xFFFF)<<16;
if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) agidex |= skill&0xFFFF;
if (strvit || agidex)
map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
bl->id, sd->status.guild_id, strvit, agidex);
}
if (
(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
!(ud->walk_count%WALK_SKILL_INTERVAL) &&
rand()%10000 < battle_config.sg_miracle_skill_ratio
) //SG_MIRACLE [Komurka]
sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
} else if (md) {
if(battle_config.mob_warp&1 && map_getcell(bl->m,x,y,CELL_CHKNPC) &&
npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex]
return 0;
if (md->min_chase > md->db->range3) md->min_chase--;
//Walk skills are triggered regardless of target due to the idle-walk mob state.
//But avoid triggering on stop-walk calls.
if(tid != -1 &&
!(ud->walk_count%WALK_SKILL_INTERVAL) &&
mobskill_use(md, tick, -1))
{
if (!(ud->skillid == NPC_SELFDESTRUCTION && ud->skilltimer != -1))
{ //Skill used, abort walking
clif_fixpos(bl); //Fix position as walk has been cancelled.
return 0;
}
//Resend walk packet for proper Self Destruction display.
clif_move(ud);
}
}
if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
return 0;
if(ud->state.change_walk_target)
return unit_walktoxy_sub(bl);
ud->walkpath.path_pos++;
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
i = status_get_speed(bl)*14/10;
else
i = status_get_speed(bl);
if(i > 0)
ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
else if(ud->state.running) {
//Keep trying to run.
if (!unit_run(bl))
ud->state.running = 0;
} else if (ud->target) {
//Update target trajectory.
struct block_list *tbl = map_id2bl(ud->target);
if (!tbl || !status_check_visibility(bl, 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->state.attack_continue)
{ //Aegis uses one before every attack, we should
//only need this one for syncing purposes. [Skotlex]
clif_fixpos(bl);
unit_attack(bl, tbl->id, ud->state.attack_continue);
}
} else { //Update chase-path
unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
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(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
mob_script_callback(md, NULL, CALLBACK_WALKACK);
}
return 0;
}
static int unit_delay_walktoxy_timer(int tid, unsigned int tick, int id, int data)
{
struct block_list *bl = map_id2bl(id);
if (!bl || bl->prev == NULL)
return 0;
unit_walktoxy(bl, data>>16, data&0xffff, 0);
return 1;
}
//flag parameter:
//&1 -> 1/0 = easy/hard
//&2 -> force walking
//&4 -> Delay walking if the reason you can't walk is the canwalk delay
int unit_walktoxy( struct block_list *bl, int x, int y, int flag)
{
struct unit_data *ud = NULL;
struct status_change *sc = NULL;
nullpo_retr(0, bl);
ud = unit_bl2ud(bl);
if( ud == NULL) return 0;
if (flag&4 && DIFF_TICK(ud->canmove_tick, gettick()) > 0 &&
DIFF_TICK(ud->canmove_tick, gettick()) < 2000)
{ // Delay walking command. [Skotlex]
add_timer(ud->canmove_tick+1, unit_delay_walktoxy_timer, bl->id, (x<<16)|(y&0xFFFF));
return 1;
}
if(!(flag&2) && (!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl)))
return 0;
ud->state.walk_easy = flag&1;
ud->target = 0;
ud->to_x = x;
ud->to_y = y;
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(ud->walktimer != -1) {
// ���ݕ����Ă���Œ��̖ړI�n�ύX�Ȃ̂Ń}�X�ڂ̒��S�ɗ�������
// timer������unit_walktoxy_sub���ĂԂ悤�ɂ���
ud->state.change_walk_target = 1;
return 1;
}
if(ud->attacktimer != -1) {
delete_timer( ud->attacktimer, unit_attack_timer );
ud->attacktimer = -1;
}
return unit_walktoxy_sub(bl);
}
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->target == 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, otherwise just walk to that character.
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;
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;
if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, 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->target = tbl->id;
ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
ud->state.attack_continue = flag&2?1:0; //Chase to attack.
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);
//Set Mob's CHASE/FOLLOW states.
if(bl->type == BL_MOB && flag&2)
((TBL_MOB*)bl)->state.skillstate = ((TBL_MOB*)bl)->state.aggressive?MSS_FOLLOW:MSS_RUSH;
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->target);
return 1;
}
if(!unit_can_move(bl))
return 0;
if(ud->attacktimer != -1) {
delete_timer( ud->attacktimer, unit_attack_timer );
ud->attacktimer = -1;
}
return unit_walktoxy_sub(bl);
}
int unit_run(struct block_list *bl)
{
struct status_change *sc = status_get_sc(bl);
int i,to_x,to_y,dir_x,dir_y;
if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
return 0;
if (!unit_can_move(bl)) {
if(sc->data[SC_RUN].timer!=-1)
status_change_end(bl,SC_RUN,-1);
return 0;
}
to_x = bl->x;
to_y = bl->y;
dir_x = dirx[sc->data[SC_RUN].val2];
dir_y = diry[sc->data[SC_RUN].val2];
for(i=0;i<AREA_SIZE;i++)
{
if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
break;
to_x += dir_x;
to_y += dir_y;
}
if(to_x == bl->x && to_y == bl->y) {
//If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
clif_status_change(bl, SI_BUMP, 1);
status_change_end(bl,SC_RUN,-1);
skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
clif_fixpos(bl); //Why is a clif_slide (skill_blown) AND a fixpos needed? Ask Aegis.
clif_status_change(bl, SI_BUMP, 0);
return 0;
}
if (unit_walktoxy(bl, to_x, to_y, 1))
return 1;
//There must be an obstacle nearby. Attempt walking one cell at a time.
do {
to_x -= dir_x;
to_y -= dir_y;
} while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1));
if (i==0) {
clif_status_change(bl, SI_BUMP, 1);
status_change_end(bl,SC_RUN,-1);
skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
clif_fixpos(bl);
clif_status_change(bl, SI_BUMP, 0);
return 0;
}
return 1;
}
//Makes bl attempt to run dist cells away from target. Uses hard-paths.
int unit_escape(struct block_list *bl, struct block_list *target, int dist)
{
int dir = map_calc_dir(target, bl->x, bl->y);
while (dist > 0 && map_getcell(bl->m,
bl->x + dist*dirx[dir], bl->y + dist*diry[dir],
CELL_CHKNOREACH))
dist--;
return (dist > 0 && unit_walktoxy(bl,
bl->x + dist*dirx[dir], bl->y + dist*diry[dir],
0));
}
//Instant warp function.
int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
{
int dx,dy,dir;
struct unit_data *ud = NULL;
struct map_session_data *sd = NULL;
struct walkpath_data wpd;
nullpo_retr(0, bl);
if( BL_CAST( BL_PC, bl, sd ) ) {
ud = &sd->ud;
} else
ud = unit_bl2ud(bl);
if( ud == NULL) return 0;
unit_stop_walking(bl,1);
unit_stop_attack(bl);
if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
return 0;
dir = map_calc_dir(bl, dst_x,dst_y);
ud->dir = dir;
dx = dst_x - bl->x;
dy = dst_y - bl->y;
map_foreachinmovearea(clif_outsight, bl, AREA_SIZE,
dx, dy, sd?BL_ALL:BL_PC, bl);
map_moveblock(bl, dst_x, dst_y, gettick());
ud->walktimer = 1;
map_foreachinmovearea(clif_insight, bl, AREA_SIZE,
-dx, -dy, sd?BL_ALL:BL_PC, bl);
ud->walktimer = -1;
if(sd) {
if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
return 0;
} else
sd->areanpc_id=0;
if(sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0)
{ //Check if pet needs to be teleported. [Skotlex]
int flag = 0;
bl = &sd->pd->bl; //Note that bl now points to the pet!
if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
flag = 1;
else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
flag = 2;
if (flag) {
unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
clif_slide(bl,bl->x,bl->y);
}
//If you want to use bl afterwards, uncomment this:
//bl = &sd->bl;
}
}
return 1;
}
int unit_setdir(struct block_list *bl,unsigned char dir)
{
struct unit_data *ud;
nullpo_retr( 0, bl );
ud = unit_bl2ud(bl);
if (!ud) return 0;
ud->dir = dir;
if (bl->type == BL_PC)
((TBL_PC *)bl)->head_dir = 0;
clif_changed_dir(bl, AREA);
return 0;
}
int unit_getdir(struct block_list *bl)
{
struct unit_data *ud;
nullpo_retr( 0, bl );
ud = unit_bl2ud(bl);
if (!ud) return 0;
return ud->dir;
}
//Warps a unit/ud to a given map/position.
//In the case of players, pc_setpos is used.
//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
int unit_warp(struct block_list *bl,int m,short x,short y,int type)
{
struct unit_data *ud;
nullpo_retr(0, bl);
ud = unit_bl2ud(bl);
if(bl->prev==NULL || !ud)
return 1;
if (type < 0 || type == 1)
//Type 1 is invalid, since you shouldn't warp a bl with the "death"
//animation, it messes up with unit_remove_map! [Skotlex]
return 1;
if( m<0 ) m=bl->m;
switch (bl->type) {
case BL_MOB:
if (map[bl->m].flag.monster_noteleport)
return 1;
if (m != bl->m && map[m].flag.nobranch && battle_config.mob_warp&4)
return 1;
break;
case BL_PC:
if (map[bl->m].flag.noteleport)
return 1;
break;
}
if (x<0 || y<0)
{ //Random map position.
if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
if(battle_config.error_log)
ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
return 2;
}
} else if (map_getcell(m,x,y,CELL_CHKNOREACH))
{ //Invalid target cell
if(battle_config.error_log)
ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1))
{ //Can't find a nearby cell
if(battle_config.error_log)
ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
return 2;
}
}
if (bl->type == BL_PC) //Use pc_setpos
return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
if (!unit_remove_map(bl, type))
return 3;
if (bl->m != m && battle_config.clear_unit_onwarp &&
battle_config.clear_unit_onwarp&bl->type)
skill_clear_unitgroup(bl);
bl->x=ud->to_x=x;
bl->y=ud->to_y=y;
bl->m=m;
map_addblock(bl);
clif_spawn(bl);
skill_unit_move(bl,gettick(),1);
if(bl->type == BL_MOB){
TBL_MOB *md = (TBL_MOB *)bl;
if(md->nd) // Tell the script engine we've warped
mob_script_callback(md, NULL, CALLBACK_WARPACK);
}
return 0;
}
/*==========================================
* ���s��~
*------------------------------------------*/
int unit_stop_walking(struct block_list *bl,int type)
{
struct unit_data *ud;
struct TimerData *data;
unsigned int tick;
nullpo_retr(0, bl);
ud = unit_bl2ud(bl);
if(!ud || ud->walktimer == -1)
return 0;
//NOTE: We are using timer data after deleting it because we know the
//delete_timer function does not messes with it. If the function's
//behaviour changes in the future, this code could break!
data = get_timer(ud->walktimer);
delete_timer(ud->walktimer, unit_walktoxy_timer);
ud->walktimer = -1;
ud->state.change_walk_target = 0;
tick = gettick();
if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
|| (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
{
ud->walkpath.path_len = ud->walkpath.path_pos+1;
unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
}
if(type&0x01)
clif_fixpos(bl);
ud->walkpath.path_len = 0;
ud->walkpath.path_pos = 0;
ud->to_x = bl->x;
ud->to_y = bl->y;
if(bl->type == BL_PET && type&~0xff)
ud->canmove_tick = gettick() + (type>>8);
if (ud->state.running)
status_change_end(bl, SC_RUN, -1);
return 1;
}
int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv)
{
if(skill_num < 0) return 0;
return unit_skilluse_id2(
src, target_id, skill_num, skill_lv,
skill_castfix(src, skill_num, skill_lv),
skill_get_castcancel(skill_num)
);
}
int unit_is_walking(struct block_list *bl)
{
struct unit_data *ud = unit_bl2ud(bl);
nullpo_retr(0, bl);
if(!ud) return 0;
return (ud->walktimer != -1);
}
/*==========================================
* Determines if the bl can move based on status changes. [Skotlex]
*------------------------------------------*/
int unit_can_move(struct block_list *bl)
{
struct map_session_data *sd;
struct unit_data *ud;
struct status_change *sc;
nullpo_retr(0, bl);
ud = unit_bl2ud(bl);
sc = status_get_sc(bl);
BL_CAST(BL_PC, bl, sd);
if (!ud)
return 0;
if (ud->skilltimer != -1 && (!sd || !pc_checkskill(sd, SA_FREECAST) || skill_get_inf2(ud->skillid)&INF2_GUILD_SKILL))
return 0; // prevent moving while casting
if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
return 0;
if (sd && (
pc_issit(sd) ||
sd->vender_id ||
sd->state.blockedmove
))
return 0; //Can't move
if (sc) {
if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
return 0;
if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
return 0;
if (sc->count && (
sc->data[SC_ANKLE].timer != -1
|| sc->data[SC_AUTOCOUNTER].timer !=-1
|| sc->data[SC_TRICKDEAD].timer !=-1
|| sc->data[SC_BLADESTOP].timer !=-1
|| sc->data[SC_BLADESTOP_WAIT].timer !=-1
|| sc->data[SC_SPIDERWEB].timer !=-1
|| (sc->data[SC_DANCING].timer !=-1 && sc->data[SC_DANCING].val4 && (
sc->data[SC_LONGING].timer == -1 ||
(sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT ||
(sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE
))
|| (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) // cannot move while gospel is in effect
|| sc->data[SC_STOP].timer != -1
|| sc->data[SC_CLOSECONFINE].timer != -1
|| sc->data[SC_CLOSECONFINE2].timer != -1
|| (sc->data[SC_CLOAKING].timer != -1 && //Need wall at level 1-2
sc->data[SC_CLOAKING].val1 < 3 && !(sc->data[SC_CLOAKING].val4&1))
|| sc->data[SC_MADNESSCANCEL].timer != -1
|| (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF)
))
return 0;
}
return 1;
}
/*==========================================
* Applies walk delay to character, considering that
* if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
* if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
*------------------------------------------*/
int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
{
struct unit_data *ud = unit_bl2ud(bl);
if (delay <= 0 || !ud) return 0;
if (type) {
if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
return 0;
} else {
if (DIFF_TICK(ud->canmove_tick, tick) > 0)
return 0;
}
ud->canmove_tick = tick + delay;
if (ud->walktimer != -1)
{ //Stop walking, if chasing, readjust timers.
if (delay == 1)
{ //Minimal delay (walk-delay) disabled. Just stop walking.
unit_stop_walking(bl,0);
} else {
unit_stop_walking(bl,2);
if(ud->target)
add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
}
}
return 1;
}
int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel)
{
struct unit_data *ud;
struct status_data *tstatus;
struct status_change *sc;
struct map_session_data *sd = NULL;
struct block_list * target = NULL;
unsigned int tick = gettick();
int temp;
nullpo_retr(0, src);
if(status_isdead(src))
return 0; // ����ł��Ȃ���
if( BL_CAST( BL_PC, src, sd ) )
ud = &sd->ud;
else
ud = unit_bl2ud(src);
if(ud == NULL) return 0;
sc = status_get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
//temp: used to signal combo-skills right now.
temp = (target_id == src->id && !(sd && sd->state.skill_flag)
&& skill_get_inf(skill_num)&INF_SELF_SKILL
&& skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
if (temp)
target_id = ud->target; //Auto-select skills. [Skotlex]
if (sd) {
//Target_id checking.
if(skillnotok(skill_num, sd)) // [MouseJstr]
return 0;
switch(skill_num)
{ //Check for skills that auto-select target
case MO_CHAINCOMBO:
if (sc && sc->data[SC_BLADESTOP].timer != -1){
if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
return 0;
}
break;
case TK_JUMPKICK:
case TK_COUNTER:
case HT_POWER:
if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
target_id = sc->data[SC_COMBO].val2;
break;
case WE_MALE:
case WE_FEMALE:
if (!sd->status.partner_id)
return 0;
target = (struct block_list*)map_charid2sd(sd->status.partner_id);
if (!target) {
clif_skill_fail(sd,skill_num,0,0);
return 0;
}
break;
}
if (target)
target_id = target->id;
}
if (src->type==BL_HOM)
switch(skill_num)
{ //Homun-auto-target skills.
case HLIF_HEAL:
case HLIF_AVOID:
case HAMI_DEFENCE:
case HAMI_CASTLE:
target = battle_get_master(src);
if (!target) return 0;
target_id = target->id;
}
if(!target && (target=map_id2bl(target_id)) == NULL )
return 0;
if(src->m != target->m)
return 0; // �����}�b�v���ǂ���
if(!src->prev || !target->prev)
return 0; // map ��ɑ��݂��邩
//Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
return 0;
if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
return 0;
if(!status_check_skilluse(src, target, skill_num, 0))
return 0;
tstatus = status_get_status_data(target);
//���O�̃X�L���̋L�^
if(sd) {
switch(skill_num){
case SA_CASTCANCEL:
if(ud->skillid != skill_num){
sd->skillid_old = ud->skillid;
sd->skilllv_old = ud->skilllv;
break;
}
case BD_ENCORE:
//Prevent using the dance skill if you no longer have the skill in your tree.
if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
clif_skill_fail(sd,skill_num,0,0);
return 0;
}
sd->skillid_old = skill_num;
break;
case BD_LULLABY:
case BD_RICHMANKIM:
case BD_ETERNALCHAOS:
case BD_DRUMBATTLEFIELD:
case BD_RINGNIBELUNGEN:
case BD_ROKISWEIL:
case BD_INTOABYSS:
case BD_SIEGFRIED:
case CG_MOONLIT:
if (battle_config.player_skill_partner_check &&
(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
(skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
) {
clif_skill_fail(sd,skill_num,0,0);
return 0;
}
break;
}
if (!skill_check_condition(sd, skill_num, skill_lv, 0))
return 0;
}
//TODO: Add type-independant skill_check_condition function.
if (src->type == BL_MOB) {
switch (skill_num) {
case NPC_SUMMONSLAVE:
case NPC_SUMMONMONSTER:
case AL_TELEPORT:
if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
return 0;
}
}
//Check range when not using skill on yourself or is a combo-skill during attack
//(these are supposed to always have the same range as your attack)
if(src->id != target_id && (!temp || ud->attacktimer == -1))
{
if (skill_get_state(ud->skillid) == ST_MOVE_ENABLE)
{
if (!unit_can_reach_bl(src, target, skill_get_range2(src, skill_num,skill_lv)+1, 1, NULL, NULL))
return 0; //Walk-path check failed.
} else
if (!battle_check_range(src, target, skill_get_range2(src, skill_num,skill_lv)
+(skill_num==RG_CLOSECONFINE?0:1)))
//Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
return 0; //Arrow-path check failed.
}
if (!temp) //Stop attack on non-combo skills [Skotlex]
unit_stop_attack(src);
else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
ud->attackabletime = tick + status_get_adelay(src);
ud->state.skillcastcancel = castcancel;
//temp: Used to signal force cast now.
temp = 0;
switch(skill_num){
case ALL_RESURRECTION:
if(battle_check_undead(tstatus->race,tstatus->def_ele)) {
temp = 1;
casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
} else if (!status_isdead(target))
return 0; //Can't cast on non-dead characters.
break;
case MO_FINGEROFFENSIVE:
if(sd)
casttime += casttime * min(skill_lv, sd->spiritball);
break;
case MO_EXTREMITYFIST:
if (sc && sc->data[SC_COMBO].timer != -1 &&
(sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
casttime = 0;
temp = 1;
break;
case SA_SPELLBREAKER:
temp = 1;
break;
case ST_CHASEWALK:
if (sc && sc->data[SC_CHASEWALK].timer != -1)
casttime = 0;
break;
case TK_RUN:
if (sc && sc->data[SC_RUN].timer != -1)
casttime = 0;
break;
case KN_CHARGEATK:
//Taken from jA: Casttime is increased by dist/3*100%
casttime+= casttime * (distance_bl(src,target)-1)/3;
break;
}
// moved here to prevent Suffragium from ending if skill fails
if (!(skill_get_castnodex(skill_num, skill_lv)&2))
casttime = skill_castfix_sc(src, casttime);
if( casttime>0 || temp){
clif_skillcasting(src, src->id, target_id, 0,0, skill_num, skill_get_pl(skill_num, skill_lv), casttime);
if (sd && target->type == BL_MOB)
{
TBL_MOB *md = (TBL_MOB*)target;
mobskill_event(md, src, tick, -1); //Cast targetted skill event.
//temp: used to store mob's mode now.
if (tstatus->mode&(MD_CASTSENSOR_IDLE|MD_CASTSENSOR_CHASE) &&
battle_check_target(target, src, BCT_ENEMY) > 0)
{
switch (md->state.skillstate) {
case MSS_RUSH:
case MSS_FOLLOW:
if (!(tstatus->mode&MD_CASTSENSOR_CHASE))
break;
md->target_id = src->id;
md->state.aggressive = (temp&MD_ANGRY)?1:0;
md->min_chase = md->db->range3;
break;
case MSS_IDLE:
case MSS_WALK:
if (!(tstatus->mode&MD_CASTSENSOR_IDLE))
break;
md->target_id = src->id;
md->state.aggressive = (temp&MD_ANGRY)?1:0;
md->min_chase = md->db->range3;
break;
}
}
}
}
if( casttime<=0 )
ud->state.skillcastcancel=0;
ud->canact_tick = tick + casttime + 100;
ud->skilltarget = target_id;
ud->skillx = 0;
ud->skilly = 0;
ud->skillid = skill_num;
ud->skilllv = skill_lv;
if(sc && sc->data[SC_CLOAKING].timer != -1 &&
!(sc->data[SC_CLOAKING].val4&4) && skill_num != AS_CLOAKING)
{
status_change_end(src,SC_CLOAKING,-1);
if (!src->prev) return 0; //Warped away!
}
if(casttime > 0) {
ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
if(sd && pc_checkskill(sd,SA_FREECAST))
status_freecast_switch(sd);
else
unit_stop_walking(src,1);
}
else
skill_castend_id(ud->skilltimer,tick,src->id,0);
return 1;
}
int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv)
{
if(skill_num < 0)
return 0;
return unit_skilluse_pos2(
src, skill_x, skill_y, skill_num, skill_lv,
skill_castfix(src, skill_num, skill_lv),
skill_get_castcancel(skill_num)
);
}
int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel)
{
struct map_session_data *sd = NULL;
struct unit_data *ud = NULL;
struct status_change *sc;
struct block_list bl;
unsigned int tick = gettick();
nullpo_retr(0, src);
if(!src->prev) return 0; // map ��ɑ��݂��邩
if(status_isdead(src)) return 0;
if( BL_CAST( BL_PC, src, sd ) ) {
ud = &sd->ud;
} else
ud = unit_bl2ud(src);
if(ud == NULL) return 0;
if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
return 0;
sc = status_get_sc(src);
if (sc && !sc->count)
sc = NULL;
if(sd) {
if (skillnotok(skill_num, sd) ||
!skill_check_condition(sd, skill_num, skill_lv,0))
return 0;
}
if (!status_check_skilluse(src, NULL, skill_num, 0))
return 0;
if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
{ //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
if (sd) clif_skill_fail(sd,skill_num,0,0);
return 0;
}
/* �˒��Ə�Q���`�F�b�N */
bl.type = BL_NUL;
bl.m = src->m;
bl.x = skill_x;
bl.y = skill_y;
if (skill_get_state(ud->skillid) == ST_MOVE_ENABLE)
{
if (!unit_can_reach_bl(src, &bl, skill_get_range2(src, skill_num,skill_lv)+1, 1, NULL, NULL))
return 0; //Walk-path check failed.
} else
if (!battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
return 0; //Arrow-path check failed.
unit_stop_attack(src);
ud->state.skillcastcancel = castcancel;
// moved here to prevent Suffragium from ending if skill fails
if (!(skill_get_castnodex(skill_num, skill_lv)&2))
casttime = skill_castfix_sc(src, casttime);
if( casttime>0 ) {
unit_stop_walking( src, 1);
clif_skillcasting(src, src->id, 0, skill_x, skill_y, skill_num, skill_get_pl(skill_num, skill_lv), casttime);
} else
ud->state.skillcastcancel=0;
ud->canact_tick = tick + casttime + 100;
ud->skillid = skill_num;
ud->skilllv = skill_lv;
ud->skillx = skill_x;
ud->skilly = skill_y;
ud->skilltarget = 0;
if (sc && sc->data[SC_CLOAKING].timer != -1 &&
!(sc->data[SC_CLOAKING].val4&4))
{
status_change_end(src,SC_CLOAKING,-1);
if (!src->prev) return 0; //Warped away!
}
if(casttime > 0) {
ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
if(sd && pc_checkskill(sd,SA_FREECAST))
status_freecast_switch(sd);
else
unit_stop_walking(src,1);
}
else {
ud->skilltimer = -1;
skill_castend_pos(ud->skilltimer,tick,src->id,0);
}
return 1;
}
static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
int unit_stop_attack(struct block_list *bl)
{
struct unit_data *ud = unit_bl2ud(bl);
nullpo_retr(0, bl);
if(!ud || ud->attacktimer == -1)
return 0;
delete_timer( ud->attacktimer, unit_attack_timer );
ud->attacktimer = -1;
ud->target = 0;
return 0;
}
//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->target = 0;
ud->state.attack_continue = 0;
}
if(bl->type == BL_MOB)
mob_unlocktarget((struct mob_data*)bl, gettick()) ;
else if(bl->type == BL_PET)
pet_unlocktarget((struct pet_data*)bl);
return 0;
}
/*==========================================
* �U���v��
* type��1�Ȃ�p���U��
*------------------------------------------*/
int unit_attack(struct block_list *src,int target_id,int continuous)
{
struct block_list *target;
struct unit_data *ud;
nullpo_retr(0, ud = unit_bl2ud(src));
target=map_id2bl(target_id);
if(target==NULL || status_isdead(target)) {
unit_unattackable(src);
return 1;
}
if( src->type == BL_PC ){
TBL_PC* sd = (TBL_PC*)src;
if( target->type == BL_NPC )
{// monster npcs [Valaris]
npc_click(sd,(TBL_NPC*)target); // submitted by leinsirk10 [Celest]
return 0;
} else if( pc_is90overweight(sd) )
{// overwheight - stop attacking and walking
unit_stop_attack(src);
unit_stop_walking(src,1);
return 0;
}
}
if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
!status_check_skilluse(src, target, 0, 0)
) {
unit_unattackable(src);
return 1;
}
ud->target = target_id;
ud->state.attack_continue = continuous;
if (continuous) //If you're to attack continously, set to auto-case character
ud->chaserange = status_get_range(src);
//Just change target/type. [Skotlex]
if(ud->attacktimer != -1)
return 0;
//Set Mob's ANGRY/BERSERK states.
if(src->type == BL_MOB)
((TBL_MOB*)src)->state.skillstate = ((TBL_MOB*)src)->state.aggressive?MSS_ANGRY:MSS_BERSERK;
if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
//Do attack next time it is possible. [Skotlex]
ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
else //Attack NOW.
unit_attack_timer(-1,gettick(),src->id,0);
return 0;
}
//Cancels an ongoing combo, resets attackable time and restarts the
//attack timer to resume attacking after amotion time. [Skotlex]
int unit_cancel_combo(struct block_list *bl)
{
struct unit_data *ud;
if (!status_change_end(bl, SC_COMBO, -1))
return 0; //Combo wasn't active.
ud = unit_bl2ud(bl);
nullpo_retr(0, ud);
ud->attackabletime = gettick() + status_get_amotion(bl);
if (ud->attacktimer == -1)
return 1; //Nothing more to do.
delete_timer(ud->attacktimer, unit_attack_timer);
ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,bl->id,0);
return 1;
}
/*==========================================
*
*------------------------------------------*/
int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
{
struct walkpath_data wpd;
nullpo_retr(0, bl);
if( bl->x==x && bl->y==y ) // �����}�X
return 1;
// ��Q������
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,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;
// 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�̍U�� (timer��)
*------------------------------------------*/
static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
{
struct block_list *target;
struct unit_data *ud;
struct status_data *sstatus;
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
int range;
if((ud=unit_bl2ud(src))==NULL)
return 0;
if(ud->attacktimer != tid){
if(battle_config.error_log)
ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
return 0;
}
BL_CAST( BL_PC , src, sd);
BL_CAST( BL_MOB, src, md);
ud->attacktimer=-1;
target=map_id2bl(ud->target);
if(src->prev == NULL || target==NULL || target->prev == NULL)
return 0;
if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
return 0;
if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
return 0;
sstatus = status_get_status_data(src);
if(!battle_config.sdelay_attack_enable &&
DIFF_TICK(ud->canact_tick,tick) > 0 &&
(!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
) {
if (tid == -1) { //requested attack.
if(sd) clif_skill_fail(sd,1,4,0);
return 0;
}
//Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
if(ud->state.attack_continue) {
if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
ud->attackabletime = ud->canact_tick;
ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
}
return 1;
}
range = sstatus->rhw.range;
if(!sd || sd->status.weapon != W_BOW) 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) ) {
//Chase if required.
if(sd)
clif_movetoattack(sd,target);
else if(ud->state.attack_continue)
unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
return 1;
}
if(!battle_check_range(src,target,range)) {
//Within range, but no direct line of attack
if(ud->state.attack_continue) {
if(ud->chaserange > 2) ud->chaserange-=2;
unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
}
return 1;
}
//Sync packet only for players.
//Non-players use the sync packet on the walk timer. [Skotlex]
if (tid == -1 && sd) clif_fixpos(src);
if(DIFF_TICK(ud->attackabletime,tick) <= 0) {
if (battle_config.attack_direction_change &&
(src->type&battle_config.attack_direction_change)) {
ud->dir = map_calc_dir(src, target->x,target->y );
}
if(ud->walktimer != -1)
unit_stop_walking(src,1);
if(md) {
if (mobskill_use(md,tick,-1))
return 1;
if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
{ // Link monsters nearby [Skotlex]
md->last_linktime = tick;
map_foreachinrange(mob_linksearch, src, md->db->range2,
BL_MOB, md->class_, target, tick);
}
}
if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
return 1;
map_freeblock_lock();
ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
pet_target_check(sd,target,0);
map_freeblock_unlock();
ud->attackabletime = tick + sstatus->adelay;
// You can't move if you can't attack neither.
if (battle_config.attack_walk_delay)
unit_set_walkdelay(src, tick,
sstatus->amotion/battle_config.attack_walk_delay, 1);
}
if(ud->state.attack_continue)
ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
return 1;
}
static int unit_attack_timer(int tid,unsigned int tick,int id,int data)
{
struct block_list *bl;
bl = map_id2bl(id);
if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
unit_unattackable(bl);
return 0;
}
/*==========================================
* Cancels an ongoing skill cast.
* flag&1: Cast-Cancel invoked.
* flag&2: Cancel only if skill is cancellable.
*------------------------------------------*/
int unit_skillcastcancel(struct block_list *bl,int type)
{
struct map_session_data *sd = NULL;
struct unit_data *ud = unit_bl2ud( bl);
unsigned int tick=gettick();
int ret=0, skill;
nullpo_retr(0, bl);
if (!ud || ud->skilltimer==-1)
return 0; //Nothing to cancel.
BL_CAST(BL_PC, bl, sd);
if (type&2) {
//See if it can be cancelled.
if (!ud->state.skillcastcancel)
return 0;
if (sd && (sd->special_state.no_castcancel2 ||
(sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
return 0;
}
ud->canact_tick=tick;
if(sd && pc_checkskill(sd,SA_FREECAST))
status_freecast_switch(sd);
if(type&1 && sd)
skill = sd->skillid_old;
else
skill = ud->skillid;
if (skill_get_inf(skill) & INF_GROUND_SKILL)
ret=delete_timer( ud->skilltimer, skill_castend_pos );
else
ret=delete_timer( ud->skilltimer, skill_castend_id );
if(ret<0)
ShowError("delete timer error : skillid : %d\n",ret);
if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1;
ud->skilltimer = -1;
clif_skillcastcancel(bl);
return 1;
}
// unit_data �̏���������
void unit_dataset(struct block_list *bl)
{
struct unit_data *ud;
nullpo_retv(ud = unit_bl2ud(bl));
memset( ud, 0, sizeof( struct unit_data) );
ud->bl = bl;
ud->walktimer = -1;
ud->skilltimer = -1;
ud->attacktimer = -1;
ud->attackabletime =
ud->canact_tick =
ud->canmove_tick = gettick();
}
/*==========================================
* Returns 1 if this unit is attacking target 'id'
*------------------------------------------*/
static int unit_counttargeted_sub(struct block_list* bl, va_list ap)
{
int id = va_arg(ap, int);
int target_lv = va_arg(ap, int); // extra condition
struct unit_data* ud;
if(bl->id == id)
return 0;
ud = unit_bl2ud(bl);
if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
return 1;
return 0;
}
/*==========================================
* Counts the number of units attacking 'bl'
*------------------------------------------*/
int unit_counttargeted(struct block_list* bl, int target_lv)
{
nullpo_retr(0, bl);
return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR, bl->id, target_lv));
}
/*==========================================
*
*------------------------------------------*/
int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
{
nullpo_retr(0, target);
if(damage+damage2 <= 0)
return 0;
return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
}
/*==========================================
* �����ڂ̃T�C�Y��ύX����
*------------------------------------------*/
int unit_changeviewsize(struct block_list *bl,short size)
{
nullpo_retr(0, bl);
size=(size<0)?-1:(size>0)?1:0;
if(bl->type == BL_PC) {
((TBL_PC*)bl)->state.size=size;
} else if(bl->type == BL_MOB) {
((TBL_MOB*)bl)->special_state.size=size;
} else
return 0;
if(size!=0)
clif_misceffect2(bl,421+size);
return 0;
}
/*==========================================
* Removes a bl/ud from the map.
* Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
* if clrtype is 1 (death), appropiate cleanup is performed.
* Otherwise it is assumed bl is being warped.
* On-Kill specific stuff is not performed here, look at status_damage for that.
*------------------------------------------*/
int unit_remove_map(struct block_list *bl, int clrtype)
{
struct unit_data *ud = unit_bl2ud(bl);
struct status_change *sc = status_get_sc(bl);
nullpo_retr(0, ud);
if(bl->prev == NULL)
return 0; //Already removed?
map_freeblock_lock();
ud->target = 0; //Unlock walk/attack target.
if (ud->walktimer != -1)
unit_stop_walking(bl,0);
if (ud->attacktimer != -1)
unit_stop_attack(bl);
if (ud->skilltimer != -1)
unit_skillcastcancel(bl,0);
// Do not reset can-act delay. [Skotlex]
ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
if(sc && sc->count ) { //map-change/warp dispells.
if(sc->data[SC_BLADESTOP].timer!=-1)
status_change_end(bl,SC_BLADESTOP,-1);
if(sc->data[SC_BASILICA].timer!=-1)
status_change_end(bl,SC_BASILICA,-1);
if(sc->data[SC_ANKLE].timer != -1)
status_change_end(bl, SC_ANKLE, -1);
if (sc->data[SC_TRICKDEAD].timer != -1)
status_change_end(bl, SC_TRICKDEAD, -1);
if (sc->data[SC_BLADESTOP].timer!=-1)
status_change_end(bl,SC_BLADESTOP,-1);
if (sc->data[SC_RUN].timer!=-1)
status_change_end(bl,SC_RUN,-1);
if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
skill_stop_dancing(bl);
if (sc->data[SC_WARM].timer!=-1)
status_change_end(bl, SC_WARM, -1);
if (sc->data[SC_DEVOTION].timer!=-1)
status_change_end(bl,SC_DEVOTION,-1);
if (sc->data[SC_MARIONETTE].timer!=-1)
status_change_end(bl,SC_MARIONETTE,-1);
if (sc->data[SC_MARIONETTE2].timer!=-1)
status_change_end(bl,SC_MARIONETTE2,-1);
if (sc->data[SC_CLOSECONFINE].timer!=-1)
status_change_end(bl,SC_CLOSECONFINE,-1);
if (sc->data[SC_CLOSECONFINE2].timer!=-1)
status_change_end(bl,SC_CLOSECONFINE2,-1);
if (sc->data[SC_HIDING].timer!=-1)
status_change_end(bl, SC_HIDING, -1);
if (sc->data[SC_CLOAKING].timer!=-1)
status_change_end(bl, SC_CLOAKING, -1);
if (sc->data[SC_CHASEWALK].timer!=-1)
status_change_end(bl, SC_CHASEWALK, -1);
if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
status_change_end(bl, SC_GOSPEL, -1);
if (sc->data[SC_CHANGE].timer!=-1)
status_change_end(bl, SC_CHANGE, -1);
if (sc->data[SC_MIRACLE].timer!=-1)
status_change_end(bl, SC_MIRACLE, -1);
}
if (bl->type&BL_CHAR) {
skill_unit_move(bl,gettick(),4);
skill_cleartimerskill(bl); // �^�C�}�[�X�L���N���A
}
if(bl->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data*)bl;
//Leave/reject all invitations.
if(sd->chatID)
chat_leavechat(sd);
if(sd->trade_partner)
trade_tradecancel(sd);
if(sd->vender_id)
vending_closevending(sd);
if(!sd->state.waitingdisconnect)
{ //when quitting, let the final chrif_save handle storage saving.
if(sd->state.storage_flag == 1)
storage_storage_quit(sd,0);
else if (sd->state.storage_flag == 2)
storage_guild_storage_quit(sd,0);
}
if(sd->party_invite>0)
party_reply_invite(sd,sd->party_invite_account,0);
if(sd->guild_invite>0)
guild_reply_invite(sd,sd->guild_invite,0);
if(sd->guild_alliance>0)
guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
if(sd->menuskill_id)
sd->menuskill_id = sd->menuskill_lv = 0;
pc_delinvincibletimer(sd);
if(sd->pvp_timer!=-1) {
delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
sd->pvp_timer = -1;
sd->pvp_rank = 0;
}
if(pc_issit(sd)) {
pc_setstand(sd);
skill_sit(sd,0);
}
party_send_dot_remove(sd);//minimap dot fix [Kevin]
guild_send_dot_remove(sd);
} else if(bl->type == BL_MOB) {
struct mob_data *md = (struct mob_data*)bl;
md->target_id=0;
md->attacked_id=0;
md->state.skillstate= MSS_IDLE;
} else if (bl->type == BL_PET) {
struct pet_data *pd = (struct pet_data*)bl;
if(pd->pet.intimate <= 0 &&
!(pd->msd && pd->msd->state.waitingdisconnect)
) { //If logging out, this is deleted on unit_free
clif_clearunit_area(bl,clrtype);
map_delblock(bl);
unit_free(bl,0);
map_freeblock_unlock();
return 0;
}
} else if (bl->type == BL_HOM) {
struct homun_data *hd = (struct homun_data *) bl;
if(!hd->homunculus.intimacy &&
!(hd->master && hd->master->state.waitingdisconnect)
) { //If logging out, this is deleted on unit_free
clif_emotion(bl, 28) ; //sob
clif_clearunit_area(bl,clrtype);
map_delblock(bl);
unit_free(bl,0);
map_freeblock_unlock();
return 0;
}
}
clif_clearunit_area(bl,clrtype);
map_delblock(bl);
map_freeblock_unlock();
return 1;
}
/*==========================================
* Function to free all related resources to the bl
* if unit is on map, it is removed using the clrtype specified
* If clrtype is <0, no saving is performed. This is only for non-authed
* objects that shouldn't be on a map yet.
*------------------------------------------*/
int unit_free(struct block_list *bl, int clrtype)
{
struct unit_data *ud = unit_bl2ud( bl );
nullpo_retr(0, ud);
map_freeblock_lock();
if( bl->prev ) //Players are supposed to logout with a "warp" effect.
unit_remove_map(bl, clrtype);
if( bl->type == BL_PC ) {
struct map_session_data *sd = (struct map_session_data*)bl;
if(status_isdead(bl))
pc_setrestartvalue(sd,2);
//Status that are not saved...
if(sd->sc.count) {
if(sd->sc.data[SC_SPURT].timer!=-1)
status_change_end(bl,SC_SPURT,-1);
if(sd->sc.data[SC_BERSERK].timer!=-1)
status_change_end(bl,SC_BERSERK,-1);
if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
status_change_end(bl,SC_TRICKDEAD,-1);
if(sd->sc.data[SC_GUILDAURA].timer!=-1)
status_change_end(bl,SC_GUILDAURA,-1);
if (battle_config.debuff_on_logout&1) {
if(sd->sc.data[SC_ORCISH].timer!=-1)
status_change_end(bl,SC_ORCISH,-1);
if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
status_change_end(bl,SC_STRIPWEAPON,-1);
if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
status_change_end(bl,SC_STRIPARMOR,-1);
if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
status_change_end(bl,SC_STRIPSHIELD,-1);
if(sd->sc.data[SC_STRIPHELM].timer!=-1)
status_change_end(bl,SC_STRIPHELM,-1);
if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
status_change_end(bl,SC_EXTREMITYFIST,-1);
if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
if(sd->sc.data[SC_REGENERATION].timer!=-1 && sd->sc.data[SC_REGENERATION].val4)
status_change_end(bl,SC_REGENERATION,-1);
}
if (battle_config.debuff_on_logout&2)
{
if(sd->sc.data[SC_MAXIMIZEPOWER].timer!=-1)
status_change_end(bl,SC_MAXIMIZEPOWER,-1);
if(sd->sc.data[SC_MAXOVERTHRUST].timer!=-1)
status_change_end(bl,SC_MAXOVERTHRUST,-1);
if(sd->sc.data[SC_STEELBODY].timer!=-1)
status_change_end(bl,SC_STEELBODY,-1);
}
}
if (sd->followtimer != -1)
pc_stop_following(sd);
// Force exiting from duel and rejecting
// all duel invitations when player quit [LuzZza]
if(sd->duel_group > 0)
duel_leave(sd->duel_group, sd);
if(sd->duel_invite > 0)
duel_reject(sd->duel_invite, sd);
// Notify friends that this char logged out. [Skotlex]
clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
party_send_logout(sd);
guild_send_memberinfoshort(sd,0);
pc_cleareventtimer(sd);
pc_delspiritball(sd,sd->spiritball,1);
if (clrtype >= 0) {
chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
pc_makesavestatus(sd);
pc_clean_skilltree(sd);
}
} else if( bl->type == BL_PET ) {
struct pet_data *pd = (struct pet_data*)bl;
struct map_session_data *sd = pd->msd;
pet_hungry_timer_delete(pd);
if (pd->a_skill)
{
aFree(pd->a_skill);
pd->a_skill = NULL;
}
if (pd->s_skill)
{
if (pd->s_skill->timer != -1) {
if (pd->s_skill->id)
delete_timer(pd->s_skill->timer, pet_skill_support_timer);
else
delete_timer(pd->s_skill->timer, pet_heal_timer);
}
aFree(pd->s_skill);
pd->s_skill = NULL;
}
if(pd->recovery)
{
if(pd->recovery->timer != -1)
delete_timer(pd->recovery->timer, pet_recovery_timer);
aFree(pd->recovery);
pd->recovery = NULL;
}
if(pd->bonus)
{
if (pd->bonus->timer != -1)
delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
aFree(pd->bonus);
pd->bonus = NULL;
}
if (pd->loot)
{
pet_lootitem_drop(pd,sd);
if (pd->loot->item)
aFree(pd->loot->item);
aFree (pd->loot);
pd->loot = NULL;
}
if (clrtype >= 0) {
if(pd->pet.intimate > 0)
intif_save_petdata(pd->pet.account_id,&pd->pet);
else
{ //Remove pet.
intif_delete_petdata(pd->pet.pet_id);
if (sd) sd->status.pet_id = 0;
}
}
if (sd) sd->pd = NULL;
} else if(bl->type == BL_MOB) {
struct mob_data *md = (struct mob_data*)bl;
if(md->deletetimer!=-1) {
delete_timer(md->deletetimer,mob_timer_delete);
md->deletetimer=-1;
}
if(md->lootitem) {
aFree(md->lootitem);
md->lootitem=NULL;
}
if (md->guardian_data)
{
if (md->guardian_data->number < MAX_GUARDIANS)
md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
aFree(md->guardian_data);
md->guardian_data = NULL;
}
if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
{ //Spawning data is not attached to the map, so free it
//if this is the last mob who is pointing at it.
aFree(md->spawn);
md->spawn = NULL;
}
if(md->base_status) {
aFree(md->base_status);
md->base_status = NULL;
}
if(mob_is_clone(md->class_))
mob_clone_delete(md->class_);
} else if(bl->type == BL_HOM) {
struct homun_data *hd = (TBL_HOM*)bl;
struct map_session_data *sd = hd->master;
// Desactive timers
merc_hom_hungry_timer_delete(hd);
if (clrtype >= 0) {
if (hd->homunculus.intimacy > 0)
merc_save(hd);
else
{
intif_homunculus_requestdelete(hd->homunculus.hom_id);
if (sd) sd->status.hom_id = 0;
}
}
if(sd) sd->hd = NULL;
}
skill_clear_unitgroup(bl);
status_change_clear(bl,1);
if (bl->type != BL_PC)
{ //Players are handled by map_quit
map_deliddb(bl);
map_freeblock(bl);
}
map_freeblock_unlock();
return 0;
}
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_walktobl_sub, "unit_walktobl_sub");
add_timer_func_list(unit_delay_walktoxy_timer,"unit_delay_walktoxy_timer");
return 0;
}
int do_final_unit(void)
{
// nothing to do
return 0;
}