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Diffstat (limited to 'src/map/unit.c')
-rw-r--r-- | src/map/unit.c | 2524 |
1 files changed, 2524 insertions, 0 deletions
diff --git a/src/map/unit.c b/src/map/unit.c new file mode 100644 index 000000000..0104e9a42 --- /dev/null +++ b/src/map/unit.c @@ -0,0 +1,2524 @@ +// Copyright (c) Athena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder + +#include "../common/showmsg.h" +#include "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/db.h" +#include "../common/malloc.h" +#include "../common/random.h" + +#include "map.h" +#include "path.h" +#include "pc.h" +#include "mob.h" +#include "pet.h" +#include "homunculus.h" +#include "instance.h" +#include "mercenary.h" +#include "elemental.h" +#include "skill.h" +#include "clif.h" +#include "duel.h" +#include "npc.h" +#include "guild.h" +#include "status.h" +#include "unit.h" +#include "battle.h" +#include "battleground.h" +#include "chat.h" +#include "trade.h" +#include "vending.h" +#include "party.h" +#include "intif.h" +#include "chrif.h" +#include "script.h" +#include "storage.h" + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> + + +const short dirx[8]={0,-1,-1,-1,0,1,1,1}; +const short 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; + if( bl->type == BL_MER) return &((struct mercenary_data*)bl)->ud; + if( bl->type == BL_ELEM) return &((struct elemental_data*)bl)->ud; + return NULL; +} + +static int unit_attack_timer(int tid, unsigned int tick, int id, intptr_t data); +static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t 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,CELL_CHKNOPASS) ) + return 0; + + memcpy(&ud->walkpath,&wpd,sizeof(wpd)); + + if (ud->target_to && 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. + uint8 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, intptr_t data) +{ + int i; + int x,y,dx,dy; + uint8 dir; + struct block_list *bl; + struct map_session_data *sd; + struct mob_data *md; + struct unit_data *ud; + struct mercenary_data *mrd; + + bl = map_id2bl(id); + if(bl == NULL) + return 0; + sd = BL_CAST(BL_PC, bl); + md = BL_CAST(BL_MOB, bl); + mrd = BL_CAST(BL_MER, bl); + ud = unit_bl2ud(bl); + + if(ud == NULL) return 0; + + if(ud->walktimer != tid){ + ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid); + return 0; + } + ud->walktimer = INVALID_TIMER; + if (bl->prev == NULL) return 0; // Stop moved because it is missing from the block_list + + 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); + + //Refresh view for all those we lose sight + 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] + status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); //If you move, you lose your counters. [malufett] + + if (bl->x != x || bl->y != y || ud->walktimer != INVALID_TIMER) + return 0; //map_moveblock has altered the object beyond what we expected (moved/warped it) + + ud->walktimer = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets + map_foreachinmovearea(clif_insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl); + ud->walktimer = INVALID_TIMER; + + if(sd) { + if( sd->touching_id ) + npc_touchnext_areanpc(sd,false); + 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->md && !check_distance_bl(&sd->bl, &sd->md->bl, MAX_MER_DISTANCE) ) + { + // mercenary should be warped after being 3 seconds too far from the master [greenbox] + if (sd->md->masterteleport_timer == 0) + { + sd->md->masterteleport_timer = gettick(); + } + else if (DIFF_TICK(gettick(), sd->md->masterteleport_timer) > 3000) + { + sd->md->masterteleport_timer = 0; + unit_warp( &sd->md->bl, sd->bl.m, sd->bl.x, sd->bl.y, CLR_TELEPORT ); + } + } + else if( sd->md ) + { + // reset the tick, he is not far anymore + sd->md->masterteleport_timer = 0; + } + } else if (md) { + if( map_getcell(bl->m,x,y,CELL_CHKNPC) ) { + if( npc_touch_areanpc2(md) ) return 0; // Warped + } else + md->areanpc_id = 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 != INVALID_TIMER && + !(ud->walk_count%WALK_SKILL_INTERVAL) && + mobskill_use(md, tick, -1)) + { + if (!(ud->skill_id == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER)) + { //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); + } + } + else if( mrd && mrd->master ) + { + if (!check_distance_bl(&mrd->master->bl, bl, MAX_MER_DISTANCE)) + { + // mercenary should be warped after being 3 seconds too far from the master [greenbox] + if (mrd->masterteleport_timer == 0) + { + mrd->masterteleport_timer = gettick(); + } + else if (DIFF_TICK(gettick(), mrd->masterteleport_timer) > 3000) + { + mrd->masterteleport_timer = 0; + unit_warp( bl, mrd->master->bl.id, mrd->master->bl.x, mrd->master->bl.y, CLR_TELEPORT ); + } + } + else + { + mrd->masterteleport_timer = 0; + } + } + + if(tid == INVALID_TIMER) //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); + if( md && DIFF_TICK(tick,md->dmgtick) < 3000 )//not required not damaged recently + clif_move(ud); + } else if(ud->state.running) { + //Keep trying to run. + if ( !(unit_run(bl) || unit_wugdash(bl,sd)) ) + ud->state.running = 0; + } + else if (ud->target_to) { + //Update target trajectory. + struct block_list *tbl = map_id2bl(ud->target_to); + if (!tbl || !status_check_visibility(bl, tbl)) { //Cancel chase. + ud->to_x = bl->x; + ud->to_y = bl->y; + if (tbl && bl->type == BL_MOB && mob_warpchase((TBL_MOB*)bl, tbl) ) + return 0; + ud->target_to = 0; + 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] + ud->target_to = 0; + 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; + } + return 0; +} + +static int unit_delay_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data) +{ + struct block_list *bl = map_id2bl(id); + + if (!bl || bl->prev == NULL) + return 0; + unit_walktoxy(bl, (short)((data>>16)&0xffff), (short)(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, short x, short y, int flag) +{ + struct unit_data* ud = NULL; + struct status_change* sc = NULL; +#ifdef OFFICIAL_WALKPATH + struct walkpath_data wpd; +#endif + nullpo_ret(bl); + + ud = unit_bl2ud(bl); + + if( ud == NULL) return 0; + +#ifdef OFFICIAL_WALKPATH + if( path_search(&wpd, bl->m, bl->x, bl->y, x, y, flag&1, CELL_CHKNOPASS) // Check if there is an obstacle between + && wpd.path_len > 14 ) // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett] + return 0; +#endif + + 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->to_x = x; + ud->to_y = y; + unit_set_target(ud, 0); + + sc = status_get_sc(bl); + if (sc && sc->data[SC_CONFUSION]) //Randomize the target position + map_random_dir(bl, &ud->to_x, &ud->to_y); + + if(ud->walktimer != INVALID_TIMER) { + // When you come to the center of the grid because the change of destination while you're walking right now + // Call a function from a timer unit_walktoxy_sub + ud->state.change_walk_target = 1; + return 1; + } + + if(ud->attacktimer != INVALID_TIMER) { + delete_timer( ud->attacktimer, unit_attack_timer ); + ud->attacktimer = INVALID_TIMER; + } + + return unit_walktoxy_sub(bl); +} + +//To set Mob's CHASE/FOLLOW states (shouldn't be done if there's no path to reach) +static inline void set_mobstate(struct block_list* bl, int flag) +{ + struct mob_data* md = BL_CAST(BL_MOB,bl); + + if( md && flag ) + md->state.skillstate = md->state.aggressive ? MSS_FOLLOW : MSS_RUSH; +} + +static int unit_walktobl_sub(int tid, unsigned int tick, int id, intptr_t data) +{ + struct block_list *bl = map_id2bl(id); + struct unit_data *ud = bl?unit_bl2ud(bl):NULL; + + if (ud && ud->walktimer == INVALID_TIMER && 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)) + { + if (unit_walktoxy_sub(bl)) + set_mobstate(bl, ud->state.attack_continue); + } + } + 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_ret(bl); + nullpo_ret(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; + ud->target_to = 0; + return 0; + } + + ud->state.walk_easy = flag&1; + ud->target_to = 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. + unit_set_target(ud, 0); + + sc = status_get_sc(bl); + if (sc && sc->data[SC_CONFUSION]) //Randomize the target position + map_random_dir(bl, &ud->to_x, &ud->to_y); + + if(ud->walktimer != INVALID_TIMER) { + ud->state.change_walk_target = 1; + set_mobstate(bl, flag&2); + 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 != INVALID_TIMER) { + delete_timer( ud->attacktimer, unit_attack_timer ); + ud->attacktimer = INVALID_TIMER; + } + + if (unit_walktoxy_sub(bl)) { + set_mobstate(bl, flag&2); + return 1; + } + return 0; +} + +int unit_run(struct block_list *bl) +{ + struct status_change *sc = status_get_sc(bl); + short to_x,to_y,dir_x,dir_y; + int lv; + int i; + + if (!(sc && sc->data[SC_RUN])) + return 0; + + if (!unit_can_move(bl)) { + status_change_end(bl, SC_RUN, INVALID_TIMER); + return 0; + } + + lv = sc->data[SC_RUN]->val1; + dir_x = dirx[sc->data[SC_RUN]->val2]; + dir_y = diry[sc->data[SC_RUN]->val2]; + + // determine destination cell + to_x = bl->x; + to_y = bl->y; + for(i=0;i<AREA_SIZE;i++) + { + if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS)) + break; + + //if sprinting and there's a PC/Mob/NPC, block the path [Kevin] + if(sc->data[SC_RUN] && map_count_oncell(bl->m, to_x+dir_x, to_y+dir_y, BL_PC|BL_MOB|BL_NPC)) + break; + + to_x += dir_x; + to_y += dir_y; + } + + if( (to_x == bl->x && to_y == bl->y ) || (to_x == (bl->x+1) || to_y == (bl->y+1)) || (to_x == (bl->x-1) || to_y == (bl->y-1))) { + //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex] + clif_status_change(bl, SI_BUMP, 1, 0, 0, 0, 0); + + //Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin] + unit_bl2ud(bl)->state.running = 0; + status_change_end(bl, SC_RUN, INVALID_TIMER); + + skill_blown(bl,bl,skill_get_blewcount(TK_RUN,lv),unit_getdir(bl),0); + clif_fixpos(bl); //Why is a clif_slide (skill_blown) AND a fixpos needed? Ask Aegis. + clif_status_change(bl, SI_BUMP, 0, 0, 0, 0, 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) { + // copy-paste from above + clif_status_change(bl, SI_BUMP, 1, 0, 0, 0, 0); + + //Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin] + unit_bl2ud(bl)->state.running = 0; + status_change_end(bl, SC_RUN, INVALID_TIMER); + + skill_blown(bl,bl,skill_get_blewcount(TK_RUN,lv),unit_getdir(bl),0); + clif_fixpos(bl); + clif_status_change(bl, SI_BUMP, 0, 0, 0, 0, 0); + return 0; + } + return 1; +} + +//Exclusive function to Wug Dash state. [Jobbie/3CeAM] +int unit_wugdash(struct block_list *bl, struct map_session_data *sd) { + struct status_change *sc = status_get_sc(bl); + short to_x,to_y,dir_x,dir_y; + int lv; + int i; + if (!(sc && sc->data[SC_WUGDASH])) + return 0; + + nullpo_ret(sd); + nullpo_ret(bl); + + if (!unit_can_move(bl)) { + status_change_end(bl,SC_WUGDASH,INVALID_TIMER); + return 0; + } + + lv = sc->data[SC_WUGDASH]->val1; + dir_x = dirx[sc->data[SC_WUGDASH]->val2]; + dir_y = diry[sc->data[SC_WUGDASH]->val2]; + + to_x = bl->x; + to_y = bl->y; + for(i=0;i<AREA_SIZE;i++) + { + if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS)) + break; + + if(sc->data[SC_WUGDASH] && map_count_oncell(bl->m, to_x+dir_x, to_y+dir_y, BL_PC|BL_MOB|BL_NPC)) + break; + + to_x += dir_x; + to_y += dir_y; + } + + if(to_x == bl->x && to_y == bl->y) { + + unit_bl2ud(bl)->state.running = 0; + status_change_end(bl,SC_WUGDASH,INVALID_TIMER); + + if( sd ){ + clif_fixpos(bl); + skill_castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, gettick(), SD_LEVEL); + } + return 0; + } + if (unit_walktoxy(bl, to_x, to_y, 1)) + return 1; + do { + to_x -= dir_x; + to_y -= dir_y; + } while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1)); + if (i==0) { + + unit_bl2ud(bl)->state.running = 0; + status_change_end(bl,SC_WUGDASH,INVALID_TIMER); + + if( sd ){ + clif_fixpos(bl); + skill_castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, gettick(), SD_LEVEL); + } + 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, short dist) +{ + uint8 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, short dst_x, short dst_y, int easy, bool checkpath) +{ + short dx,dy; + uint8 dir; + struct unit_data *ud = NULL; + struct map_session_data *sd = NULL; + + nullpo_ret(bl); + sd = BL_CAST(BL_PC, bl); + 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(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,easy,CELL_CHKNOREACH)) ) + return 0; // unreachable + + ud->to_x = dst_x; + ud->to_y = dst_y; + + 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 = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets + map_foreachinmovearea(clif_insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl); + ud->walktimer = INVALID_TIMER; + + if(sd) { + if( sd->touching_id ) + npc_touchnext_areanpc(sd,false); + 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; + struct block_list* bl = &sd->pd->bl; + if( !checkpath && !path_search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,0,CELL_CHKNOPASS) ) + 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); + } + } + } + return 1; +} + +int unit_setdir(struct block_list *bl,unsigned char dir) +{ + struct unit_data *ud; + nullpo_ret(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; +} + +uint8 unit_getdir(struct block_list *bl) +{ + struct unit_data *ud; + nullpo_ret(bl ); + ud = unit_bl2ud(bl); + if (!ud) return 0; + return ud->dir; +} + +// Pushes a unit by given amount of cells into given direction. Only +// map cell restrictions are respected. +// flag: +// &1 Do not send position update packets. +int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag) +{ + if(count) { + struct map_session_data* sd; + struct skill_unit* su = NULL; + int nx, ny, result; + + sd = BL_CAST(BL_PC, bl); + su = BL_CAST(BL_SKILL, bl); + + result = path_blownpos(bl->m, bl->x, bl->y, dx, dy, count); + + nx = result>>16; + ny = result&0xffff; + + if(!su) { + unit_stop_walking(bl, 0); + } + + if( sd ) { + sd->ud.to_x = nx; + sd->ud.to_y = ny; + } + + dx = nx-bl->x; + dy = ny-bl->y; + + if(dx || dy) { + map_foreachinmovearea(clif_outsight, bl, AREA_SIZE, dx, dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl); + + if(su) { + skill_unit_move_unit_group(su->group, bl->m, dx, dy); + } else { + map_moveblock(bl, nx, ny, gettick()); + } + + map_foreachinmovearea(clif_insight, bl, AREA_SIZE, -dx, -dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl); + + if(!(flag&1)) { + clif_blown(bl); + } + + if(sd) { + if(sd->touching_id) { + npc_touchnext_areanpc(sd, false); + } + if(map_getcell(bl->m, bl->x, bl->y, CELL_CHKNPC)) { + npc_touch_areanpc(sd, bl->m, bl->x, bl->y); + } else { + sd->areanpc_id = 0; + } + } + } + + count = distance(dx, dy); + } + + return count; // return amount of knocked back cells +} + +//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,short m,short x,short y,clr_type type) +{ + struct unit_data *ud; + nullpo_ret(bl); + ud = unit_bl2ud(bl); + + if(bl->prev==NULL || !ud) + return 1; + + if (type == CLR_DEAD) + //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 && ((TBL_MOB*)bl)->master_id == 0) + return 1; + if (m != bl->m && map[m].flag.nobranch && battle_config.mob_warp&4 && !(((TBL_MOB *)bl)->master_id)) + 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)) { + 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 + 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 + 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_id2index(m), 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); + + return 0; +} + +/*========================================== + * Caused the target object to stop moving. + * Flag values: + * &0x1: Issue a fixpos packet afterwards + * &0x2: Force the unit to move one cell if it hasn't yet + * &0x4: Enable moving to the next cell when unit was already half-way there + * (may cause on-touch/place side-effects, such as a scripted map change) + *------------------------------------------*/ +int unit_stop_walking(struct block_list *bl,int type) +{ + struct unit_data *ud; + const struct TimerData* td; + unsigned int tick; + nullpo_ret(bl); + + ud = unit_bl2ud(bl); + if(!ud || ud->walktimer == INVALID_TIMER) + 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! + td = get_timer(ud->walktimer); + delete_timer(ud->walktimer, unit_walktoxy_timer); + ud->walktimer = INVALID_TIMER; + ud->state.change_walk_target = 0; + tick = gettick(); + if( (type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell. + || (type&0x04 && td && DIFF_TICK(td->tick, tick) <= td->data/2) //Enough time has passed to cover half-cell + ) { + ud->walkpath.path_len = ud->walkpath.path_pos+1; + unit_walktoxy_timer(INVALID_TIMER, 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); + + //Readded, the check in unit_set_walkdelay means dmg during running won't fall through to this place in code [Kevin] + if (ud->state.running) { + status_change_end(bl, SC_RUN, INVALID_TIMER); + status_change_end(bl, SC_WUGDASH, INVALID_TIMER); + } + return 1; +} + +int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv) +{ + return unit_skilluse_id2( + src, target_id, skill_id, skill_lv, + skill_castfix(src, skill_id, skill_lv), + skill_get_castcancel(skill_id) + ); +} + +int unit_is_walking(struct block_list *bl) +{ + struct unit_data *ud = unit_bl2ud(bl); + nullpo_ret(bl); + if(!ud) return 0; + return (ud->walktimer != INVALID_TIMER); +} + +/*========================================== + * 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_ret(bl); + ud = unit_bl2ud(bl); + sc = status_get_sc(bl); + sd = BL_CAST(BL_PC, bl); + + if (!ud) + return 0; + + if (ud->skilltimer != INVALID_TIMER && ud->skill_id != LG_EXEEDBREAK && (!sd || !pc_checkskill(sd, SA_FREECAST) || skill_get_inf2(ud->skill_id)&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->state.vending || + sd->state.buyingstore || + sd->state.blockedmove + )) + return 0; //Can't move + + if (sc) { + if( sc->cant.move /* status placed here are ones that cannot be cached by sc->cant.move for they depend on other conditions other than their availability */ + || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0) + || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) + || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && ( + !sc->data[SC_LONGING] || + (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT || + (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE + ) ) + || (sc->data[SC_CLOAKING] && //Need wall at level 1-2 + sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1)) + ) + return 0; + + if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING && (sc->opt1 != OPT1_CRYSTALIZE && bl->type != BL_MOB)) + return 0; + + if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0)) + return 0; + + } + return 1; +} + +/*========================================== + * Resume running after a walk delay + *------------------------------------------*/ + +int unit_resume_running(int tid, unsigned int tick, int id, intptr_t data) +{ + + struct unit_data *ud = (struct unit_data *)data; + TBL_PC * sd = map_id2sd(id); + + if(sd && pc_isridingwug(sd)) + clif_skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv, + sc_start4(ud->bl,status_skill2sc(RA_WUGDASH),100,ud->skill_lv,unit_getdir(ud->bl),0,0,1)); + else + clif_skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv, + sc_start4(ud->bl,status_skill2sc(TK_RUN),100,ud->skill_lv,unit_getdir(ud->bl),0,0,0)); + + if (sd) clif_walkok(sd); + + return 0; + +} + + +/*========================================== + * 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; + + /** + * MvP mobs have no walk delay + **/ + if( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) + return 0; + + if (type) { + if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0) + return 0; + } else { + //Don't set walk delays when already trapped. + if (!unit_can_move(bl)) + return 0; + } + ud->canmove_tick = tick + delay; + if (ud->walktimer != INVALID_TIMER) + { //Stop walking, if chasing, readjust timers. + if (delay == 1) + { //Minimal delay (walk-delay) disabled. Just stop walking. + unit_stop_walking(bl,4); + } else { + //Resume running after can move again [Kevin] + if(ud->state.running) + { + add_timer(ud->canmove_tick, unit_resume_running, bl->id, (intptr_t)ud); + } + else + { + unit_stop_walking(bl,2|4); + 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, uint16 skill_id, uint16 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 = 0, range; + + nullpo_ret(src); + if(status_isdead(src)) + return 0; //Do not continue source is dead + + sd = BL_CAST(BL_PC, src); + 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. + if (sc && sc->data[SC_COMBO] && (sc->data[SC_COMBO]->val1 == skill_id || + (sd?skill_check_condition_castbegin(sd,skill_id,skill_lv):0) )) { + if (sc->data[SC_COMBO]->val2) + target_id = sc->data[SC_COMBO]->val2; + else + target_id = ud->target; + + if( skill_get_inf(skill_id)&INF_SELF_SKILL && skill_get_nk(skill_id)&NK_NO_DAMAGE )// exploit fix + target_id = src->id; + temp = 1; + } else + if ( target_id == src->id && + skill_get_inf(skill_id)&INF_SELF_SKILL && + skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF ) + { + target_id = ud->target; //Auto-select target. [Skotlex] + temp = 1; + } + + if (sd) { + //Target_id checking. + if(skillnotok(skill_id, sd)) // [MouseJstr] + return 0; + + switch(skill_id) + { //Check for skills that auto-select target + case MO_CHAINCOMBO: + if (sc && sc->data[SC_BLADESTOP]){ + if ((target=map_id2bl(sc->data[SC_BLADESTOP]->val4)) == NULL) + return 0; + } + 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_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + } + if (target) + target_id = target->id; + } + if (src->type==BL_HOM) + switch(skill_id) + { //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 ) // choose default target + target = map_id2bl(target_id); + + if( !target || src->m != target->m || !src->prev || !target->prev ) + return 0; + + if( battle_config.ksprotection && sd && mob_ksprotected(src, target) ) + return 0; + + //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex] + if(ud->skilltimer != INVALID_TIMER && skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST) + return 0; + + if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF && src->id == target_id) + return 0; + + if(!status_check_skilluse(src, target, skill_id, 0)) + return 0; + + tstatus = status_get_status_data(target); + // Record the status of the previous skill) + if(sd) { + switch(skill_id){ + case SA_CASTCANCEL: + if(ud->skill_id != skill_id){ + sd->skill_id_old = ud->skill_id; + sd->skill_lv_old = ud->skill_lv; + } + break; + case BD_ENCORE: + //Prevent using the dance skill if you no longer have the skill in your tree. + if(!sd->skill_id_dance || pc_checkskill(sd,sd->skill_id_dance)<=0){ + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + sd->skill_id_old = skill_id; + 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 (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) + { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + break; + case WL_WHITEIMPRISON: + if( battle_check_target(src,target,BCT_SELF|BCT_ENEMY) < 0 ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); + return 0; + } + break; + case MG_FIREBOLT: + case MG_LIGHTNINGBOLT: + case MG_COLDBOLT: + sd->skill_id_old = skill_id; + sd->skill_lv_old = skill_lv; + break; + } + if (!skill_check_condition_castbegin(sd, skill_id, skill_lv)) + return 0; + } + + if( src->type == BL_MOB ) + switch( skill_id ) + { + case NPC_SUMMONSLAVE: + case NPC_SUMMONMONSTER: + case AL_TELEPORT: + if( ((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai ) + return 0; + } + + if (src->type == BL_NPC) // NPC-objects can override cast distance + range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight + else + range = skill_get_range2(src, skill_id, skill_lv); // Skill cast distance from database + + //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 == INVALID_TIMER) ) { + if( skill_get_state(ud->skill_id) == ST_MOVE_ENABLE ) { + if( !unit_can_reach_bl(src, target, range + 1, 1, NULL, NULL) ) + return 0; // Walk-path check failed. + } else if( src->type == BL_MER && skill_id == MA_REMOVETRAP ) { + if( !battle_check_range(battle_get_master(src), target, range + 1) ) + return 0; // Aegis calc remove trap based on Master position, ignoring mercenary O.O + } else if( !battle_check_range(src, target, range + (skill_id == RG_CLOSECONFINE?0:2)) ) { + return 0; // Arrow-path check failed. + } + } + + if (!temp) //Stop attack on non-combo skills [Skotlex] + unit_stop_attack(src); + else if(ud->attacktimer != INVALID_TIMER) //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_id){ + case ALL_RESURRECTION: + if(battle_check_undead(tstatus->race,tstatus->def_ele)) { + temp = 1; + } 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] && + (sc->data[SC_COMBO]->val1 == MO_COMBOFINISH || + sc->data[SC_COMBO]->val1 == CH_TIGERFIST || + sc->data[SC_COMBO]->val1 == CH_CHAINCRUSH)) + casttime = -1; + temp = 1; + break; + case SR_GATEOFHELL: + case SR_TIGERCANNON: + if (sc && sc->data[SC_COMBO] && + sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) + casttime = -1; + temp = 1; + break; + case SA_SPELLBREAKER: + temp = 1; + break; + case ST_CHASEWALK: + if (sc && sc->data[SC_CHASEWALK]) + casttime = -1; + break; + case TK_RUN: + if (sc && sc->data[SC_RUN]) + casttime = -1; + break; + case HP_BASILICA: + if( sc && sc->data[SC_BASILICA] ) + casttime = -1; // No Casting time on basilica cancel + break; + case KN_CHARGEATK: + { + unsigned int k = (distance_bl(src,target)-1)/3; //+100% every 3 cells of distance + if( k > 2 ) k = 2; // ...but hard-limited to 300%. + casttime += casttime * k; + } + break; + case GD_EMERGENCYCALL: //Emergency Call double cast when the user has learned Leap [Daegaladh] + if( sd && pc_checkskill(sd,TK_HIGHJUMP) ) + casttime *= 2; + break; + case RA_WUGDASH: + if (sc && sc->data[SC_WUGDASH]) + casttime = -1; + break; + case EL_WIND_SLASH: + case EL_HURRICANE: + case EL_TYPOON_MIS: + case EL_STONE_HAMMER: + case EL_ROCK_CRUSHER: + case EL_STONE_RAIN: + case EL_ICE_NEEDLE: + case EL_WATER_SCREW: + case EL_TIDAL_WEAPON: + if( src->type == BL_ELEM ){ + sd = BL_CAST(BL_PC, battle_get_master(src)); + if( sd && sd->skill_id_old == SO_EL_ACTION ){ + casttime = -1; + sd->skill_id_old = 0; + } + } + break; + } + + // moved here to prevent Suffragium from ending if skill fails +#ifndef RENEWAL_CAST + if (!(skill_get_castnodex(skill_id, skill_lv)&2)) + casttime = skill_castfix_sc(src, casttime); +#else + casttime = skill_vfcastfix(src, casttime, skill_id, skill_lv); +#endif + + if (src->type == BL_NPC) { // NPC-objects do not have cast time + casttime = 0; + } + + if(!ud->state.running) //need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026 + unit_stop_walking(src,1);// eventhough this is not how official works but this will do the trick. bugreport:6829 + // in official this is triggered even if no cast time. + clif_skillcasting(src, src->id, target_id, 0,0, skill_id, skill_get_ele(skill_id, skill_lv), casttime); + if( casttime > 0 || temp ) + { + if (sd && target->type == BL_MOB) + { + TBL_MOB *md = (TBL_MOB*)target; + mobskill_event(md, src, tick, -1); //Cast targetted skill event. + 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 = (tstatus->mode&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 = (tstatus->mode&MD_ANGRY)?1:0; + md->min_chase = md->db->range3; + break; + } + } + } + } + + if( casttime <= 0 ) + ud->state.skillcastcancel = 0; + + if( !sd || sd->skillitem != skill_id || skill_get_cast(skill_id,skill_lv) ) + ud->canact_tick = tick + casttime + 100; + if( sd ) + { + switch( skill_id ) + { + case CG_ARROWVULCAN: + sd->canequip_tick = tick + casttime; + break; + } + } + ud->skilltarget = target_id; + ud->skillx = 0; + ud->skilly = 0; + ud->skill_id = skill_id; + ud->skill_lv = skill_lv; + + if( sc ) { + /** + * why the if else chain: these 3 status do not stack, so its efficient that way. + **/ + if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) { + status_change_end(src, SC_CLOAKING, INVALID_TIMER); + if (!src->prev) return 0; //Warped away! + } else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) { + status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER); + if (!src->prev) return 0; + } + } + + + if( casttime > 0 ) + { + ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 ); + if( sd && (pc_checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) ) + status_calc_bl(&sd->bl, SCB_SPEED); + } + else + skill_castend_id(ud->skilltimer,tick,src->id,0); + + return 1; +} + +int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv) +{ + return unit_skilluse_pos2( + src, skill_x, skill_y, skill_id, skill_lv, + skill_castfix(src, skill_id, skill_lv), + skill_get_castcancel(skill_id) + ); +} + +int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 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(); + int range; + + nullpo_ret(src); + + if (!src->prev) return 0; // not on the map + if(status_isdead(src)) return 0; + + sd = BL_CAST(BL_PC, src); + ud = unit_bl2ud(src); + if(ud == NULL) return 0; + + if(ud->skilltimer != INVALID_TIMER) //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_id, sd) || !skill_check_condition_castbegin(sd, skill_id, skill_lv) ) + return 0; + /** + * "WHY IS IT HEREE": pneuma cannot be cancelled past this point, the client displays the animation even, + * if we cancel it from nodamage_id, so it has to be here for it to not display the animation. + **/ + if( skill_id == AL_PNEUMA && map_getcell(src->m, skill_x, skill_y, CELL_CHKLANDPROTECTOR) ) { + clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + } + + if (!status_check_skilluse(src, NULL, skill_id, 0)) + return 0; + + if( map_getcell(src->m, skill_x, skill_y, CELL_CHKWALL) ) + {// can't cast ground targeted spells on wall cells + if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); + return 0; + } + + /* Check range and obstacle */ + bl.type = BL_NUL; + bl.m = src->m; + bl.x = skill_x; + bl.y = skill_y; + + if (src->type == BL_NPC) // NPC-objects can override cast distance + range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight + else + range = skill_get_range2(src, skill_id, skill_lv); // Skill cast distance from database + + if( skill_get_state(ud->skill_id) == ST_MOVE_ENABLE ) + { + if( !unit_can_reach_bl(src, &bl, range + 1, 1, NULL, NULL) ) + return 0; //Walk-path check failed. + } + else if( !battle_check_range(src, &bl, range + 1) ) + return 0; //Arrow-path check failed. + + unit_stop_attack(src); + + // moved here to prevent Suffragium from ending if skill fails +#ifndef RENEWAL_CAST + if (!(skill_get_castnodex(skill_id, skill_lv)&2)) + casttime = skill_castfix_sc(src, casttime); +#else + casttime = skill_vfcastfix(src, casttime, skill_id, skill_lv ); +#endif + + if (src->type == BL_NPC) { // NPC-objects do not have cast time + casttime = 0; + } + + ud->state.skillcastcancel = castcancel&&casttime>0?1:0; + if( !sd || sd->skillitem != skill_id || skill_get_cast(skill_id,skill_lv) ) + ud->canact_tick = tick + casttime + 100; +// if( sd ) +// { +// switch( skill_id ) +// { +// case ????: +// sd->canequip_tick = tick + casttime; +// } +// } + ud->skill_id = skill_id; + ud->skill_lv = skill_lv; + ud->skillx = skill_x; + ud->skilly = skill_y; + ud->skilltarget = 0; + + if( sc ) { + /** + * why the if else chain: these 3 status do not stack, so its efficient that way. + **/ + if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4)) { + status_change_end(src, SC_CLOAKING, INVALID_TIMER); + if (!src->prev) return 0; //Warped away! + } else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4)) { + status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER); + if (!src->prev) return 0; + } + } + + unit_stop_walking(src,1); + // in official this is triggered even if no cast time. + clif_skillcasting(src, src->id, 0, skill_x, skill_y, skill_id, skill_get_ele(skill_id, skill_lv), casttime); + if( casttime > 0 ) + { + ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 ); + if( (sd && pc_checkskill(sd,SA_FREECAST) > 0) || skill_id == LG_EXEEDBREAK) + status_calc_bl(&sd->bl, SCB_SPEED); + } + else + { + ud->skilltimer = INVALID_TIMER; + skill_castend_pos(ud->skilltimer,tick,src->id,0); + } + return 1; +} + +/*======================================== + * update a block's attack target + *----------------------------------------*/ +int unit_set_target(struct unit_data* ud, int target_id) +{ + struct unit_data * ux; + struct block_list* target; + + nullpo_ret(ud); + + if( ud->target != target_id ) { + if( ud->target && (target = map_id2bl(ud->target)) && (ux = unit_bl2ud(target)) && ux->target_count > 0 ) + ux->target_count --; + if( target_id && (target = map_id2bl(target_id)) && (ux = unit_bl2ud(target)) ) + ux->target_count ++; + } + + ud->target = target_id; + return 0; +} + +int unit_stop_attack(struct block_list *bl) +{ + struct unit_data *ud = unit_bl2ud(bl); + nullpo_ret(bl); + + if(!ud || ud->attacktimer == INVALID_TIMER) + return 0; + + delete_timer( ud->attacktimer, unit_attack_timer ); + ud->attacktimer = INVALID_TIMER; + unit_set_target(ud, 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->state.attack_continue = 0; + unit_set_target(ud, 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; +} + +/*========================================== + * Attack request + * If type is an ongoing attack + *------------------------------------------*/ +int unit_attack(struct block_list *src,int target_id,int continuous) +{ + struct block_list *target; + struct unit_data *ud; + + nullpo_ret(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; + } + if( pc_is90overweight(sd) || pc_isridingwug(sd) ) { // overweight or mounted on warg - stop attacking + unit_stop_attack(src); + return 0; + } + } + if( battle_check_target(src,target,BCT_ENEMY) <= 0 || !status_check_skilluse(src, target, 0, 0) ) { + unit_unattackable(src); + return 1; + } + ud->state.attack_continue = continuous; + unit_set_target(ud, target_id); + + 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 != INVALID_TIMER) + 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(INVALID_TIMER, 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, INVALID_TIMER)) + return 0; //Combo wasn't active. + + ud = unit_bl2ud(bl); + nullpo_ret(ud); + + ud->attackabletime = gettick() + status_get_amotion(bl); + + if (ud->attacktimer == INVALID_TIMER) + 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; +} +/*========================================== + * + *------------------------------------------*/ +bool unit_can_reach_pos(struct block_list *bl,int x,int y, int easy) +{ + nullpo_retr(false, bl); + + if (bl->x == x && bl->y == y) //Same place + return true; + + return path_search(NULL,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH); +} + +/*========================================== + * + *------------------------------------------*/ +bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y) +{ + int i; + short dx,dy; + nullpo_retr(false, bl); + nullpo_retr(false, tbl); + + if( bl->m != tbl->m) + return false; + + if( bl->x==tbl->x && bl->y==tbl->y ) + return true; + + if(range>0 && !check_distance_bl(bl, tbl, range)) + return false; + + // 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_CHKNOPASS)) + { //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_CHKNOPASS);i++); + if (i==9) return false; //No valid cells. + dx = dirx[i]; + dy = diry[i]; + } + + if (x) *x = tbl->x-dx; + if (y) *y = tbl->y-dy; + return path_search(NULL,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH); +} +/*========================================== + * Calculates position of Pet/Mercenary/Homunculus/Elemental + *------------------------------------------*/ +int unit_calc_pos(struct block_list *bl, int tx, int ty, uint8 dir) +{ + int dx, dy, x, y, i, k; + struct unit_data *ud = unit_bl2ud(bl); + nullpo_ret(ud); + + if(dir > 7) + return 1; + + ud->to_x = tx; + ud->to_y = ty; + + // 2 cells from Master Position + dx = -dirx[dir] * 2; + dy = -diry[dir] * 2; + x = tx + dx; + y = ty + dy; + + if( !unit_can_reach_pos(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_pos(bl, x, y, 0) ) + { + for( i = 0; i < 12; i++ ) + { + k = rnd()%8; // Pick a Random Dir + dx = -dirx[k] * 2; + dy = -diry[k] * 2; + x = tx + dx; + y = ty + dy; + if( unit_can_reach_pos(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_pos(bl, x, y, 0) ) + break; + } + } + if( i == 12 ) + { + x = tx; y = tx; // Exactly Master Position + if( !unit_can_reach_pos(bl, x, y, 0) ) + return 1; + } + } + } + ud->to_x = x; + ud->to_y = y; + + return 0; +} + +/*========================================== + * Continuous Attack (function 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 ) + { + ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid); + return 0; + } + + sd = BL_CAST(BL_PC, src); + md = BL_CAST(BL_MOB, src); + ud->attacktimer = INVALID_TIMER; + target=map_id2bl(ud->target); + + if( src == NULL || src->prev == NULL || target==NULL || target->prev == NULL ) + return 0; + + if( status_isdead(src) || status_isdead(target) || + battle_check_target(src,target,BCT_ENEMY) <= 0 || !status_check_skilluse(src, target, 0, 0) +#ifdef OFFICIAL_WALKPATH + || !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) +#endif + ) + return 0; // can't attack under these conditions + + if( src->m != target->m ) + { + if( src->type == BL_MOB && mob_warpchase((TBL_MOB*)src, target) ) + return 1; // Follow up. + return 0; + } + + if( ud->skilltimer != INVALID_TIMER && !(sd && pc_checkskill(sd,SA_FREECAST) > 0) ) + return 0; // can't attack while casting + + if( !battle_config.sdelay_attack_enable && DIFF_TICK(ud->canact_tick,tick) > 0 && !(sd && pc_checkskill(sd,SA_FREECAST) > 0) ) + { // attacking when under cast delay has restrictions: + if( tid == INVALID_TIMER ) + { //requested attack. + if(sd) clif_skill_fail(sd,1,USESKILL_FAIL_SKILLINTERVAL,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; + } + + sstatus = status_get_status_data(src); + range = sstatus->rhw.range + 1; + + 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 == INVALID_TIMER && 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 != INVALID_TIMER) + 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(); + /** + * Applied when you're unable to attack (e.g. out of ammo) + * We should stop here otherwise timer keeps on and this happens endlessly + **/ + if( ud->attacktarget_lv == ATK_NONE ) + return 1; + + ud->attackabletime = tick + sstatus->adelay; +// You can't move if you can't attack neither. + if (src->type&battle_config.attack_walk_delay) + unit_set_walkdelay(src, tick, sstatus->amotion, 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, intptr_t 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_ret(bl); + if (!ud || ud->skilltimer == INVALID_TIMER) + return 0; //Nothing to cancel. + + sd = BL_CAST(BL_PC, bl); + + if (type&2) { + //See if it can be cancelled. + if (!ud->state.skillcastcancel) + return 0; + + if (sd && (sd->special_state.no_castcancel2 || + ((sd->sc.data[SC_UNLIMITEDHUMMINGVOICE] || sd->special_state.no_castcancel) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground))) //fixed flags being read the wrong way around [blackhole89] + return 0; + } + + ud->canact_tick = tick; + + if(type&1 && sd) + skill = sd->skill_id_old; + else + skill = ud->skill_id; + + 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 : skill_id : %d\n",ret); + + ud->skilltimer = INVALID_TIMER; + + if( sd && pc_checkskill(sd,SA_FREECAST) > 0 ) + status_calc_bl(&sd->bl, SCB_SPEED); + + if( sd ) + { + switch( skill ) + { + case CG_ARROWVULCAN: + sd->canequip_tick = tick; + break; + } + } + + if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skill_idx = -1; + + clif_skillcastcancel(bl); + return 1; +} + +// unit_data initialization process +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 = INVALID_TIMER; + ud->skilltimer = INVALID_TIMER; + ud->attacktimer = INVALID_TIMER; + ud->attackabletime = + ud->canact_tick = + ud->canmove_tick = gettick(); +} + +/*========================================== + * Counts the number of units attacking 'bl' + *------------------------------------------*/ +int unit_counttargeted(struct block_list* bl) +{ + struct unit_data* ud; + if( bl && (ud = unit_bl2ud(bl)) ) + return ud->target_count; + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +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_ret(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)); +} + +/*========================================== + * To change the size of the char (player or mob only) + *------------------------------------------*/ +int unit_changeviewsize(struct block_list *bl,short size) +{ + nullpo_ret(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_specialeffect(bl,421+size, AREA); + 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, clr_type clrtype, const char* file, int line, const char* func) +{ + struct unit_data *ud = unit_bl2ud(bl); + struct status_change *sc = status_get_sc(bl); + nullpo_ret(ud); + + if(bl->prev == NULL) + return 0; //Already removed? + + map_freeblock_lock(); + + unit_set_target(ud, 0); + + if (ud->walktimer != INVALID_TIMER) + unit_stop_walking(bl,0); + if (ud->attacktimer != INVALID_TIMER) + unit_stop_attack(bl); + if (ud->skilltimer != INVALID_TIMER) + 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. + status_change_end(bl, SC_BLADESTOP, INVALID_TIMER); + status_change_end(bl, SC_BASILICA, INVALID_TIMER); + status_change_end(bl, SC_ANKLE, INVALID_TIMER); + status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); + status_change_end(bl, SC_BLADESTOP_WAIT, INVALID_TIMER); + status_change_end(bl, SC_RUN, INVALID_TIMER); + status_change_end(bl, SC_DANCING, INVALID_TIMER); + status_change_end(bl, SC_WARM, INVALID_TIMER); + status_change_end(bl, SC_DEVOTION, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); + status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER); + status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER); + status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER); + status_change_end(bl, SC_HIDING, INVALID_TIMER); + // Ensure the bl is a PC; if so, we'll handle the removal of cloaking and cloaking exceed later + if ( bl->type != BL_PC ) + { + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } + status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); + if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) + status_change_end(bl, SC_GOSPEL, INVALID_TIMER); + status_change_end(bl, SC_CHANGE, INVALID_TIMER); + status_change_end(bl, SC_STOP, INVALID_TIMER); + status_change_end(bl, SC_WUGDASH, INVALID_TIMER); + status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); + status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); + status_change_end(bl, SC__MANHOLE, INVALID_TIMER); + status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); + status_change_end(bl, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); //callme before warp + } + + if (bl->type&(BL_CHAR|BL_PET)) { + skill_unit_move(bl,gettick(),4); + skill_cleartimerskill(bl); + } + + switch( bl->type ) { + case BL_PC: { + struct map_session_data *sd = (struct map_session_data*)bl; + + //Leave/reject all invitations. + if(sd->chatID) + chat_leavechat(sd,0); + if(sd->trade_partner) + trade_tradecancel(sd); + buyingstore_close(sd); + searchstore_close(sd); + if(sd->state.storage_flag == 1) + storage_storage_quit(sd,0); + else if (sd->state.storage_flag == 2) + storage_guild_storage_quit(sd,0); + sd->state.storage_flag = 0; //Force close it when being warped. + if(sd->party_invite>0) + party_reply_invite(sd,sd->party_invite,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_val = 0; + if( sd->touching_id ) + npc_touchnext_areanpc(sd,true); + + // Check if warping and not changing the map. + if ( sd->state.warping && !sd->state.changemap ) + { + status_change_end(bl, SC_CLOAKING, INVALID_TIMER); + status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); + } + + sd->npc_shopid = 0; + sd->adopt_invite = 0; + + if(sd->pvp_timer != INVALID_TIMER) { + delete_timer(sd->pvp_timer,pc_calc_pvprank_timer); + sd->pvp_timer = INVALID_TIMER; + sd->pvp_rank = 0; + } + if(sd->duel_group > 0) + duel_leave(sd->duel_group, sd); + + 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); + bg_send_dot_remove(sd); + + if( map[bl->m].users <= 0 || sd->state.debug_remove_map ) + {// this is only place where map users is decreased, if the mobs were removed too soon then this function was executed too many times [FlavioJS] + if( sd->debug_file == NULL || !(sd->state.debug_remove_map) ) + { + sd->debug_file = ""; + sd->debug_line = 0; + sd->debug_func = ""; + } + ShowDebug("unit_remove_map: unexpected state when removing player AID/CID:%d/%d" + " (active=%d connect_new=%d rewarp=%d changemap=%d debug_remove_map=%d)" + " from map=%s (users=%d)." + " Previous call from %s:%d(%s), current call from %s:%d(%s)." + " Please report this!!!\n", + sd->status.account_id, sd->status.char_id, + sd->state.active, sd->state.connect_new, sd->state.rewarp, sd->state.changemap, sd->state.debug_remove_map, + map[bl->m].name, map[bl->m].users, + sd->debug_file, sd->debug_line, sd->debug_func, file, line, func); + } + else + if (--map[bl->m].users == 0 && battle_config.dynamic_mobs) //[Skotlex] + map_removemobs(bl->m); + if( !(sd->sc.option&OPTION_INVISIBLE) ) + {// decrement the number of active pvp players on the map + --map[bl->m].users_pvp; + } + if( map[bl->m].instance_id ) + { + instance[map[bl->m].instance_id].users--; + instance_check_idle(map[bl->m].instance_id); + } + sd->state.debug_remove_map = 1; // temporary state to track double remove_map's [FlavioJS] + sd->debug_file = file; + sd->debug_line = line; + sd->debug_func = func; + + break; + } + case BL_MOB: { + struct mob_data *md = (struct mob_data*)bl; + // Drop previous target mob_slave_keep_target: no. + if (!battle_config.mob_slave_keep_target) + md->target_id=0; + + md->attacked_id=0; + md->state.skillstate= MSS_IDLE; + + break; + } + case BL_PET: { + struct pet_data *pd = (struct pet_data*)bl; + if( pd->pet.intimate <= 0 && !(pd->msd && !pd->msd->state.active) ) + { //If logging out, this is deleted on unit_free + clif_clearunit_area(bl,clrtype); + map_delblock(bl); + unit_free(bl,CLR_OUTSIGHT); + map_freeblock_unlock(); + return 0; + } + + break; + } + case BL_HOM: { + struct homun_data *hd = (struct homun_data *)bl; + ud->canact_tick = ud->canmove_tick; //It appears HOM do reset the can-act tick. + if( !hd->homunculus.intimacy && !(hd->master && !hd->master->state.active) ) + { //If logging out, this is deleted on unit_free + clif_emotion(bl, E_SOB); + clif_clearunit_area(bl,clrtype); + map_delblock(bl); + unit_free(bl,CLR_OUTSIGHT); + map_freeblock_unlock(); + return 0; + } + break; + } + case BL_MER: { + struct mercenary_data *md = (struct mercenary_data *)bl; + ud->canact_tick = ud->canmove_tick; + if( mercenary_get_lifetime(md) <= 0 && !(md->master && !md->master->state.active) ) + { + clif_clearunit_area(bl,clrtype); + map_delblock(bl); + unit_free(bl,CLR_OUTSIGHT); + map_freeblock_unlock(); + return 0; + } + break; + } + case BL_ELEM: { + struct elemental_data *ed = (struct elemental_data *)bl; + ud->canact_tick = ud->canmove_tick; + if( elemental_get_lifetime(ed) <= 0 && !(ed->master && !ed->master->state.active) ) + { + clif_clearunit_area(bl,clrtype); + map_delblock(bl); + unit_free(bl,0); + map_freeblock_unlock(); + return 0; + } + break; + } + default: break;// do nothing + } + /** + * BL_MOB is handled by mob_dead unless the monster is not dead. + **/ + if( bl->type != BL_MOB || !status_isdead(bl) ) + clif_clearunit_area(bl,clrtype); + map_delblock(bl); + map_freeblock_unlock(); + return 1; +} + +void unit_remove_map_pc(struct map_session_data *sd, clr_type clrtype) +{ + unit_remove_map(&sd->bl,clrtype); + + if (clrtype == CLR_TELEPORT) clrtype = CLR_OUTSIGHT; //CLR_TELEPORT is the warp from logging out, but pets/homunc need to just 'vanish' instead of showing the warping out animation. + + if(sd->pd) + unit_remove_map(&sd->pd->bl, clrtype); + if(merc_is_hom_active(sd->hd)) + unit_remove_map(&sd->hd->bl, clrtype); + if(sd->md) + unit_remove_map(&sd->md->bl, clrtype); + if(sd->ed) + unit_remove_map(&sd->ed->bl, clrtype); +} + +void unit_free_pc(struct map_session_data *sd) +{ + if (sd->pd) unit_free(&sd->pd->bl,CLR_OUTSIGHT); + if (sd->hd) unit_free(&sd->hd->bl,CLR_OUTSIGHT); + if (sd->md) unit_free(&sd->md->bl,CLR_OUTSIGHT); + if (sd->ed) unit_free(&sd->ed->bl,CLR_OUTSIGHT); + unit_free(&sd->bl,CLR_TELEPORT); +} + +/*========================================== + * Function to free all related resources to the bl + * if unit is on map, it is removed using the clrtype specified + *------------------------------------------*/ +int unit_free(struct block_list *bl, clr_type clrtype) +{ + struct unit_data *ud = unit_bl2ud( bl ); + nullpo_ret(ud); + + map_freeblock_lock(); + if( bl->prev ) //Players are supposed to logout with a "warp" effect. + unit_remove_map(bl, clrtype); + + switch( bl->type ) + { + case BL_PC: + { + struct map_session_data *sd = (struct map_session_data*)bl; + int i; + + if( status_isdead(bl) ) + pc_setrestartvalue(sd,2); + + pc_delinvincibletimer(sd); + pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),false); + pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),false); + pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),false); + + if( sd->followtimer != INVALID_TIMER ) + pc_stop_following(sd); + + if( sd->duel_invite > 0 ) + duel_reject(sd->duel_invite, sd); + + // Notify friends that this char logged out. [Skotlex] + map_foreachpc(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_inventory_rental_clear(sd); + pc_delspiritball(sd,sd->spiritball,1); + for(i = 1; i < 5; i++) + pc_del_talisman(sd, sd->talisman[i], i); + + if( sd->reg ) { //Double logout already freed pointer fix... [Skotlex] + aFree(sd->reg); + sd->reg = NULL; + sd->reg_num = 0; + } + if( sd->regstr ) { + int i; + for( i = 0; i < sd->regstr_num; ++i ) + if( sd->regstr[i].data ) + aFree(sd->regstr[i].data); + aFree(sd->regstr); + sd->regstr = NULL; + sd->regstr_num = 0; + } + if( sd->st && sd->st->state != RUN ) {// free attached scripts that are waiting + script_free_state(sd->st); + sd->st = NULL; + sd->npc_id = 0; + } + if( sd->combos.count ) { + aFree(sd->combos.bonus); + aFree(sd->combos.id); + sd->combos.count = 0; + } + break; + } + case 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 != INVALID_TIMER) { + 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 != INVALID_TIMER) + delete_timer(pd->recovery->timer, pet_recovery_timer); + aFree(pd->recovery); + pd->recovery = NULL; + } + if( pd->bonus ) + { + if (pd->bonus->timer != INVALID_TIMER) + 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( 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; + break; + } + case BL_MOB: + { + struct mob_data *md = (struct mob_data*)bl; + if( md->spawn_timer != INVALID_TIMER ) + { + delete_timer(md->spawn_timer,mob_delayspawn); + md->spawn_timer = INVALID_TIMER; + } + if( md->deletetimer != INVALID_TIMER ) + { + delete_timer(md->deletetimer,mob_timer_delete); + md->deletetimer = INVALID_TIMER; + } + if( md->lootitem ) + { + aFree(md->lootitem); + md->lootitem=NULL; + } + if( md->guardian_data ) + { + struct guild_castle* gc = md->guardian_data->castle; + if( md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS ) + { + gc->guardian[md->guardian_data->number].id = 0; + } + else + { + int i; + ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == md->bl.id); + if( i < gc->temp_guardians_max ) + gc->temp_guardians[i] = 0; + } + aFree(md->guardian_data); + md->guardian_data = NULL; + } + if( md->spawn ) + { + md->spawn->active--; + if( !md->spawn->state.dynamic ) + {// permanently remove the mob + if( --md->spawn->num == 0 ) + {// Last freed mob is responsible for deallocating the group's spawn data. + 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); + if( md->tomb_nid ) + mvptomb_destroy(md); + break; + } + case BL_HOM: + { + struct homun_data *hd = (TBL_HOM*)bl; + struct map_session_data *sd = hd->master; + merc_hom_hungry_timer_delete(hd); + 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; + break; + } + case BL_MER: + { + struct mercenary_data *md = (TBL_MER*)bl; + struct map_session_data *sd = md->master; + if( mercenary_get_lifetime(md) > 0 ) + mercenary_save(md); + else + { + intif_mercenary_delete(md->mercenary.mercenary_id); + if( sd ) + sd->status.mer_id = 0; + } + if( sd ) + sd->md = NULL; + + merc_contract_stop(md); + break; + } + case BL_ELEM: { + struct elemental_data *ed = (TBL_ELEM*)bl; + struct map_session_data *sd = ed->master; + if( elemental_get_lifetime(ed) > 0 ) + elemental_save(ed); + else { + intif_elemental_delete(ed->elemental.elemental_id); + if( sd ) + sd->status.ele_id = 0; + } + if( sd ) + sd->ed = NULL; + + elemental_summon_stop(ed); + break; + } + } + + skill_clear_unitgroup(bl); + status_change_clear(bl,1); + map_deliddb(bl); + if( bl->type != BL_PC ) //Players are handled by map_quit + 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; +} |