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-rw-r--r--src/map/unit.c2524
1 files changed, 2524 insertions, 0 deletions
diff --git a/src/map/unit.c b/src/map/unit.c
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--- /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;
+}