diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/map/unit.c | 3470 | ||||
-rw-r--r-- | src/map/unit.h | 140 |
2 files changed, 1805 insertions, 1805 deletions
diff --git a/src/map/unit.c b/src/map/unit.c index 8dd38f5ea..a4534f766 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -1,1735 +1,1735 @@ -// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-// Merged originally from jA by Skotlex
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "../common/showmsg.h"
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/db.h"
-#include "../common/malloc.h"
-#include "unit.h"
-#include "map.h"
-#include "pc.h"
-#include "mob.h"
-#include "pet.h"
-#include "skill.h"
-#include "clif.h"
-#include "npc.h"
-#include "guild.h"
-#include "status.h"
-#include "battle.h"
-#include "chat.h"
-#include "trade.h"
-#include "vending.h"
-#include "party.h"
-#include "intif.h"
-#include "chrif.h"
-#include "script.h"
-
-static int dirx[8]={0,-1,-1,-1,0,1,1,1};
-static int diry[8]={1,1,0,-1,-1,-1,0,1};
-
-struct unit_data* unit_bl2ud(struct block_list *bl) {
- if( bl == NULL) return NULL;
- if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
- if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
- if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
- if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
- return NULL;
-}
-
-static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
-
-int unit_walktoxy_sub(struct block_list *bl)
-{
- int i;
- struct walkpath_data wpd;
- struct unit_data *ud = NULL;
-
- nullpo_retr(1, bl);
- ud = unit_bl2ud(bl);
- if(ud == NULL) return 0;
-
- if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
- return 0;
-
- memcpy(&ud->walkpath,&wpd,sizeof(wpd));
-
- if (ud->target && ud->chaserange>1) {
- //Generally speaking, the walk path is already to an adjacent tile
- //so we only need to shorten the path if the range is greater than 1.
- int dir;
- //Trim the last part of the path to account for range,
- //but always move at least one cell when requested to move.
- for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
- ud->walkpath.path_len--;
- dir = ud->walkpath.path[ud->walkpath.path_len];
- if(dir&1)
- i-=14;
- else
- i-=10;
- ud->to_x -= dirx[dir];
- ud->to_y -= diry[dir];
- }
- }
-
- ud->state.change_walk_target=0;
-
- if (bl->type == BL_PC)
- clif_walkok((TBL_PC*)bl);
- clif_move(bl);
-
- if(ud->walkpath.path_pos>=ud->walkpath.path_len)
- i = -1;
- else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
- i = status_get_speed(bl)*14/10;
- else
- i = status_get_speed(bl);
- if( i > 0)
- ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
- return 1;
-}
-
-static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
-{
- int i;
- int x,y,dx,dy,dir;
- struct block_list *bl;
- struct map_session_data *sd = NULL;
- struct mob_data *md = NULL;
- struct unit_data *ud = NULL;
-
- bl=map_id2bl(id);
- if(bl == NULL)
- return 0;
- if( BL_CAST( BL_PC, bl, sd ) ) {
- ud = &sd->ud;
- } else if( BL_CAST( BL_MOB, bl, md ) ) {
- ud = &md->ud;
- } else
- ud = unit_bl2ud(bl);
-
- if(ud == NULL) return 0;
-
- if(ud->walktimer != tid){
- if(battle_config.error_log)
- ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
- return 0;
- }
- ud->walktimer=-1;
- if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する
-
- if(ud->walkpath.path_pos>=ud->walkpath.path_len)
- return 0;
-
- //歩いたので息吹のタイマーを初期化
- if(sd) {
- sd->inchealspirithptick = 0;
- sd->inchealspiritsptick = 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;
- if (sd)
- sd->head_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);
-
- // バシリカ判定
-
- map_foreachinmovearea(clif_outsight,bl->m,
- x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
- dx,dy,sd?BL_ALL:BL_PC,bl);
-
- x += dx;
- y += dy;
- map_moveblock(bl, x, y, tick);
- ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
-
- ud->walktimer = 1;
- map_foreachinmovearea(clif_insight,bl->m,
- x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
- -dx,-dy,sd?BL_ALL:BL_PC,bl);
- ud->walktimer = -1;
-
- if(sd) {
- if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
- npc_touch_areanpc(sd,bl->m,x,y);
- if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
- return 0;
- } else
- sd->areanpc_id=0;
- if (sd->state.gmaster_flag)
- { //Guild Aura: Likely needs to be recoded, this method seems inefficient.
- struct guild *g = sd->state.gmaster_flag;
- int skill, guildflag = 0;
- if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12;
- if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8;
- if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4;
- if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill;
- if (guildflag)
- map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
- bl->id, sd->status.guild_id, &guildflag);
- }
- if (
- (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- sd->sc.data[SC_MIRACLE].timer==-1 &&
- !(ud->walk_count%WALK_SKILL_INTERVAL) &&
- rand()%10000 < battle_config.sg_miracle_skill_ratio
- ) { //SG_MIRACLE [Komurka]
- clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
- sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
- }
- } else if (md) {
- if(battle_config.mob_npc_warp && map_getcell(bl->m,x,y,CELL_CHKNPC) &&
- npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex]
- return 0;
- if (md->min_chase > md->db->range2) md->min_chase--;
- //Walk skills are triggered regardless of target due to the idle-walk mob state.
- if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
- mobskill_use(md, tick, -1))
- return 0;
- }
-
- if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
- return 0;
-
- if(ud->state.change_walk_target)
- return unit_walktoxy_sub(bl);
-
- ud->walkpath.path_pos++;
- if(ud->walkpath.path_pos>=ud->walkpath.path_len)
- i = -1;
- else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
- i = status_get_speed(bl)*14/10;
- else
- i = status_get_speed(bl);
-
- if(i > 0)
- ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
- else if(ud->state.running) {
- //Keep trying to run.
- if (!unit_run(bl))
- ud->state.running = 0;
- } else if (ud->target) {
- //Update target trajectory.
- struct block_list *tbl = map_id2bl(ud->target);
- if (!tbl) { //Cancel chase.
- ud->to_x = bl->x;
- ud->to_y = bl->y;
- return 0;
- }
- if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
- { //Reached destination.
- if (ud->state.attack_continue) {
- clif_fixpos(bl); //Aegis uses one before every attack, we should
- //only need this one for syncing purposes. [Skotlex]
- unit_attack(bl, tbl->id, ud->state.attack_continue);
- }
- } else { //Update chase-path
- unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
- return 0;
- }
- } else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
- ud->to_x = bl->x;
- ud->to_y = bl->y;
- if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
- mob_script_callback(md, NULL, CALLBACK_WALKACK);
- }
- return 0;
-}
-
-int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
- struct unit_data *ud = NULL;
- struct status_change *sc = NULL;
-
- nullpo_retr(0, bl);
-
- ud = unit_bl2ud(bl);
-
- if( ud == NULL) return 0;
-
- // 移動出来ないユニットは弾く
- if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))
- return 0;
-
- ud->state.walk_easy = easy;
- ud->target = 0;
- ud->to_x = x;
- ud->to_y = y;
-
- sc = status_get_sc(bl);
- if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
- map_random_dir(bl, &ud->to_x, &ud->to_y);
-
- if(ud->walktimer != -1) {
- // 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
- // timer関数からunit_walktoxy_subを呼ぶようにする
- ud->state.change_walk_target = 1;
- return 1;
- } else {
- return unit_walktoxy_sub(bl);
- }
-}
-
-static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
-{
- struct block_list *bl = map_id2bl(id);
- struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
-
- if (ud && ud->walktimer == -1 && ud->target == data)
- {
- if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
- add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
- else if (unit_can_move(bl))
- unit_walktoxy_sub(bl);
- }
- return 0;
-}
-
-// Chases a tbl. If the flag&1, use hard-path seek,
-// if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
-int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
- struct unit_data *ud = NULL;
- struct status_change *sc = NULL;
- nullpo_retr(0, bl);
- nullpo_retr(0, tbl);
-
- ud = unit_bl2ud(bl);
- if( ud == NULL) return 0;
-
- if (!(status_get_mode(bl)&MD_CANMOVE))
- return 0;
-
- if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
- ud->to_x = bl->x;
- ud->to_y = bl->y;
- return 0;
- }
-
- ud->state.walk_easy = flag&1;
- ud->target = tbl->id;
- ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
- ud->state.attack_continue = flag&2?1:0; //Chase to attack.
-
- sc = status_get_sc(bl);
- if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
- map_random_dir(bl, &ud->to_x, &ud->to_y);
-
-
- if(ud->walktimer != -1) {
- ud->state.change_walk_target = 1;
- return 1;
- }
- if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
- { //Can't move, wait a bit before invoking the movement.
- add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
- return 1;
- } else if (!unit_can_move(bl))
- return 0;
-
- return unit_walktoxy_sub(bl);
-}
-
-int unit_run(struct block_list *bl)
-{
- struct status_change *sc = status_get_sc(bl);
- int i,to_x,to_y,dir_x,dir_y;
-
- if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
- return 0;
-
- if (!unit_can_move(bl)) {
- if(sc->data[SC_RUN].timer!=-1)
- status_change_end(bl,SC_RUN,-1);
- return 0;
- }
-
- to_x = bl->x;
- to_y = bl->y;
- dir_x = dirx[sc->data[SC_RUN].val2];
- dir_y = diry[sc->data[SC_RUN].val2];
-
- for(i=0;i<AREA_SIZE;i++)
- {
- if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
- break;
- to_x += dir_x;
- to_y += dir_y;
- }
-
- if(to_x == bl->x && to_y == bl->y) {
- //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
- status_change_end(bl,SC_RUN,-1);
- skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
- return 0;
- }
- unit_walktoxy(bl, to_x, to_y, 1);
- return 1;
-}
-
-//Instant warp function.
-int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
-{
- int dx,dy,dir;
- struct unit_data *ud = NULL;
- struct map_session_data *sd = NULL;
- struct walkpath_data wpd;
-
- nullpo_retr(0, bl);
- if( BL_CAST( BL_PC, bl, sd ) ) {
- ud = &sd->ud;
- } else
- ud = unit_bl2ud(bl);
-
- if( ud == NULL) return 0;
-
- unit_stop_walking(bl,1);
- unit_stop_attack(bl);
-
- if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
- return 0;
-
- dir = map_calc_dir(bl, dst_x,dst_y);
- ud->dir = dir;
- if(sd) sd->head_dir = dir;
-
- dx = dst_x - bl->x;
- dy = dst_y - bl->y;
-
- map_foreachinmovearea(clif_outsight,bl->m,
- bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
- dx,dy,sd?BL_ALL:BL_PC,bl);
-
- map_moveblock(bl, dst_x, dst_y, gettick());
-
- ud->walktimer = 1;
- map_foreachinmovearea(clif_insight,bl->m,
- bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
- -dx,-dy,sd?BL_ALL:BL_PC,bl);
- ud->walktimer = -1;
-
- if(sd) {
- if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
- npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
- if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
- return 0;
- } else
- sd->areanpc_id=0;
- if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0)
- { //Check if pet needs to be teleported. [Skotlex]
- int flag = 0;
- bl = &sd->pd->bl; //Note that bl now points to the pet!
- if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
- flag = 1;
- else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
- flag = 2;
- if (flag) {
- unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
- clif_slide(bl,bl->x,bl->y);
- }
- //If you want to use bl afterwards, uncomment this:
- //bl = &sd->bl;
- }
- }
- return 1;
-}
-
-int unit_setdir(struct block_list *bl,unsigned char dir)
-{
- struct unit_data *ud;
- nullpo_retr( 0, bl );
- ud = unit_bl2ud(bl);
- if (!ud) return 0;
- ud->dir = dir;
- if (bl->type == BL_PC)
- ((TBL_PC *)bl)->head_dir = dir;
- clif_changed_dir(bl);
- return 0;
-}
-
-int unit_getdir(struct block_list *bl)
-{
- struct unit_data *ud;
- nullpo_retr( 0, bl );
- ud = unit_bl2ud(bl);
- if (!ud) return 0;
- return ud->dir;
-}
-
-//Warps a unit/ud to a given map/position.
-//In the case of players, pc_setpos is used.
-//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
-int unit_warp(struct block_list *bl,int m,short x,short y,int type)
-{
- struct unit_data *ud;
- nullpo_retr(0, bl);
- ud = unit_bl2ud(bl);
-
- if(bl->prev==NULL || !ud)
- return 1;
-
- if (type < 0 || type == 1)
- //Type 1 is invalid, since you shouldn't warp a bl with the "death"
- //animation, it messes up with unit_remove_map! [Skotlex]
- return 1;
-
- if( m<0 ) m=bl->m;
-
- switch (bl->type) {
- case BL_MOB:
- if (map[bl->m].flag.monster_noteleport)
- return 1;
- break;
- case BL_PC:
- if (map[bl->m].flag.noteleport)
- return 1;
- break;
- }
-
- if (x<0 || y<0)
- { //Random map position.
- if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
- if(battle_config.error_log)
- ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
- return 2;
-
- }
- } else if (map_getcell(m,x,y,CELL_CHKNOREACH))
- { //Invalid target cell
- if(battle_config.error_log)
- ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
-
- if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1))
- { //Can't find a nearby cell
- if(battle_config.error_log)
- ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
- return 2;
- }
- }
-
- if (bl->type == BL_PC) //Use pc_setpos
- return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
-
- if (!unit_remove_map(bl, type))
- return 3;
-
- bl->x=ud->to_x=x;
- bl->y=ud->to_y=y;
- bl->m=m;
-
- map_addblock(bl);
- clif_spawn(bl);
- skill_unit_move(bl,gettick(),1);
-
- if(bl->type == BL_MOB){
- TBL_MOB *md = (TBL_MOB *)bl;
- if(md->nd) // Tell the script engine we've warped
- mob_script_callback(md, NULL, CALLBACK_WARPACK);
- }
- return 0;
-}
-
-/*==========================================
- * 歩行停止
- *------------------------------------------
- */
-int unit_stop_walking(struct block_list *bl,int type)
-{
- struct unit_data *ud;
- struct TimerData *data;
- unsigned int tick;
- nullpo_retr(0, bl);
-
- ud = unit_bl2ud(bl);
- if(!ud || ud->walktimer == -1)
- return 0;
- //NOTE: We are using timer data after deleting it because we know the
- //delete_timer function does not messes with it. If the function's
- //behaviour changes in the future, this code could break!
- data = get_timer(ud->walktimer);
- delete_timer(ud->walktimer, unit_walktoxy_timer);
- ud->walktimer = -1;
- ud->state.change_walk_target = 0;
- tick = gettick();
- if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
- || (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
- {
- ud->walkpath.path_len = ud->walkpath.path_pos+1;
- unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
- }
-
- if(type&0x01)
- clif_fixpos(bl);
-
- ud->walkpath.path_len = 0;
- ud->walkpath.path_pos = 0;
- ud->to_x = bl->x;
- ud->to_y = bl->y;
- if(bl->type == BL_PET && type&~0xff)
- ud->canmove_tick = gettick() + (type>>8);
-
- if (ud->state.running)
- status_change_end(bl, SC_RUN, -1);
- return 1;
-}
-
-int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) {
-
- if(skill_num < 0) return 0;
-
- return unit_skilluse_id2(
- src, target_id, skill_num, skill_lv,
- skill_castfix(src, skill_num, skill_lv),
- skill_get_castcancel(skill_num)
- );
-}
-
-int unit_is_walking(struct block_list *bl)
-{
- struct unit_data *ud = unit_bl2ud(bl);
- nullpo_retr(0, bl);
- if(!ud) return 0;
- return (ud->walktimer != -1);
-}
-
-/*==========================================
- * Determines if the bl can move based on status changes. [Skotlex]
- *------------------------------------------
- */
-int unit_can_move(struct block_list *bl)
-{
- struct map_session_data *sd;
- struct unit_data *ud;
- struct status_change *sc;
-
- nullpo_retr(0, bl);
- ud = unit_bl2ud(bl);
- sc = status_get_sc(bl);
- BL_CAST(BL_PC, bl, sd);
-
- if (!ud)
- return 0;
-
- if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0))
- return 0;
-
- if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
- return 0;
-
- if (sd && (
- pc_issit(sd) ||
- sd->state.blockedmove
- ))
- return 0; //Can't move
-
- if (sc) {
- if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
- return 0;
-
- if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
- return 0;
-
- if (sc->count && (
- sc->data[SC_ANKLE].timer != -1 ||
- sc->data[SC_AUTOCOUNTER].timer !=-1 ||
- sc->data[SC_TRICKDEAD].timer !=-1 ||
- sc->data[SC_BLADESTOP].timer !=-1 ||
- sc->data[SC_BLADESTOP_WAIT].timer !=-1 ||
- sc->data[SC_SPIDERWEB].timer !=-1 ||
- (sc->data[SC_DANCING].timer !=-1 && (
- (sc->data[SC_DANCING].val4 && sc->data[SC_LONGING].timer == -1) ||
- sc->data[SC_DANCING].val1 == CG_HERMODE //cannot move while Hermod is active.
- )) ||
- sc->data[SC_MOONLIT].timer != -1 ||
- (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect
- sc->data[SC_STOP].timer != -1 ||
- sc->data[SC_CLOSECONFINE].timer != -1 ||
- sc->data[SC_CLOSECONFINE2].timer != -1
- ))
- return 0;
- }
- return 1;
-}
-
-/*==========================================
- * Applies walk delay to character, considering that
- * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
- * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
- *------------------------------------------
- */
-int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
-{
- struct unit_data *ud = unit_bl2ud(bl);
- if (delay <= 0 || !ud) return 0;
-
- if (type) {
- if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
- return 0;
- } else {
- if (DIFF_TICK(ud->canmove_tick, tick) > 0)
- return 0;
- }
- ud->canmove_tick = tick + delay;
- if (ud->walktimer != -1)
- { //Stop walking, if chasing, readjust timers.
- if (delay == 1)
- { //Minimal delay (walk-delay) disabled. Just stop walking.
- unit_stop_walking(bl,0);
- } else {
- unit_stop_walking(bl,2);
- if(ud->target)
- add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
- }
- }
- return 1;
-}
-
-int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) {
- struct unit_data *ud;
- struct status_data *tstatus;
- struct status_change *sc;
- struct map_session_data *sd = NULL;
- struct block_list * target = NULL;
- unsigned int tick = gettick();
- int temp;
-
- nullpo_retr(0, src);
- if(status_isdead(src))
- return 0; // 死んでいないか
-
- if( BL_CAST( BL_PC, src, sd ) ) {
- ud = &sd->ud;
- } else
- ud = unit_bl2ud(src);
-
- if(ud == NULL) return 0;
- sc = status_get_sc(src);
- if (sc && !sc->count)
- sc = NULL; //Unneeded
- //temp: used to signal combo-skills right now.
- temp = (target_id == src->id && !(sd && sd->state.skill_flag)
- && skill_get_inf(skill_num)&INF_SELF_SKILL
- && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
- if (temp)
- target_id = ud->target; //Auto-select skills. [Skotlex]
-
- if (sd) {
- //Target_id checking.
- if(skillnotok(skill_num, sd)) // [MouseJstr]
- return 0;
- switch(skill_num)
- { //Check for skills that auto-select target
- case MO_CHAINCOMBO:
- if (sc && sc->data[SC_BLADESTOP].timer != -1){
- if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
- return 0;
- }
- break;
- case TK_JUMPKICK:
- case TK_COUNTER:
- case HT_POWER:
- if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
- target_id = sc->data[SC_COMBO].val2;
- break;
- case WE_MALE:
- case WE_FEMALE:
- if (!sd->status.partner_id)
- return 0;
- target = (struct block_list*)map_charid2sd(sd->status.partner_id);
- if (!target) {
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- break;
- }
- if (target)
- target_id = target->id;
- }
- if(!target && (target=map_id2bl(target_id)) == NULL )
- return 0;
- if(src->m != target->m)
- return 0; // 同じマップかどうか
- if(!src->prev || !target->prev)
- return 0; // map 上に存在するか
-
- //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
- if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
- return 0;
-
- if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
- return 0;
-
- if(!status_check_skilluse(src, target, skill_num, 0))
- return 0;
-
- tstatus = status_get_status_data(target);
- //直前のスキル状況の記録
- if(sd) {
- switch(skill_num){
- case SA_CASTCANCEL:
- if(ud->skillid != skill_num){
- sd->skillid_old = ud->skillid;
- sd->skilllv_old = ud->skilllv;
- break;
- }
- case BD_ENCORE:
- //Prevent using the dance skill if you no longer have the skill in your tree.
- if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- sd->skillid_old = skill_num;
- break;
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- case CG_MOONLIT:
- if (battle_config.player_skill_partner_check &&
- (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
- (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
- ) {
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- break;
- }
- if (!skill_check_condition(sd, skill_num, skill_lv, 0))
- return 0;
- }
- //TODO: Add type-independant skill_check_condition function.
- if (src->type == BL_MOB) {
- switch (skill_num) {
- case NPC_SUMMONSLAVE:
- case NPC_SUMMONMONSTER:
- case AL_TELEPORT:
- if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
- return 0;
- }
- }
-
- if(src->id != target_id &&
- !battle_check_range(src,target,skill_get_range2(src, skill_num,skill_lv)
- +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
- return 0;
-
- if (!temp) //Stop attack on non-combo skills [Skotlex]
- unit_stop_attack(src);
- else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
- ud->attackabletime = tick + status_get_adelay(src);
-
- ud->state.skillcastcancel = castcancel;
-
- //temp: Used to signal force cast now.
- temp = 0;
-
- switch(skill_num){
- case ALL_RESURRECTION:
- if(battle_check_undead(tstatus->race,tstatus->def_ele)){
- temp=1;
- casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
- }
- break;
- case MO_FINGEROFFENSIVE:
- if(sd)
- casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
- break;
- case MO_EXTREMITYFIST:
- if (sc && sc->data[SC_COMBO].timer != -1 &&
- (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
- sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
- sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
- casttime = 0;
- temp = 1;
- break;
- case TK_RUN:
- if (sc && sc->data[SC_RUN].timer != -1)
- casttime = 0;
- break;
- case SA_MAGICROD:
- case SA_SPELLBREAKER:
- temp =1;
- break;
- case KN_CHARGEATK:
- //Taken from jA: Casttime is increased by dist/3*100%
- casttime = casttime * ((distance_bl(src,target)-1)/3+1);
- break;
- }
-
- if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
- casttime = casttime/2;
- if ((--sc->data[SC_MEMORIZE].val2) <= 0)
- status_change_end(src, SC_MEMORIZE, -1);
- }
-
- if( casttime>0 || temp){
-
- clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
-
- if (sd && target->type == BL_MOB)
- {
- TBL_MOB *md = (TBL_MOB*)target;
- mobskill_event(md, src, tick, -1); //Cast targetted skill event.
- //temp: used to store mob's mode now.
- if (tstatus->mode&MD_CASTSENSOR &&
- battle_check_target(target, src, BCT_ENEMY) > 0)
- {
- switch (md->state.skillstate) {
- case MSS_ANGRY:
- case MSS_RUSH:
- case MSS_FOLLOW:
- if (!(tstatus->mode&(MD_AGGRESSIVE|MD_ANGRY)))
- break; //Only Aggressive mobs change target while chasing.
- case MSS_IDLE:
- case MSS_WALK:
- md->target_id = src->id;
- md->state.aggressive = (temp&MD_ANGRY)?1:0;
- md->min_chase = md->db->range3;
- }
- }
- }
- }
-
- if( casttime<=0 )
- ud->state.skillcastcancel=0;
-
- ud->canact_tick = tick + casttime + 100;
- ud->skilltarget = target_id;
- ud->skillx = 0;
- ud->skilly = 0;
- ud->skillid = skill_num;
- ud->skilllv = skill_lv;
-
- if(sc && sc->data[SC_CLOAKING].timer != -1 &&
- !(sc->data[SC_CLOAKING].val4&1) && skill_num != AS_CLOAKING)
- status_change_end(src,SC_CLOAKING,-1);
-
- if(casttime > 0) {
- ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
- if(sd && pc_checkskill(sd,SA_FREECAST))
- status_freecast_switch(sd);
- else
- unit_stop_walking(src,1);
- }
- else
- skill_castend_id(ud->skilltimer,tick,src->id,0);
- return 1;
-}
-
-int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) {
- if(skill_num < 0)
- return 0;
- return unit_skilluse_pos2(
- src, skill_x, skill_y, skill_num, skill_lv,
- skill_castfix(src, skill_num, skill_lv),
- skill_get_castcancel(skill_num)
- );
-}
-
-int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) {
- struct map_session_data *sd = NULL;
- struct unit_data *ud = NULL;
- struct status_change *sc;
- struct block_list bl;
- unsigned int tick = gettick();
-
- nullpo_retr(0, src);
-
- if(!src->prev) return 0; // map 上に存在するか
- if(status_isdead(src)) return 0;
-
- if( BL_CAST( BL_PC, src, sd ) ) {
- ud = &sd->ud;
- } else
- ud = unit_bl2ud(src);
- if(ud == NULL) return 0;
-
- if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
- return 0;
-
- sc = status_get_sc(src);
- if (sc && !sc->count)
- sc = NULL;
-
- if(sd) {
- if (skillnotok(skill_num, sd) ||
- !skill_check_condition(sd, skill_num, skill_lv,0))
- return 0;
- }
-
- if (!status_check_skilluse(src, NULL, skill_num, 0))
- return 0;
-
- if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
- { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
- if (sd) clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
-
- /* 射程と障害物チェック */
- bl.type = BL_NUL;
- bl.m = src->m;
- bl.x = skill_x;
- bl.y = skill_y;
- if(skill_num != TK_HIGHJUMP &&
- !battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
- return 0;
-
- unit_stop_attack(src);
- ud->state.skillcastcancel = castcancel;
-
- if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
- casttime = casttime/3;
- if ((--sc->data[SC_MEMORIZE].val2)<=0)
- status_change_end(src, SC_MEMORIZE, -1);
- }
-
- if( casttime>0 ) {
- unit_stop_walking( src, 1);
- clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
- }
-
- if( casttime<=0 )
- ud->state.skillcastcancel=0;
-
- ud->canact_tick = tick + casttime + 100;
- ud->skillid = skill_num;
- ud->skilllv = skill_lv;
- ud->skillx = skill_x;
- ud->skilly = skill_y;
- ud->skilltarget = 0;
-
- if (sc && sc->data[SC_CLOAKING].timer != -1 &&
- !(sc->data[SC_CLOAKING].val4&1))
- status_change_end(src,SC_CLOAKING,-1);
-
- if(casttime > 0) {
- ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
- if(sd && pc_checkskill(sd,SA_FREECAST))
- status_freecast_switch(sd);
- else
- unit_stop_walking(src,1);
- }
- else {
- ud->skilltimer = -1;
- skill_castend_pos(ud->skilltimer,tick,src->id,0);
- }
- return 1;
-}
-
-static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
-
-int unit_stop_attack(struct block_list *bl)
-{
- struct unit_data *ud = unit_bl2ud(bl);
- nullpo_retr(0, bl);
-
- if(!ud || ud->attacktimer == -1)
- return 0;
-
- delete_timer( ud->attacktimer, unit_attack_timer );
- ud->attacktimer = -1;
- ud->target = 0;
- return 0;
-}
-
-//Means current target is unattackable. For now only unlocks mobs.
-int unit_unattackable(struct block_list *bl) {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- ud->target = 0;
- ud->state.attack_continue = 0;
- }
-
- if(bl->type == BL_MOB)
- mob_unlocktarget((struct mob_data*)bl, gettick()) ;
- else if(bl->type == BL_PET)
- pet_unlocktarget((struct pet_data*)bl);
- return 0;
-}
-
-/*==========================================
- * 攻撃要求
- * typeが1なら継続攻撃
- *------------------------------------------
- */
-
-int unit_attack(struct block_list *src,int target_id,int type)
-{
- struct block_list *target;
- struct unit_data *ud;
-
- nullpo_retr(0, ud = unit_bl2ud(src));
-
- target=map_id2bl(target_id);
- if(target==NULL || status_isdead(target)) {
- unit_unattackable(src);
- return 1;
- }
-
- if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris]
- npc_click((TBL_PC*)src,target); // submitted by leinsirk10 [Celest]
- return 0;
- }
-
- if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
- !status_check_skilluse(src, target, 0, 0)
- ) {
- unit_unattackable(src);
- return 1;
- }
-
- ud->target = target_id;
- ud->state.attack_continue = type;
- if (type) //If you re to attack continously, set to auto-case character
- ud->chaserange = status_get_range(src);
-
- //Just change target/type. [Skotlex]
- if(ud->attacktimer != -1)
- return 0;
-
- if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
- //Do attack next time it is possible. [Skotlex]
- ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
- else //Attack NOW.
- unit_attack_timer(-1,gettick(),src->id,0);
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
-{
- struct walkpath_data wpd;
-
- nullpo_retr(0, bl);
-
- if( bl->x==x && bl->y==y ) // 同じマス
- return 1;
-
- // 障害物判定
- wpd.path_len=0;
- wpd.path_pos=0;
- wpd.path_half=0;
- return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
-{
- struct walkpath_data wpd;
- int i;
- short dx,dy;
- nullpo_retr(0, bl);
- nullpo_retr(0, tbl);
-
- if( bl->m != tbl->m)
- return 0;
-
- if( bl->x==tbl->x && bl->y==tbl->y )
- return 1;
-
- if(range>0 && !check_distance_bl(bl, tbl, range))
- return 0;
-
- wpd.path_len=0;
- wpd.path_pos=0;
- wpd.path_half=0;
-
- // It judges whether it can adjoin or not.
- dx=tbl->x - bl->x;
- dy=tbl->y - bl->y;
- dx=(dx>0)?1:((dx<0)?-1:0);
- dy=(dy>0)?1:((dy<0)?-1:0);
-
- if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOREACH))
- { //Look for a suitable cell to place in.
- for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
- if (i==9) return 0; //No valid cells.
- dx = dirx[i];
- dy = diry[i];
- }
-
- if (x) *x = tbl->x-dx;
- if (y) *y = tbl->y-dy;
- return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
-}
-
-
-/*==========================================
- * PCの攻撃 (timer関数)
- *------------------------------------------
- */
-static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
-{
- struct block_list *target;
- struct unit_data *ud;
- struct status_data *sstatus;
- struct map_session_data *sd = NULL;
- struct mob_data *md = NULL;
- int range;
-
- if((ud=unit_bl2ud(src))==NULL)
- return 0;
- if(ud->attacktimer != tid){
- if(battle_config.error_log)
- ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
- return 0;
- }
- BL_CAST( BL_PC , src, sd);
- BL_CAST( BL_MOB, src, md);
- ud->attacktimer=-1;
- target=map_id2bl(ud->target);
-
- if(src->prev == NULL || target==NULL || target->prev == NULL)
- return 0;
-
- if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
- return 0;
-
- if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
- return 0;
-
- sstatus = status_get_status_data(src);
-
- if(!battle_config.sdelay_attack_enable &&
- DIFF_TICK(ud->canact_tick,tick) > 0 &&
- (!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
- ) {
- if (tid == -1) { //requested attack.
- if(sd) clif_skill_fail(sd,1,4,0);
- return 0;
- }
- //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
- if(ud->state.attack_continue) {
- if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
- ud->attackabletime = ud->canact_tick;
- ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
- }
- return 1;
- }
-
- range = sstatus->rhw.range;
-
- if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range...
- if(unit_is_walking(target)) range++; //Extra range when chasing
-
- if(!check_distance_bl(src,target,range) ) {
- //Chase if required.
- if(ud->state.attack_continue) {
- if(sd)
- clif_movetoattack(sd,target);
- else
- unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
- }
- return 1;
- }
- if(!battle_check_range(src,target,range)) {
- //Within range, but no direct line of attack
- if(ud->state.attack_continue) {
- if(ud->chaserange > 2) ud->chaserange-=2;
- unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
- }
- return 1;
- }
-
- //Sync packet only for players.
- //Non-players use the sync packet on the walk timer. [Skotlex]
- if (tid == -1 && sd) clif_fixpos(src);
-
- if(DIFF_TICK(ud->attackabletime,tick) <= 0) {
- if (battle_config.attack_direction_change &&
- (src->type&battle_config.attack_direction_change)) {
- ud->dir = map_calc_dir(src, target->x,target->y );
- if (sd) sd->head_dir = ud->dir;
- }
- if(ud->walktimer != -1)
- unit_stop_walking(src,1);
- if(md) {
- if (mobskill_use(md,tick,-1))
- return 1;
- if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
- { // Link monsters nearby [Skotlex]
- md->last_linktime = tick;
- map_foreachinrange(mob_linksearch, src, md->db->range2,
- BL_MOB, md->class_, target, tick);
- }
- }
- if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
- return 1;
-
- map_freeblock_lock();
- ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
-
- if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
- pet_target_check(sd,target,0);
- map_freeblock_unlock();
-
- ud->attackabletime = tick + sstatus->adelay;
-// You can't move if you can't attack neither.
- 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,int data) {
- struct block_list *bl;
- bl = map_id2bl(id);
- if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
- unit_unattackable(bl);
- return 0;
-}
-
-/*==========================================
- * Cancels an ongoing skill cast.
- * flag&1: Cast-Cancel invoked.
- * flag&2: Cancel only if skill is cancellable.
- *------------------------------------------
- */
-int unit_skillcastcancel(struct block_list *bl,int type)
-{
- struct map_session_data *sd = NULL;
- struct unit_data *ud = unit_bl2ud( bl);
- unsigned int tick=gettick();
- int ret=0, skill;
-
- nullpo_retr(0, bl);
- if (!ud || ud->skilltimer==-1)
- return 0; //Nothing to cancel.
-
- BL_CAST(BL_PC, bl, sd);
-
- if (type&2) {
- //See if it can be cancelled.
- if (!ud->state.skillcastcancel)
- return 0;
-
- if (sd && (sd->special_state.no_castcancel2 ||
- (sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
- return 0;
- }
-
- ud->canact_tick=tick;
- if(sd && pc_checkskill(sd,SA_FREECAST))
- status_freecast_switch(sd);
-
- if(type&1 && sd)
- skill = sd->skillid_old;
- else
- skill = ud->skillid;
-
- if (skill_get_inf(skill) & INF_GROUND_SKILL)
- ret=delete_timer( ud->skilltimer, skill_castend_pos );
- else
- ret=delete_timer( ud->skilltimer, skill_castend_id );
- if(ret<0)
- ShowError("delete timer error : skillid : %d\n",ret);
-
- if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1;
-
- ud->skilltimer = -1;
- clif_skillcastcancel(bl);
- return 1;
-}
-
-// unit_data の初期化処理
-void unit_dataset(struct block_list *bl) {
- struct unit_data *ud;
- nullpo_retv(ud = unit_bl2ud(bl));
-
- memset( ud, 0, sizeof( struct unit_data) );
- ud->bl = bl;
- ud->walktimer = -1;
- ud->skilltimer = -1;
- ud->attacktimer = -1;
- ud->attackabletime =
- ud->canact_tick =
- ud->canmove_tick = gettick();
-}
-
-/*==========================================
- * 自分をロックしているユニットの数を数える(foreachclient)
- *------------------------------------------
- */
-static int unit_counttargeted_sub(struct block_list *bl, va_list ap)
-{
- int id, target_lv;
- struct unit_data *ud;
- id = va_arg(ap,int);
- target_lv = va_arg(ap,int);
- if(bl->id == id)
- return 0;
-
- ud = unit_bl2ud(bl);
-
- if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
- return 1;
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
-{
- nullpo_retr(0, target);
-
- if(damage+damage2 <= 0)
- return 0;
-
- return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
-}
-/*==========================================
- * 自分をロックしている対象の数を返す
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int unit_counttargeted(struct block_list *bl,int target_lv)
-{
- nullpo_retr(0, bl);
- return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
- bl->id, target_lv));
-}
-
-/*==========================================
- * 見た目のサイズを変更する
- *------------------------------------------
- */
-int unit_changeviewsize(struct block_list *bl,short size)
-{
- nullpo_retr(0, bl);
-
- size=(size<0)?-1:(size>0)?1:0;
-
- if(bl->type == BL_PC) {
- ((TBL_PC*)bl)->state.size=size;
- } else if(bl->type == BL_MOB) {
- ((TBL_MOB*)bl)->special_state.size=size;
- } else
- return 0;
- if(size!=0)
- clif_misceffect2(bl,421+size);
- return 0;
-}
-
-/*==========================================
- * Removes a bl/ud from the map.
- * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
- * if clrtype is 1 (death), appropiate cleanup is performed.
- * Otherwise it is assumed bl is being warped.
- * On-Kill specific stuff is not performed here, look at status_damage for that.
- *------------------------------------------
- */
-int unit_remove_map(struct block_list *bl, int clrtype) {
- struct unit_data *ud = unit_bl2ud(bl);
- struct status_change *sc = status_get_sc(bl);
- nullpo_retr(0, ud);
-
- if(bl->prev == NULL)
- return 0; //Already removed?
-
- map_freeblock_lock();
-
- ud->target = 0; //Unlock walk/attack target.
- if (ud->walktimer != -1)
- unit_stop_walking(bl,0);
- if (ud->attacktimer != -1)
- unit_stop_attack(bl);
- if (ud->skilltimer != -1)
- unit_skillcastcancel(bl,0);
-// Do not reset can-act delay. [Skotlex]
- ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
- clif_clearchar_area(bl,clrtype);
-
- if(sc && sc->count ) { //map-change/warp dispells.
- if(sc->data[SC_BLADESTOP].timer!=-1)
- status_change_end(bl,SC_BLADESTOP,-1);
- if(sc->data[SC_BASILICA].timer!=-1)
- status_change_end(bl,SC_BASILICA,-1);
- if(sc->data[SC_ANKLE].timer != -1)
- status_change_end(bl, SC_ANKLE, -1);
- if (sc->data[SC_TRICKDEAD].timer != -1)
- status_change_end(bl, SC_TRICKDEAD, -1);
- if (sc->data[SC_BLADESTOP].timer!=-1)
- status_change_end(bl,SC_BLADESTOP,-1);
- if (sc->data[SC_RUN].timer!=-1)
- status_change_end(bl,SC_RUN,-1);
- if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
- skill_stop_dancing(bl);
- if (sc->data[SC_DEVOTION].timer!=-1)
- status_change_end(bl,SC_DEVOTION,-1);
- if (sc->data[SC_MARIONETTE].timer!=-1)
- status_change_end(bl,SC_MARIONETTE,-1);
- if (sc->data[SC_MARIONETTE2].timer!=-1)
- status_change_end(bl,SC_MARIONETTE2,-1);
- if (sc->data[SC_CLOSECONFINE].timer!=-1)
- status_change_end(bl,SC_CLOSECONFINE,-1);
- if (sc->data[SC_CLOSECONFINE2].timer!=-1)
- status_change_end(bl,SC_CLOSECONFINE2,-1);
- if (sc->data[SC_HIDING].timer!=-1)
- status_change_end(bl, SC_HIDING, -1);
- if (sc->data[SC_CLOAKING].timer!=-1)
- status_change_end(bl, SC_CLOAKING, -1);
- if (sc->data[SC_CHASEWALK].timer!=-1)
- status_change_end(bl, SC_CHASEWALK, -1);
- if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
- status_change_end(bl, SC_GOSPEL, -1);
- }
-
- if (bl->type&BL_CHAR) {
- skill_unit_move(bl,gettick(),4);
- skill_cleartimerskill(bl); // タイマースキルクリア
- }
-
- if(bl->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data*)bl;
-
- //Leave/reject all invitations.
- if(sd->chatID)
- chat_leavechat(sd);
- if(sd->trade_partner)
- trade_tradecancel(sd);
- if(sd->vender_id)
- vending_closevending(sd);
- if(sd->state.storage_flag == 1)
- storage_storage_quit(sd,0);
- else if (sd->state.storage_flag == 2)
- storage_guild_storage_quit(sd,0);
-
- if(sd->party_invite>0)
- party_reply_invite(sd,sd->party_invite_account,0);
- if(sd->guild_invite>0)
- guild_reply_invite(sd,sd->guild_invite,0);
- if(sd->guild_alliance>0)
- guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
-
- pc_stop_following(sd);
- pc_delinvincibletimer(sd);
-
- if(sd->pvp_timer!=-1) {
- delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
- sd->pvp_timer = -1;
- }
-
- if(pc_issit(sd)) {
- pc_setstand(sd);
- skill_gangsterparadise(sd,0);
- skill_rest(sd,0);
- }
- party_send_dot_remove(sd);//minimap dot fix [Kevin]
- guild_send_dot_remove(sd);
- } else if(bl->type == BL_MOB) {
- struct mob_data *md = (struct mob_data*)bl;
- md->target_id=0;
- md->attacked_id=0;
- md->state.skillstate= MSS_IDLE;
- } else if (bl->type == BL_PET) {
- struct pet_data *pd = (struct pet_data*)bl;
- struct map_session_data *sd = pd->msd;
-
- if(!sd) {
- map_delblock(bl);
- unit_free(bl);
- map_freeblock_unlock();
- return 0;
- }
- if (sd->pet.intimate <= 0)
- { //Remove pet.
- intif_delete_petdata(sd->status.pet_id);
- sd->status.pet_id = 0;
- sd->pd = NULL;
- pd->msd = NULL;
- map_delblock(bl);
- unit_free(bl);
- map_freeblock_unlock();
- return 0;
- }
- }
- map_delblock(bl);
- map_freeblock_unlock();
- return 1;
-}
-
-/*==========================================
- * Function to free all related resources to the bl
- * if unit is on map, it is removed using clrtype 0.
- *------------------------------------------
- */
-
-int unit_free(struct block_list *bl) {
- struct unit_data *ud = unit_bl2ud( bl );
- nullpo_retr(0, ud);
-
- map_freeblock_lock();
- if( bl->prev ) //Players are supposed to logout with a "warp" effect.
- unit_remove_map(bl, bl->type==BL_PC?3:0);
-
- if( bl->type == BL_PC ) {
- struct map_session_data *sd = (struct map_session_data*)bl;
- if(status_isdead(bl))
- pc_setrestartvalue(sd,2);
-
- //Status that are not saved...
- if(sd->sc.count) {
- if(sd->sc.data[SC_SPURT].timer!=-1)
- status_change_end(bl,SC_SPURT,-1);
- if(sd->sc.data[SC_BERSERK].timer!=-1)
- status_change_end(bl,SC_BERSERK,-1);
- if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
- status_change_end(bl,SC_TRICKDEAD,-1);
- if (battle_config.debuff_on_logout) {
- if(sd->sc.data[SC_ORCISH].timer!=-1)
- status_change_end(bl,SC_ORCISH,-1);
- if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
- status_change_end(bl,SC_STRIPWEAPON,-1);
- if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
- status_change_end(bl,SC_STRIPARMOR,-1);
- if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
- status_change_end(bl,SC_STRIPSHIELD,-1);
- if(sd->sc.data[SC_STRIPHELM].timer!=-1)
- status_change_end(bl,SC_STRIPHELM,-1);
- if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
- status_change_end(bl,SC_EXTREMITYFIST,-1);
- if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
- status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
- }
- }
- // Notify friends that this char logged out. [Skotlex]
- clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
- party_send_logout(sd);
- guild_send_memberinfoshort(sd,0);
- pc_cleareventtimer(sd);
- pc_delspiritball(sd,sd->spiritball,1);
- chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
- pc_makesavestatus(sd);
- sd->state.waitingdisconnect = 1;
- pc_clean_skilltree(sd);
- } else if( bl->type == BL_PET ) {
- struct pet_data *pd = (struct pet_data*)bl;
- struct map_session_data *sd = pd->msd;
- pet_hungry_timer_delete(pd);
- if (pd->a_skill)
- {
- aFree(pd->a_skill);
- pd->a_skill = NULL;
- }
- if (pd->s_skill)
- {
- if (pd->s_skill->timer != -1) {
- if (pd->s_skill->id)
- delete_timer(pd->s_skill->timer, pet_skill_support_timer);
- else
- delete_timer(pd->s_skill->timer, pet_heal_timer);
- }
- aFree(pd->s_skill);
- pd->s_skill = NULL;
- }
- if(pd->recovery)
- {
- if(pd->recovery->timer != -1)
- delete_timer(pd->recovery->timer, pet_recovery_timer);
- aFree(pd->recovery);
- pd->recovery = NULL;
- }
- if(pd->bonus)
- {
- if (pd->bonus->timer != -1)
- delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
- aFree(pd->bonus);
- pd->bonus = NULL;
- }
- if (pd->loot)
- {
- if (pd->loot->item)
- aFree(pd->loot->item);
- aFree (pd->loot);
- pd->loot = NULL;
- }
- if (sd) {
- if(sd->pet.intimate > 0)
- intif_save_petdata(sd->status.account_id,&sd->pet);
- sd->pd = NULL;
- }
- } else if(bl->type == BL_MOB) {
- struct mob_data *md = (struct mob_data*)bl;
- if(md->deletetimer!=-1)
- delete_timer(md->deletetimer,mob_timer_delete);
- md->deletetimer=-1;
- if(md->lootitem) {
- aFree(md->lootitem);
- md->lootitem=NULL;
- }
- if (md->guardian_data)
- {
- if (md->guardian_data->number < MAX_GUARDIANS)
- md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
- aFree(md->guardian_data);
- md->guardian_data = NULL;
- }
- if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
- { //Spawning data is not attached to the map, so free it
- //if this is the last mob who is pointing at it.
- aFree(md->spawn);
- md->spawn = NULL;
- }
- if(md->base_status) {
- aFree(md->base_status);
- md->base_status = NULL;
- }
- if(mob_is_clone(md->class_))
- mob_clone_delete(md->class_);
- }
-
- skill_clear_unitgroup(bl);
- status_change_clear(bl,1);
- if (bl->type != BL_PC)
- { //Players are handled by map_quit
- map_deliddb(bl);
- map_freeblock(bl);
- }
- map_freeblock_unlock();
- return 0;
-}
-
-int do_init_unit(void) {
- add_timer_func_list(unit_attack_timer, "unit_attack_timer");
- add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
- add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
-
- return 0;
-}
-
-int do_final_unit(void) {
- // nothing to do
- return 0;
-}
-
+// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder +// Merged originally from jA by Skotlex +#include <stdio.h> +#include <stdlib.h> +#include <string.h> + +#include "../common/showmsg.h" +#include "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/db.h" +#include "../common/malloc.h" +#include "unit.h" +#include "map.h" +#include "pc.h" +#include "mob.h" +#include "pet.h" +#include "skill.h" +#include "clif.h" +#include "npc.h" +#include "guild.h" +#include "status.h" +#include "battle.h" +#include "chat.h" +#include "trade.h" +#include "vending.h" +#include "party.h" +#include "intif.h" +#include "chrif.h" +#include "script.h" + +static int dirx[8]={0,-1,-1,-1,0,1,1,1}; +static int diry[8]={1,1,0,-1,-1,-1,0,1}; + +struct unit_data* unit_bl2ud(struct block_list *bl) { + if( bl == NULL) return NULL; + if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud; + if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud; + if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud; + if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud; + return NULL; +} + +static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data); + +int unit_walktoxy_sub(struct block_list *bl) +{ + int i; + struct walkpath_data wpd; + struct unit_data *ud = NULL; + + nullpo_retr(1, bl); + ud = unit_bl2ud(bl); + if(ud == NULL) return 0; + + if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy)) + return 0; + + memcpy(&ud->walkpath,&wpd,sizeof(wpd)); + + if (ud->target && ud->chaserange>1) { + //Generally speaking, the walk path is already to an adjacent tile + //so we only need to shorten the path if the range is greater than 1. + int dir; + //Trim the last part of the path to account for range, + //but always move at least one cell when requested to move. + for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) { + ud->walkpath.path_len--; + dir = ud->walkpath.path[ud->walkpath.path_len]; + if(dir&1) + i-=14; + else + i-=10; + ud->to_x -= dirx[dir]; + ud->to_y -= diry[dir]; + } + } + + ud->state.change_walk_target=0; + + if (bl->type == BL_PC) + clif_walkok((TBL_PC*)bl); + clif_move(bl); + + if(ud->walkpath.path_pos>=ud->walkpath.path_len) + i = -1; + else if(ud->walkpath.path[ud->walkpath.path_pos]&1) + i = status_get_speed(bl)*14/10; + else + i = status_get_speed(bl); + if( i > 0) + ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i); + return 1; +} + +static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data) +{ + int i; + int x,y,dx,dy,dir; + struct block_list *bl; + struct map_session_data *sd = NULL; + struct mob_data *md = NULL; + struct unit_data *ud = NULL; + + bl=map_id2bl(id); + if(bl == NULL) + return 0; + if( BL_CAST( BL_PC, bl, sd ) ) { + ud = &sd->ud; + } else if( BL_CAST( BL_MOB, bl, md ) ) { + ud = &md->ud; + } else + ud = unit_bl2ud(bl); + + if(ud == NULL) return 0; + + if(ud->walktimer != tid){ + if(battle_config.error_log) + ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid); + return 0; + } + ud->walktimer=-1; + if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する + + if(ud->walkpath.path_pos>=ud->walkpath.path_len) + return 0; + + //歩いたので息吹のタイマーを初期化 + if(sd) { + sd->inchealspirithptick = 0; + sd->inchealspiritsptick = 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; + if (sd) + sd->head_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); + + // バシリカ判定 + + map_foreachinmovearea(clif_outsight,bl->m, + x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE, + dx,dy,sd?BL_ALL:BL_PC,bl); + + x += dx; + y += dy; + map_moveblock(bl, x, y, tick); + ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex] + + ud->walktimer = 1; + map_foreachinmovearea(clif_insight,bl->m, + x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE, + -dx,-dy,sd?BL_ALL:BL_PC,bl); + ud->walktimer = -1; + + if(sd) { + if(map_getcell(bl->m,x,y,CELL_CHKNPC)) { + npc_touch_areanpc(sd,bl->m,x,y); + if (bl->prev == NULL) //Script could have warped char, abort remaining of the function. + return 0; + } else + sd->areanpc_id=0; + if (sd->state.gmaster_flag) + { //Guild Aura: Likely needs to be recoded, this method seems inefficient. + struct guild *g = sd->state.gmaster_flag; + int skill, guildflag = 0; + if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12; + if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8; + if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4; + if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill; + if (guildflag) + map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC, + bl->id, sd->status.guild_id, &guildflag); + } + if ( + (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && + sd->sc.data[SC_MIRACLE].timer==-1 && + !(ud->walk_count%WALK_SKILL_INTERVAL) && + rand()%10000 < battle_config.sg_miracle_skill_ratio + ) { //SG_MIRACLE [Komurka] + clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]"); + sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); + } + } else if (md) { + if(battle_config.mob_npc_warp && map_getcell(bl->m,x,y,CELL_CHKNPC) && + npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex] + return 0; + if (md->min_chase > md->db->range2) md->min_chase--; + //Walk skills are triggered regardless of target due to the idle-walk mob state. + if(!(ud->walk_count%WALK_SKILL_INTERVAL) && + mobskill_use(md, tick, -1)) + return 0; + } + + if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant. + return 0; + + if(ud->state.change_walk_target) + return unit_walktoxy_sub(bl); + + ud->walkpath.path_pos++; + if(ud->walkpath.path_pos>=ud->walkpath.path_len) + i = -1; + else if(ud->walkpath.path[ud->walkpath.path_pos]&1) + i = status_get_speed(bl)*14/10; + else + i = status_get_speed(bl); + + if(i > 0) + ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i); + else if(ud->state.running) { + //Keep trying to run. + if (!unit_run(bl)) + ud->state.running = 0; + } else if (ud->target) { + //Update target trajectory. + struct block_list *tbl = map_id2bl(ud->target); + if (!tbl) { //Cancel chase. + ud->to_x = bl->x; + ud->to_y = bl->y; + return 0; + } + if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange)) + { //Reached destination. + if (ud->state.attack_continue) { + clif_fixpos(bl); //Aegis uses one before every attack, we should + //only need this one for syncing purposes. [Skotlex] + unit_attack(bl, tbl->id, ud->state.attack_continue); + } + } else { //Update chase-path + unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0)); + return 0; + } + } else { //Stopped walking. Update to_x and to_y to current location [Skotlex] + ud->to_x = bl->x; + ud->to_y = bl->y; + if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding) + mob_script_callback(md, NULL, CALLBACK_WALKACK); + } + return 0; +} + +int unit_walktoxy( struct block_list *bl, int x, int y, int easy) { + struct unit_data *ud = NULL; + struct status_change *sc = NULL; + + nullpo_retr(0, bl); + + ud = unit_bl2ud(bl); + + if( ud == NULL) return 0; + + // 移動出来ないユニットは弾く + if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl)) + return 0; + + ud->state.walk_easy = easy; + ud->target = 0; + ud->to_x = x; + ud->to_y = y; + + sc = status_get_sc(bl); + if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position + map_random_dir(bl, &ud->to_x, &ud->to_y); + + if(ud->walktimer != -1) { + // 現在歩いている最中の目的地変更なのでマス目の中心に来た時に + // timer関数からunit_walktoxy_subを呼ぶようにする + ud->state.change_walk_target = 1; + return 1; + } else { + return unit_walktoxy_sub(bl); + } +} + +static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data) +{ + struct block_list *bl = map_id2bl(id); + struct unit_data *ud = bl?unit_bl2ud(bl):NULL; + + if (ud && ud->walktimer == -1 && ud->target == data) + { + if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting? + add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data); + else if (unit_can_move(bl)) + unit_walktoxy_sub(bl); + } + return 0; +} + +// Chases a tbl. If the flag&1, use hard-path seek, +// if flag&2, start attacking upon arrival within range, otherwise just walk to that character. +int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) { + struct unit_data *ud = NULL; + struct status_change *sc = NULL; + nullpo_retr(0, bl); + nullpo_retr(0, tbl); + + ud = unit_bl2ud(bl); + if( ud == NULL) return 0; + + if (!(status_get_mode(bl)&MD_CANMOVE)) + return 0; + + if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) { + ud->to_x = bl->x; + ud->to_y = bl->y; + return 0; + } + + ud->state.walk_easy = flag&1; + ud->target = tbl->id; + ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range + ud->state.attack_continue = flag&2?1:0; //Chase to attack. + + sc = status_get_sc(bl); + if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position + map_random_dir(bl, &ud->to_x, &ud->to_y); + + + if(ud->walktimer != -1) { + ud->state.change_walk_target = 1; + return 1; + } + if (DIFF_TICK(ud->canmove_tick, gettick()) > 0) + { //Can't move, wait a bit before invoking the movement. + add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target); + return 1; + } else if (!unit_can_move(bl)) + return 0; + + return unit_walktoxy_sub(bl); +} + +int unit_run(struct block_list *bl) +{ + struct status_change *sc = status_get_sc(bl); + int i,to_x,to_y,dir_x,dir_y; + + if (!sc || !sc->count || sc->data[SC_RUN].timer == -1) + return 0; + + if (!unit_can_move(bl)) { + if(sc->data[SC_RUN].timer!=-1) + status_change_end(bl,SC_RUN,-1); + return 0; + } + + to_x = bl->x; + to_y = bl->y; + dir_x = dirx[sc->data[SC_RUN].val2]; + dir_y = diry[sc->data[SC_RUN].val2]; + + for(i=0;i<AREA_SIZE;i++) + { + if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS)) + break; + to_x += dir_x; + to_y += dir_y; + } + + if(to_x == bl->x && to_y == bl->y) { + //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex] + status_change_end(bl,SC_RUN,-1); + skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000); + return 0; + } + unit_walktoxy(bl, to_x, to_y, 1); + return 1; +} + +//Instant warp function. +int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath) +{ + int dx,dy,dir; + struct unit_data *ud = NULL; + struct map_session_data *sd = NULL; + struct walkpath_data wpd; + + nullpo_retr(0, bl); + if( BL_CAST( BL_PC, bl, sd ) ) { + ud = &sd->ud; + } else + ud = unit_bl2ud(bl); + + if( ud == NULL) return 0; + + unit_stop_walking(bl,1); + unit_stop_attack(bl); + + if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH))) + return 0; + + dir = map_calc_dir(bl, dst_x,dst_y); + ud->dir = dir; + if(sd) sd->head_dir = dir; + + dx = dst_x - bl->x; + dy = dst_y - bl->y; + + map_foreachinmovearea(clif_outsight,bl->m, + bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE, + dx,dy,sd?BL_ALL:BL_PC,bl); + + map_moveblock(bl, dst_x, dst_y, gettick()); + + ud->walktimer = 1; + map_foreachinmovearea(clif_insight,bl->m, + bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE, + -dx,-dy,sd?BL_ALL:BL_PC,bl); + ud->walktimer = -1; + + if(sd) { + if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) { + npc_touch_areanpc(sd,bl->m,bl->x,bl->y); + if (bl->prev == NULL) //Script could have warped char, abort remaining of the function. + return 0; + } else + sd->areanpc_id=0; + if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) + { //Check if pet needs to be teleported. [Skotlex] + int flag = 0; + bl = &sd->pd->bl; //Note that bl now points to the pet! + if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0)) + flag = 1; + else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport. + flag = 2; + if (flag) { + unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0); + clif_slide(bl,bl->x,bl->y); + } + //If you want to use bl afterwards, uncomment this: + //bl = &sd->bl; + } + } + return 1; +} + +int unit_setdir(struct block_list *bl,unsigned char dir) +{ + struct unit_data *ud; + nullpo_retr( 0, bl ); + ud = unit_bl2ud(bl); + if (!ud) return 0; + ud->dir = dir; + if (bl->type == BL_PC) + ((TBL_PC *)bl)->head_dir = dir; + clif_changed_dir(bl); + return 0; +} + +int unit_getdir(struct block_list *bl) +{ + struct unit_data *ud; + nullpo_retr( 0, bl ); + ud = unit_bl2ud(bl); + if (!ud) return 0; + return ud->dir; +} + +//Warps a unit/ud to a given map/position. +//In the case of players, pc_setpos is used. +//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks. +int unit_warp(struct block_list *bl,int m,short x,short y,int type) +{ + struct unit_data *ud; + nullpo_retr(0, bl); + ud = unit_bl2ud(bl); + + if(bl->prev==NULL || !ud) + return 1; + + if (type < 0 || type == 1) + //Type 1 is invalid, since you shouldn't warp a bl with the "death" + //animation, it messes up with unit_remove_map! [Skotlex] + return 1; + + if( m<0 ) m=bl->m; + + switch (bl->type) { + case BL_MOB: + if (map[bl->m].flag.monster_noteleport) + return 1; + break; + case BL_PC: + if (map[bl->m].flag.noteleport) + return 1; + break; + } + + if (x<0 || y<0) + { //Random map position. + if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) { + if(battle_config.error_log) + ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y); + return 2; + + } + } else if (map_getcell(m,x,y,CELL_CHKNOREACH)) + { //Invalid target cell + if(battle_config.error_log) + ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y); + + if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1)) + { //Can't find a nearby cell + if(battle_config.error_log) + ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y); + return 2; + } + } + + if (bl->type == BL_PC) //Use pc_setpos + return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type); + + if (!unit_remove_map(bl, type)) + return 3; + + bl->x=ud->to_x=x; + bl->y=ud->to_y=y; + bl->m=m; + + map_addblock(bl); + clif_spawn(bl); + skill_unit_move(bl,gettick(),1); + + if(bl->type == BL_MOB){ + TBL_MOB *md = (TBL_MOB *)bl; + if(md->nd) // Tell the script engine we've warped + mob_script_callback(md, NULL, CALLBACK_WARPACK); + } + return 0; +} + +/*========================================== + * 歩行停止 + *------------------------------------------ + */ +int unit_stop_walking(struct block_list *bl,int type) +{ + struct unit_data *ud; + struct TimerData *data; + unsigned int tick; + nullpo_retr(0, bl); + + ud = unit_bl2ud(bl); + if(!ud || ud->walktimer == -1) + return 0; + //NOTE: We are using timer data after deleting it because we know the + //delete_timer function does not messes with it. If the function's + //behaviour changes in the future, this code could break! + data = get_timer(ud->walktimer); + delete_timer(ud->walktimer, unit_walktoxy_timer); + ud->walktimer = -1; + ud->state.change_walk_target = 0; + tick = gettick(); + if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell. + || (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell + { + ud->walkpath.path_len = ud->walkpath.path_pos+1; + unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos); + } + + if(type&0x01) + clif_fixpos(bl); + + ud->walkpath.path_len = 0; + ud->walkpath.path_pos = 0; + ud->to_x = bl->x; + ud->to_y = bl->y; + if(bl->type == BL_PET && type&~0xff) + ud->canmove_tick = gettick() + (type>>8); + + if (ud->state.running) + status_change_end(bl, SC_RUN, -1); + return 1; +} + +int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) { + + if(skill_num < 0) return 0; + + return unit_skilluse_id2( + src, target_id, skill_num, skill_lv, + skill_castfix(src, skill_num, skill_lv), + skill_get_castcancel(skill_num) + ); +} + +int unit_is_walking(struct block_list *bl) +{ + struct unit_data *ud = unit_bl2ud(bl); + nullpo_retr(0, bl); + if(!ud) return 0; + return (ud->walktimer != -1); +} + +/*========================================== + * Determines if the bl can move based on status changes. [Skotlex] + *------------------------------------------ + */ +int unit_can_move(struct block_list *bl) +{ + struct map_session_data *sd; + struct unit_data *ud; + struct status_change *sc; + + nullpo_retr(0, bl); + ud = unit_bl2ud(bl); + sc = status_get_sc(bl); + BL_CAST(BL_PC, bl, sd); + + if (!ud) + return 0; + + if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0)) + return 0; + + if (DIFF_TICK(ud->canmove_tick, gettick()) > 0) + return 0; + + if (sd && ( + pc_issit(sd) || + sd->state.blockedmove + )) + return 0; //Can't move + + if (sc) { + if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT) + return 0; + + if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0)) + return 0; + + if (sc->count && ( + sc->data[SC_ANKLE].timer != -1 || + sc->data[SC_AUTOCOUNTER].timer !=-1 || + sc->data[SC_TRICKDEAD].timer !=-1 || + sc->data[SC_BLADESTOP].timer !=-1 || + sc->data[SC_BLADESTOP_WAIT].timer !=-1 || + sc->data[SC_SPIDERWEB].timer !=-1 || + (sc->data[SC_DANCING].timer !=-1 && ( + (sc->data[SC_DANCING].val4 && sc->data[SC_LONGING].timer == -1) || + sc->data[SC_DANCING].val1 == CG_HERMODE //cannot move while Hermod is active. + )) || + sc->data[SC_MOONLIT].timer != -1 || + (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect + sc->data[SC_STOP].timer != -1 || + sc->data[SC_CLOSECONFINE].timer != -1 || + sc->data[SC_CLOSECONFINE2].timer != -1 + )) + return 0; + } + return 1; +} + +/*========================================== + * Applies walk delay to character, considering that + * if type is 0, this is a damage induced delay: if previous delay is active, do not change it. + * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased. + *------------------------------------------ + */ +int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type) +{ + struct unit_data *ud = unit_bl2ud(bl); + if (delay <= 0 || !ud) return 0; + + if (type) { + if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0) + return 0; + } else { + if (DIFF_TICK(ud->canmove_tick, tick) > 0) + return 0; + } + ud->canmove_tick = tick + delay; + if (ud->walktimer != -1) + { //Stop walking, if chasing, readjust timers. + if (delay == 1) + { //Minimal delay (walk-delay) disabled. Just stop walking. + unit_stop_walking(bl,0); + } else { + unit_stop_walking(bl,2); + if(ud->target) + add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target); + } + } + return 1; +} + +int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) { + struct unit_data *ud; + struct status_data *tstatus; + struct status_change *sc; + struct map_session_data *sd = NULL; + struct block_list * target = NULL; + unsigned int tick = gettick(); + int temp; + + nullpo_retr(0, src); + if(status_isdead(src)) + return 0; // 死んでいないか + + if( BL_CAST( BL_PC, src, sd ) ) { + ud = &sd->ud; + } else + ud = unit_bl2ud(src); + + if(ud == NULL) return 0; + sc = status_get_sc(src); + if (sc && !sc->count) + sc = NULL; //Unneeded + //temp: used to signal combo-skills right now. + temp = (target_id == src->id && !(sd && sd->state.skill_flag) + && skill_get_inf(skill_num)&INF_SELF_SKILL + && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF); + if (temp) + target_id = ud->target; //Auto-select skills. [Skotlex] + + if (sd) { + //Target_id checking. + if(skillnotok(skill_num, sd)) // [MouseJstr] + return 0; + switch(skill_num) + { //Check for skills that auto-select target + case MO_CHAINCOMBO: + if (sc && sc->data[SC_BLADESTOP].timer != -1){ + if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) + return 0; + } + break; + case TK_JUMPKICK: + case TK_COUNTER: + case HT_POWER: + if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num) + target_id = sc->data[SC_COMBO].val2; + break; + case WE_MALE: + case WE_FEMALE: + if (!sd->status.partner_id) + return 0; + target = (struct block_list*)map_charid2sd(sd->status.partner_id); + if (!target) { + clif_skill_fail(sd,skill_num,0,0); + return 0; + } + break; + } + if (target) + target_id = target->id; + } + if(!target && (target=map_id2bl(target_id)) == NULL ) + return 0; + if(src->m != target->m) + return 0; // 同じマップかどうか + if(!src->prev || !target->prev) + return 0; // map 上に存在するか + + //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex] + if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL) + return 0; + + if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id) + return 0; + + if(!status_check_skilluse(src, target, skill_num, 0)) + return 0; + + tstatus = status_get_status_data(target); + //直前のスキル状況の記録 + if(sd) { + switch(skill_num){ + case SA_CASTCANCEL: + if(ud->skillid != skill_num){ + sd->skillid_old = ud->skillid; + sd->skilllv_old = ud->skilllv; + break; + } + case BD_ENCORE: + //Prevent using the dance skill if you no longer have the skill in your tree. + if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){ + clif_skill_fail(sd,skill_num,0,0); + return 0; + } + sd->skillid_old = skill_num; + break; + case BD_LULLABY: + case BD_RICHMANKIM: + case BD_ETERNALCHAOS: + case BD_DRUMBATTLEFIELD: + case BD_RINGNIBELUNGEN: + case BD_ROKISWEIL: + case BD_INTOABYSS: + case BD_SIEGFRIED: + case CG_MOONLIT: + if (battle_config.player_skill_partner_check && + (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) && + (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) + ) { + clif_skill_fail(sd,skill_num,0,0); + return 0; + } + break; + } + if (!skill_check_condition(sd, skill_num, skill_lv, 0)) + return 0; + } + //TODO: Add type-independant skill_check_condition function. + if (src->type == BL_MOB) { + switch (skill_num) { + case NPC_SUMMONSLAVE: + case NPC_SUMMONMONSTER: + case AL_TELEPORT: + if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai) + return 0; + } + } + + if(src->id != target_id && + !battle_check_range(src,target,skill_get_range2(src, skill_num,skill_lv) + +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex] + return 0; + + if (!temp) //Stop attack on non-combo skills [Skotlex] + unit_stop_attack(src); + else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence + ud->attackabletime = tick + status_get_adelay(src); + + ud->state.skillcastcancel = castcancel; + + //temp: Used to signal force cast now. + temp = 0; + + switch(skill_num){ + case ALL_RESURRECTION: + if(battle_check_undead(tstatus->race,tstatus->def_ele)){ + temp=1; + casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv); + } + break; + case MO_FINGEROFFENSIVE: + if(sd) + casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv); + break; + case MO_EXTREMITYFIST: + if (sc && sc->data[SC_COMBO].timer != -1 && + (sc->data[SC_COMBO].val1 == MO_COMBOFINISH || + sc->data[SC_COMBO].val1 == CH_TIGERFIST || + sc->data[SC_COMBO].val1 == CH_CHAINCRUSH)) + casttime = 0; + temp = 1; + break; + case TK_RUN: + if (sc && sc->data[SC_RUN].timer != -1) + casttime = 0; + break; + case SA_MAGICROD: + case SA_SPELLBREAKER: + temp =1; + break; + case KN_CHARGEATK: + //Taken from jA: Casttime is increased by dist/3*100% + casttime = casttime * ((distance_bl(src,target)-1)/3+1); + break; + } + + if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) { + casttime = casttime/2; + if ((--sc->data[SC_MEMORIZE].val2) <= 0) + status_change_end(src, SC_MEMORIZE, -1); + } + + if( casttime>0 || temp){ + + clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime); + + if (sd && target->type == BL_MOB) + { + TBL_MOB *md = (TBL_MOB*)target; + mobskill_event(md, src, tick, -1); //Cast targetted skill event. + //temp: used to store mob's mode now. + if (tstatus->mode&MD_CASTSENSOR && + battle_check_target(target, src, BCT_ENEMY) > 0) + { + switch (md->state.skillstate) { + case MSS_ANGRY: + case MSS_RUSH: + case MSS_FOLLOW: + if (!(tstatus->mode&(MD_AGGRESSIVE|MD_ANGRY))) + break; //Only Aggressive mobs change target while chasing. + case MSS_IDLE: + case MSS_WALK: + md->target_id = src->id; + md->state.aggressive = (temp&MD_ANGRY)?1:0; + md->min_chase = md->db->range3; + } + } + } + } + + if( casttime<=0 ) + ud->state.skillcastcancel=0; + + ud->canact_tick = tick + casttime + 100; + ud->skilltarget = target_id; + ud->skillx = 0; + ud->skilly = 0; + ud->skillid = skill_num; + ud->skilllv = skill_lv; + + if(sc && sc->data[SC_CLOAKING].timer != -1 && + !(sc->data[SC_CLOAKING].val4&1) && skill_num != AS_CLOAKING) + status_change_end(src,SC_CLOAKING,-1); + + if(casttime > 0) { + ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 ); + if(sd && pc_checkskill(sd,SA_FREECAST)) + status_freecast_switch(sd); + else + unit_stop_walking(src,1); + } + else + skill_castend_id(ud->skilltimer,tick,src->id,0); + return 1; +} + +int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) { + if(skill_num < 0) + return 0; + return unit_skilluse_pos2( + src, skill_x, skill_y, skill_num, skill_lv, + skill_castfix(src, skill_num, skill_lv), + skill_get_castcancel(skill_num) + ); +} + +int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) { + struct map_session_data *sd = NULL; + struct unit_data *ud = NULL; + struct status_change *sc; + struct block_list bl; + unsigned int tick = gettick(); + + nullpo_retr(0, src); + + if(!src->prev) return 0; // map 上に存在するか + if(status_isdead(src)) return 0; + + if( BL_CAST( BL_PC, src, sd ) ) { + ud = &sd->ud; + } else + ud = unit_bl2ud(src); + if(ud == NULL) return 0; + + if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex] + return 0; + + sc = status_get_sc(src); + if (sc && !sc->count) + sc = NULL; + + if(sd) { + if (skillnotok(skill_num, sd) || + !skill_check_condition(sd, skill_num, skill_lv,0)) + return 0; + } + + if (!status_check_skilluse(src, NULL, skill_num, 0)) + return 0; + + if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH)) + { //prevent casting ground targeted spells on non-walkable areas. [Skotlex] + if (sd) clif_skill_fail(sd,skill_num,0,0); + return 0; + } + + /* 射程と障害物チェック */ + bl.type = BL_NUL; + bl.m = src->m; + bl.x = skill_x; + bl.y = skill_y; + if(skill_num != TK_HIGHJUMP && + !battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1)) + return 0; + + unit_stop_attack(src); + ud->state.skillcastcancel = castcancel; + + if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){ + casttime = casttime/3; + if ((--sc->data[SC_MEMORIZE].val2)<=0) + status_change_end(src, SC_MEMORIZE, -1); + } + + if( casttime>0 ) { + unit_stop_walking( src, 1); + clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime); + } + + if( casttime<=0 ) + ud->state.skillcastcancel=0; + + ud->canact_tick = tick + casttime + 100; + ud->skillid = skill_num; + ud->skilllv = skill_lv; + ud->skillx = skill_x; + ud->skilly = skill_y; + ud->skilltarget = 0; + + if (sc && sc->data[SC_CLOAKING].timer != -1 && + !(sc->data[SC_CLOAKING].val4&1)) + status_change_end(src,SC_CLOAKING,-1); + + if(casttime > 0) { + ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 ); + if(sd && pc_checkskill(sd,SA_FREECAST)) + status_freecast_switch(sd); + else + unit_stop_walking(src,1); + } + else { + ud->skilltimer = -1; + skill_castend_pos(ud->skilltimer,tick,src->id,0); + } + return 1; +} + +static int unit_attack_timer(int tid,unsigned int tick,int id,int data); + +int unit_stop_attack(struct block_list *bl) +{ + struct unit_data *ud = unit_bl2ud(bl); + nullpo_retr(0, bl); + + if(!ud || ud->attacktimer == -1) + return 0; + + delete_timer( ud->attacktimer, unit_attack_timer ); + ud->attacktimer = -1; + ud->target = 0; + return 0; +} + +//Means current target is unattackable. For now only unlocks mobs. +int unit_unattackable(struct block_list *bl) { + struct unit_data *ud = unit_bl2ud(bl); + if (ud) { + ud->target = 0; + ud->state.attack_continue = 0; + } + + if(bl->type == BL_MOB) + mob_unlocktarget((struct mob_data*)bl, gettick()) ; + else if(bl->type == BL_PET) + pet_unlocktarget((struct pet_data*)bl); + return 0; +} + +/*========================================== + * 攻撃要求 + * typeが1なら継続攻撃 + *------------------------------------------ + */ + +int unit_attack(struct block_list *src,int target_id,int type) +{ + struct block_list *target; + struct unit_data *ud; + + nullpo_retr(0, ud = unit_bl2ud(src)); + + target=map_id2bl(target_id); + if(target==NULL || status_isdead(target)) { + unit_unattackable(src); + return 1; + } + + if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris] + npc_click((TBL_PC*)src,target); // submitted by leinsirk10 [Celest] + return 0; + } + + if(battle_check_target(src,target,BCT_ENEMY)<=0 || + !status_check_skilluse(src, target, 0, 0) + ) { + unit_unattackable(src); + return 1; + } + + ud->target = target_id; + ud->state.attack_continue = type; + if (type) //If you re to attack continously, set to auto-case character + ud->chaserange = status_get_range(src); + + //Just change target/type. [Skotlex] + if(ud->attacktimer != -1) + return 0; + + if(DIFF_TICK(ud->attackabletime, gettick()) > 0) + //Do attack next time it is possible. [Skotlex] + ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0); + else //Attack NOW. + unit_attack_timer(-1,gettick(),src->id,0); + + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy) +{ + struct walkpath_data wpd; + + nullpo_retr(0, bl); + + if( bl->x==x && bl->y==y ) // 同じマス + return 1; + + // 障害物判定 + wpd.path_len=0; + wpd.path_pos=0; + wpd.path_half=0; + return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1); +} + +/*========================================== + * + *------------------------------------------ + */ +int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y) +{ + struct walkpath_data wpd; + int i; + short dx,dy; + nullpo_retr(0, bl); + nullpo_retr(0, tbl); + + if( bl->m != tbl->m) + return 0; + + if( bl->x==tbl->x && bl->y==tbl->y ) + return 1; + + if(range>0 && !check_distance_bl(bl, tbl, range)) + return 0; + + wpd.path_len=0; + wpd.path_pos=0; + wpd.path_half=0; + + // It judges whether it can adjoin or not. + dx=tbl->x - bl->x; + dy=tbl->y - bl->y; + dx=(dx>0)?1:((dx<0)?-1:0); + dy=(dy>0)?1:((dy<0)?-1:0); + + if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOREACH)) + { //Look for a suitable cell to place in. + for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++); + if (i==9) return 0; //No valid cells. + dx = dirx[i]; + dy = diry[i]; + } + + if (x) *x = tbl->x-dx; + if (y) *y = tbl->y-dy; + return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1); +} + + +/*========================================== + * PCの攻撃 (timer関数) + *------------------------------------------ + */ +static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick) +{ + struct block_list *target; + struct unit_data *ud; + struct status_data *sstatus; + struct map_session_data *sd = NULL; + struct mob_data *md = NULL; + int range; + + if((ud=unit_bl2ud(src))==NULL) + return 0; + if(ud->attacktimer != tid){ + if(battle_config.error_log) + ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid); + return 0; + } + BL_CAST( BL_PC , src, sd); + BL_CAST( BL_MOB, src, md); + ud->attacktimer=-1; + target=map_id2bl(ud->target); + + if(src->prev == NULL || target==NULL || target->prev == NULL) + return 0; + + if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0)) + return 0; + + if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0)) + return 0; + + sstatus = status_get_status_data(src); + + if(!battle_config.sdelay_attack_enable && + DIFF_TICK(ud->canact_tick,tick) > 0 && + (!sd || pc_checkskill(sd,SA_FREECAST) <= 0) + ) { + if (tid == -1) { //requested attack. + if(sd) clif_skill_fail(sd,1,4,0); + return 0; + } + //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex] + if(ud->state.attack_continue) { + if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0) + ud->attackabletime = ud->canact_tick; + ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0); + } + return 1; + } + + range = sstatus->rhw.range; + + if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range... + if(unit_is_walking(target)) range++; //Extra range when chasing + + if(!check_distance_bl(src,target,range) ) { + //Chase if required. + if(ud->state.attack_continue) { + if(sd) + clif_movetoattack(sd,target); + else + unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2); + } + return 1; + } + if(!battle_check_range(src,target,range)) { + //Within range, but no direct line of attack + if(ud->state.attack_continue) { + if(ud->chaserange > 2) ud->chaserange-=2; + unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2); + } + return 1; + } + + //Sync packet only for players. + //Non-players use the sync packet on the walk timer. [Skotlex] + if (tid == -1 && sd) clif_fixpos(src); + + if(DIFF_TICK(ud->attackabletime,tick) <= 0) { + if (battle_config.attack_direction_change && + (src->type&battle_config.attack_direction_change)) { + ud->dir = map_calc_dir(src, target->x,target->y ); + if (sd) sd->head_dir = ud->dir; + } + if(ud->walktimer != -1) + unit_stop_walking(src,1); + if(md) { + if (mobskill_use(md,tick,-1)) + return 1; + if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME) + { // Link monsters nearby [Skotlex] + md->last_linktime = tick; + map_foreachinrange(mob_linksearch, src, md->db->range2, + BL_MOB, md->class_, target, tick); + } + } + if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id)) + return 1; + + map_freeblock_lock(); + ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0); + + if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support) + pet_target_check(sd,target,0); + map_freeblock_unlock(); + + ud->attackabletime = tick + sstatus->adelay; +// You can't move if you can't attack neither. + 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,int data) { + struct block_list *bl; + bl = map_id2bl(id); + if(bl && unit_attack_timer_sub(bl, tid, tick) == 0) + unit_unattackable(bl); + return 0; +} + +/*========================================== + * Cancels an ongoing skill cast. + * flag&1: Cast-Cancel invoked. + * flag&2: Cancel only if skill is cancellable. + *------------------------------------------ + */ +int unit_skillcastcancel(struct block_list *bl,int type) +{ + struct map_session_data *sd = NULL; + struct unit_data *ud = unit_bl2ud( bl); + unsigned int tick=gettick(); + int ret=0, skill; + + nullpo_retr(0, bl); + if (!ud || ud->skilltimer==-1) + return 0; //Nothing to cancel. + + BL_CAST(BL_PC, bl, sd); + + if (type&2) { + //See if it can be cancelled. + if (!ud->state.skillcastcancel) + return 0; + + if (sd && (sd->special_state.no_castcancel2 || + (sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89] + return 0; + } + + ud->canact_tick=tick; + if(sd && pc_checkskill(sd,SA_FREECAST)) + status_freecast_switch(sd); + + if(type&1 && sd) + skill = sd->skillid_old; + else + skill = ud->skillid; + + if (skill_get_inf(skill) & INF_GROUND_SKILL) + ret=delete_timer( ud->skilltimer, skill_castend_pos ); + else + ret=delete_timer( ud->skilltimer, skill_castend_id ); + if(ret<0) + ShowError("delete timer error : skillid : %d\n",ret); + + if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1; + + ud->skilltimer = -1; + clif_skillcastcancel(bl); + return 1; +} + +// unit_data の初期化処理 +void unit_dataset(struct block_list *bl) { + struct unit_data *ud; + nullpo_retv(ud = unit_bl2ud(bl)); + + memset( ud, 0, sizeof( struct unit_data) ); + ud->bl = bl; + ud->walktimer = -1; + ud->skilltimer = -1; + ud->attacktimer = -1; + ud->attackabletime = + ud->canact_tick = + ud->canmove_tick = gettick(); +} + +/*========================================== + * 自分をロックしているユニットの数を数える(foreachclient) + *------------------------------------------ + */ +static int unit_counttargeted_sub(struct block_list *bl, va_list ap) +{ + int id, target_lv; + struct unit_data *ud; + id = va_arg(ap,int); + target_lv = va_arg(ap,int); + if(bl->id == id) + return 0; + + ud = unit_bl2ud(bl); + + if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv) + return 1; + + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2) +{ + nullpo_retr(0, target); + + if(damage+damage2 <= 0) + return 0; + + return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2)); +} +/*========================================== + * 自分をロックしている対象の数を返す + * 戻りは整数で0以上 + *------------------------------------------ + */ +int unit_counttargeted(struct block_list *bl,int target_lv) +{ + nullpo_retr(0, bl); + return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR, + bl->id, target_lv)); +} + +/*========================================== + * 見た目のサイズを変更する + *------------------------------------------ + */ +int unit_changeviewsize(struct block_list *bl,short size) +{ + nullpo_retr(0, bl); + + size=(size<0)?-1:(size>0)?1:0; + + if(bl->type == BL_PC) { + ((TBL_PC*)bl)->state.size=size; + } else if(bl->type == BL_MOB) { + ((TBL_MOB*)bl)->special_state.size=size; + } else + return 0; + if(size!=0) + clif_misceffect2(bl,421+size); + return 0; +} + +/*========================================== + * Removes a bl/ud from the map. + * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd + * if clrtype is 1 (death), appropiate cleanup is performed. + * Otherwise it is assumed bl is being warped. + * On-Kill specific stuff is not performed here, look at status_damage for that. + *------------------------------------------ + */ +int unit_remove_map(struct block_list *bl, int clrtype) { + struct unit_data *ud = unit_bl2ud(bl); + struct status_change *sc = status_get_sc(bl); + nullpo_retr(0, ud); + + if(bl->prev == NULL) + return 0; //Already removed? + + map_freeblock_lock(); + + ud->target = 0; //Unlock walk/attack target. + if (ud->walktimer != -1) + unit_stop_walking(bl,0); + if (ud->attacktimer != -1) + unit_stop_attack(bl); + if (ud->skilltimer != -1) + unit_skillcastcancel(bl,0); +// Do not reset can-act delay. [Skotlex] + ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick(); + clif_clearchar_area(bl,clrtype); + + if(sc && sc->count ) { //map-change/warp dispells. + if(sc->data[SC_BLADESTOP].timer!=-1) + status_change_end(bl,SC_BLADESTOP,-1); + if(sc->data[SC_BASILICA].timer!=-1) + status_change_end(bl,SC_BASILICA,-1); + if(sc->data[SC_ANKLE].timer != -1) + status_change_end(bl, SC_ANKLE, -1); + if (sc->data[SC_TRICKDEAD].timer != -1) + status_change_end(bl, SC_TRICKDEAD, -1); + if (sc->data[SC_BLADESTOP].timer!=-1) + status_change_end(bl,SC_BLADESTOP,-1); + if (sc->data[SC_RUN].timer!=-1) + status_change_end(bl,SC_RUN,-1); + if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris] + skill_stop_dancing(bl); + if (sc->data[SC_DEVOTION].timer!=-1) + status_change_end(bl,SC_DEVOTION,-1); + if (sc->data[SC_MARIONETTE].timer!=-1) + status_change_end(bl,SC_MARIONETTE,-1); + if (sc->data[SC_MARIONETTE2].timer!=-1) + status_change_end(bl,SC_MARIONETTE2,-1); + if (sc->data[SC_CLOSECONFINE].timer!=-1) + status_change_end(bl,SC_CLOSECONFINE,-1); + if (sc->data[SC_CLOSECONFINE2].timer!=-1) + status_change_end(bl,SC_CLOSECONFINE2,-1); + if (sc->data[SC_HIDING].timer!=-1) + status_change_end(bl, SC_HIDING, -1); + if (sc->data[SC_CLOAKING].timer!=-1) + status_change_end(bl, SC_CLOAKING, -1); + if (sc->data[SC_CHASEWALK].timer!=-1) + status_change_end(bl, SC_CHASEWALK, -1); + if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) + status_change_end(bl, SC_GOSPEL, -1); + } + + if (bl->type&BL_CHAR) { + skill_unit_move(bl,gettick(),4); + skill_cleartimerskill(bl); // タイマースキルクリア + } + + if(bl->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data*)bl; + + //Leave/reject all invitations. + if(sd->chatID) + chat_leavechat(sd); + if(sd->trade_partner) + trade_tradecancel(sd); + if(sd->vender_id) + vending_closevending(sd); + if(sd->state.storage_flag == 1) + storage_storage_quit(sd,0); + else if (sd->state.storage_flag == 2) + storage_guild_storage_quit(sd,0); + + if(sd->party_invite>0) + party_reply_invite(sd,sd->party_invite_account,0); + if(sd->guild_invite>0) + guild_reply_invite(sd,sd->guild_invite,0); + if(sd->guild_alliance>0) + guild_reply_reqalliance(sd,sd->guild_alliance_account,0); + + pc_stop_following(sd); + pc_delinvincibletimer(sd); + + if(sd->pvp_timer!=-1) { + delete_timer(sd->pvp_timer,pc_calc_pvprank_timer); + sd->pvp_timer = -1; + } + + if(pc_issit(sd)) { + pc_setstand(sd); + skill_gangsterparadise(sd,0); + skill_rest(sd,0); + } + party_send_dot_remove(sd);//minimap dot fix [Kevin] + guild_send_dot_remove(sd); + } else if(bl->type == BL_MOB) { + struct mob_data *md = (struct mob_data*)bl; + md->target_id=0; + md->attacked_id=0; + md->state.skillstate= MSS_IDLE; + } else if (bl->type == BL_PET) { + struct pet_data *pd = (struct pet_data*)bl; + struct map_session_data *sd = pd->msd; + + if(!sd) { + map_delblock(bl); + unit_free(bl); + map_freeblock_unlock(); + return 0; + } + if (sd->pet.intimate <= 0) + { //Remove pet. + intif_delete_petdata(sd->status.pet_id); + sd->status.pet_id = 0; + sd->pd = NULL; + pd->msd = NULL; + map_delblock(bl); + unit_free(bl); + map_freeblock_unlock(); + return 0; + } + } + map_delblock(bl); + map_freeblock_unlock(); + return 1; +} + +/*========================================== + * Function to free all related resources to the bl + * if unit is on map, it is removed using clrtype 0. + *------------------------------------------ + */ + +int unit_free(struct block_list *bl) { + struct unit_data *ud = unit_bl2ud( bl ); + nullpo_retr(0, ud); + + map_freeblock_lock(); + if( bl->prev ) //Players are supposed to logout with a "warp" effect. + unit_remove_map(bl, bl->type==BL_PC?3:0); + + if( bl->type == BL_PC ) { + struct map_session_data *sd = (struct map_session_data*)bl; + if(status_isdead(bl)) + pc_setrestartvalue(sd,2); + + //Status that are not saved... + if(sd->sc.count) { + if(sd->sc.data[SC_SPURT].timer!=-1) + status_change_end(bl,SC_SPURT,-1); + if(sd->sc.data[SC_BERSERK].timer!=-1) + status_change_end(bl,SC_BERSERK,-1); + if(sd->sc.data[SC_TRICKDEAD].timer!=-1) + status_change_end(bl,SC_TRICKDEAD,-1); + if (battle_config.debuff_on_logout) { + if(sd->sc.data[SC_ORCISH].timer!=-1) + status_change_end(bl,SC_ORCISH,-1); + if(sd->sc.data[SC_STRIPWEAPON].timer!=-1) + status_change_end(bl,SC_STRIPWEAPON,-1); + if(sd->sc.data[SC_STRIPARMOR].timer!=-1) + status_change_end(bl,SC_STRIPARMOR,-1); + if(sd->sc.data[SC_STRIPSHIELD].timer!=-1) + status_change_end(bl,SC_STRIPSHIELD,-1); + if(sd->sc.data[SC_STRIPHELM].timer!=-1) + status_change_end(bl,SC_STRIPHELM,-1); + if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1) + status_change_end(bl,SC_EXTREMITYFIST,-1); + if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1) + status_change_end(bl,SC_EXPLOSIONSPIRITS,-1); + } + } + // Notify friends that this char logged out. [Skotlex] + clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0); + party_send_logout(sd); + guild_send_memberinfoshort(sd,0); + pc_cleareventtimer(sd); + pc_delspiritball(sd,sd->spiritball,1); + chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex] + pc_makesavestatus(sd); + sd->state.waitingdisconnect = 1; + pc_clean_skilltree(sd); + } else if( bl->type == BL_PET ) { + struct pet_data *pd = (struct pet_data*)bl; + struct map_session_data *sd = pd->msd; + pet_hungry_timer_delete(pd); + if (pd->a_skill) + { + aFree(pd->a_skill); + pd->a_skill = NULL; + } + if (pd->s_skill) + { + if (pd->s_skill->timer != -1) { + if (pd->s_skill->id) + delete_timer(pd->s_skill->timer, pet_skill_support_timer); + else + delete_timer(pd->s_skill->timer, pet_heal_timer); + } + aFree(pd->s_skill); + pd->s_skill = NULL; + } + if(pd->recovery) + { + if(pd->recovery->timer != -1) + delete_timer(pd->recovery->timer, pet_recovery_timer); + aFree(pd->recovery); + pd->recovery = NULL; + } + if(pd->bonus) + { + if (pd->bonus->timer != -1) + delete_timer(pd->bonus->timer, pet_skill_bonus_timer); + aFree(pd->bonus); + pd->bonus = NULL; + } + if (pd->loot) + { + if (pd->loot->item) + aFree(pd->loot->item); + aFree (pd->loot); + pd->loot = NULL; + } + if (sd) { + if(sd->pet.intimate > 0) + intif_save_petdata(sd->status.account_id,&sd->pet); + sd->pd = NULL; + } + } else if(bl->type == BL_MOB) { + struct mob_data *md = (struct mob_data*)bl; + if(md->deletetimer!=-1) + delete_timer(md->deletetimer,mob_timer_delete); + md->deletetimer=-1; + if(md->lootitem) { + aFree(md->lootitem); + md->lootitem=NULL; + } + if (md->guardian_data) + { + if (md->guardian_data->number < MAX_GUARDIANS) + md->guardian_data->castle->guardian[md->guardian_data->number].id = 0; + aFree(md->guardian_data); + md->guardian_data = NULL; + } + if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0) + { //Spawning data is not attached to the map, so free it + //if this is the last mob who is pointing at it. + aFree(md->spawn); + md->spawn = NULL; + } + if(md->base_status) { + aFree(md->base_status); + md->base_status = NULL; + } + if(mob_is_clone(md->class_)) + mob_clone_delete(md->class_); + } + + skill_clear_unitgroup(bl); + status_change_clear(bl,1); + if (bl->type != BL_PC) + { //Players are handled by map_quit + map_deliddb(bl); + map_freeblock(bl); + } + map_freeblock_unlock(); + return 0; +} + +int do_init_unit(void) { + add_timer_func_list(unit_attack_timer, "unit_attack_timer"); + add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer"); + add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub"); + + return 0; +} + +int do_final_unit(void) { + // nothing to do + return 0; +} + diff --git a/src/map/unit.h b/src/map/unit.h index 8fc0343bc..4940c47a6 100644 --- a/src/map/unit.h +++ b/src/map/unit.h @@ -1,70 +1,70 @@ -// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-// Merged originally from jA by Skotlex
-#ifndef _UNIT_H_
-#define _UNIT_H_
-
-#include "map.h"
-
-// PC, MOB, PET に共通する処理を1つにまとめる計画
-
-// 歩行開始
-// 戻り値は、0 ( 成功 ), 1 ( 失敗 )
-int unit_walktoxy( struct block_list *bl, int x, int y, int easy);
-int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy);
-int unit_run(struct block_list *bl);
-
-// 歩行停止
-// typeは以下の組み合わせ :
-// 1: 位置情報の送信( この関数の後に位置情報を送信する場合は不要 )
-// 2: ダメージディレイ有り
-// 4: 不明(MOBのみ?)
-int unit_stop_walking(struct block_list *bl,int type);
-int unit_can_move(struct block_list *bl);
-int unit_is_walking(struct block_list *bl);
-int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type);
-
-// 位置の強制移動(吹き飛ばしなど)
-int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath);
-int unit_warp(struct block_list *bl, int map, short x, short y, int type);
-int unit_setdir(struct block_list *bl,unsigned char dir);
-int unit_getdir(struct block_list *bl);
-
-// そこまで歩行でたどり着けるかの判定
-int unit_can_reach_pos(struct block_list *bl,int x,int y,int easy);
-int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y);
-
-// 攻撃関連
-int unit_stop_attack(struct block_list *bl);
-int unit_attack(struct block_list *src,int target_id,int type);
-
-// int unit_setpos( struct block_list *bl, const char* map, int x, int y);
-
-// スキル使用
-int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv);
-int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv);
-
-// スキル使用( 補正済みキャスト時間、キャンセル不可設定付き )
-int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel);
-int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel);
-
-// 詠唱キャンセル
-int unit_skillcastcancel(struct block_list *bl,int type);
-
-int unit_counttargeted(struct block_list *bl,int target_lv);
-
-// unit_data の初期化処理
-void unit_dataset(struct block_list *bl);
-
-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);
-// その他
-struct unit_data* unit_bl2ud(struct block_list *bl);
-int unit_remove_map(struct block_list *bl, int clrtype);
-int unit_free(struct block_list *bl);
-int unit_changeviewsize(struct block_list *bl,short size);
-
-// 初期化ルーチン
-int do_init_unit(void);
-int do_final_unit(void);
-
-#endif /* _UNIT_H_ */
+// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder +// Merged originally from jA by Skotlex +#ifndef _UNIT_H_ +#define _UNIT_H_ + +#include "map.h" + +// PC, MOB, PET に共通する処理を1つにまとめる計画 + +// 歩行開始 +// 戻り値は、0 ( 成功 ), 1 ( 失敗 ) +int unit_walktoxy( struct block_list *bl, int x, int y, int easy); +int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy); +int unit_run(struct block_list *bl); + +// 歩行停止 +// typeは以下の組み合わせ : +// 1: 位置情報の送信( この関数の後に位置情報を送信する場合は不要 ) +// 2: ダメージディレイ有り +// 4: 不明(MOBのみ?) +int unit_stop_walking(struct block_list *bl,int type); +int unit_can_move(struct block_list *bl); +int unit_is_walking(struct block_list *bl); +int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type); + +// 位置の強制移動(吹き飛ばしなど) +int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath); +int unit_warp(struct block_list *bl, int map, short x, short y, int type); +int unit_setdir(struct block_list *bl,unsigned char dir); +int unit_getdir(struct block_list *bl); + +// そこまで歩行でたどり着けるかの判定 +int unit_can_reach_pos(struct block_list *bl,int x,int y,int easy); +int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y); + +// 攻撃関連 +int unit_stop_attack(struct block_list *bl); +int unit_attack(struct block_list *src,int target_id,int type); + +// int unit_setpos( struct block_list *bl, const char* map, int x, int y); + +// スキル使用 +int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv); +int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv); + +// スキル使用( 補正済みキャスト時間、キャンセル不可設定付き ) +int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel); +int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel); + +// 詠唱キャンセル +int unit_skillcastcancel(struct block_list *bl,int type); + +int unit_counttargeted(struct block_list *bl,int target_lv); + +// unit_data の初期化処理 +void unit_dataset(struct block_list *bl); + +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); +// その他 +struct unit_data* unit_bl2ud(struct block_list *bl); +int unit_remove_map(struct block_list *bl, int clrtype); +int unit_free(struct block_list *bl); +int unit_changeviewsize(struct block_list *bl,short size); + +// 初期化ルーチン +int do_init_unit(void); +int do_final_unit(void); + +#endif /* _UNIT_H_ */ |