From aacfd6194a76acc9a322ebdd8379472402158d83 Mon Sep 17 00:00:00 2001 From: skotlex Date: Tue, 20 Jun 2006 22:50:33 +0000 Subject: - Corrected the line terminator setting on the unit.* files as pointed out by Irmin git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7268 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/unit.c | 3470 ++++++++++++++++++++++++++++---------------------------- 1 file changed, 1735 insertions(+), 1735 deletions(-) (limited to 'src/map/unit.c') 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 -#include -#include - -#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;im,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 +#include +#include + +#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;im,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; +} + -- cgit v1.2.3-60-g2f50