// 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" 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 (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; } 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); //This is broken because the mob already was changed from map. //Fortunately, the slave ai will make them chase their master automatically // if (bl->type == BL_MOB) // mob_warpslave(bl,AREA_SIZE); skill_unit_move(bl,gettick(),1); 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) 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_id); // 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); 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_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] storage_delete(sd->status.account_id); pc_makesavestatus(sd); sd->state.waitingdisconnect = 1; } 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) 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; }