// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams
#define HERCULES_CORE
#include "../config/core.h" // RENEWAL_CAST
#include "unit.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "battle.h"
#include "battleground.h"
#include "chat.h"
#include "chrif.h"
#include "clif.h"
#include "duel.h"
#include "elemental.h"
#include "guild.h"
#include "homunculus.h"
#include "instance.h"
#include "intif.h"
#include "map.h"
#include "mercenary.h"
#include "mob.h"
#include "npc.h"
#include "party.h"
#include "path.h"
#include "pc.h"
#include "pet.h"
#include "script.h"
#include "skill.h"
#include "status.h"
#include "storage.h"
#include "trade.h"
#include "vending.h"
#include "../common/HPM.h"
#include "../common/db.h"
#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/random.h"
#include "../common/showmsg.h"
#include "../common/socket.h"
#include "../common/timer.h"
const short dirx[8]={0,-1,-1,-1,0,1,1,1};
const short diry[8]={1,1,0,-1,-1,-1,0,1};
struct unit_interface unit_s;
/**
* Returns the unit_data for the given block_list. If the object is using
* shared unit_data (i.e. in case of BL_NPC), it returns the shared data.
* @param bl block_list to process
* @return a pointer to the given object's unit_data
**/
struct unit_data* unit_bl2ud(struct block_list *bl) {
if( bl == NULL) return NULL;
if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
if( bl->type == BL_NPC) return ((struct npc_data*)bl)->ud;
if( bl->type == BL_HOM) return &((struct homun_data*)bl)->ud;
if( bl->type == BL_MER) return &((struct mercenary_data*)bl)->ud;
if( bl->type == BL_ELEM) return &((struct elemental_data*)bl)->ud;
return NULL;
}
/**
* Returns the unit_data for the given block_list. If the object is using
* shared unit_data (i.e. in case of BL_NPC), it recreates a copy of the
* data so that it's safe to modify.
* @param bl block_list to process
* @return a pointer to the given object's unit_data
*/
struct unit_data* unit_bl2ud2(struct block_list *bl) {
if( bl && bl->type == BL_NPC && ((struct npc_data*)bl)->ud == &npc->base_ud ) {
struct npc_data *nd = (struct npc_data *)bl;
nd->ud = NULL;
CREATE(nd->ud, struct unit_data, 1);
unit->dataset(&nd->bl);
}
return unit->bl2ud(bl);
}
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;
memset(&wpd, 0, sizeof(wpd));
if( !path->search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy,CELL_CHKNOPASS) )
return 0;
#ifdef OFFICIAL_WALKPATH
if( !path->search_long(NULL, bl->m, bl->x, bl->y, ud->to_x, ud->to_y, CELL_CHKNOPASS) // Check if there is an obstacle between
&& wpd.path_len > 14 // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett]
&& (bl->type != BL_NPC) ) // If type is a NPC, please disregard.
return 0;
#endif
memcpy(&ud->walkpath,&wpd,sizeof(wpd));
if (ud->target_to && ud->chaserange>1) {
//Generally speaking, the walk path is already to an adjacent tile
//so we only need to shorten the path if the range is greater than 1.
//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)-10; i > 0 && ud->walkpath.path_len>1;) {
uint8 dir;
ud->walkpath.path_len--;
dir = ud->walkpath.path[ud->walkpath.path_len];
if (dir&1)
i -= MOVE_COST*20; //When chasing, units will target a diamond-shaped area in range [Playtester]
else
i -= MOVE_COST;
ud->to_x -= dirx[dir];
ud->to_y -= diry[dir];
}
}
ud->state.change_walk_target=0;
if (bl->type == BL_PC) {
((TBL_PC *)bl)->head_dir = 0;
clif->walkok((TBL_PC*)bl);
}
clif->move(ud);
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
i = status->get_speed(bl)*MOVE_DIAGONAL_COST/MOVE_COST;
else
i = status->get_speed(bl);
if( i > 0)
ud->walktimer = timer->add(timer->gettick()+i,unit->walktoxy_timer,bl->id,i);
return 1;
}
/**
* Triggered on full step if stepaction is true and executes remembered action.
* @param tid: Timer ID
* @param tick: Unused
* @param id: ID of bl to do the action
* @param data: Not used
* @return 1: Success 0: Fail (No valid bl)
*/
int unit_step_timer(int tid, int64 tick, int id, intptr_t data)
{
struct block_list *bl;
struct unit_data *ud;
int target_id;
bl = map->id2bl(id);
if (!bl || bl->prev == NULL)
return 0;
ud = unit->bl2ud(bl);
if(!ud)
return 0;
if(ud->steptimer != tid) {
ShowError("unit_step_timer mismatch %d != %d\n",ud->steptimer,tid);
return 0;
}
ud->steptimer = INVALID_TIMER;
if(!ud->stepaction)
return 0;
//Set to false here because if an error occurs, it should not be executed again
ud->stepaction = false;
if(!ud->target_to)
return 0;
//Flush target_to as it might contain map coordinates which should not be used by other functions
target_id = ud->target_to;
ud->target_to = 0;
//If stepaction is set then we remembered a client request that should be executed on the next step
//Execute request now if target is in attack range
if(ud->stepskill_id && skill->get_inf(ud->stepskill_id) & INF_GROUND_SKILL) {
//Execute ground skill
struct map_data *md = &map->list[bl->m];
unit->skilluse_pos(bl, target_id%md->xs, target_id/md->xs, ud->stepskill_id, ud->stepskill_lv);
} else {
//If a player has target_id set and target is in range, attempt attack
struct block_list *tbl = map->id2bl(target_id);
if (!tbl || !status->check_visibility(bl, tbl)) {
return 0;
}
if(ud->stepskill_id == 0) {
//Execute normal attack
unit->attack(bl, tbl->id, (ud->state.attack_continue) + 2);
} else {
//Execute non-ground skill
unit->skilluse_id(bl, tbl->id, ud->stepskill_id, ud->stepskill_lv);
}
}
return 1;
}
int unit_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) {
int i;
int x,y,dx,dy;
unsigned char icewall_walk_block;
uint8 dir;
struct block_list *bl;
struct map_session_data *sd;
struct mob_data *md;
struct unit_data *ud;
struct mercenary_data *mrd;
bl = map->id2bl(id);
if(bl == NULL)
return 0;
sd = BL_CAST(BL_PC, bl);
md = BL_CAST(BL_MOB, bl);
mrd = BL_CAST(BL_MER, bl);
ud = unit->bl2ud(bl);
if(ud == NULL) return 0;
if(ud->walktimer != tid){
ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
return 0;
}
ud->walktimer = INVALID_TIMER;
if (bl->prev == NULL) return 0; // Stop moved because it is missing from the block_list
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
return 0;
if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
return 1;
x = bl->x;
y = bl->y;
dir = ud->walkpath.path[ud->walkpath.path_pos];
ud->dir = dir;
dx = dirx[(int)dir];
dy = diry[(int)dir];
//Get icewall walk block depending on boss mode (players can't be trapped)
if(md && md->status.mode&MD_BOSS)
icewall_walk_block = battle_config.boss_icewall_walk_block;
else if(md)
icewall_walk_block = battle_config.mob_icewall_walk_block;
else
icewall_walk_block = 0;
//Monsters will walk into an icewall from the west and south if they already started walking
if(map->getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS)
&& (icewall_walk_block == 0 || !map->getcell(bl->m,x+dx,y+dy,CELL_CHKICEWALL) || dx < 0 || dy < 0))
return unit->walktoxy_sub(bl);
//Monsters can only leave icewalls to the west and south
//But if movement fails more than icewall_walk_block times, they can ignore this rule
if(md && md->walktoxy_fail_count < icewall_walk_block && map->getcell(bl->m,x,y,CELL_CHKICEWALL) && (dx > 0 || dy > 0)) {
//Needs to be done here so that rudeattack skills are invoked
md->walktoxy_fail_count++;
clif->fixpos(bl);
//Monsters in this situation first use a chase skill, then unlock target and then use an idle skill
if (!(++ud->walk_count%WALK_SKILL_INTERVAL))
mob->skill_use(md, tick, -1);
mob->unlocktarget(md, tick);
if (!(++ud->walk_count%WALK_SKILL_INTERVAL))
mob->skill_use(md, tick, -1);
return 0;
}
//Refresh view for all those we lose sight
map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl);
x += dx;
y += dy;
map->moveblock(bl, x, y, tick);
ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); //If you move, you lose your counters. [malufett]
if (bl->x != x || bl->y != y || ud->walktimer != INVALID_TIMER)
return 0; //map->moveblock has altered the object beyond what we expected (moved/warped it)
ud->walktimer = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets
map->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl);
ud->walktimer = INVALID_TIMER;
if(sd) {
if( sd->touching_id )
npc->touchnext_areanpc(sd,false);
if(map->getcell(bl->m,x,y,CELL_CHKNPC)) {
npc->touch_areanpc(sd,bl->m,x,y);
if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
return 0;
} else
npc->untouch_areanpc(sd, bl->m, x, y);
if( sd->md ) { // mercenary should be warped after being 3 seconds too far from the master [greenbox]
if( !check_distance_bl(&sd->bl, &sd->md->bl, MAX_MER_DISTANCE) ) {
if (sd->md->masterteleport_timer == 0)
sd->md->masterteleport_timer = timer->gettick();
else if (DIFF_TICK(timer->gettick(), sd->md->masterteleport_timer) > 3000) {
sd->md->masterteleport_timer = 0;
unit->warp( &sd->md->bl, sd->bl.m, sd->bl.x, sd->bl.y, CLR_TELEPORT );
}
} else // reset the tick, he is not far anymore
sd->md->masterteleport_timer = 0;
}
if( sd->hd ) {
if( homun_alive(sd->hd) && !check_distance_bl(&sd->bl, &sd->hd->bl, MAX_MER_DISTANCE) ) {
if (sd->hd->masterteleport_timer == 0)
sd->hd->masterteleport_timer = timer->gettick();
else if (DIFF_TICK(timer->gettick(), sd->hd->masterteleport_timer) > 3000) {
sd->hd->masterteleport_timer = 0;
unit->warp( &sd->hd->bl, sd->bl.m, sd->bl.x, sd->bl.y, CLR_TELEPORT );
}
} else
sd->hd->masterteleport_timer = 0;
}
} else if (md) {
//Movement was successful, reset walktoxy_fail_count
md->walktoxy_fail_count = 0;
if( map->getcell(bl->m,x,y,CELL_CHKNPC) ) {
if( npc->touch_areanpc2(md) ) return 0; // Warped
} else
md->areanpc_id = 0;
if (md->min_chase > md->db->range3) md->min_chase--;
//Walk skills are triggered regardless of target due to the idle-walk mob state.
//But avoid triggering on stop-walk calls.
if (tid != INVALID_TIMER
&& !(ud->walk_count%WALK_SKILL_INTERVAL)
&& map->list[bl->m].users > 0
&& mob->skill_use(md, tick, -1)
) {
if (!(ud->skill_id == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER)
&& md->state.skillstate != MSS_WALK //Walk skills are supposed to be used while walking
) {
//Skill used, abort walking
clif->fixpos(bl); //Fix position as walk has been canceled.
return 0;
}
//Resend walk packet for proper Self Destruction display.
clif->move(ud);
}
}
else if( mrd && mrd->master )
{
if (!check_distance_bl(&mrd->master->bl, bl, MAX_MER_DISTANCE))
{
// mercenary should be warped after being 3 seconds too far from the master [greenbox]
if (mrd->masterteleport_timer == 0)
{
mrd->masterteleport_timer = timer->gettick();
}
else if (DIFF_TICK(timer->gettick(), mrd->masterteleport_timer) > 3000)
{
mrd->masterteleport_timer = 0;
unit->warp( bl, mrd->master->bl.m, mrd->master->bl.x, mrd->master->bl.y, CLR_TELEPORT );
}
}
else
{
mrd->masterteleport_timer = 0;
}
}
if(tid == INVALID_TIMER) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
return 0;
//If stepaction is set then we remembered a client request that should be executed on the next step
if (ud->stepaction && ud->target_to) {
//Delete old stepaction even if not executed yet, the latest command is what counts
if(ud->steptimer != INVALID_TIMER) {
timer->delete(ud->steptimer, unit->step_timer);
ud->steptimer = INVALID_TIMER;
}
//Delay stepactions by half a step (so they are executed at full step)
if(ud->walkpath.path[ud->walkpath.path_pos]&1)
i = status->get_speed(bl)*14/20;
else
i = status->get_speed(bl)/2;
ud->steptimer = timer->add(tick+i, unit->step_timer, bl->id, 0);
}
if(ud->state.change_walk_target) {
if(unit->walktoxy_sub(bl)) {
return 1;
} else {
clif->fixpos(bl);
return 0;
}
}
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 = timer->add(tick+i,unit->walktoxy_timer,id,i);
if( md && DIFF_TICK(tick,md->dmgtick) < 3000 )//not required not damaged recently
clif->move(ud);
} else if(ud->state.running) {
//Keep trying to run.
if ( !(unit->run(bl, NULL, SC_RUN) || unit->run(bl, sd, SC_WUGDASH)) )
ud->state.running = 0;
} else if (!ud->stepaction && ud->target_to) {
//Update target trajectory.
struct block_list *tbl = map->id2bl(ud->target_to);
if (!tbl || !status->check_visibility(bl, tbl)) {
//Cancel chase.
ud->to_x = bl->x;
ud->to_y = bl->y;
if (tbl && bl->type == BL_MOB && mob->warpchase((TBL_MOB*)bl, tbl) )
return 0;
ud->target_to = 0;
return 0;
}
if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange)) {
//Reached destination.
if (ud->state.attack_continue) {
//Aegis uses one before every attack, we should
//only need this one for syncing purposes. [Skotlex]
ud->target_to = 0;
clif->fixpos(bl);
unit->attack(bl, tbl->id, ud->state.attack_continue);
}
} else { //Update chase-path
unit->walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue? 1 : 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(battle_config.official_cell_stack_limit && map->count_oncell(bl->m, x, y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) {
//Walked on occupied cell, call unit_walktoxy again
if(ud->steptimer != INVALID_TIMER) {
//Execute step timer on next step instead
timer->delete(ud->steptimer, unit->step_timer);
ud->steptimer = INVALID_TIMER;
}
return unit->walktoxy(bl, x, y, 8);
}
}
return 0;
}
int unit_delay_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) {
struct block_list *bl = map->id2bl(id);
if (!bl || bl->prev == NULL)
return 0;
unit->walktoxy(bl, (short)((data>>16)&0xffff), (short)(data&0xffff), 0);
return 1;
}
//flag parameter:
//&1 -> 1/0 = easy/hard
//&2 -> force walking
//&4 -> Delay walking if the reason you can't walk is the canwalk delay
//&8 -> Search for an unoccupied cell and cancel if none available
int unit_walktoxy( struct block_list *bl, short x, short y, int flag)
{
struct unit_data* ud = NULL;
struct status_change* sc = NULL;
struct walkpath_data wpd;
nullpo_ret(bl);
ud = unit->bl2ud(bl);
if( ud == NULL) return 0;
if (battle_config.check_occupied_cells && (flag&8) && !map->closest_freecell(bl->m, &x, &y, BL_CHAR|BL_NPC, 1)) //This might change x and y
return 0;
if (!path->search(&wpd, bl->m, bl->x, bl->y, x, y, flag&1, CELL_CHKNOPASS)) // Count walk path cells
return 0;
#ifdef OFFICIAL_WALKPATH
if( !path->search_long(NULL, bl->m, bl->x, bl->y, x, y, CELL_CHKNOPASS) // Check if there is an obstacle between
&& (wpd.path_len > (battle_config.max_walk_path/17)*14) // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett]
&& (bl->type != BL_NPC) ) // If type is a NPC, please disregard.
return 0;
#endif
if ((wpd.path_len > battle_config.max_walk_path) && (bl->type != BL_NPC))
return 0;
if (flag&4 && DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0 &&
DIFF_TICK(ud->canmove_tick, timer->gettick()) < 2000) {
// Delay walking command. [Skotlex]
timer->add(ud->canmove_tick+1, unit->delay_walktoxy_timer, bl->id, (x<<16)|(y&0xFFFF));
return 1;
}
if(!(flag&2) && (!(status_get_mode(bl)&MD_CANMOVE) || !unit->can_move(bl)))
return 0;
ud->state.walk_easy = flag&1;
ud->to_x = x;
ud->to_y = y;
unit->stop_attack(bl); //Sets target to 0
sc = status->get_sc(bl);
if( sc ) {
if( sc->data[SC_CONFUSION] || sc->data[SC__CHAOS] ) //Randomize the target position
map->random_dir(bl, &ud->to_x, &ud->to_y);
if( sc->data[SC_COMBOATTACK] )
status_change_end(bl, SC_COMBOATTACK, INVALID_TIMER);
}
if(ud->walktimer != INVALID_TIMER) {
// When you come to the center of the grid because the change of destination while you're walking right now
// Call a function from a timer unit->walktoxy_sub
ud->state.change_walk_target = 1;
return 1;
}
return unit->walktoxy_sub(bl);
}
//To set Mob's CHASE/FOLLOW states (shouldn't be done if there's no path to reach)
static inline void set_mobstate(struct block_list* bl, int flag)
{
struct mob_data* md = BL_CAST(BL_MOB,bl);
if( md && flag )
md->state.skillstate = md->state.aggressive ? MSS_FOLLOW : MSS_RUSH;
}
int unit_walktobl_sub(int tid, int64 tick, int id, intptr_t data) {
struct block_list *bl = map->id2bl(id);
struct unit_data *ud = bl?unit->bl2ud(bl):NULL;
if (ud && ud->walktimer == INVALID_TIMER && ud->target == data) {
if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
timer->add(ud->canmove_tick+1, unit->walktobl_sub, id, data);
else if (unit->can_move(bl)) {
if (unit->walktoxy_sub(bl))
set_mobstate(bl, ud->state.attack_continue);
}
}
return 0;
}
// Chases a tbl. If the flag&1, use hard-path seek,
// if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag)
{
struct unit_data *ud = NULL;
struct status_change *sc = NULL;
nullpo_ret(bl);
nullpo_ret(tbl);
ud = unit->bl2ud(bl);
if( ud == NULL) return 0;
if (!(status_get_mode(bl)&MD_CANMOVE))
return 0;
if (!unit->can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
ud->to_x = bl->x;
ud->to_y = bl->y;
ud->target_to = 0;
return 0;
} else if (range == 0) {
//Should walk on the same cell as target (for looters)
ud->to_x = tbl->x;
ud->to_y = tbl->y;
}
ud->state.walk_easy = flag&1;
ud->target_to = tbl->id;
ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
ud->state.attack_continue = (flag&2) ? 1 : 0; //Chase to attack.
unit->stop_attack(bl); //Sets target to 0
sc = status->get_sc(bl);
if (sc && (sc->data[SC_CONFUSION] || sc->data[SC__CHAOS])) //Randomize the target position
map->random_dir(bl, &ud->to_x, &ud->to_y);
if(ud->walktimer != INVALID_TIMER) {
ud->state.change_walk_target = 1;
set_mobstate(bl, flag&2);
return 1;
}
if (DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0) {
//Can't move, wait a bit before invoking the movement.
timer->add(ud->canmove_tick+1, unit->walktobl_sub, bl->id, ud->target);
return 1;
}
if(!unit->can_move(bl))
return 0;
if (unit->walktoxy_sub(bl)) {
set_mobstate(bl, flag&2);
return 1;
}
return 0;
}
/**
* Called by unit_run when an object was hit
* @param sd Required only when using SC_WUGDASH
**/
void unit_run_hit( struct block_list *bl, struct status_change *sc, struct map_session_data *sd, enum sc_type type ) {
int lv = sc->data[type]->val1;
//If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
if( type == SC_RUN )
clif->sc_load(bl,bl->id,AREA,SI_TING,0,0,0);
//Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin]
unit->bl2ud(bl)->state.running = 0;
status_change_end(bl, type, INVALID_TIMER);
if( type == SC_RUN ) {
skill->blown(bl,bl,skill->get_blewcount(TK_RUN,lv),unit->getdir(bl),0);
clif->fixpos(bl); //Why is a clif->slide (skill->blown) AND a fixpos needed? Ask Aegis.
clif->sc_end(bl,bl->id,AREA,SI_TING);
} else if( sd ) {
clif->fixpos(bl);
skill->castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, timer->gettick(), SD_LEVEL);
}
return;
}
/**
* Makes character run, used for SC_RUN and SC_WUGDASH
* @param sd Required only when using SC_WUGDASH
* @retval true Finished running
* @retval false Hit an object/Couldn't run
**/
bool unit_run( struct block_list *bl, struct map_session_data *sd, enum sc_type type ) {
struct status_change *sc;
short to_x,to_y,dir_x,dir_y;
int i;
nullpo_retr(false, bl);
sc = status->get_sc(bl);
if( !(sc && sc->data[type]) )
return false;
if( !unit->can_move(bl) ) {
status_change_end(bl, type, INVALID_TIMER);
return false;
}
dir_x = dirx[sc->data[type]->val2];
dir_y = diry[sc->data[type]->val2];
// determine destination cell
to_x = bl->x;
to_y = bl->y;
// Search for available path
for(i = 0; i < AREA_SIZE; i++) {
if(!map->getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
break;
//if sprinting and there's a PC/Mob/NPC, block the path [Kevin]
if ( map->count_oncell(bl->m, to_x + dir_x, to_y + dir_y, BL_PC | BL_MOB | BL_NPC, 0x2) )
break;
to_x += dir_x;
to_y += dir_y;
}
// Can't run forward
if( (to_x == bl->x && to_y == bl->y ) || (to_x == (bl->x+1) || to_y == (bl->y+1)) || (to_x == (bl->x-1) || to_y == (bl->y-1))) {
unit->run_hit(bl, sc, sd, type);
return false;
}
if( unit->walktoxy(bl, to_x, to_y, 1) )
return true;
//There must be an obstacle nearby. Attempt walking one cell at a time.
do {
to_x -= dir_x;
to_y -= dir_y;
} while (--i > 0 && !unit->walktoxy(bl, to_x, to_y, 1));
if ( i == 0 ) {
unit->run_hit(bl, sc, sd, type);
return false;
}
return 1;
}
//Makes bl attempt to run dist cells away from target. Uses hard-paths.
int unit_escape(struct block_list *bl, struct block_list *target, short dist) {
uint8 dir = map->calc_dir(target, bl->x, bl->y);
while( dist > 0 && map->getcell(bl->m, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], CELL_CHKNOREACH) )
dist--;
return ( dist > 0 && unit->walktoxy(bl, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], 0) );
}
//Instant warp function.
int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
short dx,dy;
uint8 dir;
struct unit_data *ud = NULL;
struct map_session_data *sd = NULL;
nullpo_ret(bl);
sd = BL_CAST(BL_PC, bl);
ud = unit->bl2ud(bl);
if( ud == NULL) return 0;
unit->stop_walking(bl,1);
unit->stop_attack(bl);
if( checkpath && (map->getcell(bl->m,dst_x,dst_y,CELL_CHKNOPASS) || !path->search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,easy,CELL_CHKNOREACH)) )
return 0; // unreachable
ud->to_x = dst_x;
ud->to_y = dst_y;
dir = map->calc_dir(bl, dst_x, dst_y);
ud->dir = dir;
dx = dst_x - bl->x;
dy = dst_y - bl->y;
map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl);
map->moveblock(bl, dst_x, dst_y, timer->gettick());
ud->walktimer = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets
map->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl);
ud->walktimer = INVALID_TIMER;
if(sd) {
if( sd->touching_id )
npc->touchnext_areanpc(sd,false);
if(map->getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
npc->touch_areanpc(sd,bl->m,bl->x,bl->y);
if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
return 0;
} else
npc->untouch_areanpc(sd, bl->m, bl->x, bl->y);
if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 )
{ // Check if pet needs to be teleported. [Skotlex]
int flag = 0;
struct block_list* pbl = &sd->pd->bl;
if( !checkpath && !path->search(NULL,pbl->m,pbl->x,pbl->y,dst_x,dst_y,0,CELL_CHKNOPASS) )
flag = 1;
else if (!check_distance_bl(&sd->bl, pbl, AREA_SIZE)) //Too far, teleport.
flag = 2;
if( flag )
{
unit->movepos(pbl,sd->bl.x,sd->bl.y, 0, 0);
clif->slide(pbl,pbl->x,pbl->y);
}
}
}
return 1;
}
int unit_setdir(struct block_list *bl,unsigned char dir)
{
struct unit_data *ud;
nullpo_ret(bl );
ud = unit->bl2ud(bl);
if (!ud) return 0;
ud->dir = dir;
if (bl->type == BL_PC)
((TBL_PC *)bl)->head_dir = 0;
clif->changed_dir(bl, AREA);
return 0;
}
uint8 unit_getdir(struct block_list *bl) {
struct unit_data *ud;
nullpo_ret(bl);
if( bl->type == BL_NPC )
return ((TBL_NPC*)bl)->dir;
ud = unit->bl2ud(bl);
if (!ud) return 0;
return ud->dir;
}
// Pushes a unit by given amount of cells into given direction. Only
// map cell restrictions are respected.
// flag:
// &1 Do not send position update packets.
int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag)
{
if(count) {
struct map_session_data* sd;
struct skill_unit* su = NULL;
int nx, ny, result;
nullpo_ret(bl);
sd = BL_CAST(BL_PC, bl);
su = BL_CAST(BL_SKILL, bl);
result = path->blownpos(bl->m, bl->x, bl->y, dx, dy, count);
nx = result>>16;
ny = result&0xffff;
if(!su) {
unit->stop_walking(bl, 0);
}
if( sd ) {
unit->stop_stepaction(bl); //Stop stepaction when knocked back
sd->ud.to_x = nx;
sd->ud.to_y = ny;
}
dx = nx-bl->x;
dy = ny-bl->y;
if(dx || dy) {
map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl);
if(su) {
skill->unit_move_unit_group(su->group, bl->m, dx, dy);
} else {
map->moveblock(bl, nx, ny, timer->gettick());
}
map->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl);
if(!(flag&1)) {
clif->blown(bl);
}
if(sd) {
if(sd->touching_id) {
npc->touchnext_areanpc(sd, false);
}
if(map->getcell(bl->m, bl->x, bl->y, CELL_CHKNPC)) {
npc->touch_areanpc(sd, bl->m, bl->x, bl->y);
} else {
npc->untouch_areanpc(sd, bl->m, bl->x, bl->y);;
}
}
}
count = path->distance(dx, dy);
}
return count; // return amount of knocked back cells
}
//Warps a unit/ud to a given map/position.
//In the case of players, pc->setpos is used.
//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
int unit_warp(struct block_list *bl,short m,short x,short y,clr_type type)
{
struct unit_data *ud;
nullpo_ret(bl);
ud = unit->bl2ud(bl);
if(bl->prev==NULL || !ud)
return 1;
if (type == CLR_DEAD)
//Type 1 is invalid, since you shouldn't warp a bl with the "death"
//animation, it messes up with unit_remove_map! [Skotlex]
return 1;
if( m<0 ) m=bl->m;
switch (bl->type) {
case BL_MOB:
if (map->list[bl->m].flag.monster_noteleport && ((TBL_MOB*)bl)->master_id == 0)
return 1;
if (m != bl->m && map->list[m].flag.nobranch && battle_config.mob_warp&4 && !(((TBL_MOB *)bl)->master_id))
return 1;
break;
case BL_PC:
if (map->list[bl->m].flag.noteleport)
return 1;
break;
}
if (x<0 || y<0) {
//Random map position.
if (!map->search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map->list[m].name, x, y);
return 2;
}
} else if (map->getcell(m,x,y,CELL_CHKNOREACH)) {
//Invalid target cell
ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map->list[m].name, x,y);
if (!map->search_freecell(NULL, m, &x, &y, 4, 4, 1)) {
//Can't find a nearby cell
ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map->list[m].name, x, y);
return 2;
}
}
if (bl->type == BL_PC) //Use pc_setpos
return pc->setpos((TBL_PC*)bl, map_id2index(m), x, y, type);
if (!unit->remove_map(bl, type, ALC_MARK))
return 3;
if (bl->m != m && battle_config.clear_unit_onwarp &&
battle_config.clear_unit_onwarp&bl->type)
skill->clear_unitgroup(bl);
bl->x=ud->to_x=x;
bl->y=ud->to_y=y;
bl->m=m;
map->addblock(bl);
clif->spawn(bl);
skill->unit_move(bl,timer->gettick(),1);
return 0;
}
/*==========================================
* Caused the target object to stop moving.
* Flag values:
* &0x1: Issue a fixpos packet afterwards
* &0x2: Force the unit to move one cell if it hasn't yet
* &0x4: Enable moving to the next cell when unit was already half-way there
* (may cause on-touch/place side-effects, such as a scripted map change)
*------------------------------------------*/
int unit_stop_walking(struct block_list *bl,int type)
{
struct unit_data *ud;
const struct TimerData* td;
int64 tick;
nullpo_ret(bl);
ud = unit->bl2ud(bl);
if(!ud || ud->walktimer == INVALID_TIMER)
return 0;
//NOTE: We are using timer data after deleting it because we know the
//timer->delete function does not messes with it. If the function's
//behavior changes in the future, this code could break!
td = timer->get(ud->walktimer);
timer->delete(ud->walktimer, unit->walktoxy_timer);
ud->walktimer = INVALID_TIMER;
ud->state.change_walk_target = 0;
tick = timer->gettick();
if( (type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
|| (type&0x04 && td && DIFF_TICK(td->tick, tick) <= td->data/2) //Enough time has passed to cover half-cell
) {
ud->walkpath.path_len = ud->walkpath.path_pos+1;
unit->walktoxy_timer(INVALID_TIMER, tick, bl->id, ud->walkpath.path_pos);
}
if(type&0x01)
clif->fixpos(bl);
ud->walkpath.path_len = 0;
ud->walkpath.path_pos = 0;
ud->to_x = bl->x;
ud->to_y = bl->y;
if(bl->type == BL_PET && type&~0xff)
ud->canmove_tick = timer->gettick() + (type>>8);
//Read, the check in unit_set_walkdelay means dmg during running won't fall through to this place in code [Kevin]
if (ud->state.running) {
status_change_end(bl, SC_RUN, INVALID_TIMER);
status_change_end(bl, SC_WUGDASH, INVALID_TIMER);
}
return 1;
}
int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv)
{
return unit->skilluse_id2(
src, target_id, skill_id, skill_lv,
skill->cast_fix(src, skill_id, skill_lv),
skill->get_castcancel(skill_id)
);
}
int unit_is_walking(struct block_list *bl)
{
struct unit_data *ud = unit->bl2ud(bl);
nullpo_ret(bl);
if(!ud) return 0;
return (ud->walktimer != INVALID_TIMER);
}
/*==========================================
* Determines if the bl can move based on status changes. [Skotlex]
*------------------------------------------*/
int unit_can_move(struct block_list *bl) {
struct map_session_data *sd;
struct unit_data *ud;
struct status_change *sc;
nullpo_ret(bl);
ud = unit->bl2ud(bl);
sc = status->get_sc(bl);
sd = BL_CAST(BL_PC, bl);
if (!ud)
return 0;
if (ud->skilltimer != INVALID_TIMER && ud->skill_id != LG_EXEEDBREAK && (!sd || !pc->checkskill(sd, SA_FREECAST) || skill->get_inf2(ud->skill_id)&INF2_GUILD_SKILL))
return 0; // prevent moving while casting
if (DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0)
return 0;
if (sd && (
pc_issit(sd) ||
sd->state.vending ||
sd->state.buyingstore ||
sd->state.blockedmove
))
return 0; //Can't move
// Status changes that block movement
if (sc) {
if( sc->count
&& (
sc->data[SC_ANKLESNARE]
|| sc->data[SC_AUTOCOUNTER]
|| sc->data[SC_TRICKDEAD]
|| sc->data[SC_BLADESTOP]
|| sc->data[SC_BLADESTOP_WAIT]
|| (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
|| (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
|| sc->data[SC_STOP]
|| sc->data[SC_FALLENEMPIRE]
|| sc->data[SC_RG_CCONFINE_M]
|| sc->data[SC_RG_CCONFINE_S]
|| sc->data[SC_GS_MADNESSCANCEL]
|| (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
|| sc->data[SC_WHITEIMPRISON]
|| sc->data[SC_ELECTRICSHOCKER]
|| sc->data[SC_WUGBITE]
|| sc->data[SC_THORNS_TRAP]
|| ( sc->data[SC_MAGNETICFIELD] && !sc->data[SC_HOVERING] )
|| sc->data[SC__MANHOLE]
|| sc->data[SC_CURSEDCIRCLE_ATKER]
|| sc->data[SC_CURSEDCIRCLE_TARGET]
|| (sc->data[SC_COLD] && bl->type != BL_MOB)
|| sc->data[SC_DEEP_SLEEP]
|| (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3 && !(sc->data[SC_CAMOUFLAGE]->val3&1))
|| sc->data[SC_MEIKYOUSISUI]
|| sc->data[SC_KG_KAGEHUMI]
|| sc->data[SC_NEEDLE_OF_PARALYZE]
|| sc->data[SC_VACUUM_EXTREME]
|| (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
|| (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
|| (sc->data[SC_CLOAKING] && sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1)) //Need wall at level 1-2
|| (
sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4
&& (
!sc->data[SC_LONGING]
|| (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT
|| (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
)
)
)
)
return 0;
if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING && !(sc->opt1 == OPT1_CRYSTALIZE && bl->type == BL_MOB))
return 0;
if ((sc->option & OPTION_HIDE) && (!sd || pc->checkskill(sd, RG_TUNNELDRIVE) <= 0))
return 0;
}
// Icewall walk block special trapped monster mode
if(bl->type == BL_MOB) {
struct mob_data *md = BL_CAST(BL_MOB, bl);
if(md && ((md->status.mode&MD_BOSS && battle_config.boss_icewall_walk_block == 1 && map->getcell(bl->m,bl->x,bl->y,CELL_CHKICEWALL))
|| (!(md->status.mode&MD_BOSS) && battle_config.mob_icewall_walk_block == 1 && map->getcell(bl->m,bl->x,bl->y,CELL_CHKICEWALL)))) {
md->walktoxy_fail_count = 1; //Make sure rudeattacked skills are invoked
return 0;
}
}
return 1;
}
/*==========================================
* Resume running after a walk delay
*------------------------------------------*/
int unit_resume_running(int tid, int64 tick, int id, intptr_t data) {
struct unit_data *ud = (struct unit_data *)data;
TBL_PC * sd = map->id2sd(id);
if(sd && pc_isridingwug(sd))
clif->skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv,
sc_start4(ud->bl,ud->bl,status->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit->getdir(ud->bl),0,0,1));
else
clif->skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv,
sc_start4(ud->bl,ud->bl,status->skill2sc(TK_RUN),100,ud->skill_lv,unit->getdir(ud->bl),0,0,0));
if (sd) clif->walkok(sd);
return 0;
}
/*==========================================
* Applies walk delay to character, considering that
* if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
* if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
*------------------------------------------*/
int unit_set_walkdelay(struct block_list *bl, int64 tick, int delay, int type) {
struct unit_data *ud = unit->bl2ud(bl);
if (delay <= 0 || !ud) return 0;
if (type) {
//Bosses can ignore skill induced walkdelay (but not damage induced)
if(bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS))
return 0;
//Make sure walk delay is not decreased
if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
return 0;
} else {
//Don't set walk delays when already trapped.
if (!unit->can_move(bl))
return 0;
//Immune to being stopped for double the flinch time
if (DIFF_TICK(ud->canmove_tick, tick-delay) > 0)
return 0;
}
ud->canmove_tick = tick + delay;
if (ud->walktimer != INVALID_TIMER) {
//Stop walking, if chasing, readjust timers.
if (delay == 1) {
//Minimal delay (walk-delay) disabled. Just stop walking.
unit->stop_walking(bl,4);
} else {
//Resume running after can move again [Kevin]
if(ud->state.running)
{
timer->add(ud->canmove_tick, unit->resume_running, bl->id, (intptr_t)ud);
}
else
{
unit->stop_walking(bl,4);
if(ud->target)
timer->add(ud->canmove_tick+1, unit->walktobl_sub, bl->id, ud->target);
}
}
}
return 1;
}
int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel) {
struct unit_data *ud;
struct status_data *tstatus;
struct status_change *sc;
struct map_session_data *sd = NULL;
struct block_list * target = NULL;
int64 tick = timer->gettick();
int temp = 0, range;
nullpo_ret(src);
if(status->isdead(src))
return 0; //Do not continue source is dead
sd = BL_CAST(BL_PC, src);
ud = unit->bl2ud(src);
if(ud == NULL) return 0;
sc = status->get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
//temp: used to signal combo-skills right now.
if (sc && sc->data[SC_COMBOATTACK]
&& skill->is_combo(skill_id)
&& (sc->data[SC_COMBOATTACK]->val1 == skill_id
|| ( sd?skill->check_condition_castbegin(sd,skill_id,skill_lv):0 )
)
) {
if (sc->data[SC_COMBOATTACK]->val2)
target_id = sc->data[SC_COMBOATTACK]->val2;
else if( skill->get_inf(skill_id) != 1 ) // Only non-targetable skills should use auto target
target_id = ud->target;
if( skill->get_inf(skill_id)&INF_SELF_SKILL && skill->get_nk(skill_id)&NK_NO_DAMAGE )// exploit fix
target_id = src->id;
temp = 1;
} else if ( target_id == src->id &&
skill->get_inf(skill_id)&INF_SELF_SKILL &&
skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF )
{
target_id = ud->target; //Auto-select target. [Skotlex]
temp = 1;
}
if (sd) {
//Target_id checking.
if(skill->not_ok(skill_id, sd)) // [MouseJstr]
return 0;
switch (skill_id) {
//Check for skills that auto-select target
case MO_CHAINCOMBO:
if (sc && sc->data[SC_BLADESTOP]) {
if ((target=map->id2bl(sc->data[SC_BLADESTOP]->val4)) == NULL)
return 0;
}
break;
case WE_MALE:
case WE_FEMALE:
if (!sd->status.partner_id)
return 0;
target = (struct block_list*)map->charid2sd(sd->status.partner_id);
if (!target) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
break;
case GC_WEAPONCRUSH:
if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING ) {
if( (target=map->id2bl(sc->data[SC_COMBOATTACK]->val2)) == NULL ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
return 0;
}
} else {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
return 0;
}
break;
}
if (target)
target_id = target->id;
}
if (src->type==BL_HOM)
switch(skill_id) { //Homun-auto-target skills.
case HLIF_HEAL:
case HLIF_AVOID:
case HAMI_DEFENCE:
case HAMI_CASTLE:
target = battle->get_master(src);
if (!target) return 0;
target_id = target->id;
}
if( !target ) // choose default target
target = map->id2bl(target_id);
if( !target || src->m != target->m || !src->prev || !target->prev )
return 0;
if( battle_config.ksprotection && sd && mob->ksprotected(src, target) )
return 0;
//Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
if(ud->skilltimer != INVALID_TIMER && skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST)
return 0;
if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF && src->id == target_id)
return 0;
if(!status->check_skilluse(src, target, skill_id, 0))
return 0;
if( src != target && status->isdead(target) ) {
/**
* Skills that may be cast on dead targets
**/
switch( skill_id ) {
case NPC_WIDESOULDRAIN:
case PR_REDEMPTIO:
case ALL_RESURRECTION:
case WM_DEADHILLHERE:
break;
default:
return 1;
}
}
tstatus = status->get_status_data(target);
// Record the status of the previous skill)
if (sd) {
if ((skill->get_inf2(skill_id)&INF2_ENSEMBLE_SKILL) && skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
}
switch (skill_id){
case SA_CASTCANCEL:
if (ud->skill_id != skill_id){
sd->skill_id_old = ud->skill_id;
sd->skill_lv_old = ud->skill_lv;
}
break;
case BD_ENCORE:
//Prevent using the dance skill if you no longer have the skill in your tree.
if (!sd->skill_id_dance || pc->checkskill(sd, sd->skill_id_dance) <= 0){
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
return 0;
}
sd->skill_id_old = skill_id;
break;
case WL_WHITEIMPRISON:
if (battle->check_target(src, target, BCT_SELF | BCT_ENEMY) < 0) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
return 0;
}
break;
case MG_FIREBOLT:
case MG_LIGHTNINGBOLT:
case MG_COLDBOLT:
sd->skill_id_old = skill_id;
sd->skill_lv_old = skill_lv;
break;
}
}
if (sd || src->type == BL_HOM){
if (!sd && (target = battle->get_master(src)))
sd = map->id2sd(target->id);
if (sd){
/* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
#if 0
if (sd->skillitem != skill_id && !skill->check_condition_castbegin(sd, skill_id, skill_lv))
#else
if (!skill->check_condition_castbegin(sd, skill_id, skill_lv))
#endif
return 0;
}
}
if( src->type == BL_MOB )
switch( skill_id ) {
case NPC_SUMMONSLAVE:
case NPC_SUMMONMONSTER:
case AL_TELEPORT:
if( ((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai )
return 0;
}
if (src->type == BL_NPC) // NPC-objects can override cast distance
range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight
else
range = skill->get_range2(src, skill_id, skill_lv); // Skill cast distance from database
// New action request received, delete previous action request if not executed yet
if(ud->stepaction || ud->steptimer != INVALID_TIMER)
unit->stop_stepaction(src);
// Remember the skill request from the client while walking to the next cell
if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle->check_range(src, target, range-1)) {
ud->stepaction = true;
ud->target_to = target_id;
ud->stepskill_id = skill_id;
ud->stepskill_lv = skill_lv;
return 0; // Attacking will be handled by unit_walktoxy_timer in this case
}
//Check range when not using skill on yourself or is a combo-skill during attack
//(these are supposed to always have the same range as your attack)
if( src->id != target_id && (!temp || ud->attacktimer == INVALID_TIMER) ) {
if( skill->get_state(ud->skill_id) == ST_MOVE_ENABLE ) {
if( !unit->can_reach_bl(src, target, range + 1, 1, NULL, NULL) )
return 0; // Walk-path check failed.
} else if( src->type == BL_MER && skill_id == MA_REMOVETRAP ) {
if( !battle->check_range(battle->get_master(src), target, range + 1) )
return 0; // Aegis calc remove trap based on Master position, ignoring mercenary O.O
} else if( !battle->check_range(src, target, range + (skill_id == RG_CLOSECONFINE?0:2)) ) {
return 0; // Arrow-path check failed.
}
}
if (!temp) //Stop attack on non-combo skills [Skotlex]
unit->stop_attack(src);
else if(ud->attacktimer != INVALID_TIMER) //Else-wise, delay current attack sequence
ud->attackabletime = tick + status_get_adelay(src);
ud->state.skillcastcancel = castcancel;
//temp: Used to signal force cast now.
temp = 0;
switch(skill_id){
case ALL_RESURRECTION:
if(battle->check_undead(tstatus->race,tstatus->def_ele)) {
temp = 1;
} else if (!status->isdead(target))
return 0; //Can't cast on non-dead characters.
break;
case MO_FINGEROFFENSIVE:
if(sd)
casttime += casttime * min(skill_lv, sd->spiritball);
break;
case MO_EXTREMITYFIST:
if (sc && sc->data[SC_COMBOATTACK] &&
(sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ||
sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ||
sc->data[SC_COMBOATTACK]->val1 == CH_CHAINCRUSH))
casttime = -1;
temp = 1;
break;
case CR_DEVOTION:
if (sd) {
int i = 0, count = min(skill_lv, 5);
ARR_FIND(0, count, i, sd->devotion[i] == target_id);
if (i == count) {
ARR_FIND(0, count, i, sd->devotion[i] == 0);
if(i == count) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
return 0; // Can't cast on other characters when limit is reached
}
}
}
break;
case AB_CLEARANCE:
if( target->type != BL_MOB && battle->check_target(src,target,BCT_PARTY) <= 0 && sd ) {
clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
return 0;
}
break;
case SR_GATEOFHELL:
case SR_TIGERCANNON:
if (sc && sc->data[SC_COMBOATTACK] &&
sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE)
casttime = -1;
temp = 1;
break;
case SA_SPELLBREAKER:
temp = 1;
break;
case ST_CHASEWALK:
if (sc && sc->data[SC_CHASEWALK])
casttime = -1;
break;
case TK_RUN:
if (sc && sc->data[SC_RUN])
casttime = -1;
break;
case HP_BASILICA:
if( sc && sc->data[SC_BASILICA] )
casttime = -1; // No Casting time on basilica cancel
break;
case KN_CHARGEATK:
{
unsigned int k = (distance_bl(src,target)-1)/3; //+100% every 3 cells of distance
if( k > 2 ) k = 2; // ...but hard-limited to 300%.
casttime += casttime * k;
}
break;
case GD_EMERGENCYCALL: //Emergency Call double cast when the user has learned Leap [Daegaladh]
if( sd && pc->checkskill(sd,TK_HIGHJUMP) )
casttime *= 2;
break;
case RA_WUGDASH:
if (sc && sc->data[SC_WUGDASH])
casttime = -1;
break;
case EL_WIND_SLASH:
case EL_HURRICANE:
case EL_TYPOON_MIS:
case EL_STONE_HAMMER:
case EL_ROCK_CRUSHER:
case EL_STONE_RAIN:
case EL_ICE_NEEDLE:
case EL_WATER_SCREW:
case EL_TIDAL_WEAPON:
if( src->type == BL_ELEM ){
sd = BL_CAST(BL_PC, battle->get_master(src));
if( sd && sd->skill_id_old == SO_EL_ACTION ){
casttime = -1;
sd->skill_id_old = 0;
}
}
break;
case NC_DISJOINT:
if( target->type == BL_PC ){
struct mob_data *md;
if( (md = map->id2md(target->id)) && md->master_id != src->id )
casttime <<= 1;
}
break;
}
// moved here to prevent Suffragium from ending if skill fails
#ifndef RENEWAL_CAST
if (!(skill->get_castnodex(skill_id, skill_lv)&2))
casttime = skill->cast_fix_sc(src, casttime);
#else
casttime = skill->vf_cast_fix(src, casttime, skill_id, skill_lv);
#endif
if (src->type == BL_NPC) { // NPC-objects do not have cast time
casttime = 0;
}
if( sc ) {
/**
* why the if else chain: these 3 status do not stack, so its efficient that way.
**/
if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) {
status_change_end(src, SC_CLOAKING, INVALID_TIMER);
if (!src->prev) return 0; //Warped away!
} else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) {
status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER);
if (!src->prev) return 0;
}
}
if(!ud->state.running) //need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026
unit->stop_walking(src,1);// even though this is not how official works but this will do the trick. bugreport:6829
// in official this is triggered even if no cast time.
clif->skillcasting(src, src->id, target_id, 0,0, skill_id, skill->get_ele(skill_id, skill_lv), casttime);
if( casttime > 0 || temp )
{
if (sd && target->type == BL_MOB)
{
TBL_MOB *md = (TBL_MOB*)target;
mob->skill_event(md, src, tick, -1); //Cast targeted skill event.
if (tstatus->mode&(MD_CASTSENSOR_IDLE|MD_CASTSENSOR_CHASE) &&
battle->check_target(target, src, BCT_ENEMY) > 0)
{
switch (md->state.skillstate) {
case MSS_RUSH:
case MSS_FOLLOW:
if (!(tstatus->mode&MD_CASTSENSOR_CHASE))
break;
md->target_id = src->id;
md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0;
md->min_chase = md->db->range3;
break;
case MSS_IDLE:
case MSS_WALK:
if (!(tstatus->mode&MD_CASTSENSOR_IDLE))
break;
md->target_id = src->id;
md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0;
md->min_chase = md->db->range3;
break;
}
}
}
}
if( casttime <= 0 )
ud->state.skillcastcancel = 0;
if( !sd || sd->skillitem != skill_id || skill->get_cast(skill_id,skill_lv) )
ud->canact_tick = tick + casttime + 100;
if( sd )
{
switch( skill_id )
{
case CG_ARROWVULCAN:
sd->canequip_tick = tick + casttime;
break;
}
}
ud->skilltarget = target_id;
ud->skillx = 0;
ud->skilly = 0;
ud->skill_id = skill_id;
ud->skill_lv = skill_lv;
if( casttime > 0 ) {
if (src->id != target->id) // self-targeted skills shouldn't show different direction
unit->setdir(src, map->calc_dir(src, target->x, target->y));
ud->skilltimer = timer->add( tick+casttime, skill->castend_id, src->id, 0 );
if( sd && (pc->checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) )
status_calc_bl(&sd->bl, SCB_SPEED);
} else
skill->castend_id(ud->skilltimer,tick,src->id,0);
return 1;
}
int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv)
{
return unit->skilluse_pos2(
src, skill_x, skill_y, skill_id, skill_lv,
skill->cast_fix(src, skill_id, skill_lv),
skill->get_castcancel(skill_id)
);
}
int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel)
{
struct map_session_data *sd = NULL;
struct unit_data *ud = NULL;
struct status_change *sc;
struct block_list bl;
int64 tick = timer->gettick();
int range;
nullpo_ret(src);
if (!src->prev) return 0; // not on the map
if(status->isdead(src)) return 0;
sd = BL_CAST(BL_PC, src);
ud = unit->bl2ud(src);
if(ud == NULL) return 0;
if(ud->skilltimer != INVALID_TIMER) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
return 0;
sc = status->get_sc(src);
if (sc && !sc->count)
sc = NULL;
if( sd )
{
if( skill->not_ok(skill_id, sd) || !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
return 0;
/**
* "WHY IS IT HEREE": ice wall cannot be canceled past this point, the client displays the animation even,
* if we cancel it from castend_pos, so it has to be here for it to not display the animation.
**/
if ( skill_id == WZ_ICEWALL && map->getcell(src->m, skill_x, skill_y, CELL_CHKNOICEWALL) )
return 0;
}
if (!status->check_skilluse(src, NULL, skill_id, 0))
return 0;
if( map->getcell(src->m, skill_x, skill_y, CELL_CHKWALL) ) {
// can't cast ground targeted spells on wall cells
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
return 0;
}
/* Check range and obstacle */
bl.type = BL_NUL;
bl.m = src->m;
bl.x = skill_x;
bl.y = skill_y;
if (src->type == BL_NPC) // NPC-objects can override cast distance
range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight
else
range = skill->get_range2(src, skill_id, skill_lv); // Skill cast distance from database
// New action request received, delete previous action request if not executed yet
if(ud->stepaction || ud->steptimer != INVALID_TIMER)
unit->stop_stepaction(src);
// Remember the skill request from the client while walking to the next cell
if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle->check_range(src, &bl, range-1)) {
struct map_data *md = &map->list[src->m];
// Convert coordinates to target_to so we can use it as target later
ud->stepaction = true;
ud->target_to = (skill_x + skill_y*md->xs);
ud->stepskill_id = skill_id;
ud->stepskill_lv = skill_lv;
return 0; // Attacking will be handled by unit_walktoxy_timer in this case
}
if( skill->get_state(ud->skill_id) == ST_MOVE_ENABLE ) {
if( !unit->can_reach_bl(src, &bl, range + 1, 1, NULL, NULL) )
return 0; //Walk-path check failed.
} else if( !battle->check_range(src, &bl, range) )
return 0; //Arrow-path check failed.
unit->stop_attack(src);
// moved here to prevent Suffragium from ending if skill fails
#ifndef RENEWAL_CAST
if (!(skill->get_castnodex(skill_id, skill_lv)&2))
casttime = skill->cast_fix_sc(src, casttime);
#else
casttime = skill->vf_cast_fix(src, casttime, skill_id, skill_lv );
#endif
if (src->type == BL_NPC) { // NPC-objects do not have cast time
casttime = 0;
}
ud->state.skillcastcancel = castcancel&&casttime>0?1:0;
if( !sd || sd->skillitem != skill_id || skill->get_cast(skill_id,skill_lv) )
ud->canact_tick = tick + casttime + 100;
#if 0
if (sd) {
switch (skill_id) {
case ????:
sd->canequip_tick = tick + casttime;
}
}
#endif // 0
ud->skill_id = skill_id;
ud->skill_lv = skill_lv;
ud->skillx = skill_x;
ud->skilly = skill_y;
ud->skilltarget = 0;
if( sc ) {
/**
* why the if else chain: these 3 status do not stack, so its efficient that way.
**/
if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4)) {
status_change_end(src, SC_CLOAKING, INVALID_TIMER);
if (!src->prev) return 0; //Warped away!
} else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4)) {
status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
if (!src->prev) return 0;
}
}
unit->stop_walking(src,1);
// in official this is triggered even if no cast time.
clif->skillcasting(src, src->id, 0, skill_x, skill_y, skill_id, skill->get_ele(skill_id, skill_lv), casttime);
if( casttime > 0 ) {
unit->setdir(src, map->calc_dir(src, skill_x, skill_y));
ud->skilltimer = timer->add( tick+casttime, skill->castend_pos, src->id, 0 );
if( (sd && pc->checkskill(sd,SA_FREECAST) > 0) || skill_id == LG_EXEEDBREAK)
status_calc_bl(&sd->bl, SCB_SPEED);
} else {
ud->skilltimer = INVALID_TIMER;
skill->castend_pos(ud->skilltimer,tick,src->id,0);
}
return 1;
}
/*========================================
* update a block's attack target
*----------------------------------------*/
int unit_set_target(struct unit_data* ud, int target_id)
{
nullpo_ret(ud);
if (ud->target != target_id) {
struct unit_data * ux;
struct block_list* target;
if( ud->target && (target = map->id2bl(ud->target)) && (ux = unit->bl2ud(target)) && ux->target_count > 0 )
ux->target_count --;
if( target_id && (target = map->id2bl(target_id)) && (ux = unit->bl2ud(target)) )
ux->target_count ++;
}
ud->target = target_id;
return 0;
}
/**
* Stop a unit's attacks
* @param bl: Object to stop
*/
void unit_stop_attack(struct block_list *bl)
{
struct unit_data *ud;
nullpo_retv(bl);
ud = unit->bl2ud(bl);
nullpo_retv(ud);
//Clear target
unit->set_target(ud, 0);
if(ud->attacktimer == INVALID_TIMER)
return;
//Clear timer
timer->delete(ud->attacktimer, unit->attack_timer);
ud->attacktimer = INVALID_TIMER;
}
/**
* Stop a unit's step action
* @param bl: Object to stop
*/
void unit_stop_stepaction(struct block_list *bl)
{
struct unit_data *ud;
nullpo_retv(bl);
ud = unit->bl2ud(bl);
nullpo_retv(ud);
//Clear remembered step action
ud->stepaction = false;
ud->target_to = 0;
ud->stepskill_id = 0;
ud->stepskill_lv = 0;
if(ud->steptimer == INVALID_TIMER)
return;
//Clear timer
timer->delete(ud->steptimer, unit->step_timer);
ud->steptimer = INVALID_TIMER;
}
//Means current target is unattackable. For now only unlocks mobs.
int unit_unattackable(struct block_list *bl)
{
struct unit_data *ud = unit->bl2ud(bl);
if (ud) {
ud->state.attack_continue = 0;
ud->state.step_attack = 0;
unit->set_target(ud, 0);
}
if(bl->type == BL_MOB)
mob->unlocktarget((struct mob_data*)bl, timer->gettick()) ;
else if(bl->type == BL_PET)
pet->unlocktarget((struct pet_data*)bl);
return 0;
}
/*==========================================
* Attack request
* If type is an ongoing attack
*------------------------------------------*/
int unit_attack(struct block_list *src,int target_id,int continuous) {
struct block_list *target;
struct unit_data *ud;
int range;
nullpo_ret(ud = unit->bl2ud(src));
target = map->id2bl(target_id);
if( target==NULL || status->isdead(target) ) {
unit->unattackable(src);
return 1;
}
if( src->type == BL_PC ) {
TBL_PC* sd = (TBL_PC*)src;
if( target->type == BL_NPC ) { // monster npcs [Valaris]
npc->click(sd,(TBL_NPC*)target); // submitted by leinsirk10 [Celest]
return 0;
}
if( pc_is90overweight(sd) || pc_isridingwug(sd) ) { // overweight or mounted on warg - stop attacking
unit->stop_attack(src);
return 0;
}
if( !pc->can_attack(sd, target_id) ) {
unit->stop_attack(src);
return 0;
}
}
if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !status->check_skilluse(src, target, 0, 0) ) {
unit->unattackable(src);
return 1;
}
ud->state.attack_continue = (continuous&1)?1:0;
ud->state.step_attack = (continuous&2)?1:0;
unit->set_target(ud, target_id);
range = status_get_range(src);
if (continuous) //If you're to attack continuously, set to auto-case character
ud->chaserange = range;
//Just change target/type. [Skotlex]
if(ud->attacktimer != INVALID_TIMER)
return 0;
// New action request received, delete previous action request if not executed yet
if(ud->stepaction || ud->steptimer != INVALID_TIMER)
unit->stop_stepaction(src);
// Remember the attack request from the client while walking to the next cell
if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle->check_range(src, target, range-1)) {
ud->stepaction = true;
ud->target_to = ud->target;
ud->stepskill_id = 0;
ud->stepskill_lv = 0;
return 0; // Attacking will be handled by unit_walktoxy_timer in this case
}
if(DIFF_TICK(ud->attackabletime, timer->gettick()) > 0)
//Do attack next time it is possible. [Skotlex]
ud->attacktimer=timer->add(ud->attackabletime,unit->attack_timer,src->id,0);
else //Attack NOW.
unit->attack_timer(INVALID_TIMER, timer->gettick(), src->id, 0);
return 0;
}
//Cancels an ongoing combo, resets attackable time and restarts the
//attack timer to resume attacking after amotion time. [Skotlex]
int unit_cancel_combo(struct block_list *bl)
{
struct unit_data *ud;
if (!status_change_end(bl, SC_COMBOATTACK, INVALID_TIMER))
return 0; //Combo wasn't active.
ud = unit->bl2ud(bl);
nullpo_ret(ud);
ud->attackabletime = timer->gettick() + status_get_amotion(bl);
if (ud->attacktimer == INVALID_TIMER)
return 1; //Nothing more to do.
timer->delete(ud->attacktimer, unit->attack_timer);
ud->attacktimer=timer->add(ud->attackabletime,unit->attack_timer,bl->id,0);
return 1;
}
/*==========================================
*
*------------------------------------------*/
bool unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
{
nullpo_retr(false, bl);
if (bl->x == x && bl->y == y) //Same place
return true;
return path->search(NULL,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH);
}
/*==========================================
*
*------------------------------------------*/
bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
{
short dx,dy;
nullpo_retr(false, bl);
nullpo_retr(false, tbl);
if( bl->m != tbl->m)
return false;
if( bl->x==tbl->x && bl->y==tbl->y )
return true;
if(range>0 && !check_distance_bl(bl, tbl, range))
return false;
// It judges whether it can adjoin or not.
dx=tbl->x - bl->x;
dy=tbl->y - bl->y;
dx=(dx>0)?1:((dx<0)?-1:0);
dy=(dy>0)?1:((dy<0)?-1:0);
if (map->getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOPASS)) {
int i;
//Look for a suitable cell to place in.
for(i=0;i<8 && map->getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOPASS);i++);
if (i==8) return false; //No valid cells.
dx = dirx[i];
dy = diry[i];
}
if (x) *x = tbl->x-dx;
if (y) *y = tbl->y-dy;
return path->search(NULL,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH);
}
/*==========================================
* Calculates position of Pet/Mercenary/Homunculus/Elemental
*------------------------------------------*/
int unit_calc_pos(struct block_list *bl, int tx, int ty, uint8 dir)
{
int dx, dy, x, y;
struct unit_data *ud = unit->bl2ud(bl);
nullpo_ret(ud);
if(dir > 7)
return 1;
ud->to_x = tx;
ud->to_y = ty;
// 2 cells from Master Position
dx = -dirx[dir] * 2;
dy = -diry[dir] * 2;
x = tx + dx;
y = ty + dy;
if (!unit->can_reach_pos(bl, x, y, 0)) {
if( dx > 0 ) x--; else if( dx < 0 ) x++;
if( dy > 0 ) y--; else if( dy < 0 ) y++;
if (!unit->can_reach_pos(bl, x, y, 0)) {
int i;
for (i = 0; i < 12; i++) {
int k = rnd()%8; // Pick a Random Dir
dx = -dirx[k] * 2;
dy = -diry[k] * 2;
x = tx + dx;
y = ty + dy;
if (unit->can_reach_pos(bl, x, y, 0)) {
break;
} else {
if( dx > 0 ) x--; else if( dx < 0 ) x++;
if( dy > 0 ) y--; else if( dy < 0 ) y++;
if( unit->can_reach_pos(bl, x, y, 0) )
break;
}
}
if (i == 12) {
x = tx; y = tx; // Exactly Master Position
if (!unit->can_reach_pos(bl, x, y, 0))
return 1;
}
}
}
ud->to_x = x;
ud->to_y = y;
return 0;
}
/*==========================================
* Continuous Attack (function timer)
*------------------------------------------*/
int unit_attack_timer_sub(struct block_list* src, int tid, int64 tick) {
struct block_list *target;
struct unit_data *ud;
struct status_data *sstatus;
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
int range;
if( (ud=unit->bl2ud(src))==NULL )
return 0;
if( ud->attacktimer != tid )
{
ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
return 0;
}
sd = BL_CAST(BL_PC, src);
md = BL_CAST(BL_MOB, src);
ud->attacktimer = INVALID_TIMER;
target=map->id2bl(ud->target);
if( src == NULL || src->prev == NULL || target==NULL || target->prev == NULL )
return 0;
if( status->isdead(src) || status->isdead(target)
|| battle->check_target(src,target,BCT_ENEMY) <= 0 || !status->check_skilluse(src, target, 0, 0)
#ifdef OFFICIAL_WALKPATH
|| !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL)
#endif
|| (sd && !pc->can_attack(sd, ud->target) )
)
return 0; // can't attack under these conditions
if( src->m != target->m )
{
if( src->type == BL_MOB && mob->warpchase((TBL_MOB*)src, target) )
return 1; // Follow up.
return 0;
}
if( ud->skilltimer != INVALID_TIMER && !(sd && pc->checkskill(sd,SA_FREECAST) > 0) )
return 0; // can't attack while casting
if( !battle_config.sdelay_attack_enable && DIFF_TICK(ud->canact_tick,tick) > 0 && !(sd && pc->checkskill(sd,SA_FREECAST) > 0) )
{ // attacking when under cast delay has restrictions:
if( tid == INVALID_TIMER ) { //requested attack.
if(sd) clif->skill_fail(sd,1,USESKILL_FAIL_SKILLINTERVAL,0);
return 0;
}
//Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
if( ud->state.attack_continue ) {
if( DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0 )
ud->attackabletime = ud->canact_tick;
ud->attacktimer=timer->add(ud->attackabletime,unit->attack_timer,src->id,0);
}
return 1;
}
sstatus = status->get_status_data(src);
range = sstatus->rhw.range;
if( (unit->is_walking(target) || ud->state.step_attack)
&& (target->type == BL_PC || !map->getcell(target->m,target->x,target->y,CELL_CHKICEWALL)) )
range++; // Extra range when chasing (does not apply to mobs locked in an icewall)
if(sd && !check_distance_client_bl(src,target,range)) {
// Player tries to attack but target is too far, notify client
clif->movetoattack(sd,target);
return 1;
} else if(md && !check_distance_bl(src,target,range)) {
// Monster: Chase if required
unit->walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
return 1;
}
if( !battle->check_range(src,target,range) ) {
//Within range, but no direct line of attack
if( ud->state.attack_continue ) {
if(ud->chaserange > 2) ud->chaserange-=2;
unit->walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
}
return 1;
}
//Sync packet only for players.
//Non-players use the sync packet on the walk timer. [Skotlex]
if (tid == INVALID_TIMER && sd) clif->fixpos(src);
if( DIFF_TICK(ud->attackabletime,tick) <= 0 ) {
if (battle_config.attack_direction_change && (src->type&battle_config.attack_direction_change)) {
ud->dir = map->calc_dir(src, target->x,target->y );
}
if(ud->walktimer != INVALID_TIMER)
unit->stop_walking(src,1);
if(md) {
//First attack is always a normal attack
if(md->state.skillstate == MSS_ANGRY || md->state.skillstate == MSS_BERSERK) {
if (mob->skill_use(md,tick,-1))
return 1;
} else {
// Set mob's ANGRY/BERSERK states.
md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
}
if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME) {
// Link monsters nearby [Skotlex]
md->last_linktime = tick;
map->foreachinrange(mob->linksearch, src, md->db->range2, BL_MOB, md->class_, target, tick);
}
}
if(src->type == BL_PET && pet->attackskill((TBL_PET*)src, target->id))
return 1;
map->freeblock_lock();
ud->attacktarget_lv = battle->weapon_attack(src,target,tick,0);
if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
pet->target_check(sd,target,0);
map->freeblock_unlock();
/**
* Applied when you're unable to attack (e.g. out of ammo)
* We should stop here otherwise timer keeps on and this happens endlessly
**/
if( ud->attacktarget_lv == ATK_NONE )
return 1;
ud->attackabletime = tick + sstatus->adelay;
// You can't move if you can't attack neither.
if (src->type&battle_config.attack_walk_delay)
unit->set_walkdelay(src, tick, sstatus->amotion, 1);
}
if(ud->state.attack_continue) {
unit->setdir(src, map->calc_dir(src, target->x, target->y));
if( src->type == BL_PC && battle_config.idletime_criteria & BCIDLE_ATTACK )
((TBL_PC*)src)->idletime = sockt->last_tick;
ud->attacktimer = timer->add(ud->attackabletime,unit->attack_timer,src->id,0);
}
return 1;
}
int unit_attack_timer(int tid, int64 tick, int id, intptr_t data) {
struct block_list *bl;
bl = map->id2bl(id);
if(bl && unit->attack_timer_sub(bl, tid, tick) == 0)
unit->unattackable(bl);
return 0;
}
/*==========================================
* Cancels an ongoing skill cast.
* flag&1: Cast-Cancel invoked.
* flag&2: Cancel only if skill is can be cancel.
*------------------------------------------*/
int unit_skillcastcancel(struct block_list *bl,int type)
{
struct map_session_data *sd = NULL;
struct unit_data *ud = unit->bl2ud( bl);
int64 tick = timer->gettick();
int ret=0, skill_id;
nullpo_ret(bl);
if (!ud || ud->skilltimer == INVALID_TIMER)
return 0; //Nothing to cancel.
sd = BL_CAST(BL_PC, bl);
if (type&2) {
//See if it can be canceled.
if (!ud->state.skillcastcancel)
return 0;
if (sd && (sd->special_state.no_castcancel2
|| (sd->special_state.no_castcancel && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground))) //fixed flags being read the wrong way around [blackhole89]
return 0;
}
ud->canact_tick = tick;
if(type&1 && sd)
skill_id = sd->skill_id_old;
else
skill_id = ud->skill_id;
if (skill->get_inf(skill_id) & INF_GROUND_SKILL)
ret = timer->delete( ud->skilltimer, skill->castend_pos );
else
ret = timer->delete( ud->skilltimer, skill->castend_id );
if( ret < 0 )
ShowError("delete timer error %d : skill %d (%s)\n",ret,skill_id,skill->get_name(skill_id));
ud->skilltimer = INVALID_TIMER;
if( sd && pc->checkskill(sd,SA_FREECAST) > 0 )
status_calc_bl(&sd->bl, SCB_SPEED);
if( sd ) {
switch( skill_id ) {
case CG_ARROWVULCAN:
sd->canequip_tick = tick;
break;
}
}
if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skill_idx = -1;
clif->skillcastcancel(bl);
return 1;
}
// unit_data initialization process
void unit_dataset(struct block_list *bl) {
struct unit_data *ud;
nullpo_retv(ud = unit->bl2ud(bl));
memset( ud, 0, sizeof( struct unit_data) );
ud->bl = bl;
ud->walktimer = INVALID_TIMER;
ud->skilltimer = INVALID_TIMER;
ud->attacktimer = INVALID_TIMER;
ud->steptimer = INVALID_TIMER;
ud->attackabletime =
ud->canact_tick =
ud->canmove_tick = timer->gettick();
}
/*==========================================
* Counts the number of units attacking 'bl'
*------------------------------------------*/
int unit_counttargeted(struct block_list* bl)
{
struct unit_data* ud;
if( bl && (ud = unit->bl2ud(bl)) )
return ud->target_count;
return 0;
}
/*==========================================
*
*------------------------------------------*/
int unit_fixdamage(struct block_list *src, struct block_list *target, int sdelay, int ddelay, int64 damage, short div, unsigned char type, int64 damage2) {
nullpo_ret(target);
if(damage+damage2 <= 0)
return 0;
return status_fix_damage(src,target,damage+damage2,clif->damage(target,target,sdelay,ddelay,damage,div,type,damage2));
}
/*==========================================
* To change the size of the char (player or mob only)
*------------------------------------------*/
int unit_changeviewsize(struct block_list *bl,short size)
{
nullpo_ret(bl);
size=(size<0)?-1:(size>0)?1:0;
if(bl->type == BL_PC) {
((TBL_PC*)bl)->state.size=size;
} else if(bl->type == BL_MOB) {
((TBL_MOB*)bl)->special_state.size=size;
} else
return 0;
if(size!=0)
clif->specialeffect(bl,421+size, AREA);
return 0;
}
/*==========================================
* Removes a bl/ud from the map.
* Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
* if clrtype is 1 (death), appropriate cleanup is performed.
* Otherwise it is assumed bl is being warped.
* On-Kill specific stuff is not performed here, look at status->damage for that.
*------------------------------------------*/
int unit_remove_map(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func) {
struct unit_data *ud = unit->bl2ud(bl);
struct status_change *sc = status->get_sc(bl);
nullpo_ret(ud);
if(bl->prev == NULL)
return 0; //Already removed?
map->freeblock_lock();
if (ud->walktimer != INVALID_TIMER)
unit->stop_walking(bl,0);
if (ud->skilltimer != INVALID_TIMER)
unit->skillcastcancel(bl,0);
//Clear target even if there is no timer
if (ud->target || ud->attacktimer != INVALID_TIMER)
unit->stop_attack(bl);
//Clear stepaction even if there is no timer
if (ud->stepaction || ud->steptimer != INVALID_TIMER)
unit->stop_stepaction(bl);
// Do not reset can-act delay. [Skotlex]
ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = timer->gettick();
if(sc && sc->count ) { //map-change/warp dispells.
status_change_end(bl, SC_BLADESTOP, INVALID_TIMER);
status_change_end(bl, SC_BASILICA, INVALID_TIMER);
status_change_end(bl, SC_ANKLESNARE, INVALID_TIMER);
status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
status_change_end(bl, SC_BLADESTOP_WAIT, INVALID_TIMER);
status_change_end(bl, SC_RUN, INVALID_TIMER);
status_change_end(bl, SC_DANCING, INVALID_TIMER);
status_change_end(bl, SC_WARM, INVALID_TIMER);
status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER);
status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
status_change_end(bl, SC_HIDING, INVALID_TIMER);
// Ensure the bl is a PC; if so, we'll handle the removal of cloaking and cloaking exceed later
if ( bl->type != BL_PC ) {
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
}
status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
status_change_end(bl, SC_HLIF_CHANGE, INVALID_TIMER);
status_change_end(bl, SC_STOP, INVALID_TIMER);
status_change_end(bl, SC_WUGDASH, INVALID_TIMER);
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
status_change_end(bl, SC_NEUTRALBARRIER_MASTER, INVALID_TIMER);
status_change_end(bl, SC_NEUTRALBARRIER, INVALID_TIMER);
status_change_end(bl, SC_STEALTHFIELD_MASTER, INVALID_TIMER);
status_change_end(bl, SC_STEALTHFIELD, INVALID_TIMER);
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
status_change_end(bl, SC__MANHOLE, INVALID_TIMER);
status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
status_change_end(bl, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); //callme before warp
}
if (bl->type&(BL_CHAR|BL_PET)) {
skill->unit_move(bl,timer->gettick(),4);
skill->cleartimerskill(bl);
}
switch( bl->type ) {
case BL_PC: {
struct map_session_data *sd = (struct map_session_data*)bl;
if(sd->shadowform_id) {
struct block_list *d_bl = map->id2bl(sd->shadowform_id);
if( d_bl )
status_change_end(d_bl,SC__SHADOWFORM,INVALID_TIMER);
}
//Leave/reject all invitations.
if(sd->chatID)
chat->leave(sd,0);
if(sd->trade_partner)
trade->cancel(sd);
buyingstore->close(sd);
searchstore->close(sd);
if( sd->menuskill_id != AL_TELEPORT ) { // issue: 8027
if(sd->state.storage_flag == 1)
storage->pc_quit(sd,0);
else if (sd->state.storage_flag == 2)
gstorage->pc_quit(sd,0);
sd->state.storage_flag = 0; //Force close it when being warped.
}
if(sd->party_invite>0)
party->reply_invite(sd,sd->party_invite,0);
if(sd->guild_invite>0)
guild->reply_invite(sd,sd->guild_invite,0);
if(sd->guild_alliance>0)
guild->reply_reqalliance(sd,sd->guild_alliance_account,0);
if(sd->menuskill_id)
sd->menuskill_id = sd->menuskill_val = 0;
if( sd->touching_id )
npc->touchnext_areanpc(sd,true);
// Check if warping and not changing the map.
if ( sd->state.warping && !sd->state.changemap ) {
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
}
sd->npc_shopid = 0;
sd->adopt_invite = 0;
if(sd->pvp_timer != INVALID_TIMER) {
timer->delete(sd->pvp_timer,pc->calc_pvprank_timer);
sd->pvp_timer = INVALID_TIMER;
sd->pvp_rank = 0;
}
if(sd->duel_group > 0)
duel->leave(sd->duel_group, sd);
if(pc_issit(sd)) {
pc->setstand(sd);
skill->sit(sd,0);
}
party->send_dot_remove(sd);//minimap dot fix [Kevin]
guild->send_dot_remove(sd);
bg->send_dot_remove(sd);
if( map->list[bl->m].users <= 0 || sd->state.debug_remove_map ) {
// this is only place where map users is decreased, if the mobs were removed too soon then this function was executed too many times [FlavioJS]
if( sd->debug_file == NULL || !(sd->state.debug_remove_map) ) {
sd->debug_file = "";
sd->debug_line = 0;
sd->debug_func = "";
}
ShowDebug("unit_remove_map: unexpected state when removing player AID/CID:%d/%d"
" (active=%d connect_new=%d rewarp=%d changemap=%d debug_remove_map=%d)"
" from map=%s (users=%d)."
" Previous call from %s:%d(%s), current call from %s:%d(%s)."
" Please report this!!!\n",
sd->status.account_id, sd->status.char_id,
sd->state.active, sd->state.connect_new, sd->state.rewarp, sd->state.changemap, sd->state.debug_remove_map,
map->list[bl->m].name, map->list[bl->m].users,
sd->debug_file, sd->debug_line, sd->debug_func, file, line, func);
} else if (--map->list[bl->m].users == 0 && battle_config.dynamic_mobs) //[Skotlex]
map->removemobs(bl->m);
if (!(pc_isinvisible(sd))) {
// decrement the number of active pvp players on the map
--map->list[bl->m].users_pvp;
}
if( map->list[bl->m].instance_id >= 0 ) {
instance->list[map->list[bl->m].instance_id].users--;
instance->check_idle(map->list[bl->m].instance_id);
}
if( sd->state.hpmeter_visible ) {
map->list[bl->m].hpmeter_visible--;
sd->state.hpmeter_visible = 0;
}
sd->state.debug_remove_map = 1; // temporary state to track double remove_map's [FlavioJS]
sd->debug_file = file;
sd->debug_line = line;
sd->debug_func = func;
break;
}
case BL_MOB: {
struct mob_data *md = (struct mob_data*)bl;
// Drop previous target mob_slave_keep_target: no.
if (!battle_config.mob_slave_keep_target)
md->target_id=0;
md->attacked_id=0;
md->state.skillstate= MSS_IDLE;
break;
}
case BL_PET: {
struct pet_data *pd = (struct pet_data*)bl;
if( pd->pet.intimate <= 0 && !(pd->msd && !pd->msd->state.active) ) {
//If logging out, this is deleted on unit->free
clif->clearunit_area(bl,clrtype);
map->delblock(bl);
unit->free(bl,CLR_OUTSIGHT);
map->freeblock_unlock();
return 0;
}
break;
}
case BL_HOM: {
struct homun_data *hd = (struct homun_data *)bl;
if( !hd->homunculus.intimacy && !(hd->master && !hd->master->state.active) ) {
//If logging out, this is deleted on unit->free
clif->emotion(bl, E_SOB);
clif->clearunit_area(bl,clrtype);
map->delblock(bl);
unit->free(bl,CLR_OUTSIGHT);
map->freeblock_unlock();
return 0;
}
break;
}
case BL_MER: {
struct mercenary_data *md = (struct mercenary_data *)bl;
ud->canact_tick = ud->canmove_tick;
if( mercenary->get_lifetime(md) <= 0 && !(md->master && !md->master->state.active) ) {
clif->clearunit_area(bl,clrtype);
map->delblock(bl);
unit->free(bl,CLR_OUTSIGHT);
map->freeblock_unlock();
return 0;
}
break;
}
case BL_ELEM: {
struct elemental_data *ed = (struct elemental_data *)bl;
ud->canact_tick = ud->canmove_tick;
if( elemental->get_lifetime(ed) <= 0 && !(ed->master && !ed->master->state.active) ) {
clif->clearunit_area(bl,clrtype);
map->delblock(bl);
unit->free(bl,0);
map->freeblock_unlock();
return 0;
}
break;
}
default: break;// do nothing
}
/**
* BL_MOB is handled by mob_dead unless the monster is not dead.
**/
if( bl->type != BL_MOB || !status->isdead(bl) )
clif->clearunit_area(bl,clrtype);
map->delblock(bl);
map->freeblock_unlock();
return 1;
}
void unit_remove_map_pc(struct map_session_data *sd, clr_type clrtype)
{
unit->remove_map(&sd->bl,clrtype,ALC_MARK);
//CLR_RESPAWN is the warp from logging out, CLR_TELEPORT is the warp from teleporting, but pets/homunc need to just 'vanish' instead of showing the warping animation.
if (clrtype == CLR_RESPAWN || clrtype == CLR_TELEPORT) clrtype = CLR_OUTSIGHT;
if(sd->pd)
unit->remove_map(&sd->pd->bl, clrtype, ALC_MARK);
if(homun_alive(sd->hd))
unit->remove_map(&sd->hd->bl, clrtype, ALC_MARK);
if(sd->md)
unit->remove_map(&sd->md->bl, clrtype, ALC_MARK);
if(sd->ed)
unit->remove_map(&sd->ed->bl, clrtype, ALC_MARK);
}
void unit_free_pc(struct map_session_data *sd)
{
if (sd->pd) unit->free(&sd->pd->bl,CLR_OUTSIGHT);
if (sd->hd) unit->free(&sd->hd->bl,CLR_OUTSIGHT);
if (sd->md) unit->free(&sd->md->bl,CLR_OUTSIGHT);
if (sd->ed) unit->free(&sd->ed->bl,CLR_OUTSIGHT);
unit->free(&sd->bl,CLR_TELEPORT);
}
/*==========================================
* Function to free all related resources to the bl
* if unit is on map, it is removed using the clrtype specified
*------------------------------------------*/
int unit_free(struct block_list *bl, clr_type clrtype) {
struct unit_data *ud = unit->bl2ud( bl );
nullpo_ret(ud);
map->freeblock_lock();
if( bl->prev ) //Players are supposed to logout with a "warp" effect.
unit->remove_map(bl, clrtype, ALC_MARK);
switch( bl->type ) {
case BL_PC:
{
struct map_session_data *sd = (struct map_session_data*)bl;
sd->state.loggingout = 1;
if( status->isdead(bl) )
pc->setrestartvalue(sd,2);
pc->delinvincibletimer(sd);
pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),false);
pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),false);
pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),false);
if( sd->followtimer != INVALID_TIMER )
pc->stop_following(sd);
if( sd->duel_invite > 0 )
duel->reject(sd->duel_invite, sd);
// Notify friends that this char logged out. [Skotlex]
map->foreachpc(clif->friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
party->send_logout(sd);
guild->send_memberinfoshort(sd,0);
pc->cleareventtimer(sd);
pc->inventory_rental_clear(sd);
pc->delspiritball(sd,sd->spiritball,1);
pc->del_charm(sd, sd->charm_count, sd->charm_type);
if( sd->st && sd->st->state != RUN ) {// free attached scripts that are waiting
script->free_state(sd->st);
sd->st = NULL;
sd->npc_id = 0;
}
if( sd->combos ) {
aFree(sd->combos);
sd->combos = NULL;
}
sd->combo_count = 0;
/* [Ind/Hercules] */
if( sd->sc_display_count ) {
int i;
for(i = 0; i < sd->sc_display_count; i++) {
ers_free(pc->sc_display_ers, sd->sc_display[i]);
}
sd->sc_display_count = 0;
}
if( sd->sc_display != NULL ) {
aFree(sd->sc_display);
sd->sc_display = NULL;
}
if( sd->instance != NULL ) {
aFree(sd->instance);
sd->instance = NULL;
}
if( sd->queues != NULL ) {
aFree(sd->queues);
sd->queues = NULL;
}
if( sd->quest_log != NULL ) {
aFree(sd->quest_log);
sd->quest_log = NULL;
sd->num_quests = sd->avail_quests = 0;
}
if (sd->hdata) {
unsigned int k;
for( k = 0; k < sd->hdatac; k++ ) {
if( sd->hdata[k]->flag.free ) {
aFree(sd->hdata[k]->data);
}
aFree(sd->hdata[k]);
}
aFree(sd->hdata);
}
break;
}
case BL_PET:
{
struct pet_data *pd = (struct pet_data*)bl;
struct map_session_data *sd = pd->msd;
pet->hungry_timer_delete(pd);
if( pd->a_skill )
{
aFree(pd->a_skill);
pd->a_skill = NULL;
}
if( pd->s_skill )
{
if (pd->s_skill->timer != INVALID_TIMER) {
timer->delete(pd->s_skill->timer, pet->skill_support_timer);
}
aFree(pd->s_skill);
pd->s_skill = NULL;
}
if( pd->recovery )
{
if(pd->recovery->timer != INVALID_TIMER)
timer->delete(pd->recovery->timer, pet->recovery_timer);
aFree(pd->recovery);
pd->recovery = NULL;
}
if( pd->bonus )
{
if (pd->bonus->timer != INVALID_TIMER)
timer->delete(pd->bonus->timer, pet->skill_bonus_timer);
aFree(pd->bonus);
pd->bonus = NULL;
}
if( pd->loot )
{
pet->lootitem_drop(pd,sd);
if (pd->loot->item)
aFree(pd->loot->item);
aFree (pd->loot);
pd->loot = NULL;
}
if (pd->pet.intimate > 0) {
intif->save_petdata(pd->pet.account_id,&pd->pet);
} else {
//Remove pet.
intif->delete_petdata(pd->pet.pet_id);
if (sd) sd->status.pet_id = 0;
}
if( sd )
sd->pd = NULL;
break;
}
case BL_MOB:
{
struct mob_data *md = (struct mob_data*)bl;
if( md->spawn_timer != INVALID_TIMER )
{
timer->delete(md->spawn_timer,mob->delayspawn);
md->spawn_timer = INVALID_TIMER;
}
if( md->deletetimer != INVALID_TIMER )
{
timer->delete(md->deletetimer,mob->timer_delete);
md->deletetimer = INVALID_TIMER;
}
if( md->lootitem )
{
aFree(md->lootitem);
md->lootitem=NULL;
}
if( md->guardian_data )
{
struct guild_castle* gc = md->guardian_data->castle;
if( md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
{
gc->guardian[md->guardian_data->number].id = 0;
}
else
{
int i;
ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == md->bl.id);
if( i < gc->temp_guardians_max )
gc->temp_guardians[i] = 0;
}
aFree(md->guardian_data);
md->guardian_data = NULL;
}
if( md->spawn )
{
md->spawn->active--;
if( !md->spawn->state.dynamic )
{// permanently remove the mob
if( --md->spawn->num == 0 )
{// Last freed mob is responsible for deallocating the group's spawn data.
aFree(md->spawn);
md->spawn = NULL;
}
}
}
if( md->base_status)
{
aFree(md->base_status);
md->base_status = NULL;
}
if( mob->is_clone(md->class_) )
mob->clone_delete(md);
if( md->tomb_nid )
mob->mvptomb_destroy(md);
if (md->hdata)
{
unsigned int k;
for (k = 0; k < md->hdatac; k++) {
if( md->hdata[k]->flag.free ) {
aFree(md->hdata[k]->data);
}
aFree(md->hdata[k]);
}
aFree(md->hdata);
}
break;
}
case BL_HOM:
{
struct homun_data *hd = (TBL_HOM*)bl;
struct map_session_data *sd = hd->master;
homun->hunger_timer_delete(hd);
if( hd->homunculus.intimacy > 0 )
homun->save(hd);
else {
intif->homunculus_requestdelete(hd->homunculus.hom_id);
if( sd )
sd->status.hom_id = 0;
}
if( sd )
sd->hd = NULL;
break;
}
case BL_MER:
{
struct mercenary_data *md = (TBL_MER*)bl;
struct map_session_data *sd = md->master;
if( mercenary->get_lifetime(md) > 0 )
mercenary->save(md);
else
{
intif->mercenary_delete(md->mercenary.mercenary_id);
if( sd )
sd->status.mer_id = 0;
}
if( sd )
sd->md = NULL;
mercenary->contract_stop(md);
break;
}
case BL_ELEM: {
struct elemental_data *ed = (TBL_ELEM*)bl;
struct map_session_data *sd = ed->master;
if( elemental->get_lifetime(ed) > 0 )
elemental->save(ed);
else {
intif->elemental_delete(ed->elemental.elemental_id);
if( sd )
sd->status.ele_id = 0;
}
if( sd )
sd->ed = NULL;
elemental->summon_stop(ed);
break;
}
}
skill->clear_unitgroup(bl);
status->change_clear(bl,1);
map->deliddb(bl);
if( bl->type != BL_PC ) //Players are handled by map_quit
map->freeblock(bl);
map->freeblock_unlock();
return 0;
}
int do_init_unit(bool minimal) {
if (minimal)
return 0;
timer->add_func_list(unit->attack_timer, "unit_attack_timer");
timer->add_func_list(unit->walktoxy_timer,"unit_walktoxy_timer");
timer->add_func_list(unit->walktobl_sub, "unit_walktobl_sub");
timer->add_func_list(unit->delay_walktoxy_timer,"unit_delay_walktoxy_timer");
timer->add_func_list(unit->step_timer,"unit_step_timer");
return 0;
}
int do_final_unit(void) {
// nothing to do
return 0;
}
void unit_defaults(void) {
unit = &unit_s;
unit->init = do_init_unit;
unit->final = do_final_unit;
/* */
unit->bl2ud = unit_bl2ud;
unit->bl2ud2 = unit_bl2ud2;
unit->attack_timer = unit_attack_timer;
unit->walktoxy_timer = unit_walktoxy_timer;
unit->walktoxy_sub = unit_walktoxy_sub;
unit->delay_walktoxy_timer = unit_delay_walktoxy_timer;
unit->walktoxy = unit_walktoxy;
unit->walktobl_sub = unit_walktobl_sub;
unit->walktobl = unit_walktobl;
unit->run = unit_run;
unit->run_hit = unit_run_hit;
unit->escape = unit_escape;
unit->movepos = unit_movepos;
unit->setdir = unit_setdir;
unit->getdir = unit_getdir;
unit->blown = unit_blown;
unit->warp = unit_warp;
unit->stop_walking = unit_stop_walking;
unit->skilluse_id = unit_skilluse_id;
unit->step_timer = unit_step_timer;
unit->stop_stepaction = unit_stop_stepaction;
unit->is_walking = unit_is_walking;
unit->can_move = unit_can_move;
unit->resume_running = unit_resume_running;
unit->set_walkdelay = unit_set_walkdelay;
unit->skilluse_id2 = unit_skilluse_id2;
unit->skilluse_pos = unit_skilluse_pos;
unit->skilluse_pos2 = unit_skilluse_pos2;
unit->set_target = unit_set_target;
unit->stop_attack = unit_stop_attack;
unit->unattackable = unit_unattackable;
unit->attack = unit_attack;
unit->cancel_combo = unit_cancel_combo;
unit->can_reach_pos = unit_can_reach_pos;
unit->can_reach_bl = unit_can_reach_bl;
unit->calc_pos = unit_calc_pos;
unit->attack_timer_sub = unit_attack_timer_sub;
unit->skillcastcancel = unit_skillcastcancel;
unit->dataset = unit_dataset;
unit->counttargeted = unit_counttargeted;
unit->fixdamage = unit_fixdamage;
unit->changeviewsize = unit_changeviewsize;
unit->remove_map = unit_remove_map;
unit->remove_map_pc = unit_remove_map_pc;
unit->free_pc = unit_free_pc;
unit->free = unit_free;
}