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-rw-r--r--src/map/unit.c1680
1 files changed, 1680 insertions, 0 deletions
diff --git a/src/map/unit.c b/src/map/unit.c
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index 000000000..a866cdf9e
--- /dev/null
+++ b/src/map/unit.c
@@ -0,0 +1,1680 @@
+// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+// Merged originally from jA by Skotlex
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "../common/showmsg.h"
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/db.h"
+#include "../common/malloc.h"
+#include "unit.h"
+#include "map.h"
+#include "pc.h"
+#include "mob.h"
+#include "pet.h"
+#include "skill.h"
+#include "clif.h"
+#include "npc.h"
+#include "guild.h"
+#include "status.h"
+#include "battle.h"
+#include "chat.h"
+#include "trade.h"
+#include "vending.h"
+#include "party.h"
+#include "intif.h"
+#include "chrif.h"
+
+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));
+
+ switch (bl->type) {
+ case BL_PC:
+ clif_walkok((TBL_PC*)bl);
+ clif_movechar((TBL_PC*)bl);
+ break;
+ case BL_MOB:
+ clif_movemob((TBL_MOB*)bl);
+ break;
+ case BL_PET:
+ clif_movepet((TBL_PET*)bl);
+ break;
+ case BL_NPC:
+ clif_movenpc((TBL_NPC*)bl);
+ break;
+ }
+
+ ud->state.change_walk_target=0;
+
+ 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) {
+ i = i>>1;
+ ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,0);
+ }
+ 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 || ud->walkpath.path_pos!=data)
+ 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;
+ }
+ ud->walkpath.path_half ^= 1;
+ if(ud->walkpath.path_half==0){ // マス目中心へ到着
+ ud->walkpath.path_pos++;
+ if(ud->state.change_walk_target) {
+ unit_walktoxy_sub(bl);
+ return 0;
+ }
+ } else { // マス目境界へ到着
+ 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
+
+ ud->walktimer = 1;
+ switch (bl->type) {
+ case BL_PC:
+ map_foreachinmovearea(clif_pcoutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
+ break;
+ case BL_MOB:
+ map_foreachinmovearea(clif_moboutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
+ break;
+ case BL_PET:
+ map_foreachinmovearea(clif_petoutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,(TBL_PET*)bl);
+ break;
+ case BL_NPC:
+ map_foreachinmovearea(clif_npcoutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,(TBL_NPC*)bl);
+ break;
+ }
+ ud->walktimer = -1;
+
+ if(md && md->min_chase > md->db->range2)
+ md->min_chase--;
+
+ x += dx;
+ y += dy;
+ map_moveblock(bl, x, y, tick);
+
+ ud->walktimer = 1;
+ switch (bl->type) {
+ case BL_PC:
+ map_foreachinmovearea(clif_pcinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_ALL,sd);
+ break;
+ case BL_MOB:
+ map_foreachinmovearea(clif_mobinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,md);
+ break;
+ case BL_PET:
+ map_foreachinmovearea(clif_petinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_PET*)bl);
+ break;
+ case BL_NPC:
+ map_foreachinmovearea(clif_npcinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_NPC*)bl);
+ break;
+ }
+ ud->walktimer = -1;
+
+ if(sd) {
+ if(map_getcell(bl->m,x,y,CELL_CHKNPC))
+ npc_touch_areanpc(sd,bl->m,x,y);
+ 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 &&
+ rand()%100000 < 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);
+ }
+
+ }
+ }
+
+ 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) {
+ i = i>>1;
+// if(i < 1 && ud->walkpath.path_half == 0)
+// i = 1;
+ ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,ud->walkpath.path_pos);
+ } else if(sd && sd->sc.count && sd->sc.data[SC_RUN].timer!=-1) //Keep trying to run.
+ pc_run(sd, sd->sc.data[SC_RUN].val1, sd->sc.data[SC_RUN].val2);
+ else
+ { //Stopped walking. Update to_x and to_y to current location [Skotlex]
+ ud->to_x = bl->x;
+ ud->to_y = bl->y;
+ if (bl->type == BL_NPC) //Original eA code had this one only for BL_NPCs
+ clif_fixpos(bl);
+ }
+ 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(!unit_can_move(bl) || !(status_get_mode(bl)&MD_CANMOVE) )
+ return 0;
+
+ ud->state.walk_easy = easy;
+ 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);
+ }
+}
+
+//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 mob_data *md = NULL;
+ struct walkpath_data wpd;
+
+ nullpo_retr(0, bl);
+ 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;
+
+ unit_stop_walking(bl,1);
+ unit_stop_attack(bl);
+
+ if(checkpath && (map_getcell(bl->m,bl->x,bl->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;
+
+ switch (bl->type) {
+ case BL_PC:
+ map_foreachinmovearea(clif_pcoutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_ALL,sd);
+ break;
+ case BL_MOB:
+ map_foreachinmovearea(clif_moboutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_PC,md);
+ break;
+ case BL_PET:
+ map_foreachinmovearea(clif_petoutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_PC,(TBL_PET*)bl);
+ break;
+ case BL_NPC:
+ map_foreachinmovearea(clif_petoutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_PC,(TBL_NPC*)bl);
+ break;
+ }
+
+ map_moveblock(bl, dst_x, dst_y, gettick());
+ ud->walktimer = 1;
+ switch (bl->type) {
+ case BL_PC:
+ map_foreachinmovearea(clif_pcinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_ALL,sd);
+ break;
+ case BL_MOB:
+ map_foreachinmovearea(clif_mobinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_PC,md);
+ break;
+ case BL_PET:
+ map_foreachinmovearea(clif_petinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_PET*)bl);
+ break;
+ case BL_NPC:
+ map_foreachinmovearea(clif_npcinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_NPC*)bl);
+ break;
+ }
+ 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);
+ 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 short 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,int x,int y,int type)
+{
+ int i=0,xs=9,ys=9,bx=x,by=y;
+ 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(bx>0 && by>0)
+ xs=ys=9;
+
+ while( ( x<0 || y<0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<1000 ){
+ if( xs>0 && ys>0 && i<250 ){
+ x=bx+rand()%xs-xs/2;
+ y=by+rand()%ys-ys/2;
+ }else{
+ x=rand()%(map[m].xs-2)+1;
+ y=rand()%(map[m].ys-2)+1;
+ }
+ }
+
+ if(i>=1000){
+ 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, bx,by);
+ 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);
+ switch (bl->type) {
+ case BL_PC:
+ clif_spawnpc((TBL_PC*)bl);
+ break;
+ case BL_MOB:
+ clif_spawnmob((TBL_MOB*)bl);
+ mob_warpslave(bl,AREA_SIZE);
+ break;
+ case BL_PET:
+ clif_spawnpet((TBL_PET*)bl);
+ break;
+ case BL_NPC:
+ clif_spawnnpc((TBL_NPC*)bl);
+ break;
+ }
+ 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 status_change *sc;
+ nullpo_retr(0, bl);
+
+ ud = unit_bl2ud(bl);
+ if(!ud || ud->walktimer == -1)
+ return 0;
+
+ sc = status_get_sc(bl);
+ if (sc && sc->count && sc->data[SC_RUN].timer != -1)
+ status_change_end(bl, SC_RUN, -1);
+
+// if(md) { md->state.skillstate = MSS_IDLE; }
+ if(type&0x01) // 位置補正送信が必要
+ clif_fixpos(bl);
+
+ if(type&0x02 && unit_can_move(bl)) {
+ int dx=ud->to_x-bl->x;
+ int dy=ud->to_y-bl->y;
+ if(dx<0) dx=-1; else if(dx>0) dx=1;
+ if(dy<0) dy=-1; else if(dy>0) dy=1;
+ if(dx || dy) {
+ return unit_walktoxy( bl, bl->x+dx, bl->y+dy, 1);
+ }
+ }
+
+ ud->walkpath.path_len = 0;
+ ud->walkpath.path_pos = 0;
+ ud->to_x = bl->x;
+ ud->to_y = bl->y;
+ delete_timer(ud->walktimer, unit_walktoxy_timer);
+ ud->walktimer = -1;
+ if(bl->type == BL_PET) {
+ if(type&~0xff)
+ ud->canmove_tick = gettick() + (type>>8);
+ }
+ 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_cast(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_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_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;
+ return 1;
+}
+
+static int unit_walkdelay_sub(int tid, unsigned int tick, int id, int data)
+{
+ struct block_list *bl = map_id2bl(id);
+ if (!bl || status_isdead(bl))
+ return 0;
+
+ if (unit_set_walkdelay(bl, tick, data, 0))
+ unit_stop_walking(bl,3);
+ return 0;
+}
+
+/*==========================================
+ * Applies walk delay based on attack type. [Skotlex]
+ *------------------------------------------
+ */
+int unit_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int delay, int div_) {
+
+ if (status_isdead(bl))
+ return 0;
+
+ if (bl->type == BL_PC) {
+ if (battle_config.pc_walk_delay_rate != 100)
+ delay = delay*battle_config.pc_walk_delay_rate/100;
+ } else
+ if (battle_config.walk_delay_rate != 100)
+ delay = delay*battle_config.walk_delay_rate/100;
+
+ if (div_ > 1) //Multi-hit skills mean higher delays.
+ delay += battle_config.multihit_delay*(div_-1);
+
+ if (delay <= 0)
+ return 0;
+
+ if (adelay > 0)
+ add_timer(tick+adelay, unit_walkdelay_sub, bl->id, delay);
+ else
+ unit_set_walkdelay(bl, tick, delay, 0);
+ 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_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
+ && skill_get_inf(skill_num)&INF_SELF_SKILL
+ && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
+ if (temp)
+ target_id = ud->attacktarget; //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;
+ target_id = target->id;
+ }
+ 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=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;
+
+ //直前のスキル状況の記録
+ if(sd) {
+ switch(skill_num){
+ case SA_CASTCANCEL:
+ if(ud->skillid != skill_num){ //キャストキャンセル自体は覚えない
+ sd->skillid_old = ud->skillid;
+ sd->skilllv_old = ud->skilllv;
+ break;
+ }
+ case BD_ENCORE: /* アンコール */
+ //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: /* 子守歌 */
+ case BD_RICHMANKIM: /* ニヨルドの宴 */
+ case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
+ case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
+ case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
+ case BD_ROKISWEIL: /* ?キの叫び */
+ case BD_INTOABYSS: /* ?[淵の中に */
+ case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
+ case CG_MOONLIT: /* 月明りの?に落ちる花びら */
+ 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;
+ }
+
+ 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;
+ /* 何か特殊な処理が必要 */
+ // 失敗判定はskill_check_condition() に書くこと
+ switch(skill_num){
+ case ALL_RESURRECTION: /* リザレクション */
+ if(battle_check_undead(status_get_race(target),status_get_elem_type(target))){ /* 敵がアンデッドなら */
+ temp=1; /* ターンアンデットと同じ詠唱時間 */
+ casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv, skill_get_cast(PR_TURNUNDEAD, skill_lv));
+ }
+ break;
+ case MO_FINGEROFFENSIVE: /* 指弾 */
+ if(sd)
+ casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
+ break;
+ case MO_EXTREMITYFIST: /*阿?C羅覇鳳?*/
+ 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 SA_MAGICROD:
+ case SA_SPELLBREAKER:
+ temp =1;
+ break;
+ case KN_CHARGEATK: //チャージアタック
+ //Taken from jA: Casttime is increased by dist/3*100%
+ casttime = casttime * ((distance_bl(src,target)-1)/3+1);
+ break;
+ }
+
+ //メモライズ状態ならキャストタイムが1/2
+ 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){ /* 詠唱が必要 */
+ if(sd && sd->disguise) { // [Valaris]
+ clif_skillcasting(src, src->id, target_id, 0,0, skill_num,0);
+ clif_skillcasting(src,-src->id, target_id, 0,0, skill_num,casttime);
+ } else
+ clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
+
+ /* 詠唱反応モンスター */
+ 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 ((temp=status_get_mode(target))&MD_CASTSENSOR &&
+ battle_check_target(target, src, BCT_ENEMY) > 0)
+ {
+ switch (md->state.skillstate) {
+ case MSS_ANGRY:
+ case MSS_RUSH:
+ case MSS_FOLLOW:
+ if (!(temp&(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(
+ (sd && !(battle_config.pc_cloak_check_type&2) ) ||
+ (src->type == BL_MOB && !(battle_config.monster_cloak_check_type&2) )
+ ) {
+ if( sc && sc->data[SC_CLOAKING].timer != -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 );
+ //temp: used to hold FreeCast's level
+ if(sd && (temp = pc_checkskill(sd,SA_FREECAST)) > 0)
+ status_quick_recalc_speed (sd, SA_FREECAST, temp, 1);
+ else
+ unit_stop_walking(src,1);
+ }
+ else {
+// if(skill_num != SA_CASTCANCEL)
+// ud->skilltimer = -1; //This check is done above...
+ 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_cast(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_CHKNOPASS))
+ { //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(&sd->bl, skill_num,skill_lv)+1))
+ return 0;
+
+ unit_stop_attack(src);
+ ud->state.skillcastcancel = castcancel;
+
+ //?モライズ?態ならキャストタイムが1/3
+ 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 ) {
+ /* 詠唱が必要 */
+ unit_stop_walking( src, 1); // 歩行停止
+ if(sd && sd->disguise) { // [Valaris]
+ clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,0);
+ clif_skillcasting(src,-src->id, 0, skill_x,skill_y, skill_num,casttime);
+ }
+ else
+ clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
+ }
+
+ if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
+ 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((sd && !(battle_config.pc_cloak_check_type&2)) ||
+ (src->type==BL_MOB && !(battle_config.monster_cloak_check_type&2))
+ ) {
+ if (sc && sc->data[SC_CLOAKING].timer != -1)
+ status_change_end(src,SC_CLOAKING,-1);
+ }
+
+ if(casttime > 0) {
+ ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
+ //castcancel recylced to store FREECAST lv.
+ if(sd && (castcancel = pc_checkskill(sd,SA_FREECAST)) > 0)
+ status_quick_recalc_speed (sd, SA_FREECAST, castcancel, 1);
+ 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);
+
+// 攻撃停止
+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->state.attack_continue = 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->attacktarget = 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->attacktarget = target_id;
+ ud->state.attack_continue = type;
+ //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(struct block_list *bl,int x,int y)
+{
+ 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,0,CELL_CHKNOREACH)!=-1)?1:0;
+}
+
+/*==========================================
+ * 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 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)
+ printf("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->attacktarget);
+
+ 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;
+
+ 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 = status_get_range( src );
+
+ if(ud->walktimer != -1) range++; //Extra range when walking.
+ if(!sd || sd->status.weapon != 11) 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) ) {
+ if(!unit_can_reach(src,target->x,target->y))
+ return 0;
+ if(sd) clif_movetoattack(sd,target);
+ return 1;
+ }
+ if(!battle_check_range(src,target,range)) { //Within range, but no direct line of attack
+ if(unit_can_reach(src,target->x,target->y))
+ unit_walktoxy(src,target->x,target->y, ud->state.walk_easy);
+ if(ud->state.attack_continue)
+ ud->attacktimer = add_timer(tick + status_get_adelay(src),unit_attack_timer,src->id,0);
+ return 1;
+ }
+
+ 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 (status_get_mode(src)&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 && !(battle_config.pc_cloak_check_type&2)) ||
+ (!sd && !(battle_config.monster_cloak_check_type&2))
+ ) {
+ struct status_change *sc = status_get_sc(src);
+ if (sc && sc->count && sc->data[SC_CLOAKING].timer != -1)
+ status_change_end(src,SC_CLOAKING,-1);
+ }
+
+ if(sd && sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support)
+ pet_target_check(sd,target,0);
+ map_freeblock_unlock();
+
+ if(ud->skilltimer != -1 && sd && (range = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリーキャスト
+ ud->attackabletime = tick + (status_get_adelay(src)*(150 - range*5)/100);
+ else
+ ud->attackabletime = tick + status_get_adelay(src);
+
+// You can't move if you can't attack neither.
+// Only for non-players, since it makes it near impossible to run away when you are on auto-attack.
+ if (src->type != BL_PC)
+ unit_set_walkdelay(src, tick, status_get_amotion(src), 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)))
+ return 0;
+ }
+
+ ud->canact_tick=tick;
+ if(sd && (skill = pc_checkskill(sd,SA_FREECAST)) > 0)
+ status_quick_recalc_speed(sd, SA_FREECAST, skill, 0); //Updated to use calc_speed [Skotlex]
+
+ 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)
+ printf("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;
+ int i;
+ 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();
+ for(i=0;i<MAX_SKILLTIMERSKILL;i++)
+ ud->skilltimerskill[i].timer=-1;
+}
+
+/*==========================================
+ * 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->attacktarget == 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;
+
+ clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2);
+ return battle_damage(src,target,damage+damage2,0);
+}
+/*==========================================
+ * 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));
+}
+
+/*==========================================
+ * idを攻撃しているPCの攻撃を停止
+ * clif_foreachclientのcallback関数
+ *------------------------------------------
+ */
+int unit_mobstopattacked(struct map_session_data *sd,va_list ap)
+{
+ int id=va_arg(ap,int);
+ if(sd->ud.attacktarget==id)
+ unit_stop_attack(&sd->bl);
+ return 0;
+}
+/*==========================================
+ * 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.
+ *------------------------------------------
+ */
+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();
+
+ unit_stop_walking(bl,1); // 歩行中断
+ unit_stop_attack(bl); // 攻撃中断
+ unit_skillcastcancel(bl,0); // 詠唱中断
+ clif_clearchar_area(bl,clrtype);
+
+ if (clrtype == 1) //Death. Remove all status changes.
+ status_change_clear(bl,0);
+ else 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 (battle_config.clear_unit_ondeath || clrtype != 1) //Clrtype 1 = died.
+ skill_clear_unitgroup(bl); // スキルユニットグループの削除
+ 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= clrtype==1?MSS_DEAD:MSS_IDLE;
+ if (md->master_id) md->master_dist = 0;
+ if (clrtype == 1) { //Death.
+ md->last_deadtime=gettick();
+// Isn't this too much? Why not let the attack-timer fail when the mob is dead? [Skotlex]
+// clif_foreachclient(unit_mobstopattacked,md->bl.id);
+ if(md->deletetimer!=-1)
+ delete_timer(md->deletetimer,mob_timer_delete);
+ md->deletetimer=-1;
+ md->hp=0;
+ if(pcdb_checkid(mob_get_viewclass(md->class_))) //Player mobs are not removed automatically by the client.
+ clif_clearchar_delay(gettick()+3000,bl,0);
+ mob_deleteslave(md);
+
+ if(!md->spawn) {
+ map_delblock(bl);
+ unit_free(bl); //Mob does not respawn.
+ map_freeblock_unlock();
+ return 0;
+ }
+ mob_setdelayspawn(md); //Set respawning.
+ }
+ } 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->bl.m != bl->m && sd->pet.intimate <= 0)
+ { //Remove pet.
+ intif_delete_petdata(sd->status.pet_id);
+ sd->status.pet_id = 0;
+ sd->pd = NULL;
+ sd->petDB = NULL;
+ pd->msd = NULL;
+ if(battle_config.pet_status_support)
+ status_calc_pc(sd,2);
+ 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 )
+ unit_remove_map(bl, 0);
+
+ if( bl->type == BL_PC ) {
+ struct map_session_data *sd = (struct map_session_data*)bl;
+
+ if(status_isdead(&sd->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(&sd->bl,SC_SPURT,-1);
+ if(sd->sc.data[SC_BERSERK].timer!=-1)
+ status_change_end(&sd->bl,SC_BERSERK,-1);
+ if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
+ status_change_end(&sd->bl,SC_TRICKDEAD,-1);
+ if (battle_config.debuff_on_logout) {
+ if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
+ status_change_end(&sd->bl,SC_STRIPWEAPON,-1);
+ if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
+ status_change_end(&sd->bl,SC_STRIPARMOR,-1);
+ if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
+ status_change_end(&sd->bl,SC_STRIPSHIELD,-1);
+ if(sd->sc.data[SC_STRIPHELM].timer!=-1)
+ status_change_end(&sd->bl,SC_STRIPHELM,-1);
+ if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
+ status_change_end(&sd->bl,SC_EXTREMITYFIST,-1);
+ if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
+ status_change_end(&sd->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;
+ if(sd && sd->pet_hungry_timer != -1)
+ pet_hungry_timer_delete(sd);
+ 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 (pd->status)
+ {
+ aFree(pd->status);
+ pd->status = NULL;
+ }
+ map_deliddb(&pd->bl);
+ map_freeblock(&pd->bl);
+ 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;
+ map_deliddb(&md->bl);
+ 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(mob_is_clone(md->class_))
+ mob_clone_delete(md->class_);
+ map_freeblock(bl);
+ }
+ status_change_clear(bl,1);
+ 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_walkdelay_sub, "unit_walkdelay_sub");
+ return 0;
+}
+
+int do_final_unit(void) {
+ // nothing to do
+ return 0;
+}
+