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-rw-r--r--src/map/unit.c3470
-rw-r--r--src/map/unit.h140
2 files changed, 1805 insertions, 1805 deletions
diff --git a/src/map/unit.c b/src/map/unit.c
index 8dd38f5ea..a4534f766 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -1,1735 +1,1735 @@
-// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-// Merged originally from jA by Skotlex
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "../common/showmsg.h"
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/db.h"
-#include "../common/malloc.h"
-#include "unit.h"
-#include "map.h"
-#include "pc.h"
-#include "mob.h"
-#include "pet.h"
-#include "skill.h"
-#include "clif.h"
-#include "npc.h"
-#include "guild.h"
-#include "status.h"
-#include "battle.h"
-#include "chat.h"
-#include "trade.h"
-#include "vending.h"
-#include "party.h"
-#include "intif.h"
-#include "chrif.h"
-#include "script.h"
-
-static int dirx[8]={0,-1,-1,-1,0,1,1,1};
-static int diry[8]={1,1,0,-1,-1,-1,0,1};
-
-struct unit_data* unit_bl2ud(struct block_list *bl) {
- if( bl == NULL) return NULL;
- if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
- if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
- if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
- if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
- return NULL;
-}
-
-static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
-
-int unit_walktoxy_sub(struct block_list *bl)
-{
- int i;
- struct walkpath_data wpd;
- struct unit_data *ud = NULL;
-
- nullpo_retr(1, bl);
- ud = unit_bl2ud(bl);
- if(ud == NULL) return 0;
-
- if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
- return 0;
-
- memcpy(&ud->walkpath,&wpd,sizeof(wpd));
-
- if (ud->target && ud->chaserange>1) {
- //Generally speaking, the walk path is already to an adjacent tile
- //so we only need to shorten the path if the range is greater than 1.
- int dir;
- //Trim the last part of the path to account for range,
- //but always move at least one cell when requested to move.
- for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
- ud->walkpath.path_len--;
- dir = ud->walkpath.path[ud->walkpath.path_len];
- if(dir&1)
- i-=14;
- else
- i-=10;
- ud->to_x -= dirx[dir];
- ud->to_y -= diry[dir];
- }
- }
-
- ud->state.change_walk_target=0;
-
- if (bl->type == BL_PC)
- clif_walkok((TBL_PC*)bl);
- clif_move(bl);
-
- if(ud->walkpath.path_pos>=ud->walkpath.path_len)
- i = -1;
- else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
- i = status_get_speed(bl)*14/10;
- else
- i = status_get_speed(bl);
- if( i > 0)
- ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
- return 1;
-}
-
-static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
-{
- int i;
- int x,y,dx,dy,dir;
- struct block_list *bl;
- struct map_session_data *sd = NULL;
- struct mob_data *md = NULL;
- struct unit_data *ud = NULL;
-
- bl=map_id2bl(id);
- if(bl == NULL)
- return 0;
- if( BL_CAST( BL_PC, bl, sd ) ) {
- ud = &sd->ud;
- } else if( BL_CAST( BL_MOB, bl, md ) ) {
- ud = &md->ud;
- } else
- ud = unit_bl2ud(bl);
-
- if(ud == NULL) return 0;
-
- if(ud->walktimer != tid){
- if(battle_config.error_log)
- ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
- return 0;
- }
- ud->walktimer=-1;
- if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する
-
- if(ud->walkpath.path_pos>=ud->walkpath.path_len)
- return 0;
-
- //歩いたので息吹のタイマーを初期化
- if(sd) {
- sd->inchealspirithptick = 0;
- sd->inchealspiritsptick = 0;
- }
-
- if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
- return 1;
- x = bl->x;
- y = bl->y;
-
- dir = ud->walkpath.path[ud->walkpath.path_pos];
- ud->dir = dir;
- if (sd)
- sd->head_dir = dir;
-
- dx = dirx[(int)dir];
- dy = diry[(int)dir];
-
- if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
- return unit_walktoxy_sub(bl);
-
- // バシリカ判定
-
- map_foreachinmovearea(clif_outsight,bl->m,
- x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
- dx,dy,sd?BL_ALL:BL_PC,bl);
-
- x += dx;
- y += dy;
- map_moveblock(bl, x, y, tick);
- ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
-
- ud->walktimer = 1;
- map_foreachinmovearea(clif_insight,bl->m,
- x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
- -dx,-dy,sd?BL_ALL:BL_PC,bl);
- ud->walktimer = -1;
-
- if(sd) {
- if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
- npc_touch_areanpc(sd,bl->m,x,y);
- if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
- return 0;
- } else
- sd->areanpc_id=0;
- if (sd->state.gmaster_flag)
- { //Guild Aura: Likely needs to be recoded, this method seems inefficient.
- struct guild *g = sd->state.gmaster_flag;
- int skill, guildflag = 0;
- if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12;
- if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8;
- if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4;
- if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill;
- if (guildflag)
- map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
- bl->id, sd->status.guild_id, &guildflag);
- }
- if (
- (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- sd->sc.data[SC_MIRACLE].timer==-1 &&
- !(ud->walk_count%WALK_SKILL_INTERVAL) &&
- rand()%10000 < battle_config.sg_miracle_skill_ratio
- ) { //SG_MIRACLE [Komurka]
- clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
- sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
- }
- } else if (md) {
- if(battle_config.mob_npc_warp && map_getcell(bl->m,x,y,CELL_CHKNPC) &&
- npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex]
- return 0;
- if (md->min_chase > md->db->range2) md->min_chase--;
- //Walk skills are triggered regardless of target due to the idle-walk mob state.
- if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
- mobskill_use(md, tick, -1))
- return 0;
- }
-
- if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
- return 0;
-
- if(ud->state.change_walk_target)
- return unit_walktoxy_sub(bl);
-
- ud->walkpath.path_pos++;
- if(ud->walkpath.path_pos>=ud->walkpath.path_len)
- i = -1;
- else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
- i = status_get_speed(bl)*14/10;
- else
- i = status_get_speed(bl);
-
- if(i > 0)
- ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
- else if(ud->state.running) {
- //Keep trying to run.
- if (!unit_run(bl))
- ud->state.running = 0;
- } else if (ud->target) {
- //Update target trajectory.
- struct block_list *tbl = map_id2bl(ud->target);
- if (!tbl) { //Cancel chase.
- ud->to_x = bl->x;
- ud->to_y = bl->y;
- return 0;
- }
- if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
- { //Reached destination.
- if (ud->state.attack_continue) {
- clif_fixpos(bl); //Aegis uses one before every attack, we should
- //only need this one for syncing purposes. [Skotlex]
- unit_attack(bl, tbl->id, ud->state.attack_continue);
- }
- } else { //Update chase-path
- unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
- return 0;
- }
- } else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
- ud->to_x = bl->x;
- ud->to_y = bl->y;
- if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
- mob_script_callback(md, NULL, CALLBACK_WALKACK);
- }
- return 0;
-}
-
-int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
- struct unit_data *ud = NULL;
- struct status_change *sc = NULL;
-
- nullpo_retr(0, bl);
-
- ud = unit_bl2ud(bl);
-
- if( ud == NULL) return 0;
-
- // 移動出来ないユニットは弾く
- if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))
- return 0;
-
- ud->state.walk_easy = easy;
- ud->target = 0;
- ud->to_x = x;
- ud->to_y = y;
-
- sc = status_get_sc(bl);
- if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
- map_random_dir(bl, &ud->to_x, &ud->to_y);
-
- if(ud->walktimer != -1) {
- // 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
- // timer関数からunit_walktoxy_subを呼ぶようにする
- ud->state.change_walk_target = 1;
- return 1;
- } else {
- return unit_walktoxy_sub(bl);
- }
-}
-
-static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
-{
- struct block_list *bl = map_id2bl(id);
- struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
-
- if (ud && ud->walktimer == -1 && ud->target == data)
- {
- if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
- add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
- else if (unit_can_move(bl))
- unit_walktoxy_sub(bl);
- }
- return 0;
-}
-
-// Chases a tbl. If the flag&1, use hard-path seek,
-// if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
-int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
- struct unit_data *ud = NULL;
- struct status_change *sc = NULL;
- nullpo_retr(0, bl);
- nullpo_retr(0, tbl);
-
- ud = unit_bl2ud(bl);
- if( ud == NULL) return 0;
-
- if (!(status_get_mode(bl)&MD_CANMOVE))
- return 0;
-
- if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
- ud->to_x = bl->x;
- ud->to_y = bl->y;
- return 0;
- }
-
- ud->state.walk_easy = flag&1;
- ud->target = tbl->id;
- ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
- ud->state.attack_continue = flag&2?1:0; //Chase to attack.
-
- sc = status_get_sc(bl);
- if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
- map_random_dir(bl, &ud->to_x, &ud->to_y);
-
-
- if(ud->walktimer != -1) {
- ud->state.change_walk_target = 1;
- return 1;
- }
- if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
- { //Can't move, wait a bit before invoking the movement.
- add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
- return 1;
- } else if (!unit_can_move(bl))
- return 0;
-
- return unit_walktoxy_sub(bl);
-}
-
-int unit_run(struct block_list *bl)
-{
- struct status_change *sc = status_get_sc(bl);
- int i,to_x,to_y,dir_x,dir_y;
-
- if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
- return 0;
-
- if (!unit_can_move(bl)) {
- if(sc->data[SC_RUN].timer!=-1)
- status_change_end(bl,SC_RUN,-1);
- return 0;
- }
-
- to_x = bl->x;
- to_y = bl->y;
- dir_x = dirx[sc->data[SC_RUN].val2];
- dir_y = diry[sc->data[SC_RUN].val2];
-
- for(i=0;i<AREA_SIZE;i++)
- {
- if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
- break;
- to_x += dir_x;
- to_y += dir_y;
- }
-
- if(to_x == bl->x && to_y == bl->y) {
- //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
- status_change_end(bl,SC_RUN,-1);
- skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
- return 0;
- }
- unit_walktoxy(bl, to_x, to_y, 1);
- return 1;
-}
-
-//Instant warp function.
-int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
-{
- int dx,dy,dir;
- struct unit_data *ud = NULL;
- struct map_session_data *sd = NULL;
- struct walkpath_data wpd;
-
- nullpo_retr(0, bl);
- if( BL_CAST( BL_PC, bl, sd ) ) {
- ud = &sd->ud;
- } else
- ud = unit_bl2ud(bl);
-
- if( ud == NULL) return 0;
-
- unit_stop_walking(bl,1);
- unit_stop_attack(bl);
-
- if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
- return 0;
-
- dir = map_calc_dir(bl, dst_x,dst_y);
- ud->dir = dir;
- if(sd) sd->head_dir = dir;
-
- dx = dst_x - bl->x;
- dy = dst_y - bl->y;
-
- map_foreachinmovearea(clif_outsight,bl->m,
- bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
- dx,dy,sd?BL_ALL:BL_PC,bl);
-
- map_moveblock(bl, dst_x, dst_y, gettick());
-
- ud->walktimer = 1;
- map_foreachinmovearea(clif_insight,bl->m,
- bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
- -dx,-dy,sd?BL_ALL:BL_PC,bl);
- ud->walktimer = -1;
-
- if(sd) {
- if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
- npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
- if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
- return 0;
- } else
- sd->areanpc_id=0;
- if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0)
- { //Check if pet needs to be teleported. [Skotlex]
- int flag = 0;
- bl = &sd->pd->bl; //Note that bl now points to the pet!
- if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
- flag = 1;
- else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
- flag = 2;
- if (flag) {
- unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
- clif_slide(bl,bl->x,bl->y);
- }
- //If you want to use bl afterwards, uncomment this:
- //bl = &sd->bl;
- }
- }
- return 1;
-}
-
-int unit_setdir(struct block_list *bl,unsigned char dir)
-{
- struct unit_data *ud;
- nullpo_retr( 0, bl );
- ud = unit_bl2ud(bl);
- if (!ud) return 0;
- ud->dir = dir;
- if (bl->type == BL_PC)
- ((TBL_PC *)bl)->head_dir = dir;
- clif_changed_dir(bl);
- return 0;
-}
-
-int unit_getdir(struct block_list *bl)
-{
- struct unit_data *ud;
- nullpo_retr( 0, bl );
- ud = unit_bl2ud(bl);
- if (!ud) return 0;
- return ud->dir;
-}
-
-//Warps a unit/ud to a given map/position.
-//In the case of players, pc_setpos is used.
-//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
-int unit_warp(struct block_list *bl,int m,short x,short y,int type)
-{
- struct unit_data *ud;
- nullpo_retr(0, bl);
- ud = unit_bl2ud(bl);
-
- if(bl->prev==NULL || !ud)
- return 1;
-
- if (type < 0 || type == 1)
- //Type 1 is invalid, since you shouldn't warp a bl with the "death"
- //animation, it messes up with unit_remove_map! [Skotlex]
- return 1;
-
- if( m<0 ) m=bl->m;
-
- switch (bl->type) {
- case BL_MOB:
- if (map[bl->m].flag.monster_noteleport)
- return 1;
- break;
- case BL_PC:
- if (map[bl->m].flag.noteleport)
- return 1;
- break;
- }
-
- if (x<0 || y<0)
- { //Random map position.
- if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
- if(battle_config.error_log)
- ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
- return 2;
-
- }
- } else if (map_getcell(m,x,y,CELL_CHKNOREACH))
- { //Invalid target cell
- if(battle_config.error_log)
- ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
-
- if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1))
- { //Can't find a nearby cell
- if(battle_config.error_log)
- ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
- return 2;
- }
- }
-
- if (bl->type == BL_PC) //Use pc_setpos
- return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
-
- if (!unit_remove_map(bl, type))
- return 3;
-
- bl->x=ud->to_x=x;
- bl->y=ud->to_y=y;
- bl->m=m;
-
- map_addblock(bl);
- clif_spawn(bl);
- skill_unit_move(bl,gettick(),1);
-
- if(bl->type == BL_MOB){
- TBL_MOB *md = (TBL_MOB *)bl;
- if(md->nd) // Tell the script engine we've warped
- mob_script_callback(md, NULL, CALLBACK_WARPACK);
- }
- return 0;
-}
-
-/*==========================================
- * 歩行停止
- *------------------------------------------
- */
-int unit_stop_walking(struct block_list *bl,int type)
-{
- struct unit_data *ud;
- struct TimerData *data;
- unsigned int tick;
- nullpo_retr(0, bl);
-
- ud = unit_bl2ud(bl);
- if(!ud || ud->walktimer == -1)
- return 0;
- //NOTE: We are using timer data after deleting it because we know the
- //delete_timer function does not messes with it. If the function's
- //behaviour changes in the future, this code could break!
- data = get_timer(ud->walktimer);
- delete_timer(ud->walktimer, unit_walktoxy_timer);
- ud->walktimer = -1;
- ud->state.change_walk_target = 0;
- tick = gettick();
- if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
- || (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
- {
- ud->walkpath.path_len = ud->walkpath.path_pos+1;
- unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
- }
-
- if(type&0x01)
- clif_fixpos(bl);
-
- ud->walkpath.path_len = 0;
- ud->walkpath.path_pos = 0;
- ud->to_x = bl->x;
- ud->to_y = bl->y;
- if(bl->type == BL_PET && type&~0xff)
- ud->canmove_tick = gettick() + (type>>8);
-
- if (ud->state.running)
- status_change_end(bl, SC_RUN, -1);
- return 1;
-}
-
-int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) {
-
- if(skill_num < 0) return 0;
-
- return unit_skilluse_id2(
- src, target_id, skill_num, skill_lv,
- skill_castfix(src, skill_num, skill_lv),
- skill_get_castcancel(skill_num)
- );
-}
-
-int unit_is_walking(struct block_list *bl)
-{
- struct unit_data *ud = unit_bl2ud(bl);
- nullpo_retr(0, bl);
- if(!ud) return 0;
- return (ud->walktimer != -1);
-}
-
-/*==========================================
- * Determines if the bl can move based on status changes. [Skotlex]
- *------------------------------------------
- */
-int unit_can_move(struct block_list *bl)
-{
- struct map_session_data *sd;
- struct unit_data *ud;
- struct status_change *sc;
-
- nullpo_retr(0, bl);
- ud = unit_bl2ud(bl);
- sc = status_get_sc(bl);
- BL_CAST(BL_PC, bl, sd);
-
- if (!ud)
- return 0;
-
- if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0))
- return 0;
-
- if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
- return 0;
-
- if (sd && (
- pc_issit(sd) ||
- sd->state.blockedmove
- ))
- return 0; //Can't move
-
- if (sc) {
- if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
- return 0;
-
- if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
- return 0;
-
- if (sc->count && (
- sc->data[SC_ANKLE].timer != -1 ||
- sc->data[SC_AUTOCOUNTER].timer !=-1 ||
- sc->data[SC_TRICKDEAD].timer !=-1 ||
- sc->data[SC_BLADESTOP].timer !=-1 ||
- sc->data[SC_BLADESTOP_WAIT].timer !=-1 ||
- sc->data[SC_SPIDERWEB].timer !=-1 ||
- (sc->data[SC_DANCING].timer !=-1 && (
- (sc->data[SC_DANCING].val4 && sc->data[SC_LONGING].timer == -1) ||
- sc->data[SC_DANCING].val1 == CG_HERMODE //cannot move while Hermod is active.
- )) ||
- sc->data[SC_MOONLIT].timer != -1 ||
- (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect
- sc->data[SC_STOP].timer != -1 ||
- sc->data[SC_CLOSECONFINE].timer != -1 ||
- sc->data[SC_CLOSECONFINE2].timer != -1
- ))
- return 0;
- }
- return 1;
-}
-
-/*==========================================
- * Applies walk delay to character, considering that
- * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
- * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
- *------------------------------------------
- */
-int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
-{
- struct unit_data *ud = unit_bl2ud(bl);
- if (delay <= 0 || !ud) return 0;
-
- if (type) {
- if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
- return 0;
- } else {
- if (DIFF_TICK(ud->canmove_tick, tick) > 0)
- return 0;
- }
- ud->canmove_tick = tick + delay;
- if (ud->walktimer != -1)
- { //Stop walking, if chasing, readjust timers.
- if (delay == 1)
- { //Minimal delay (walk-delay) disabled. Just stop walking.
- unit_stop_walking(bl,0);
- } else {
- unit_stop_walking(bl,2);
- if(ud->target)
- add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
- }
- }
- return 1;
-}
-
-int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) {
- struct unit_data *ud;
- struct status_data *tstatus;
- struct status_change *sc;
- struct map_session_data *sd = NULL;
- struct block_list * target = NULL;
- unsigned int tick = gettick();
- int temp;
-
- nullpo_retr(0, src);
- if(status_isdead(src))
- return 0; // 死んでいないか
-
- if( BL_CAST( BL_PC, src, sd ) ) {
- ud = &sd->ud;
- } else
- ud = unit_bl2ud(src);
-
- if(ud == NULL) return 0;
- sc = status_get_sc(src);
- if (sc && !sc->count)
- sc = NULL; //Unneeded
- //temp: used to signal combo-skills right now.
- temp = (target_id == src->id && !(sd && sd->state.skill_flag)
- && skill_get_inf(skill_num)&INF_SELF_SKILL
- && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
- if (temp)
- target_id = ud->target; //Auto-select skills. [Skotlex]
-
- if (sd) {
- //Target_id checking.
- if(skillnotok(skill_num, sd)) // [MouseJstr]
- return 0;
- switch(skill_num)
- { //Check for skills that auto-select target
- case MO_CHAINCOMBO:
- if (sc && sc->data[SC_BLADESTOP].timer != -1){
- if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
- return 0;
- }
- break;
- case TK_JUMPKICK:
- case TK_COUNTER:
- case HT_POWER:
- if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
- target_id = sc->data[SC_COMBO].val2;
- break;
- case WE_MALE:
- case WE_FEMALE:
- if (!sd->status.partner_id)
- return 0;
- target = (struct block_list*)map_charid2sd(sd->status.partner_id);
- if (!target) {
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- break;
- }
- if (target)
- target_id = target->id;
- }
- if(!target && (target=map_id2bl(target_id)) == NULL )
- return 0;
- if(src->m != target->m)
- return 0; // 同じマップかどうか
- if(!src->prev || !target->prev)
- return 0; // map 上に存在するか
-
- //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
- if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
- return 0;
-
- if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
- return 0;
-
- if(!status_check_skilluse(src, target, skill_num, 0))
- return 0;
-
- tstatus = status_get_status_data(target);
- //直前のスキル状況の記録
- if(sd) {
- switch(skill_num){
- case SA_CASTCANCEL:
- if(ud->skillid != skill_num){
- sd->skillid_old = ud->skillid;
- sd->skilllv_old = ud->skilllv;
- break;
- }
- case BD_ENCORE:
- //Prevent using the dance skill if you no longer have the skill in your tree.
- if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- sd->skillid_old = skill_num;
- break;
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- case CG_MOONLIT:
- if (battle_config.player_skill_partner_check &&
- (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
- (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
- ) {
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- break;
- }
- if (!skill_check_condition(sd, skill_num, skill_lv, 0))
- return 0;
- }
- //TODO: Add type-independant skill_check_condition function.
- if (src->type == BL_MOB) {
- switch (skill_num) {
- case NPC_SUMMONSLAVE:
- case NPC_SUMMONMONSTER:
- case AL_TELEPORT:
- if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
- return 0;
- }
- }
-
- if(src->id != target_id &&
- !battle_check_range(src,target,skill_get_range2(src, skill_num,skill_lv)
- +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
- return 0;
-
- if (!temp) //Stop attack on non-combo skills [Skotlex]
- unit_stop_attack(src);
- else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
- ud->attackabletime = tick + status_get_adelay(src);
-
- ud->state.skillcastcancel = castcancel;
-
- //temp: Used to signal force cast now.
- temp = 0;
-
- switch(skill_num){
- case ALL_RESURRECTION:
- if(battle_check_undead(tstatus->race,tstatus->def_ele)){
- temp=1;
- casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
- }
- break;
- case MO_FINGEROFFENSIVE:
- if(sd)
- casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
- break;
- case MO_EXTREMITYFIST:
- if (sc && sc->data[SC_COMBO].timer != -1 &&
- (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
- sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
- sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
- casttime = 0;
- temp = 1;
- break;
- case TK_RUN:
- if (sc && sc->data[SC_RUN].timer != -1)
- casttime = 0;
- break;
- case SA_MAGICROD:
- case SA_SPELLBREAKER:
- temp =1;
- break;
- case KN_CHARGEATK:
- //Taken from jA: Casttime is increased by dist/3*100%
- casttime = casttime * ((distance_bl(src,target)-1)/3+1);
- break;
- }
-
- if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
- casttime = casttime/2;
- if ((--sc->data[SC_MEMORIZE].val2) <= 0)
- status_change_end(src, SC_MEMORIZE, -1);
- }
-
- if( casttime>0 || temp){
-
- clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
-
- if (sd && target->type == BL_MOB)
- {
- TBL_MOB *md = (TBL_MOB*)target;
- mobskill_event(md, src, tick, -1); //Cast targetted skill event.
- //temp: used to store mob's mode now.
- if (tstatus->mode&MD_CASTSENSOR &&
- battle_check_target(target, src, BCT_ENEMY) > 0)
- {
- switch (md->state.skillstate) {
- case MSS_ANGRY:
- case MSS_RUSH:
- case MSS_FOLLOW:
- if (!(tstatus->mode&(MD_AGGRESSIVE|MD_ANGRY)))
- break; //Only Aggressive mobs change target while chasing.
- case MSS_IDLE:
- case MSS_WALK:
- md->target_id = src->id;
- md->state.aggressive = (temp&MD_ANGRY)?1:0;
- md->min_chase = md->db->range3;
- }
- }
- }
- }
-
- if( casttime<=0 )
- ud->state.skillcastcancel=0;
-
- ud->canact_tick = tick + casttime + 100;
- ud->skilltarget = target_id;
- ud->skillx = 0;
- ud->skilly = 0;
- ud->skillid = skill_num;
- ud->skilllv = skill_lv;
-
- if(sc && sc->data[SC_CLOAKING].timer != -1 &&
- !(sc->data[SC_CLOAKING].val4&1) && skill_num != AS_CLOAKING)
- status_change_end(src,SC_CLOAKING,-1);
-
- if(casttime > 0) {
- ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
- if(sd && pc_checkskill(sd,SA_FREECAST))
- status_freecast_switch(sd);
- else
- unit_stop_walking(src,1);
- }
- else
- skill_castend_id(ud->skilltimer,tick,src->id,0);
- return 1;
-}
-
-int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) {
- if(skill_num < 0)
- return 0;
- return unit_skilluse_pos2(
- src, skill_x, skill_y, skill_num, skill_lv,
- skill_castfix(src, skill_num, skill_lv),
- skill_get_castcancel(skill_num)
- );
-}
-
-int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) {
- struct map_session_data *sd = NULL;
- struct unit_data *ud = NULL;
- struct status_change *sc;
- struct block_list bl;
- unsigned int tick = gettick();
-
- nullpo_retr(0, src);
-
- if(!src->prev) return 0; // map 上に存在するか
- if(status_isdead(src)) return 0;
-
- if( BL_CAST( BL_PC, src, sd ) ) {
- ud = &sd->ud;
- } else
- ud = unit_bl2ud(src);
- if(ud == NULL) return 0;
-
- if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
- return 0;
-
- sc = status_get_sc(src);
- if (sc && !sc->count)
- sc = NULL;
-
- if(sd) {
- if (skillnotok(skill_num, sd) ||
- !skill_check_condition(sd, skill_num, skill_lv,0))
- return 0;
- }
-
- if (!status_check_skilluse(src, NULL, skill_num, 0))
- return 0;
-
- if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
- { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
- if (sd) clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
-
- /* 射程と障害物チェック */
- bl.type = BL_NUL;
- bl.m = src->m;
- bl.x = skill_x;
- bl.y = skill_y;
- if(skill_num != TK_HIGHJUMP &&
- !battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
- return 0;
-
- unit_stop_attack(src);
- ud->state.skillcastcancel = castcancel;
-
- if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
- casttime = casttime/3;
- if ((--sc->data[SC_MEMORIZE].val2)<=0)
- status_change_end(src, SC_MEMORIZE, -1);
- }
-
- if( casttime>0 ) {
- unit_stop_walking( src, 1);
- clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
- }
-
- if( casttime<=0 )
- ud->state.skillcastcancel=0;
-
- ud->canact_tick = tick + casttime + 100;
- ud->skillid = skill_num;
- ud->skilllv = skill_lv;
- ud->skillx = skill_x;
- ud->skilly = skill_y;
- ud->skilltarget = 0;
-
- if (sc && sc->data[SC_CLOAKING].timer != -1 &&
- !(sc->data[SC_CLOAKING].val4&1))
- status_change_end(src,SC_CLOAKING,-1);
-
- if(casttime > 0) {
- ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
- if(sd && pc_checkskill(sd,SA_FREECAST))
- status_freecast_switch(sd);
- else
- unit_stop_walking(src,1);
- }
- else {
- ud->skilltimer = -1;
- skill_castend_pos(ud->skilltimer,tick,src->id,0);
- }
- return 1;
-}
-
-static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
-
-int unit_stop_attack(struct block_list *bl)
-{
- struct unit_data *ud = unit_bl2ud(bl);
- nullpo_retr(0, bl);
-
- if(!ud || ud->attacktimer == -1)
- return 0;
-
- delete_timer( ud->attacktimer, unit_attack_timer );
- ud->attacktimer = -1;
- ud->target = 0;
- return 0;
-}
-
-//Means current target is unattackable. For now only unlocks mobs.
-int unit_unattackable(struct block_list *bl) {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- ud->target = 0;
- ud->state.attack_continue = 0;
- }
-
- if(bl->type == BL_MOB)
- mob_unlocktarget((struct mob_data*)bl, gettick()) ;
- else if(bl->type == BL_PET)
- pet_unlocktarget((struct pet_data*)bl);
- return 0;
-}
-
-/*==========================================
- * 攻撃要求
- * typeが1なら継続攻撃
- *------------------------------------------
- */
-
-int unit_attack(struct block_list *src,int target_id,int type)
-{
- struct block_list *target;
- struct unit_data *ud;
-
- nullpo_retr(0, ud = unit_bl2ud(src));
-
- target=map_id2bl(target_id);
- if(target==NULL || status_isdead(target)) {
- unit_unattackable(src);
- return 1;
- }
-
- if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris]
- npc_click((TBL_PC*)src,target); // submitted by leinsirk10 [Celest]
- return 0;
- }
-
- if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
- !status_check_skilluse(src, target, 0, 0)
- ) {
- unit_unattackable(src);
- return 1;
- }
-
- ud->target = target_id;
- ud->state.attack_continue = type;
- if (type) //If you re to attack continously, set to auto-case character
- ud->chaserange = status_get_range(src);
-
- //Just change target/type. [Skotlex]
- if(ud->attacktimer != -1)
- return 0;
-
- if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
- //Do attack next time it is possible. [Skotlex]
- ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
- else //Attack NOW.
- unit_attack_timer(-1,gettick(),src->id,0);
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
-{
- struct walkpath_data wpd;
-
- nullpo_retr(0, bl);
-
- if( bl->x==x && bl->y==y ) // 同じマス
- return 1;
-
- // 障害物判定
- wpd.path_len=0;
- wpd.path_pos=0;
- wpd.path_half=0;
- return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
-{
- struct walkpath_data wpd;
- int i;
- short dx,dy;
- nullpo_retr(0, bl);
- nullpo_retr(0, tbl);
-
- if( bl->m != tbl->m)
- return 0;
-
- if( bl->x==tbl->x && bl->y==tbl->y )
- return 1;
-
- if(range>0 && !check_distance_bl(bl, tbl, range))
- return 0;
-
- wpd.path_len=0;
- wpd.path_pos=0;
- wpd.path_half=0;
-
- // It judges whether it can adjoin or not.
- dx=tbl->x - bl->x;
- dy=tbl->y - bl->y;
- dx=(dx>0)?1:((dx<0)?-1:0);
- dy=(dy>0)?1:((dy<0)?-1:0);
-
- if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOREACH))
- { //Look for a suitable cell to place in.
- for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
- if (i==9) return 0; //No valid cells.
- dx = dirx[i];
- dy = diry[i];
- }
-
- if (x) *x = tbl->x-dx;
- if (y) *y = tbl->y-dy;
- return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
-}
-
-
-/*==========================================
- * PCの攻撃 (timer関数)
- *------------------------------------------
- */
-static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
-{
- struct block_list *target;
- struct unit_data *ud;
- struct status_data *sstatus;
- struct map_session_data *sd = NULL;
- struct mob_data *md = NULL;
- int range;
-
- if((ud=unit_bl2ud(src))==NULL)
- return 0;
- if(ud->attacktimer != tid){
- if(battle_config.error_log)
- ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
- return 0;
- }
- BL_CAST( BL_PC , src, sd);
- BL_CAST( BL_MOB, src, md);
- ud->attacktimer=-1;
- target=map_id2bl(ud->target);
-
- if(src->prev == NULL || target==NULL || target->prev == NULL)
- return 0;
-
- if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
- return 0;
-
- if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
- return 0;
-
- sstatus = status_get_status_data(src);
-
- if(!battle_config.sdelay_attack_enable &&
- DIFF_TICK(ud->canact_tick,tick) > 0 &&
- (!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
- ) {
- if (tid == -1) { //requested attack.
- if(sd) clif_skill_fail(sd,1,4,0);
- return 0;
- }
- //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
- if(ud->state.attack_continue) {
- if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
- ud->attackabletime = ud->canact_tick;
- ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
- }
- return 1;
- }
-
- range = sstatus->rhw.range;
-
- if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range...
- if(unit_is_walking(target)) range++; //Extra range when chasing
-
- if(!check_distance_bl(src,target,range) ) {
- //Chase if required.
- if(ud->state.attack_continue) {
- if(sd)
- clif_movetoattack(sd,target);
- else
- unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
- }
- return 1;
- }
- if(!battle_check_range(src,target,range)) {
- //Within range, but no direct line of attack
- if(ud->state.attack_continue) {
- if(ud->chaserange > 2) ud->chaserange-=2;
- unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
- }
- return 1;
- }
-
- //Sync packet only for players.
- //Non-players use the sync packet on the walk timer. [Skotlex]
- if (tid == -1 && sd) clif_fixpos(src);
-
- if(DIFF_TICK(ud->attackabletime,tick) <= 0) {
- if (battle_config.attack_direction_change &&
- (src->type&battle_config.attack_direction_change)) {
- ud->dir = map_calc_dir(src, target->x,target->y );
- if (sd) sd->head_dir = ud->dir;
- }
- if(ud->walktimer != -1)
- unit_stop_walking(src,1);
- if(md) {
- if (mobskill_use(md,tick,-1))
- return 1;
- if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
- { // Link monsters nearby [Skotlex]
- md->last_linktime = tick;
- map_foreachinrange(mob_linksearch, src, md->db->range2,
- BL_MOB, md->class_, target, tick);
- }
- }
- if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
- return 1;
-
- map_freeblock_lock();
- ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
-
- if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
- pet_target_check(sd,target,0);
- map_freeblock_unlock();
-
- ud->attackabletime = tick + sstatus->adelay;
-// You can't move if you can't attack neither.
- unit_set_walkdelay(src, tick, sstatus->amotion, 1);
- }
-
- if(ud->state.attack_continue)
- ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
-
- return 1;
-}
-
-static int unit_attack_timer(int tid,unsigned int tick,int id,int data) {
- struct block_list *bl;
- bl = map_id2bl(id);
- if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
- unit_unattackable(bl);
- return 0;
-}
-
-/*==========================================
- * Cancels an ongoing skill cast.
- * flag&1: Cast-Cancel invoked.
- * flag&2: Cancel only if skill is cancellable.
- *------------------------------------------
- */
-int unit_skillcastcancel(struct block_list *bl,int type)
-{
- struct map_session_data *sd = NULL;
- struct unit_data *ud = unit_bl2ud( bl);
- unsigned int tick=gettick();
- int ret=0, skill;
-
- nullpo_retr(0, bl);
- if (!ud || ud->skilltimer==-1)
- return 0; //Nothing to cancel.
-
- BL_CAST(BL_PC, bl, sd);
-
- if (type&2) {
- //See if it can be cancelled.
- if (!ud->state.skillcastcancel)
- return 0;
-
- if (sd && (sd->special_state.no_castcancel2 ||
- (sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
- return 0;
- }
-
- ud->canact_tick=tick;
- if(sd && pc_checkskill(sd,SA_FREECAST))
- status_freecast_switch(sd);
-
- if(type&1 && sd)
- skill = sd->skillid_old;
- else
- skill = ud->skillid;
-
- if (skill_get_inf(skill) & INF_GROUND_SKILL)
- ret=delete_timer( ud->skilltimer, skill_castend_pos );
- else
- ret=delete_timer( ud->skilltimer, skill_castend_id );
- if(ret<0)
- ShowError("delete timer error : skillid : %d\n",ret);
-
- if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1;
-
- ud->skilltimer = -1;
- clif_skillcastcancel(bl);
- return 1;
-}
-
-// unit_data の初期化処理
-void unit_dataset(struct block_list *bl) {
- struct unit_data *ud;
- nullpo_retv(ud = unit_bl2ud(bl));
-
- memset( ud, 0, sizeof( struct unit_data) );
- ud->bl = bl;
- ud->walktimer = -1;
- ud->skilltimer = -1;
- ud->attacktimer = -1;
- ud->attackabletime =
- ud->canact_tick =
- ud->canmove_tick = gettick();
-}
-
-/*==========================================
- * 自分をロックしているユニットの数を数える(foreachclient)
- *------------------------------------------
- */
-static int unit_counttargeted_sub(struct block_list *bl, va_list ap)
-{
- int id, target_lv;
- struct unit_data *ud;
- id = va_arg(ap,int);
- target_lv = va_arg(ap,int);
- if(bl->id == id)
- return 0;
-
- ud = unit_bl2ud(bl);
-
- if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
- return 1;
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
-{
- nullpo_retr(0, target);
-
- if(damage+damage2 <= 0)
- return 0;
-
- return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
-}
-/*==========================================
- * 自分をロックしている対象の数を返す
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int unit_counttargeted(struct block_list *bl,int target_lv)
-{
- nullpo_retr(0, bl);
- return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
- bl->id, target_lv));
-}
-
-/*==========================================
- * 見た目のサイズを変更する
- *------------------------------------------
- */
-int unit_changeviewsize(struct block_list *bl,short size)
-{
- nullpo_retr(0, bl);
-
- size=(size<0)?-1:(size>0)?1:0;
-
- if(bl->type == BL_PC) {
- ((TBL_PC*)bl)->state.size=size;
- } else if(bl->type == BL_MOB) {
- ((TBL_MOB*)bl)->special_state.size=size;
- } else
- return 0;
- if(size!=0)
- clif_misceffect2(bl,421+size);
- return 0;
-}
-
-/*==========================================
- * Removes a bl/ud from the map.
- * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
- * if clrtype is 1 (death), appropiate cleanup is performed.
- * Otherwise it is assumed bl is being warped.
- * On-Kill specific stuff is not performed here, look at status_damage for that.
- *------------------------------------------
- */
-int unit_remove_map(struct block_list *bl, int clrtype) {
- struct unit_data *ud = unit_bl2ud(bl);
- struct status_change *sc = status_get_sc(bl);
- nullpo_retr(0, ud);
-
- if(bl->prev == NULL)
- return 0; //Already removed?
-
- map_freeblock_lock();
-
- ud->target = 0; //Unlock walk/attack target.
- if (ud->walktimer != -1)
- unit_stop_walking(bl,0);
- if (ud->attacktimer != -1)
- unit_stop_attack(bl);
- if (ud->skilltimer != -1)
- unit_skillcastcancel(bl,0);
-// Do not reset can-act delay. [Skotlex]
- ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
- clif_clearchar_area(bl,clrtype);
-
- if(sc && sc->count ) { //map-change/warp dispells.
- if(sc->data[SC_BLADESTOP].timer!=-1)
- status_change_end(bl,SC_BLADESTOP,-1);
- if(sc->data[SC_BASILICA].timer!=-1)
- status_change_end(bl,SC_BASILICA,-1);
- if(sc->data[SC_ANKLE].timer != -1)
- status_change_end(bl, SC_ANKLE, -1);
- if (sc->data[SC_TRICKDEAD].timer != -1)
- status_change_end(bl, SC_TRICKDEAD, -1);
- if (sc->data[SC_BLADESTOP].timer!=-1)
- status_change_end(bl,SC_BLADESTOP,-1);
- if (sc->data[SC_RUN].timer!=-1)
- status_change_end(bl,SC_RUN,-1);
- if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
- skill_stop_dancing(bl);
- if (sc->data[SC_DEVOTION].timer!=-1)
- status_change_end(bl,SC_DEVOTION,-1);
- if (sc->data[SC_MARIONETTE].timer!=-1)
- status_change_end(bl,SC_MARIONETTE,-1);
- if (sc->data[SC_MARIONETTE2].timer!=-1)
- status_change_end(bl,SC_MARIONETTE2,-1);
- if (sc->data[SC_CLOSECONFINE].timer!=-1)
- status_change_end(bl,SC_CLOSECONFINE,-1);
- if (sc->data[SC_CLOSECONFINE2].timer!=-1)
- status_change_end(bl,SC_CLOSECONFINE2,-1);
- if (sc->data[SC_HIDING].timer!=-1)
- status_change_end(bl, SC_HIDING, -1);
- if (sc->data[SC_CLOAKING].timer!=-1)
- status_change_end(bl, SC_CLOAKING, -1);
- if (sc->data[SC_CHASEWALK].timer!=-1)
- status_change_end(bl, SC_CHASEWALK, -1);
- if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
- status_change_end(bl, SC_GOSPEL, -1);
- }
-
- if (bl->type&BL_CHAR) {
- skill_unit_move(bl,gettick(),4);
- skill_cleartimerskill(bl); // タイマースキルクリア
- }
-
- if(bl->type == BL_PC) {
- struct map_session_data *sd = (struct map_session_data*)bl;
-
- //Leave/reject all invitations.
- if(sd->chatID)
- chat_leavechat(sd);
- if(sd->trade_partner)
- trade_tradecancel(sd);
- if(sd->vender_id)
- vending_closevending(sd);
- if(sd->state.storage_flag == 1)
- storage_storage_quit(sd,0);
- else if (sd->state.storage_flag == 2)
- storage_guild_storage_quit(sd,0);
-
- if(sd->party_invite>0)
- party_reply_invite(sd,sd->party_invite_account,0);
- if(sd->guild_invite>0)
- guild_reply_invite(sd,sd->guild_invite,0);
- if(sd->guild_alliance>0)
- guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
-
- pc_stop_following(sd);
- pc_delinvincibletimer(sd);
-
- if(sd->pvp_timer!=-1) {
- delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
- sd->pvp_timer = -1;
- }
-
- if(pc_issit(sd)) {
- pc_setstand(sd);
- skill_gangsterparadise(sd,0);
- skill_rest(sd,0);
- }
- party_send_dot_remove(sd);//minimap dot fix [Kevin]
- guild_send_dot_remove(sd);
- } else if(bl->type == BL_MOB) {
- struct mob_data *md = (struct mob_data*)bl;
- md->target_id=0;
- md->attacked_id=0;
- md->state.skillstate= MSS_IDLE;
- } else if (bl->type == BL_PET) {
- struct pet_data *pd = (struct pet_data*)bl;
- struct map_session_data *sd = pd->msd;
-
- if(!sd) {
- map_delblock(bl);
- unit_free(bl);
- map_freeblock_unlock();
- return 0;
- }
- if (sd->pet.intimate <= 0)
- { //Remove pet.
- intif_delete_petdata(sd->status.pet_id);
- sd->status.pet_id = 0;
- sd->pd = NULL;
- pd->msd = NULL;
- map_delblock(bl);
- unit_free(bl);
- map_freeblock_unlock();
- return 0;
- }
- }
- map_delblock(bl);
- map_freeblock_unlock();
- return 1;
-}
-
-/*==========================================
- * Function to free all related resources to the bl
- * if unit is on map, it is removed using clrtype 0.
- *------------------------------------------
- */
-
-int unit_free(struct block_list *bl) {
- struct unit_data *ud = unit_bl2ud( bl );
- nullpo_retr(0, ud);
-
- map_freeblock_lock();
- if( bl->prev ) //Players are supposed to logout with a "warp" effect.
- unit_remove_map(bl, bl->type==BL_PC?3:0);
-
- if( bl->type == BL_PC ) {
- struct map_session_data *sd = (struct map_session_data*)bl;
- if(status_isdead(bl))
- pc_setrestartvalue(sd,2);
-
- //Status that are not saved...
- if(sd->sc.count) {
- if(sd->sc.data[SC_SPURT].timer!=-1)
- status_change_end(bl,SC_SPURT,-1);
- if(sd->sc.data[SC_BERSERK].timer!=-1)
- status_change_end(bl,SC_BERSERK,-1);
- if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
- status_change_end(bl,SC_TRICKDEAD,-1);
- if (battle_config.debuff_on_logout) {
- if(sd->sc.data[SC_ORCISH].timer!=-1)
- status_change_end(bl,SC_ORCISH,-1);
- if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
- status_change_end(bl,SC_STRIPWEAPON,-1);
- if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
- status_change_end(bl,SC_STRIPARMOR,-1);
- if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
- status_change_end(bl,SC_STRIPSHIELD,-1);
- if(sd->sc.data[SC_STRIPHELM].timer!=-1)
- status_change_end(bl,SC_STRIPHELM,-1);
- if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
- status_change_end(bl,SC_EXTREMITYFIST,-1);
- if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
- status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
- }
- }
- // Notify friends that this char logged out. [Skotlex]
- clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
- party_send_logout(sd);
- guild_send_memberinfoshort(sd,0);
- pc_cleareventtimer(sd);
- pc_delspiritball(sd,sd->spiritball,1);
- chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
- pc_makesavestatus(sd);
- sd->state.waitingdisconnect = 1;
- pc_clean_skilltree(sd);
- } else if( bl->type == BL_PET ) {
- struct pet_data *pd = (struct pet_data*)bl;
- struct map_session_data *sd = pd->msd;
- pet_hungry_timer_delete(pd);
- if (pd->a_skill)
- {
- aFree(pd->a_skill);
- pd->a_skill = NULL;
- }
- if (pd->s_skill)
- {
- if (pd->s_skill->timer != -1) {
- if (pd->s_skill->id)
- delete_timer(pd->s_skill->timer, pet_skill_support_timer);
- else
- delete_timer(pd->s_skill->timer, pet_heal_timer);
- }
- aFree(pd->s_skill);
- pd->s_skill = NULL;
- }
- if(pd->recovery)
- {
- if(pd->recovery->timer != -1)
- delete_timer(pd->recovery->timer, pet_recovery_timer);
- aFree(pd->recovery);
- pd->recovery = NULL;
- }
- if(pd->bonus)
- {
- if (pd->bonus->timer != -1)
- delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
- aFree(pd->bonus);
- pd->bonus = NULL;
- }
- if (pd->loot)
- {
- if (pd->loot->item)
- aFree(pd->loot->item);
- aFree (pd->loot);
- pd->loot = NULL;
- }
- if (sd) {
- if(sd->pet.intimate > 0)
- intif_save_petdata(sd->status.account_id,&sd->pet);
- sd->pd = NULL;
- }
- } else if(bl->type == BL_MOB) {
- struct mob_data *md = (struct mob_data*)bl;
- if(md->deletetimer!=-1)
- delete_timer(md->deletetimer,mob_timer_delete);
- md->deletetimer=-1;
- if(md->lootitem) {
- aFree(md->lootitem);
- md->lootitem=NULL;
- }
- if (md->guardian_data)
- {
- if (md->guardian_data->number < MAX_GUARDIANS)
- md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
- aFree(md->guardian_data);
- md->guardian_data = NULL;
- }
- if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
- { //Spawning data is not attached to the map, so free it
- //if this is the last mob who is pointing at it.
- aFree(md->spawn);
- md->spawn = NULL;
- }
- if(md->base_status) {
- aFree(md->base_status);
- md->base_status = NULL;
- }
- if(mob_is_clone(md->class_))
- mob_clone_delete(md->class_);
- }
-
- skill_clear_unitgroup(bl);
- status_change_clear(bl,1);
- if (bl->type != BL_PC)
- { //Players are handled by map_quit
- map_deliddb(bl);
- map_freeblock(bl);
- }
- map_freeblock_unlock();
- return 0;
-}
-
-int do_init_unit(void) {
- add_timer_func_list(unit_attack_timer, "unit_attack_timer");
- add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
- add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
-
- return 0;
-}
-
-int do_final_unit(void) {
- // nothing to do
- return 0;
-}
-
+// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+// Merged originally from jA by Skotlex
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "../common/showmsg.h"
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/db.h"
+#include "../common/malloc.h"
+#include "unit.h"
+#include "map.h"
+#include "pc.h"
+#include "mob.h"
+#include "pet.h"
+#include "skill.h"
+#include "clif.h"
+#include "npc.h"
+#include "guild.h"
+#include "status.h"
+#include "battle.h"
+#include "chat.h"
+#include "trade.h"
+#include "vending.h"
+#include "party.h"
+#include "intif.h"
+#include "chrif.h"
+#include "script.h"
+
+static int dirx[8]={0,-1,-1,-1,0,1,1,1};
+static int diry[8]={1,1,0,-1,-1,-1,0,1};
+
+struct unit_data* unit_bl2ud(struct block_list *bl) {
+ if( bl == NULL) return NULL;
+ if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
+ if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
+ if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
+ if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
+ return NULL;
+}
+
+static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
+
+int unit_walktoxy_sub(struct block_list *bl)
+{
+ int i;
+ struct walkpath_data wpd;
+ struct unit_data *ud = NULL;
+
+ nullpo_retr(1, bl);
+ ud = unit_bl2ud(bl);
+ if(ud == NULL) return 0;
+
+ if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
+ return 0;
+
+ memcpy(&ud->walkpath,&wpd,sizeof(wpd));
+
+ if (ud->target && ud->chaserange>1) {
+ //Generally speaking, the walk path is already to an adjacent tile
+ //so we only need to shorten the path if the range is greater than 1.
+ int dir;
+ //Trim the last part of the path to account for range,
+ //but always move at least one cell when requested to move.
+ for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
+ ud->walkpath.path_len--;
+ dir = ud->walkpath.path[ud->walkpath.path_len];
+ if(dir&1)
+ i-=14;
+ else
+ i-=10;
+ ud->to_x -= dirx[dir];
+ ud->to_y -= diry[dir];
+ }
+ }
+
+ ud->state.change_walk_target=0;
+
+ if (bl->type == BL_PC)
+ clif_walkok((TBL_PC*)bl);
+ clif_move(bl);
+
+ if(ud->walkpath.path_pos>=ud->walkpath.path_len)
+ i = -1;
+ else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
+ i = status_get_speed(bl)*14/10;
+ else
+ i = status_get_speed(bl);
+ if( i > 0)
+ ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
+ return 1;
+}
+
+static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
+{
+ int i;
+ int x,y,dx,dy,dir;
+ struct block_list *bl;
+ struct map_session_data *sd = NULL;
+ struct mob_data *md = NULL;
+ struct unit_data *ud = NULL;
+
+ bl=map_id2bl(id);
+ if(bl == NULL)
+ return 0;
+ if( BL_CAST( BL_PC, bl, sd ) ) {
+ ud = &sd->ud;
+ } else if( BL_CAST( BL_MOB, bl, md ) ) {
+ ud = &md->ud;
+ } else
+ ud = unit_bl2ud(bl);
+
+ if(ud == NULL) return 0;
+
+ if(ud->walktimer != tid){
+ if(battle_config.error_log)
+ ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
+ return 0;
+ }
+ ud->walktimer=-1;
+ if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する
+
+ if(ud->walkpath.path_pos>=ud->walkpath.path_len)
+ return 0;
+
+ //歩いたので息吹のタイマーを初期化
+ if(sd) {
+ sd->inchealspirithptick = 0;
+ sd->inchealspiritsptick = 0;
+ }
+
+ if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
+ return 1;
+ x = bl->x;
+ y = bl->y;
+
+ dir = ud->walkpath.path[ud->walkpath.path_pos];
+ ud->dir = dir;
+ if (sd)
+ sd->head_dir = dir;
+
+ dx = dirx[(int)dir];
+ dy = diry[(int)dir];
+
+ if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
+ return unit_walktoxy_sub(bl);
+
+ // バシリカ判定
+
+ map_foreachinmovearea(clif_outsight,bl->m,
+ x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
+ dx,dy,sd?BL_ALL:BL_PC,bl);
+
+ x += dx;
+ y += dy;
+ map_moveblock(bl, x, y, tick);
+ ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
+
+ ud->walktimer = 1;
+ map_foreachinmovearea(clif_insight,bl->m,
+ x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
+ -dx,-dy,sd?BL_ALL:BL_PC,bl);
+ ud->walktimer = -1;
+
+ if(sd) {
+ if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
+ npc_touch_areanpc(sd,bl->m,x,y);
+ if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
+ return 0;
+ } else
+ sd->areanpc_id=0;
+ if (sd->state.gmaster_flag)
+ { //Guild Aura: Likely needs to be recoded, this method seems inefficient.
+ struct guild *g = sd->state.gmaster_flag;
+ int skill, guildflag = 0;
+ if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12;
+ if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8;
+ if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4;
+ if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill;
+ if (guildflag)
+ map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
+ bl->id, sd->status.guild_id, &guildflag);
+ }
+ if (
+ (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
+ sd->sc.data[SC_MIRACLE].timer==-1 &&
+ !(ud->walk_count%WALK_SKILL_INTERVAL) &&
+ rand()%10000 < battle_config.sg_miracle_skill_ratio
+ ) { //SG_MIRACLE [Komurka]
+ clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
+ sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
+ }
+ } else if (md) {
+ if(battle_config.mob_npc_warp && map_getcell(bl->m,x,y,CELL_CHKNPC) &&
+ npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex]
+ return 0;
+ if (md->min_chase > md->db->range2) md->min_chase--;
+ //Walk skills are triggered regardless of target due to the idle-walk mob state.
+ if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
+ mobskill_use(md, tick, -1))
+ return 0;
+ }
+
+ if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
+ return 0;
+
+ if(ud->state.change_walk_target)
+ return unit_walktoxy_sub(bl);
+
+ ud->walkpath.path_pos++;
+ if(ud->walkpath.path_pos>=ud->walkpath.path_len)
+ i = -1;
+ else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
+ i = status_get_speed(bl)*14/10;
+ else
+ i = status_get_speed(bl);
+
+ if(i > 0)
+ ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
+ else if(ud->state.running) {
+ //Keep trying to run.
+ if (!unit_run(bl))
+ ud->state.running = 0;
+ } else if (ud->target) {
+ //Update target trajectory.
+ struct block_list *tbl = map_id2bl(ud->target);
+ if (!tbl) { //Cancel chase.
+ ud->to_x = bl->x;
+ ud->to_y = bl->y;
+ return 0;
+ }
+ if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
+ { //Reached destination.
+ if (ud->state.attack_continue) {
+ clif_fixpos(bl); //Aegis uses one before every attack, we should
+ //only need this one for syncing purposes. [Skotlex]
+ unit_attack(bl, tbl->id, ud->state.attack_continue);
+ }
+ } else { //Update chase-path
+ unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
+ return 0;
+ }
+ } else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
+ ud->to_x = bl->x;
+ ud->to_y = bl->y;
+ if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
+ mob_script_callback(md, NULL, CALLBACK_WALKACK);
+ }
+ return 0;
+}
+
+int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
+ struct unit_data *ud = NULL;
+ struct status_change *sc = NULL;
+
+ nullpo_retr(0, bl);
+
+ ud = unit_bl2ud(bl);
+
+ if( ud == NULL) return 0;
+
+ // 移動出来ないユニットは弾く
+ if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))
+ return 0;
+
+ ud->state.walk_easy = easy;
+ ud->target = 0;
+ ud->to_x = x;
+ ud->to_y = y;
+
+ sc = status_get_sc(bl);
+ if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
+ map_random_dir(bl, &ud->to_x, &ud->to_y);
+
+ if(ud->walktimer != -1) {
+ // 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
+ // timer関数からunit_walktoxy_subを呼ぶようにする
+ ud->state.change_walk_target = 1;
+ return 1;
+ } else {
+ return unit_walktoxy_sub(bl);
+ }
+}
+
+static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
+{
+ struct block_list *bl = map_id2bl(id);
+ struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
+
+ if (ud && ud->walktimer == -1 && ud->target == data)
+ {
+ if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
+ add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
+ else if (unit_can_move(bl))
+ unit_walktoxy_sub(bl);
+ }
+ return 0;
+}
+
+// Chases a tbl. If the flag&1, use hard-path seek,
+// if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
+int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
+ struct unit_data *ud = NULL;
+ struct status_change *sc = NULL;
+ nullpo_retr(0, bl);
+ nullpo_retr(0, tbl);
+
+ ud = unit_bl2ud(bl);
+ if( ud == NULL) return 0;
+
+ if (!(status_get_mode(bl)&MD_CANMOVE))
+ return 0;
+
+ if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
+ ud->to_x = bl->x;
+ ud->to_y = bl->y;
+ return 0;
+ }
+
+ ud->state.walk_easy = flag&1;
+ ud->target = tbl->id;
+ ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
+ ud->state.attack_continue = flag&2?1:0; //Chase to attack.
+
+ sc = status_get_sc(bl);
+ if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
+ map_random_dir(bl, &ud->to_x, &ud->to_y);
+
+
+ if(ud->walktimer != -1) {
+ ud->state.change_walk_target = 1;
+ return 1;
+ }
+ if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
+ { //Can't move, wait a bit before invoking the movement.
+ add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
+ return 1;
+ } else if (!unit_can_move(bl))
+ return 0;
+
+ return unit_walktoxy_sub(bl);
+}
+
+int unit_run(struct block_list *bl)
+{
+ struct status_change *sc = status_get_sc(bl);
+ int i,to_x,to_y,dir_x,dir_y;
+
+ if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
+ return 0;
+
+ if (!unit_can_move(bl)) {
+ if(sc->data[SC_RUN].timer!=-1)
+ status_change_end(bl,SC_RUN,-1);
+ return 0;
+ }
+
+ to_x = bl->x;
+ to_y = bl->y;
+ dir_x = dirx[sc->data[SC_RUN].val2];
+ dir_y = diry[sc->data[SC_RUN].val2];
+
+ for(i=0;i<AREA_SIZE;i++)
+ {
+ if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
+ break;
+ to_x += dir_x;
+ to_y += dir_y;
+ }
+
+ if(to_x == bl->x && to_y == bl->y) {
+ //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
+ status_change_end(bl,SC_RUN,-1);
+ skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
+ return 0;
+ }
+ unit_walktoxy(bl, to_x, to_y, 1);
+ return 1;
+}
+
+//Instant warp function.
+int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
+{
+ int dx,dy,dir;
+ struct unit_data *ud = NULL;
+ struct map_session_data *sd = NULL;
+ struct walkpath_data wpd;
+
+ nullpo_retr(0, bl);
+ if( BL_CAST( BL_PC, bl, sd ) ) {
+ ud = &sd->ud;
+ } else
+ ud = unit_bl2ud(bl);
+
+ if( ud == NULL) return 0;
+
+ unit_stop_walking(bl,1);
+ unit_stop_attack(bl);
+
+ if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
+ return 0;
+
+ dir = map_calc_dir(bl, dst_x,dst_y);
+ ud->dir = dir;
+ if(sd) sd->head_dir = dir;
+
+ dx = dst_x - bl->x;
+ dy = dst_y - bl->y;
+
+ map_foreachinmovearea(clif_outsight,bl->m,
+ bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
+ dx,dy,sd?BL_ALL:BL_PC,bl);
+
+ map_moveblock(bl, dst_x, dst_y, gettick());
+
+ ud->walktimer = 1;
+ map_foreachinmovearea(clif_insight,bl->m,
+ bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
+ -dx,-dy,sd?BL_ALL:BL_PC,bl);
+ ud->walktimer = -1;
+
+ if(sd) {
+ if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
+ npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
+ if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
+ return 0;
+ } else
+ sd->areanpc_id=0;
+ if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0)
+ { //Check if pet needs to be teleported. [Skotlex]
+ int flag = 0;
+ bl = &sd->pd->bl; //Note that bl now points to the pet!
+ if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
+ flag = 1;
+ else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
+ flag = 2;
+ if (flag) {
+ unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
+ clif_slide(bl,bl->x,bl->y);
+ }
+ //If you want to use bl afterwards, uncomment this:
+ //bl = &sd->bl;
+ }
+ }
+ return 1;
+}
+
+int unit_setdir(struct block_list *bl,unsigned char dir)
+{
+ struct unit_data *ud;
+ nullpo_retr( 0, bl );
+ ud = unit_bl2ud(bl);
+ if (!ud) return 0;
+ ud->dir = dir;
+ if (bl->type == BL_PC)
+ ((TBL_PC *)bl)->head_dir = dir;
+ clif_changed_dir(bl);
+ return 0;
+}
+
+int unit_getdir(struct block_list *bl)
+{
+ struct unit_data *ud;
+ nullpo_retr( 0, bl );
+ ud = unit_bl2ud(bl);
+ if (!ud) return 0;
+ return ud->dir;
+}
+
+//Warps a unit/ud to a given map/position.
+//In the case of players, pc_setpos is used.
+//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
+int unit_warp(struct block_list *bl,int m,short x,short y,int type)
+{
+ struct unit_data *ud;
+ nullpo_retr(0, bl);
+ ud = unit_bl2ud(bl);
+
+ if(bl->prev==NULL || !ud)
+ return 1;
+
+ if (type < 0 || type == 1)
+ //Type 1 is invalid, since you shouldn't warp a bl with the "death"
+ //animation, it messes up with unit_remove_map! [Skotlex]
+ return 1;
+
+ if( m<0 ) m=bl->m;
+
+ switch (bl->type) {
+ case BL_MOB:
+ if (map[bl->m].flag.monster_noteleport)
+ return 1;
+ break;
+ case BL_PC:
+ if (map[bl->m].flag.noteleport)
+ return 1;
+ break;
+ }
+
+ if (x<0 || y<0)
+ { //Random map position.
+ if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
+ if(battle_config.error_log)
+ ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
+ return 2;
+
+ }
+ } else if (map_getcell(m,x,y,CELL_CHKNOREACH))
+ { //Invalid target cell
+ if(battle_config.error_log)
+ ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
+
+ if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1))
+ { //Can't find a nearby cell
+ if(battle_config.error_log)
+ ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
+ return 2;
+ }
+ }
+
+ if (bl->type == BL_PC) //Use pc_setpos
+ return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
+
+ if (!unit_remove_map(bl, type))
+ return 3;
+
+ bl->x=ud->to_x=x;
+ bl->y=ud->to_y=y;
+ bl->m=m;
+
+ map_addblock(bl);
+ clif_spawn(bl);
+ skill_unit_move(bl,gettick(),1);
+
+ if(bl->type == BL_MOB){
+ TBL_MOB *md = (TBL_MOB *)bl;
+ if(md->nd) // Tell the script engine we've warped
+ mob_script_callback(md, NULL, CALLBACK_WARPACK);
+ }
+ return 0;
+}
+
+/*==========================================
+ * 歩行停止
+ *------------------------------------------
+ */
+int unit_stop_walking(struct block_list *bl,int type)
+{
+ struct unit_data *ud;
+ struct TimerData *data;
+ unsigned int tick;
+ nullpo_retr(0, bl);
+
+ ud = unit_bl2ud(bl);
+ if(!ud || ud->walktimer == -1)
+ return 0;
+ //NOTE: We are using timer data after deleting it because we know the
+ //delete_timer function does not messes with it. If the function's
+ //behaviour changes in the future, this code could break!
+ data = get_timer(ud->walktimer);
+ delete_timer(ud->walktimer, unit_walktoxy_timer);
+ ud->walktimer = -1;
+ ud->state.change_walk_target = 0;
+ tick = gettick();
+ if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
+ || (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
+ {
+ ud->walkpath.path_len = ud->walkpath.path_pos+1;
+ unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
+ }
+
+ if(type&0x01)
+ clif_fixpos(bl);
+
+ ud->walkpath.path_len = 0;
+ ud->walkpath.path_pos = 0;
+ ud->to_x = bl->x;
+ ud->to_y = bl->y;
+ if(bl->type == BL_PET && type&~0xff)
+ ud->canmove_tick = gettick() + (type>>8);
+
+ if (ud->state.running)
+ status_change_end(bl, SC_RUN, -1);
+ return 1;
+}
+
+int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) {
+
+ if(skill_num < 0) return 0;
+
+ return unit_skilluse_id2(
+ src, target_id, skill_num, skill_lv,
+ skill_castfix(src, skill_num, skill_lv),
+ skill_get_castcancel(skill_num)
+ );
+}
+
+int unit_is_walking(struct block_list *bl)
+{
+ struct unit_data *ud = unit_bl2ud(bl);
+ nullpo_retr(0, bl);
+ if(!ud) return 0;
+ return (ud->walktimer != -1);
+}
+
+/*==========================================
+ * Determines if the bl can move based on status changes. [Skotlex]
+ *------------------------------------------
+ */
+int unit_can_move(struct block_list *bl)
+{
+ struct map_session_data *sd;
+ struct unit_data *ud;
+ struct status_change *sc;
+
+ nullpo_retr(0, bl);
+ ud = unit_bl2ud(bl);
+ sc = status_get_sc(bl);
+ BL_CAST(BL_PC, bl, sd);
+
+ if (!ud)
+ return 0;
+
+ if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0))
+ return 0;
+
+ if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
+ return 0;
+
+ if (sd && (
+ pc_issit(sd) ||
+ sd->state.blockedmove
+ ))
+ return 0; //Can't move
+
+ if (sc) {
+ if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
+ return 0;
+
+ if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
+ return 0;
+
+ if (sc->count && (
+ sc->data[SC_ANKLE].timer != -1 ||
+ sc->data[SC_AUTOCOUNTER].timer !=-1 ||
+ sc->data[SC_TRICKDEAD].timer !=-1 ||
+ sc->data[SC_BLADESTOP].timer !=-1 ||
+ sc->data[SC_BLADESTOP_WAIT].timer !=-1 ||
+ sc->data[SC_SPIDERWEB].timer !=-1 ||
+ (sc->data[SC_DANCING].timer !=-1 && (
+ (sc->data[SC_DANCING].val4 && sc->data[SC_LONGING].timer == -1) ||
+ sc->data[SC_DANCING].val1 == CG_HERMODE //cannot move while Hermod is active.
+ )) ||
+ sc->data[SC_MOONLIT].timer != -1 ||
+ (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect
+ sc->data[SC_STOP].timer != -1 ||
+ sc->data[SC_CLOSECONFINE].timer != -1 ||
+ sc->data[SC_CLOSECONFINE2].timer != -1
+ ))
+ return 0;
+ }
+ return 1;
+}
+
+/*==========================================
+ * Applies walk delay to character, considering that
+ * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
+ * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
+ *------------------------------------------
+ */
+int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
+{
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (delay <= 0 || !ud) return 0;
+
+ if (type) {
+ if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
+ return 0;
+ } else {
+ if (DIFF_TICK(ud->canmove_tick, tick) > 0)
+ return 0;
+ }
+ ud->canmove_tick = tick + delay;
+ if (ud->walktimer != -1)
+ { //Stop walking, if chasing, readjust timers.
+ if (delay == 1)
+ { //Minimal delay (walk-delay) disabled. Just stop walking.
+ unit_stop_walking(bl,0);
+ } else {
+ unit_stop_walking(bl,2);
+ if(ud->target)
+ add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
+ }
+ }
+ return 1;
+}
+
+int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) {
+ struct unit_data *ud;
+ struct status_data *tstatus;
+ struct status_change *sc;
+ struct map_session_data *sd = NULL;
+ struct block_list * target = NULL;
+ unsigned int tick = gettick();
+ int temp;
+
+ nullpo_retr(0, src);
+ if(status_isdead(src))
+ return 0; // 死んでいないか
+
+ if( BL_CAST( BL_PC, src, sd ) ) {
+ ud = &sd->ud;
+ } else
+ ud = unit_bl2ud(src);
+
+ if(ud == NULL) return 0;
+ sc = status_get_sc(src);
+ if (sc && !sc->count)
+ sc = NULL; //Unneeded
+ //temp: used to signal combo-skills right now.
+ temp = (target_id == src->id && !(sd && sd->state.skill_flag)
+ && skill_get_inf(skill_num)&INF_SELF_SKILL
+ && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
+ if (temp)
+ target_id = ud->target; //Auto-select skills. [Skotlex]
+
+ if (sd) {
+ //Target_id checking.
+ if(skillnotok(skill_num, sd)) // [MouseJstr]
+ return 0;
+ switch(skill_num)
+ { //Check for skills that auto-select target
+ case MO_CHAINCOMBO:
+ if (sc && sc->data[SC_BLADESTOP].timer != -1){
+ if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
+ return 0;
+ }
+ break;
+ case TK_JUMPKICK:
+ case TK_COUNTER:
+ case HT_POWER:
+ if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
+ target_id = sc->data[SC_COMBO].val2;
+ break;
+ case WE_MALE:
+ case WE_FEMALE:
+ if (!sd->status.partner_id)
+ return 0;
+ target = (struct block_list*)map_charid2sd(sd->status.partner_id);
+ if (!target) {
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }
+ break;
+ }
+ if (target)
+ target_id = target->id;
+ }
+ if(!target && (target=map_id2bl(target_id)) == NULL )
+ return 0;
+ if(src->m != target->m)
+ return 0; // 同じマップかどうか
+ if(!src->prev || !target->prev)
+ return 0; // map 上に存在するか
+
+ //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
+ if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
+ return 0;
+
+ if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
+ return 0;
+
+ if(!status_check_skilluse(src, target, skill_num, 0))
+ return 0;
+
+ tstatus = status_get_status_data(target);
+ //直前のスキル状況の記録
+ if(sd) {
+ switch(skill_num){
+ case SA_CASTCANCEL:
+ if(ud->skillid != skill_num){
+ sd->skillid_old = ud->skillid;
+ sd->skilllv_old = ud->skilllv;
+ break;
+ }
+ case BD_ENCORE:
+ //Prevent using the dance skill if you no longer have the skill in your tree.
+ if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }
+ sd->skillid_old = skill_num;
+ break;
+ case BD_LULLABY:
+ case BD_RICHMANKIM:
+ case BD_ETERNALCHAOS:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_ROKISWEIL:
+ case BD_INTOABYSS:
+ case BD_SIEGFRIED:
+ case CG_MOONLIT:
+ if (battle_config.player_skill_partner_check &&
+ (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
+ (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
+ ) {
+ clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }
+ break;
+ }
+ if (!skill_check_condition(sd, skill_num, skill_lv, 0))
+ return 0;
+ }
+ //TODO: Add type-independant skill_check_condition function.
+ if (src->type == BL_MOB) {
+ switch (skill_num) {
+ case NPC_SUMMONSLAVE:
+ case NPC_SUMMONMONSTER:
+ case AL_TELEPORT:
+ if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
+ return 0;
+ }
+ }
+
+ if(src->id != target_id &&
+ !battle_check_range(src,target,skill_get_range2(src, skill_num,skill_lv)
+ +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
+ return 0;
+
+ if (!temp) //Stop attack on non-combo skills [Skotlex]
+ unit_stop_attack(src);
+ else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
+ ud->attackabletime = tick + status_get_adelay(src);
+
+ ud->state.skillcastcancel = castcancel;
+
+ //temp: Used to signal force cast now.
+ temp = 0;
+
+ switch(skill_num){
+ case ALL_RESURRECTION:
+ if(battle_check_undead(tstatus->race,tstatus->def_ele)){
+ temp=1;
+ casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
+ }
+ break;
+ case MO_FINGEROFFENSIVE:
+ if(sd)
+ casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
+ break;
+ case MO_EXTREMITYFIST:
+ if (sc && sc->data[SC_COMBO].timer != -1 &&
+ (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
+ sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
+ sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
+ casttime = 0;
+ temp = 1;
+ break;
+ case TK_RUN:
+ if (sc && sc->data[SC_RUN].timer != -1)
+ casttime = 0;
+ break;
+ case SA_MAGICROD:
+ case SA_SPELLBREAKER:
+ temp =1;
+ break;
+ case KN_CHARGEATK:
+ //Taken from jA: Casttime is increased by dist/3*100%
+ casttime = casttime * ((distance_bl(src,target)-1)/3+1);
+ break;
+ }
+
+ if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
+ casttime = casttime/2;
+ if ((--sc->data[SC_MEMORIZE].val2) <= 0)
+ status_change_end(src, SC_MEMORIZE, -1);
+ }
+
+ if( casttime>0 || temp){
+
+ clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
+
+ if (sd && target->type == BL_MOB)
+ {
+ TBL_MOB *md = (TBL_MOB*)target;
+ mobskill_event(md, src, tick, -1); //Cast targetted skill event.
+ //temp: used to store mob's mode now.
+ if (tstatus->mode&MD_CASTSENSOR &&
+ battle_check_target(target, src, BCT_ENEMY) > 0)
+ {
+ switch (md->state.skillstate) {
+ case MSS_ANGRY:
+ case MSS_RUSH:
+ case MSS_FOLLOW:
+ if (!(tstatus->mode&(MD_AGGRESSIVE|MD_ANGRY)))
+ break; //Only Aggressive mobs change target while chasing.
+ case MSS_IDLE:
+ case MSS_WALK:
+ md->target_id = src->id;
+ md->state.aggressive = (temp&MD_ANGRY)?1:0;
+ md->min_chase = md->db->range3;
+ }
+ }
+ }
+ }
+
+ if( casttime<=0 )
+ ud->state.skillcastcancel=0;
+
+ ud->canact_tick = tick + casttime + 100;
+ ud->skilltarget = target_id;
+ ud->skillx = 0;
+ ud->skilly = 0;
+ ud->skillid = skill_num;
+ ud->skilllv = skill_lv;
+
+ if(sc && sc->data[SC_CLOAKING].timer != -1 &&
+ !(sc->data[SC_CLOAKING].val4&1) && skill_num != AS_CLOAKING)
+ status_change_end(src,SC_CLOAKING,-1);
+
+ if(casttime > 0) {
+ ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
+ if(sd && pc_checkskill(sd,SA_FREECAST))
+ status_freecast_switch(sd);
+ else
+ unit_stop_walking(src,1);
+ }
+ else
+ skill_castend_id(ud->skilltimer,tick,src->id,0);
+ return 1;
+}
+
+int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) {
+ if(skill_num < 0)
+ return 0;
+ return unit_skilluse_pos2(
+ src, skill_x, skill_y, skill_num, skill_lv,
+ skill_castfix(src, skill_num, skill_lv),
+ skill_get_castcancel(skill_num)
+ );
+}
+
+int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) {
+ struct map_session_data *sd = NULL;
+ struct unit_data *ud = NULL;
+ struct status_change *sc;
+ struct block_list bl;
+ unsigned int tick = gettick();
+
+ nullpo_retr(0, src);
+
+ if(!src->prev) return 0; // map 上に存在するか
+ if(status_isdead(src)) return 0;
+
+ if( BL_CAST( BL_PC, src, sd ) ) {
+ ud = &sd->ud;
+ } else
+ ud = unit_bl2ud(src);
+ if(ud == NULL) return 0;
+
+ if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
+ return 0;
+
+ sc = status_get_sc(src);
+ if (sc && !sc->count)
+ sc = NULL;
+
+ if(sd) {
+ if (skillnotok(skill_num, sd) ||
+ !skill_check_condition(sd, skill_num, skill_lv,0))
+ return 0;
+ }
+
+ if (!status_check_skilluse(src, NULL, skill_num, 0))
+ return 0;
+
+ if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
+ { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
+ if (sd) clif_skill_fail(sd,skill_num,0,0);
+ return 0;
+ }
+
+ /* 射程と障害物チェック */
+ bl.type = BL_NUL;
+ bl.m = src->m;
+ bl.x = skill_x;
+ bl.y = skill_y;
+ if(skill_num != TK_HIGHJUMP &&
+ !battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
+ return 0;
+
+ unit_stop_attack(src);
+ ud->state.skillcastcancel = castcancel;
+
+ if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
+ casttime = casttime/3;
+ if ((--sc->data[SC_MEMORIZE].val2)<=0)
+ status_change_end(src, SC_MEMORIZE, -1);
+ }
+
+ if( casttime>0 ) {
+ unit_stop_walking( src, 1);
+ clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
+ }
+
+ if( casttime<=0 )
+ ud->state.skillcastcancel=0;
+
+ ud->canact_tick = tick + casttime + 100;
+ ud->skillid = skill_num;
+ ud->skilllv = skill_lv;
+ ud->skillx = skill_x;
+ ud->skilly = skill_y;
+ ud->skilltarget = 0;
+
+ if (sc && sc->data[SC_CLOAKING].timer != -1 &&
+ !(sc->data[SC_CLOAKING].val4&1))
+ status_change_end(src,SC_CLOAKING,-1);
+
+ if(casttime > 0) {
+ ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
+ if(sd && pc_checkskill(sd,SA_FREECAST))
+ status_freecast_switch(sd);
+ else
+ unit_stop_walking(src,1);
+ }
+ else {
+ ud->skilltimer = -1;
+ skill_castend_pos(ud->skilltimer,tick,src->id,0);
+ }
+ return 1;
+}
+
+static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
+
+int unit_stop_attack(struct block_list *bl)
+{
+ struct unit_data *ud = unit_bl2ud(bl);
+ nullpo_retr(0, bl);
+
+ if(!ud || ud->attacktimer == -1)
+ return 0;
+
+ delete_timer( ud->attacktimer, unit_attack_timer );
+ ud->attacktimer = -1;
+ ud->target = 0;
+ return 0;
+}
+
+//Means current target is unattackable. For now only unlocks mobs.
+int unit_unattackable(struct block_list *bl) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud) {
+ ud->target = 0;
+ ud->state.attack_continue = 0;
+ }
+
+ if(bl->type == BL_MOB)
+ mob_unlocktarget((struct mob_data*)bl, gettick()) ;
+ else if(bl->type == BL_PET)
+ pet_unlocktarget((struct pet_data*)bl);
+ return 0;
+}
+
+/*==========================================
+ * 攻撃要求
+ * typeが1なら継続攻撃
+ *------------------------------------------
+ */
+
+int unit_attack(struct block_list *src,int target_id,int type)
+{
+ struct block_list *target;
+ struct unit_data *ud;
+
+ nullpo_retr(0, ud = unit_bl2ud(src));
+
+ target=map_id2bl(target_id);
+ if(target==NULL || status_isdead(target)) {
+ unit_unattackable(src);
+ return 1;
+ }
+
+ if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris]
+ npc_click((TBL_PC*)src,target); // submitted by leinsirk10 [Celest]
+ return 0;
+ }
+
+ if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
+ !status_check_skilluse(src, target, 0, 0)
+ ) {
+ unit_unattackable(src);
+ return 1;
+ }
+
+ ud->target = target_id;
+ ud->state.attack_continue = type;
+ if (type) //If you re to attack continously, set to auto-case character
+ ud->chaserange = status_get_range(src);
+
+ //Just change target/type. [Skotlex]
+ if(ud->attacktimer != -1)
+ return 0;
+
+ if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
+ //Do attack next time it is possible. [Skotlex]
+ ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
+ else //Attack NOW.
+ unit_attack_timer(-1,gettick(),src->id,0);
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
+{
+ struct walkpath_data wpd;
+
+ nullpo_retr(0, bl);
+
+ if( bl->x==x && bl->y==y ) // 同じマス
+ return 1;
+
+ // 障害物判定
+ wpd.path_len=0;
+ wpd.path_pos=0;
+ wpd.path_half=0;
+ return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
+{
+ struct walkpath_data wpd;
+ int i;
+ short dx,dy;
+ nullpo_retr(0, bl);
+ nullpo_retr(0, tbl);
+
+ if( bl->m != tbl->m)
+ return 0;
+
+ if( bl->x==tbl->x && bl->y==tbl->y )
+ return 1;
+
+ if(range>0 && !check_distance_bl(bl, tbl, range))
+ return 0;
+
+ wpd.path_len=0;
+ wpd.path_pos=0;
+ wpd.path_half=0;
+
+ // It judges whether it can adjoin or not.
+ dx=tbl->x - bl->x;
+ dy=tbl->y - bl->y;
+ dx=(dx>0)?1:((dx<0)?-1:0);
+ dy=(dy>0)?1:((dy<0)?-1:0);
+
+ if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOREACH))
+ { //Look for a suitable cell to place in.
+ for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
+ if (i==9) return 0; //No valid cells.
+ dx = dirx[i];
+ dy = diry[i];
+ }
+
+ if (x) *x = tbl->x-dx;
+ if (y) *y = tbl->y-dy;
+ return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
+}
+
+
+/*==========================================
+ * PCの攻撃 (timer関数)
+ *------------------------------------------
+ */
+static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
+{
+ struct block_list *target;
+ struct unit_data *ud;
+ struct status_data *sstatus;
+ struct map_session_data *sd = NULL;
+ struct mob_data *md = NULL;
+ int range;
+
+ if((ud=unit_bl2ud(src))==NULL)
+ return 0;
+ if(ud->attacktimer != tid){
+ if(battle_config.error_log)
+ ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
+ return 0;
+ }
+ BL_CAST( BL_PC , src, sd);
+ BL_CAST( BL_MOB, src, md);
+ ud->attacktimer=-1;
+ target=map_id2bl(ud->target);
+
+ if(src->prev == NULL || target==NULL || target->prev == NULL)
+ return 0;
+
+ if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
+ return 0;
+
+ if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
+ return 0;
+
+ sstatus = status_get_status_data(src);
+
+ if(!battle_config.sdelay_attack_enable &&
+ DIFF_TICK(ud->canact_tick,tick) > 0 &&
+ (!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
+ ) {
+ if (tid == -1) { //requested attack.
+ if(sd) clif_skill_fail(sd,1,4,0);
+ return 0;
+ }
+ //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
+ if(ud->state.attack_continue) {
+ if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
+ ud->attackabletime = ud->canact_tick;
+ ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
+ }
+ return 1;
+ }
+
+ range = sstatus->rhw.range;
+
+ if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range...
+ if(unit_is_walking(target)) range++; //Extra range when chasing
+
+ if(!check_distance_bl(src,target,range) ) {
+ //Chase if required.
+ if(ud->state.attack_continue) {
+ if(sd)
+ clif_movetoattack(sd,target);
+ else
+ unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
+ }
+ return 1;
+ }
+ if(!battle_check_range(src,target,range)) {
+ //Within range, but no direct line of attack
+ if(ud->state.attack_continue) {
+ if(ud->chaserange > 2) ud->chaserange-=2;
+ unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
+ }
+ return 1;
+ }
+
+ //Sync packet only for players.
+ //Non-players use the sync packet on the walk timer. [Skotlex]
+ if (tid == -1 && sd) clif_fixpos(src);
+
+ if(DIFF_TICK(ud->attackabletime,tick) <= 0) {
+ if (battle_config.attack_direction_change &&
+ (src->type&battle_config.attack_direction_change)) {
+ ud->dir = map_calc_dir(src, target->x,target->y );
+ if (sd) sd->head_dir = ud->dir;
+ }
+ if(ud->walktimer != -1)
+ unit_stop_walking(src,1);
+ if(md) {
+ if (mobskill_use(md,tick,-1))
+ return 1;
+ if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
+ { // Link monsters nearby [Skotlex]
+ md->last_linktime = tick;
+ map_foreachinrange(mob_linksearch, src, md->db->range2,
+ BL_MOB, md->class_, target, tick);
+ }
+ }
+ if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
+ return 1;
+
+ map_freeblock_lock();
+ ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
+
+ if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
+ pet_target_check(sd,target,0);
+ map_freeblock_unlock();
+
+ ud->attackabletime = tick + sstatus->adelay;
+// You can't move if you can't attack neither.
+ unit_set_walkdelay(src, tick, sstatus->amotion, 1);
+ }
+
+ if(ud->state.attack_continue)
+ ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
+
+ return 1;
+}
+
+static int unit_attack_timer(int tid,unsigned int tick,int id,int data) {
+ struct block_list *bl;
+ bl = map_id2bl(id);
+ if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
+ unit_unattackable(bl);
+ return 0;
+}
+
+/*==========================================
+ * Cancels an ongoing skill cast.
+ * flag&1: Cast-Cancel invoked.
+ * flag&2: Cancel only if skill is cancellable.
+ *------------------------------------------
+ */
+int unit_skillcastcancel(struct block_list *bl,int type)
+{
+ struct map_session_data *sd = NULL;
+ struct unit_data *ud = unit_bl2ud( bl);
+ unsigned int tick=gettick();
+ int ret=0, skill;
+
+ nullpo_retr(0, bl);
+ if (!ud || ud->skilltimer==-1)
+ return 0; //Nothing to cancel.
+
+ BL_CAST(BL_PC, bl, sd);
+
+ if (type&2) {
+ //See if it can be cancelled.
+ if (!ud->state.skillcastcancel)
+ return 0;
+
+ if (sd && (sd->special_state.no_castcancel2 ||
+ (sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
+ return 0;
+ }
+
+ ud->canact_tick=tick;
+ if(sd && pc_checkskill(sd,SA_FREECAST))
+ status_freecast_switch(sd);
+
+ if(type&1 && sd)
+ skill = sd->skillid_old;
+ else
+ skill = ud->skillid;
+
+ if (skill_get_inf(skill) & INF_GROUND_SKILL)
+ ret=delete_timer( ud->skilltimer, skill_castend_pos );
+ else
+ ret=delete_timer( ud->skilltimer, skill_castend_id );
+ if(ret<0)
+ ShowError("delete timer error : skillid : %d\n",ret);
+
+ if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1;
+
+ ud->skilltimer = -1;
+ clif_skillcastcancel(bl);
+ return 1;
+}
+
+// unit_data の初期化処理
+void unit_dataset(struct block_list *bl) {
+ struct unit_data *ud;
+ nullpo_retv(ud = unit_bl2ud(bl));
+
+ memset( ud, 0, sizeof( struct unit_data) );
+ ud->bl = bl;
+ ud->walktimer = -1;
+ ud->skilltimer = -1;
+ ud->attacktimer = -1;
+ ud->attackabletime =
+ ud->canact_tick =
+ ud->canmove_tick = gettick();
+}
+
+/*==========================================
+ * 自分をロックしているユニットの数を数える(foreachclient)
+ *------------------------------------------
+ */
+static int unit_counttargeted_sub(struct block_list *bl, va_list ap)
+{
+ int id, target_lv;
+ struct unit_data *ud;
+ id = va_arg(ap,int);
+ target_lv = va_arg(ap,int);
+ if(bl->id == id)
+ return 0;
+
+ ud = unit_bl2ud(bl);
+
+ if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
+ return 1;
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
+{
+ nullpo_retr(0, target);
+
+ if(damage+damage2 <= 0)
+ return 0;
+
+ return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
+}
+/*==========================================
+ * 自分をロックしている対象の数を返す
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int unit_counttargeted(struct block_list *bl,int target_lv)
+{
+ nullpo_retr(0, bl);
+ return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
+ bl->id, target_lv));
+}
+
+/*==========================================
+ * 見た目のサイズを変更する
+ *------------------------------------------
+ */
+int unit_changeviewsize(struct block_list *bl,short size)
+{
+ nullpo_retr(0, bl);
+
+ size=(size<0)?-1:(size>0)?1:0;
+
+ if(bl->type == BL_PC) {
+ ((TBL_PC*)bl)->state.size=size;
+ } else if(bl->type == BL_MOB) {
+ ((TBL_MOB*)bl)->special_state.size=size;
+ } else
+ return 0;
+ if(size!=0)
+ clif_misceffect2(bl,421+size);
+ return 0;
+}
+
+/*==========================================
+ * Removes a bl/ud from the map.
+ * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
+ * if clrtype is 1 (death), appropiate cleanup is performed.
+ * Otherwise it is assumed bl is being warped.
+ * On-Kill specific stuff is not performed here, look at status_damage for that.
+ *------------------------------------------
+ */
+int unit_remove_map(struct block_list *bl, int clrtype) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ struct status_change *sc = status_get_sc(bl);
+ nullpo_retr(0, ud);
+
+ if(bl->prev == NULL)
+ return 0; //Already removed?
+
+ map_freeblock_lock();
+
+ ud->target = 0; //Unlock walk/attack target.
+ if (ud->walktimer != -1)
+ unit_stop_walking(bl,0);
+ if (ud->attacktimer != -1)
+ unit_stop_attack(bl);
+ if (ud->skilltimer != -1)
+ unit_skillcastcancel(bl,0);
+// Do not reset can-act delay. [Skotlex]
+ ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
+ clif_clearchar_area(bl,clrtype);
+
+ if(sc && sc->count ) { //map-change/warp dispells.
+ if(sc->data[SC_BLADESTOP].timer!=-1)
+ status_change_end(bl,SC_BLADESTOP,-1);
+ if(sc->data[SC_BASILICA].timer!=-1)
+ status_change_end(bl,SC_BASILICA,-1);
+ if(sc->data[SC_ANKLE].timer != -1)
+ status_change_end(bl, SC_ANKLE, -1);
+ if (sc->data[SC_TRICKDEAD].timer != -1)
+ status_change_end(bl, SC_TRICKDEAD, -1);
+ if (sc->data[SC_BLADESTOP].timer!=-1)
+ status_change_end(bl,SC_BLADESTOP,-1);
+ if (sc->data[SC_RUN].timer!=-1)
+ status_change_end(bl,SC_RUN,-1);
+ if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
+ skill_stop_dancing(bl);
+ if (sc->data[SC_DEVOTION].timer!=-1)
+ status_change_end(bl,SC_DEVOTION,-1);
+ if (sc->data[SC_MARIONETTE].timer!=-1)
+ status_change_end(bl,SC_MARIONETTE,-1);
+ if (sc->data[SC_MARIONETTE2].timer!=-1)
+ status_change_end(bl,SC_MARIONETTE2,-1);
+ if (sc->data[SC_CLOSECONFINE].timer!=-1)
+ status_change_end(bl,SC_CLOSECONFINE,-1);
+ if (sc->data[SC_CLOSECONFINE2].timer!=-1)
+ status_change_end(bl,SC_CLOSECONFINE2,-1);
+ if (sc->data[SC_HIDING].timer!=-1)
+ status_change_end(bl, SC_HIDING, -1);
+ if (sc->data[SC_CLOAKING].timer!=-1)
+ status_change_end(bl, SC_CLOAKING, -1);
+ if (sc->data[SC_CHASEWALK].timer!=-1)
+ status_change_end(bl, SC_CHASEWALK, -1);
+ if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
+ status_change_end(bl, SC_GOSPEL, -1);
+ }
+
+ if (bl->type&BL_CHAR) {
+ skill_unit_move(bl,gettick(),4);
+ skill_cleartimerskill(bl); // タイマースキルクリア
+ }
+
+ if(bl->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data*)bl;
+
+ //Leave/reject all invitations.
+ if(sd->chatID)
+ chat_leavechat(sd);
+ if(sd->trade_partner)
+ trade_tradecancel(sd);
+ if(sd->vender_id)
+ vending_closevending(sd);
+ if(sd->state.storage_flag == 1)
+ storage_storage_quit(sd,0);
+ else if (sd->state.storage_flag == 2)
+ storage_guild_storage_quit(sd,0);
+
+ if(sd->party_invite>0)
+ party_reply_invite(sd,sd->party_invite_account,0);
+ if(sd->guild_invite>0)
+ guild_reply_invite(sd,sd->guild_invite,0);
+ if(sd->guild_alliance>0)
+ guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
+
+ pc_stop_following(sd);
+ pc_delinvincibletimer(sd);
+
+ if(sd->pvp_timer!=-1) {
+ delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
+ sd->pvp_timer = -1;
+ }
+
+ if(pc_issit(sd)) {
+ pc_setstand(sd);
+ skill_gangsterparadise(sd,0);
+ skill_rest(sd,0);
+ }
+ party_send_dot_remove(sd);//minimap dot fix [Kevin]
+ guild_send_dot_remove(sd);
+ } else if(bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data*)bl;
+ md->target_id=0;
+ md->attacked_id=0;
+ md->state.skillstate= MSS_IDLE;
+ } else if (bl->type == BL_PET) {
+ struct pet_data *pd = (struct pet_data*)bl;
+ struct map_session_data *sd = pd->msd;
+
+ if(!sd) {
+ map_delblock(bl);
+ unit_free(bl);
+ map_freeblock_unlock();
+ return 0;
+ }
+ if (sd->pet.intimate <= 0)
+ { //Remove pet.
+ intif_delete_petdata(sd->status.pet_id);
+ sd->status.pet_id = 0;
+ sd->pd = NULL;
+ pd->msd = NULL;
+ map_delblock(bl);
+ unit_free(bl);
+ map_freeblock_unlock();
+ return 0;
+ }
+ }
+ map_delblock(bl);
+ map_freeblock_unlock();
+ return 1;
+}
+
+/*==========================================
+ * Function to free all related resources to the bl
+ * if unit is on map, it is removed using clrtype 0.
+ *------------------------------------------
+ */
+
+int unit_free(struct block_list *bl) {
+ struct unit_data *ud = unit_bl2ud( bl );
+ nullpo_retr(0, ud);
+
+ map_freeblock_lock();
+ if( bl->prev ) //Players are supposed to logout with a "warp" effect.
+ unit_remove_map(bl, bl->type==BL_PC?3:0);
+
+ if( bl->type == BL_PC ) {
+ struct map_session_data *sd = (struct map_session_data*)bl;
+ if(status_isdead(bl))
+ pc_setrestartvalue(sd,2);
+
+ //Status that are not saved...
+ if(sd->sc.count) {
+ if(sd->sc.data[SC_SPURT].timer!=-1)
+ status_change_end(bl,SC_SPURT,-1);
+ if(sd->sc.data[SC_BERSERK].timer!=-1)
+ status_change_end(bl,SC_BERSERK,-1);
+ if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
+ status_change_end(bl,SC_TRICKDEAD,-1);
+ if (battle_config.debuff_on_logout) {
+ if(sd->sc.data[SC_ORCISH].timer!=-1)
+ status_change_end(bl,SC_ORCISH,-1);
+ if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
+ status_change_end(bl,SC_STRIPWEAPON,-1);
+ if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
+ status_change_end(bl,SC_STRIPARMOR,-1);
+ if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
+ status_change_end(bl,SC_STRIPSHIELD,-1);
+ if(sd->sc.data[SC_STRIPHELM].timer!=-1)
+ status_change_end(bl,SC_STRIPHELM,-1);
+ if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
+ status_change_end(bl,SC_EXTREMITYFIST,-1);
+ if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
+ status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
+ }
+ }
+ // Notify friends that this char logged out. [Skotlex]
+ clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
+ party_send_logout(sd);
+ guild_send_memberinfoshort(sd,0);
+ pc_cleareventtimer(sd);
+ pc_delspiritball(sd,sd->spiritball,1);
+ chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
+ pc_makesavestatus(sd);
+ sd->state.waitingdisconnect = 1;
+ pc_clean_skilltree(sd);
+ } else if( bl->type == BL_PET ) {
+ struct pet_data *pd = (struct pet_data*)bl;
+ struct map_session_data *sd = pd->msd;
+ pet_hungry_timer_delete(pd);
+ if (pd->a_skill)
+ {
+ aFree(pd->a_skill);
+ pd->a_skill = NULL;
+ }
+ if (pd->s_skill)
+ {
+ if (pd->s_skill->timer != -1) {
+ if (pd->s_skill->id)
+ delete_timer(pd->s_skill->timer, pet_skill_support_timer);
+ else
+ delete_timer(pd->s_skill->timer, pet_heal_timer);
+ }
+ aFree(pd->s_skill);
+ pd->s_skill = NULL;
+ }
+ if(pd->recovery)
+ {
+ if(pd->recovery->timer != -1)
+ delete_timer(pd->recovery->timer, pet_recovery_timer);
+ aFree(pd->recovery);
+ pd->recovery = NULL;
+ }
+ if(pd->bonus)
+ {
+ if (pd->bonus->timer != -1)
+ delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
+ aFree(pd->bonus);
+ pd->bonus = NULL;
+ }
+ if (pd->loot)
+ {
+ if (pd->loot->item)
+ aFree(pd->loot->item);
+ aFree (pd->loot);
+ pd->loot = NULL;
+ }
+ if (sd) {
+ if(sd->pet.intimate > 0)
+ intif_save_petdata(sd->status.account_id,&sd->pet);
+ sd->pd = NULL;
+ }
+ } else if(bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data*)bl;
+ if(md->deletetimer!=-1)
+ delete_timer(md->deletetimer,mob_timer_delete);
+ md->deletetimer=-1;
+ if(md->lootitem) {
+ aFree(md->lootitem);
+ md->lootitem=NULL;
+ }
+ if (md->guardian_data)
+ {
+ if (md->guardian_data->number < MAX_GUARDIANS)
+ md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
+ aFree(md->guardian_data);
+ md->guardian_data = NULL;
+ }
+ if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
+ { //Spawning data is not attached to the map, so free it
+ //if this is the last mob who is pointing at it.
+ aFree(md->spawn);
+ md->spawn = NULL;
+ }
+ if(md->base_status) {
+ aFree(md->base_status);
+ md->base_status = NULL;
+ }
+ if(mob_is_clone(md->class_))
+ mob_clone_delete(md->class_);
+ }
+
+ skill_clear_unitgroup(bl);
+ status_change_clear(bl,1);
+ if (bl->type != BL_PC)
+ { //Players are handled by map_quit
+ map_deliddb(bl);
+ map_freeblock(bl);
+ }
+ map_freeblock_unlock();
+ return 0;
+}
+
+int do_init_unit(void) {
+ add_timer_func_list(unit_attack_timer, "unit_attack_timer");
+ add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
+ add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
+
+ return 0;
+}
+
+int do_final_unit(void) {
+ // nothing to do
+ return 0;
+}
+
diff --git a/src/map/unit.h b/src/map/unit.h
index 8fc0343bc..4940c47a6 100644
--- a/src/map/unit.h
+++ b/src/map/unit.h
@@ -1,70 +1,70 @@
-// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-// Merged originally from jA by Skotlex
-#ifndef _UNIT_H_
-#define _UNIT_H_
-
-#include "map.h"
-
-// PC, MOB, PET に共通する処理を1つにまとめる計画
-
-// 歩行開始
-// 戻り値は、0 ( 成功 ), 1 ( 失敗 )
-int unit_walktoxy( struct block_list *bl, int x, int y, int easy);
-int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy);
-int unit_run(struct block_list *bl);
-
-// 歩行停止
-// typeは以下の組み合わせ :
-// 1: 位置情報の送信( この関数の後に位置情報を送信する場合は不要 )
-// 2: ダメージディレイ有り
-// 4: 不明(MOBのみ?)
-int unit_stop_walking(struct block_list *bl,int type);
-int unit_can_move(struct block_list *bl);
-int unit_is_walking(struct block_list *bl);
-int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type);
-
-// 位置の強制移動(吹き飛ばしなど)
-int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath);
-int unit_warp(struct block_list *bl, int map, short x, short y, int type);
-int unit_setdir(struct block_list *bl,unsigned char dir);
-int unit_getdir(struct block_list *bl);
-
-// そこまで歩行でたどり着けるかの判定
-int unit_can_reach_pos(struct block_list *bl,int x,int y,int easy);
-int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y);
-
-// 攻撃関連
-int unit_stop_attack(struct block_list *bl);
-int unit_attack(struct block_list *src,int target_id,int type);
-
-// int unit_setpos( struct block_list *bl, const char* map, int x, int y);
-
-// スキル使用
-int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv);
-int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv);
-
-// スキル使用( 補正済みキャスト時間、キャンセル不可設定付き )
-int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel);
-int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel);
-
-// 詠唱キャンセル
-int unit_skillcastcancel(struct block_list *bl,int type);
-
-int unit_counttargeted(struct block_list *bl,int target_lv);
-
-// unit_data の初期化処理
-void unit_dataset(struct block_list *bl);
-
-int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2);
-// その他
-struct unit_data* unit_bl2ud(struct block_list *bl);
-int unit_remove_map(struct block_list *bl, int clrtype);
-int unit_free(struct block_list *bl);
-int unit_changeviewsize(struct block_list *bl,short size);
-
-// 初期化ルーチン
-int do_init_unit(void);
-int do_final_unit(void);
-
-#endif /* _UNIT_H_ */
+// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+// Merged originally from jA by Skotlex
+#ifndef _UNIT_H_
+#define _UNIT_H_
+
+#include "map.h"
+
+// PC, MOB, PET に共通する処理を1つにまとめる計画
+
+// 歩行開始
+// 戻り値は、0 ( 成功 ), 1 ( 失敗 )
+int unit_walktoxy( struct block_list *bl, int x, int y, int easy);
+int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy);
+int unit_run(struct block_list *bl);
+
+// 歩行停止
+// typeは以下の組み合わせ :
+// 1: 位置情報の送信( この関数の後に位置情報を送信する場合は不要 )
+// 2: ダメージディレイ有り
+// 4: 不明(MOBのみ?)
+int unit_stop_walking(struct block_list *bl,int type);
+int unit_can_move(struct block_list *bl);
+int unit_is_walking(struct block_list *bl);
+int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type);
+
+// 位置の強制移動(吹き飛ばしなど)
+int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath);
+int unit_warp(struct block_list *bl, int map, short x, short y, int type);
+int unit_setdir(struct block_list *bl,unsigned char dir);
+int unit_getdir(struct block_list *bl);
+
+// そこまで歩行でたどり着けるかの判定
+int unit_can_reach_pos(struct block_list *bl,int x,int y,int easy);
+int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y);
+
+// 攻撃関連
+int unit_stop_attack(struct block_list *bl);
+int unit_attack(struct block_list *src,int target_id,int type);
+
+// int unit_setpos( struct block_list *bl, const char* map, int x, int y);
+
+// スキル使用
+int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv);
+int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv);
+
+// スキル使用( 補正済みキャスト時間、キャンセル不可設定付き )
+int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel);
+int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel);
+
+// 詠唱キャンセル
+int unit_skillcastcancel(struct block_list *bl,int type);
+
+int unit_counttargeted(struct block_list *bl,int target_lv);
+
+// unit_data の初期化処理
+void unit_dataset(struct block_list *bl);
+
+int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2);
+// その他
+struct unit_data* unit_bl2ud(struct block_list *bl);
+int unit_remove_map(struct block_list *bl, int clrtype);
+int unit_free(struct block_list *bl);
+int unit_changeviewsize(struct block_list *bl,short size);
+
+// 初期化ルーチン
+int do_init_unit(void);
+int do_final_unit(void);
+
+#endif /* _UNIT_H_ */