From 021b26b8409a84b4c83eb0cc1eedbd65eedfd4e0 Mon Sep 17 00:00:00 2001 From: skotlex Date: Wed, 22 Mar 2006 23:58:16 +0000 Subject: - Merged the unit_data structure from jA for handling unit-related data (attack times, walking, auto-attack timers, skill related data) - Modified unit_skillcastcancel to receive flag&2, which stands for "cancel casting only if current skill is cancellable" - Battle config options changed from yes/no to BL_TYPE settings: skillrange_by_distance, skill_noreiteration, skill_nofootset, gvg_traps_target_all, skill_log, attack_direction_change, auto_counter_type - Clif.c will disconnect sessions that send an unknown command packet above 0x30000 instead of just ignoring it. - Cleaned up/rewrite of the pet ai, same for pet_calc_pos - Implemented use of mob variable attacked_players as it is used on jA - Cleaned up error reporting during mob-skill loading to be less spamy with non-loaded mobs. - Corrected water_height reading. I forgot to give credits to LittleWolf for providing the water-reading function :X git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5707 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/unit.c | 1680 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1680 insertions(+) create mode 100644 src/map/unit.c (limited to 'src/map/unit.c') diff --git a/src/map/unit.c b/src/map/unit.c new file mode 100644 index 000000000..a866cdf9e --- /dev/null +++ b/src/map/unit.c @@ -0,0 +1,1680 @@ +// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder +// Merged originally from jA by Skotlex +#include +#include +#include + +#include "../common/showmsg.h" +#include "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/db.h" +#include "../common/malloc.h" +#include "unit.h" +#include "map.h" +#include "pc.h" +#include "mob.h" +#include "pet.h" +#include "skill.h" +#include "clif.h" +#include "npc.h" +#include "guild.h" +#include "status.h" +#include "battle.h" +#include "chat.h" +#include "trade.h" +#include "vending.h" +#include "party.h" +#include "intif.h" +#include "chrif.h" + +static int dirx[8]={0,-1,-1,-1,0,1,1,1}; +static int diry[8]={1,1,0,-1,-1,-1,0,1}; + +struct unit_data* unit_bl2ud(struct block_list *bl) { + if( bl == NULL) return NULL; + if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud; + if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud; + if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud; + if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud; + return NULL; +} + +static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data); + +int unit_walktoxy_sub(struct block_list *bl) +{ + int i; + struct walkpath_data wpd; + struct unit_data *ud = NULL; + + nullpo_retr(1, bl); + ud = unit_bl2ud(bl); + if(ud == NULL) return 0; + + if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy)) + return 0; + + memcpy(&ud->walkpath,&wpd,sizeof(wpd)); + + switch (bl->type) { + case BL_PC: + clif_walkok((TBL_PC*)bl); + clif_movechar((TBL_PC*)bl); + break; + case BL_MOB: + clif_movemob((TBL_MOB*)bl); + break; + case BL_PET: + clif_movepet((TBL_PET*)bl); + break; + case BL_NPC: + clif_movenpc((TBL_NPC*)bl); + break; + } + + ud->state.change_walk_target=0; + + if(ud->walkpath.path_pos>=ud->walkpath.path_len) + i = -1; + else if(ud->walkpath.path[ud->walkpath.path_pos]&1) + i = status_get_speed(bl)*14/10; + else + i = status_get_speed(bl); + if( i > 0) { + i = i>>1; + ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,0); + } + return 1; +} + +static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data) +{ + int i; + int x,y,dx,dy,dir; + struct block_list *bl; + struct map_session_data *sd = NULL; + struct mob_data *md = NULL; + struct unit_data *ud = NULL; + + bl=map_id2bl(id); + if(bl == NULL) + return 0; + if( BL_CAST( BL_PC, bl, sd ) ) { + ud = &sd->ud; + } else if( BL_CAST( BL_MOB, bl, md ) ) { + ud = &md->ud; + } else + ud = unit_bl2ud(bl); + + if(ud == NULL) return 0; + + if(ud->walktimer != tid){ + if(battle_config.error_log) + ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid); + return 0; + } + ud->walktimer=-1; + if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する + + if(ud->walkpath.path_pos>=ud->walkpath.path_len || ud->walkpath.path_pos!=data) + return 0; + + //歩いたので息吹のタイマーを初期化 + if(sd) { + sd->inchealspirithptick = 0; + sd->inchealspiritsptick = 0; + } + ud->walkpath.path_half ^= 1; + if(ud->walkpath.path_half==0){ // マス目中心へ到着 + ud->walkpath.path_pos++; + if(ud->state.change_walk_target) { + unit_walktoxy_sub(bl); + return 0; + } + } else { // マス目境界へ到着 + if(ud->walkpath.path[ud->walkpath.path_pos]>=8) + return 1; + x = bl->x; + y = bl->y; + + dir = ud->walkpath.path[ud->walkpath.path_pos]; + ud->dir = dir; + if (sd) + sd->head_dir = dir; + + dx = dirx[(int)dir]; + dy = diry[(int)dir]; + + if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS)) + return unit_walktoxy_sub(bl); + + // バシリカ判定 + + ud->walktimer = 1; + switch (bl->type) { + case BL_PC: + map_foreachinmovearea(clif_pcoutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd); + break; + case BL_MOB: + map_foreachinmovearea(clif_moboutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md); + break; + case BL_PET: + map_foreachinmovearea(clif_petoutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,(TBL_PET*)bl); + break; + case BL_NPC: + map_foreachinmovearea(clif_npcoutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,(TBL_NPC*)bl); + break; + } + ud->walktimer = -1; + + if(md && md->min_chase > md->db->range2) + md->min_chase--; + + x += dx; + y += dy; + map_moveblock(bl, x, y, tick); + + ud->walktimer = 1; + switch (bl->type) { + case BL_PC: + map_foreachinmovearea(clif_pcinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_ALL,sd); + break; + case BL_MOB: + map_foreachinmovearea(clif_mobinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,md); + break; + case BL_PET: + map_foreachinmovearea(clif_petinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_PET*)bl); + break; + case BL_NPC: + map_foreachinmovearea(clif_npcinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_NPC*)bl); + break; + } + ud->walktimer = -1; + + if(sd) { + if(map_getcell(bl->m,x,y,CELL_CHKNPC)) + npc_touch_areanpc(sd,bl->m,x,y); + else + sd->areanpc_id=0; + if (sd->state.gmaster_flag) + { //Guild Aura: Likely needs to be recoded, this method seems inefficient. + struct guild *g = sd->state.gmaster_flag; + int skill, guildflag = 0; + if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12; + if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8; + if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4; + if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill; + if (guildflag) + map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC, + bl->id, sd->status.guild_id, &guildflag); + } + if ( + (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && + sd->sc.data[SC_MIRACLE].timer==-1 && + rand()%100000 < battle_config.sg_miracle_skill_ratio + ) { //SG_MIRACLE [Komurka] + clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]"); + sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration); + } + + } + } + + if(ud->walkpath.path_pos>=ud->walkpath.path_len) + i = -1; + else if(ud->walkpath.path[ud->walkpath.path_pos]&1) + i = status_get_speed(bl)*14/10; + else + i = status_get_speed(bl); + + if(i > 0) { + i = i>>1; +// if(i < 1 && ud->walkpath.path_half == 0) +// i = 1; + ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,ud->walkpath.path_pos); + } else if(sd && sd->sc.count && sd->sc.data[SC_RUN].timer!=-1) //Keep trying to run. + pc_run(sd, sd->sc.data[SC_RUN].val1, sd->sc.data[SC_RUN].val2); + else + { //Stopped walking. Update to_x and to_y to current location [Skotlex] + ud->to_x = bl->x; + ud->to_y = bl->y; + if (bl->type == BL_NPC) //Original eA code had this one only for BL_NPCs + clif_fixpos(bl); + } + return 0; +} + +int unit_walktoxy( struct block_list *bl, int x, int y, int easy) { + struct unit_data *ud = NULL; + struct status_change *sc = NULL; + + nullpo_retr(0, bl); + + ud = unit_bl2ud(bl); + + if( ud == NULL) return 0; + + // 移動出来ないユニットは弾く + if(!unit_can_move(bl) || !(status_get_mode(bl)&MD_CANMOVE) ) + return 0; + + ud->state.walk_easy = easy; + ud->to_x = x; + ud->to_y = y; + + sc = status_get_sc(bl); + if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position + map_random_dir(bl, &ud->to_x, &ud->to_y); + + if(ud->walktimer != -1) { + // 現在歩いている最中の目的地変更なのでマス目の中心に来た時に + // timer関数からunit_walktoxy_subを呼ぶようにする + ud->state.change_walk_target = 1; + return 1; + } else { + return unit_walktoxy_sub(bl); + } +} + +//Instant warp function. +int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath) +{ + int dx,dy,dir; + struct unit_data *ud = NULL; + struct map_session_data *sd = NULL; + struct mob_data *md = NULL; + struct walkpath_data wpd; + + nullpo_retr(0, bl); + if( BL_CAST( BL_PC, bl, sd ) ) { + ud = &sd->ud; + } else if( BL_CAST( BL_MOB, bl, md ) ) { + ud = &md->ud; + } else + ud = unit_bl2ud(bl); + + if( ud == NULL) return 0; + + unit_stop_walking(bl,1); + unit_stop_attack(bl); + + if(checkpath && (map_getcell(bl->m,bl->x,bl->y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH))) + return 0; + + dir = map_calc_dir(bl, dst_x,dst_y); + ud->dir = dir; + if(sd) sd->head_dir = dir; + + dx = dst_x - bl->x; + dy = dst_y - bl->y; + + switch (bl->type) { + case BL_PC: + map_foreachinmovearea(clif_pcoutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_ALL,sd); + break; + case BL_MOB: + map_foreachinmovearea(clif_moboutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_PC,md); + break; + case BL_PET: + map_foreachinmovearea(clif_petoutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_PC,(TBL_PET*)bl); + break; + case BL_NPC: + map_foreachinmovearea(clif_petoutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_PC,(TBL_NPC*)bl); + break; + } + + map_moveblock(bl, dst_x, dst_y, gettick()); + ud->walktimer = 1; + switch (bl->type) { + case BL_PC: + map_foreachinmovearea(clif_pcinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_ALL,sd); + break; + case BL_MOB: + map_foreachinmovearea(clif_mobinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_PC,md); + break; + case BL_PET: + map_foreachinmovearea(clif_petinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_PET*)bl); + break; + case BL_NPC: + map_foreachinmovearea(clif_npcinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_NPC*)bl); + break; + } + ud->walktimer = -1; + + if(sd) { + if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) + npc_touch_areanpc(sd,bl->m,bl->x,bl->y); + else + sd->areanpc_id=0; + if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0) + { //Check if pet needs to be teleported. [Skotlex] + int flag = 0; + bl = &sd->pd->bl; //Note that bl now points to the pet! + if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0)) + flag = 1; + else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport. + flag = 2; + if (flag) { + unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0); + clif_slide(bl,bl->x,bl->y); + } + //If you want to use bl afterwards, uncomment this: + //bl = &sd->bl; + } + } + return 1; +} + +int unit_setdir(struct block_list *bl,unsigned short dir) +{ + struct unit_data *ud; + nullpo_retr( 0, bl ); + ud = unit_bl2ud(bl); + if (!ud) return 0; + ud->dir = dir; + if (bl->type == BL_PC) + ((TBL_PC *)bl)->head_dir = dir; + clif_changed_dir(bl); + return 0; +} + +int unit_getdir(struct block_list *bl) +{ + struct unit_data *ud; + nullpo_retr( 0, bl ); + ud = unit_bl2ud(bl); + if (!ud) return 0; + return ud->dir; +} + +//Warps a unit/ud to a given map/position. +//In the case of players, pc_setpos is used. +//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks. +int unit_warp(struct block_list *bl,int m,int x,int y,int type) +{ + int i=0,xs=9,ys=9,bx=x,by=y; + struct unit_data *ud; + nullpo_retr(0, bl); + ud = unit_bl2ud(bl); + + if(bl->prev==NULL || !ud) + return 1; + + if (type < 0 || type == 1) + //Type 1 is invalid, since you shouldn't warp a bl with the "death" + //animation, it messes up with unit_remove_map! [Skotlex] + return 1; + + if( m<0 ) m=bl->m; + + switch (bl->type) { + case BL_MOB: + if (map[bl->m].flag.monster_noteleport) + return 1; + break; + case BL_PC: + if (map[bl->m].flag.noteleport) + return 1; + break; + } + + if(bx>0 && by>0) + xs=ys=9; + + while( ( x<0 || y<0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<1000 ){ + if( xs>0 && ys>0 && i<250 ){ + x=bx+rand()%xs-xs/2; + y=by+rand()%ys-ys/2; + }else{ + x=rand()%(map[m].xs-2)+1; + y=rand()%(map[m].ys-2)+1; + } + } + + if(i>=1000){ + if(battle_config.error_log) + ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, bx,by); + return 2; + } + + if (bl->type == BL_PC) //Use pc_setpos + return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type); + + if (!unit_remove_map(bl, type)) + return 3; + + bl->x=ud->to_x=x; + bl->y=ud->to_y=y; + bl->m=m; + + map_addblock(bl); + switch (bl->type) { + case BL_PC: + clif_spawnpc((TBL_PC*)bl); + break; + case BL_MOB: + clif_spawnmob((TBL_MOB*)bl); + mob_warpslave(bl,AREA_SIZE); + break; + case BL_PET: + clif_spawnpet((TBL_PET*)bl); + break; + case BL_NPC: + clif_spawnnpc((TBL_NPC*)bl); + break; + } + skill_unit_move(bl,gettick(),1); + return 0; +} + +/*========================================== + * 歩行停止 + *------------------------------------------ + */ +int unit_stop_walking(struct block_list *bl,int type) +{ + struct unit_data *ud; + struct status_change *sc; + nullpo_retr(0, bl); + + ud = unit_bl2ud(bl); + if(!ud || ud->walktimer == -1) + return 0; + + sc = status_get_sc(bl); + if (sc && sc->count && sc->data[SC_RUN].timer != -1) + status_change_end(bl, SC_RUN, -1); + +// if(md) { md->state.skillstate = MSS_IDLE; } + if(type&0x01) // 位置補正送信が必要 + clif_fixpos(bl); + + if(type&0x02 && unit_can_move(bl)) { + int dx=ud->to_x-bl->x; + int dy=ud->to_y-bl->y; + if(dx<0) dx=-1; else if(dx>0) dx=1; + if(dy<0) dy=-1; else if(dy>0) dy=1; + if(dx || dy) { + return unit_walktoxy( bl, bl->x+dx, bl->y+dy, 1); + } + } + + ud->walkpath.path_len = 0; + ud->walkpath.path_pos = 0; + ud->to_x = bl->x; + ud->to_y = bl->y; + delete_timer(ud->walktimer, unit_walktoxy_timer); + ud->walktimer = -1; + if(bl->type == BL_PET) { + if(type&~0xff) + ud->canmove_tick = gettick() + (type>>8); + } + return 1; +} + +int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) { + + if(skill_num < 0) return 0; + + return unit_skilluse_id2( + src, target_id, skill_num, skill_lv, + skill_castfix(src, skill_num, skill_lv, skill_get_cast(skill_num, skill_lv)), + skill_get_castcancel(skill_num) + ); +} + +int unit_is_walking(struct block_list *bl) +{ + struct unit_data *ud = unit_bl2ud(bl); + nullpo_retr(0, bl); + if(!ud) return 0; + return (ud->walktimer != -1); +} + +/*========================================== + * Determines if the bl can move based on status changes. [Skotlex] + *------------------------------------------ + */ +int unit_can_move(struct block_list *bl) +{ + struct map_session_data *sd; + struct unit_data *ud; + struct status_change *sc; + + nullpo_retr(0, bl); + ud = unit_bl2ud(bl); + sc = status_get_sc(bl); + BL_CAST(BL_PC, bl, sd); + + if (!ud) + return 0; + + if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0)) + return 0; + + if (DIFF_TICK(ud->canmove_tick, gettick()) > 0) + return 0; + + if (sd && ( + pc_issit(sd) || + sd->state.blockedmove + )) + return 0; //Can't move + + if (sc) { + if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT) + return 0; + + if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0)) + return 0; + + if (sc->count && ( + sc->data[SC_ANKLE].timer != -1 || + sc->data[SC_AUTOCOUNTER].timer !=-1 || + sc->data[SC_TRICKDEAD].timer !=-1 || + sc->data[SC_BLADESTOP].timer !=-1 || + sc->data[SC_SPIDERWEB].timer !=-1 || + (sc->data[SC_DANCING].timer !=-1 && ( + (sc->data[SC_DANCING].val4 && sc->data[SC_LONGING].timer == -1) || + sc->data[SC_DANCING].val1 == CG_HERMODE //cannot move while Hermod is active. + )) || + (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect + sc->data[SC_STOP].timer != -1 || + sc->data[SC_CLOSECONFINE].timer != -1 || + sc->data[SC_CLOSECONFINE2].timer != -1 + )) + return 0; + } + return 1; +} + + +/*========================================== + * Applies walk delay to character, considering that + * if type is 0, this is a damage induced delay: if previous delay is active, do not change it. + * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased. + *------------------------------------------ + */ +int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type) +{ + struct unit_data *ud = unit_bl2ud(bl); + if (delay <= 0 || !ud) return 0; + + if (type) { + if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0) + return 0; + } else { + if (DIFF_TICK(ud->canmove_tick, tick) > 0) + return 0; + } + ud->canmove_tick = tick + delay; + return 1; +} + +static int unit_walkdelay_sub(int tid, unsigned int tick, int id, int data) +{ + struct block_list *bl = map_id2bl(id); + if (!bl || status_isdead(bl)) + return 0; + + if (unit_set_walkdelay(bl, tick, data, 0)) + unit_stop_walking(bl,3); + return 0; +} + +/*========================================== + * Applies walk delay based on attack type. [Skotlex] + *------------------------------------------ + */ +int unit_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int delay, int div_) { + + if (status_isdead(bl)) + return 0; + + if (bl->type == BL_PC) { + if (battle_config.pc_walk_delay_rate != 100) + delay = delay*battle_config.pc_walk_delay_rate/100; + } else + if (battle_config.walk_delay_rate != 100) + delay = delay*battle_config.walk_delay_rate/100; + + if (div_ > 1) //Multi-hit skills mean higher delays. + delay += battle_config.multihit_delay*(div_-1); + + if (delay <= 0) + return 0; + + if (adelay > 0) + add_timer(tick+adelay, unit_walkdelay_sub, bl->id, delay); + else + unit_set_walkdelay(bl, tick, delay, 0); + return 1; +} + + +int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) { + struct unit_data *ud; + struct status_change *sc; + struct map_session_data *sd = NULL; + struct block_list * target = NULL; + unsigned int tick = gettick(); + int temp; + + nullpo_retr(0, src); + if(status_isdead(src)) + return 0; // 死んでいないか + + if( BL_CAST( BL_PC, src, sd ) ) { + ud = &sd->ud; + } else + ud = unit_bl2ud(src); + + if(ud == NULL) return 0; + sc = status_get_sc(src); + if (sc && !sc->count) + sc = NULL; //Unneeded + //temp: used to signal combo-skills right now. + temp = (target_id == src->id + && skill_get_inf(skill_num)&INF_SELF_SKILL + && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF); + if (temp) + target_id = ud->attacktarget; //Auto-select skills. [Skotlex] + + if (sd) { + //Target_id checking. + if(skillnotok(skill_num, sd)) // [MouseJstr] + return 0; + switch(skill_num) + { //Check for skills that auto-select target + case MO_CHAINCOMBO: + if (sc && sc->data[SC_BLADESTOP].timer != -1){ + if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL) + return 0; + target_id = target->id; + } + break; + case TK_JUMPKICK: + case TK_COUNTER: + case HT_POWER: + if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num) + target_id = sc->data[SC_COMBO].val2; + break; + case WE_MALE: + case WE_FEMALE: + if (!sd->status.partner_id) + return 0; + target = (struct block_list*)map_charid2sd(sd->status.partner_id); + if (!target) + { + clif_skill_fail(sd,skill_num,0,0); + return 0; + } + break; + } + } + if(!target && (target=map_id2bl(target_id)) == NULL ) + return 0; + if(src->m != target->m) + return 0; // 同じマップかどうか + if(!src->prev || !target->prev) + return 0; // map 上に存在するか + + //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex] + if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL) + return 0; + + if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id) + return 0; + + if(!status_check_skilluse(src, target, skill_num, 0)) + return 0; + + //直前のスキル状況の記録 + if(sd) { + switch(skill_num){ + case SA_CASTCANCEL: + if(ud->skillid != skill_num){ //キャストキャンセル自体は覚えない + sd->skillid_old = ud->skillid; + sd->skilllv_old = ud->skilllv; + break; + } + case BD_ENCORE: /* アンコール */ + //Prevent using the dance skill if you no longer have the skill in your tree. + if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){ + clif_skill_fail(sd,skill_num,0,0); + return 0; + } + sd->skillid_old = skill_num; + break; + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニヨルドの宴 */ + case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */ + case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */ + case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */ + case BD_ROKISWEIL: /* ?キの叫び */ + case BD_INTOABYSS: /* ?[淵の中に */ + case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */ + case CG_MOONLIT: /* 月明りの?に落ちる花びら */ + if (battle_config.player_skill_partner_check && + (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) && + (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) + ) { + clif_skill_fail(sd,skill_num,0,0); + return 0; + } + break; + } + if (!skill_check_condition(sd, skill_num, skill_lv, 0)) + return 0; + } + + if(src->id != target_id && + !battle_check_range(src,target,skill_get_range2(src, skill_num,skill_lv) + +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex] + return 0; + + if (!temp) //Stop attack on non-combo skills [Skotlex] + unit_stop_attack(src); + else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence + ud->attackabletime = tick + status_get_adelay(src); + + ud->state.skillcastcancel = castcancel; + + //temp: Used to signal force cast now. + temp = 0; + /* 何か特殊な処理が必要 */ + // 失敗判定はskill_check_condition() に書くこと + switch(skill_num){ + case ALL_RESURRECTION: /* リザレクション */ + if(battle_check_undead(status_get_race(target),status_get_elem_type(target))){ /* 敵がアンデッドなら */ + temp=1; /* ターンアンデットと同じ詠唱時間 */ + casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv, skill_get_cast(PR_TURNUNDEAD, skill_lv)); + } + break; + case MO_FINGEROFFENSIVE: /* 指弾 */ + if(sd) + casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv); + break; + case MO_EXTREMITYFIST: /*阿?C羅覇鳳?*/ + if (sc && sc->data[SC_COMBO].timer != -1 && + (sc->data[SC_COMBO].val1 == MO_COMBOFINISH || + sc->data[SC_COMBO].val1 == CH_TIGERFIST || + sc->data[SC_COMBO].val1 == CH_CHAINCRUSH)) + casttime = 0; + temp = 1; + break; + case SA_MAGICROD: + case SA_SPELLBREAKER: + temp =1; + break; + case KN_CHARGEATK: //チャージアタック + //Taken from jA: Casttime is increased by dist/3*100% + casttime = casttime * ((distance_bl(src,target)-1)/3+1); + break; + } + + //メモライズ状態ならキャストタイムが1/2 + if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) { + casttime = casttime/2; + if ((--sc->data[SC_MEMORIZE].val2) <= 0) + status_change_end(src, SC_MEMORIZE, -1); + } + + if( casttime>0 || temp){ /* 詠唱が必要 */ + if(sd && sd->disguise) { // [Valaris] + clif_skillcasting(src, src->id, target_id, 0,0, skill_num,0); + clif_skillcasting(src,-src->id, target_id, 0,0, skill_num,casttime); + } else + clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime); + + /* 詠唱反応モンスター */ + if (sd && target->type == BL_MOB) + { + TBL_MOB *md = (TBL_MOB*)target; + mobskill_event(md, src, tick, -1); //Cast targetted skill event. + //temp: used to store mob's mode now. + if ((temp=status_get_mode(target))&MD_CASTSENSOR && + battle_check_target(target, src, BCT_ENEMY) > 0) + { + switch (md->state.skillstate) { + case MSS_ANGRY: + case MSS_RUSH: + case MSS_FOLLOW: + if (!(temp&(MD_AGGRESSIVE|MD_ANGRY))) + break; //Only Aggressive mobs change target while chasing. + case MSS_IDLE: + case MSS_WALK: + md->target_id = src->id; + md->state.aggressive = (temp&MD_ANGRY)?1:0; + md->min_chase = md->db->range3; + } + } + } + } + + if( casttime<=0 ) + ud->state.skillcastcancel=0; + + ud->canact_tick = tick + casttime + 100; + ud->skilltarget = target_id; + ud->skillx = 0; + ud->skilly = 0; + ud->skillid = skill_num; + ud->skilllv = skill_lv; + + if( + (sd && !(battle_config.pc_cloak_check_type&2) ) || + (src->type == BL_MOB && !(battle_config.monster_cloak_check_type&2) ) + ) { + if( sc && sc->data[SC_CLOAKING].timer != -1 && skill_num != AS_CLOAKING) + status_change_end(src,SC_CLOAKING,-1); + } + + if(casttime > 0) { + ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 ); + //temp: used to hold FreeCast's level + if(sd && (temp = pc_checkskill(sd,SA_FREECAST)) > 0) + status_quick_recalc_speed (sd, SA_FREECAST, temp, 1); + else + unit_stop_walking(src,1); + } + else { +// if(skill_num != SA_CASTCANCEL) +// ud->skilltimer = -1; //This check is done above... + skill_castend_id(ud->skilltimer,tick,src->id,0); + } + return 1; +} + +int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) { + if(skill_num < 0) + return 0; + return unit_skilluse_pos2( + src, skill_x, skill_y, skill_num, skill_lv, + skill_castfix(src, skill_num, skill_lv, skill_get_cast(skill_num, skill_lv)), + skill_get_castcancel(skill_num) + ); +} + +int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) { + struct map_session_data *sd = NULL; + struct unit_data *ud = NULL; + struct status_change *sc; + struct block_list bl; + unsigned int tick = gettick(); + + nullpo_retr(0, src); + + if(!src->prev) return 0; // map 上に存在するか + if(status_isdead(src)) return 0; + + if( BL_CAST( BL_PC, src, sd ) ) { + ud = &sd->ud; + } else + ud = unit_bl2ud(src); + if(ud == NULL) return 0; + + if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex] + return 0; + + sc = status_get_sc(src); + if (sc && !sc->count) + sc = NULL; + + if(sd) { + if (skillnotok(skill_num, sd) || + !skill_check_condition(sd, skill_num, skill_lv,0)) + return 0; + } + + if (!status_check_skilluse(src, NULL, skill_num, 0)) + return 0; + + if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOPASS)) + { //prevent casting ground targeted spells on non-walkable areas. [Skotlex] + if (sd) clif_skill_fail(sd,skill_num,0,0); + return 0; + } + + /* 射程と障害物チェック */ + bl.type = BL_NUL; + bl.m = src->m; + bl.x = skill_x; + bl.y = skill_y; + if(skill_num != TK_HIGHJUMP && + !battle_check_range(src,&bl,skill_get_range2(&sd->bl, skill_num,skill_lv)+1)) + return 0; + + unit_stop_attack(src); + ud->state.skillcastcancel = castcancel; + + //?モライズ?態ならキャストタイムが1/3 + if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){ + casttime = casttime/3; + if ((--sc->data[SC_MEMORIZE].val2)<=0) + status_change_end(src, SC_MEMORIZE, -1); + } + + if( casttime>0 ) { + /* 詠唱が必要 */ + unit_stop_walking( src, 1); // 歩行停止 + if(sd && sd->disguise) { // [Valaris] + clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,0); + clif_skillcasting(src,-src->id, 0, skill_x,skill_y, skill_num,casttime); + } + else + clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime); + } + + if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */ + ud->state.skillcastcancel=0; + + ud->canact_tick = tick + casttime + 100; + ud->skillid = skill_num; + ud->skilllv = skill_lv; + ud->skillx = skill_x; + ud->skilly = skill_y; + ud->skilltarget = 0; + + if((sd && !(battle_config.pc_cloak_check_type&2)) || + (src->type==BL_MOB && !(battle_config.monster_cloak_check_type&2)) + ) { + if (sc && sc->data[SC_CLOAKING].timer != -1) + status_change_end(src,SC_CLOAKING,-1); + } + + if(casttime > 0) { + ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 ); + //castcancel recylced to store FREECAST lv. + if(sd && (castcancel = pc_checkskill(sd,SA_FREECAST)) > 0) + status_quick_recalc_speed (sd, SA_FREECAST, castcancel, 1); + else + unit_stop_walking(src,1); + } + else { + ud->skilltimer = -1; + skill_castend_pos(ud->skilltimer,tick,src->id,0); + } + return 1; +} + +static int unit_attack_timer(int tid,unsigned int tick,int id,int data); + +// 攻撃停止 +int unit_stop_attack(struct block_list *bl) +{ + struct unit_data *ud = unit_bl2ud(bl); + nullpo_retr(0, bl); + + if(!ud || ud->attacktimer == -1) + return 0; + + delete_timer( ud->attacktimer, unit_attack_timer ); + ud->attacktimer = -1; + ud->state.attack_continue = 0; + return 0; +} + +//Means current target is unattackable. For now only unlocks mobs. +int unit_unattackable(struct block_list *bl) { + struct unit_data *ud = unit_bl2ud(bl); + if (ud) ud->attacktarget = 0; + if(bl->type == BL_MOB) + mob_unlocktarget((struct mob_data*)bl, gettick()) ; + else if(bl->type == BL_PET) + pet_unlocktarget((struct pet_data*)bl); + return 0; +} + +/*========================================== + * 攻撃要求 + * typeが1なら継続攻撃 + *------------------------------------------ + */ + +int unit_attack(struct block_list *src,int target_id,int type) +{ + struct block_list *target; + struct unit_data *ud; + + nullpo_retr(0, ud = unit_bl2ud(src)); + + target=map_id2bl(target_id); + if(target==NULL || status_isdead(target)) { + unit_unattackable(src); + return 1; + } + + if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris] + npc_click((TBL_PC*)src,target_id); // submitted by leinsirk10 [Celest] + return 0; + } + + if(battle_check_target(src,target,BCT_ENEMY)<=0 || + !status_check_skilluse(src, target, 0, 0) + ) { + unit_unattackable(src); + return 1; + } + + ud->attacktarget = target_id; + ud->state.attack_continue = type; + //Just change target/type. [Skotlex] + if(ud->attacktimer != -1) + return 0; + + if(DIFF_TICK(ud->attackabletime, gettick()) > 0) + //Do attack next time it is possible. [Skotlex] + ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0); + else //Attack NOW. + unit_attack_timer(-1,gettick(),src->id,0); + + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int unit_can_reach(struct block_list *bl,int x,int y) +{ + struct walkpath_data wpd; + + nullpo_retr(0, bl); + + if( bl->x==x && bl->y==y ) // 同じマス + return 1; + + // 障害物判定 + wpd.path_len=0; + wpd.path_pos=0; + wpd.path_half=0; + return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,0,CELL_CHKNOREACH)!=-1)?1:0; +} + +/*========================================== + * PCの攻撃 (timer関数) + *------------------------------------------ + */ +static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick) +{ + struct block_list *target; + struct unit_data *ud; + struct map_session_data *sd = NULL; + struct mob_data *md = NULL; + int range; + + if((ud=unit_bl2ud(src))==NULL) + return 0; + if(ud->attacktimer != tid){ + if(battle_config.error_log) + printf("unit_attack_timer %d != %d\n",ud->attacktimer,tid); + return 0; + } + BL_CAST( BL_PC , src, sd); + BL_CAST( BL_MOB, src, md); + ud->attacktimer=-1; + target=map_id2bl(ud->attacktarget); + + if(src->prev == NULL || target==NULL || target->prev == NULL) + return 0; + + if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0)) + return 0; + + if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0)) + return 0; + + if(!battle_config.sdelay_attack_enable && + DIFF_TICK(ud->canact_tick,tick) > 0 && + (!sd || pc_checkskill(sd,SA_FREECAST) <= 0) + ) { + if (tid == -1) { //requested attack. + if(sd) clif_skill_fail(sd,1,4,0); + return 0; + } + //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex] + if(ud->state.attack_continue) { + if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0) + ud->attackabletime = ud->canact_tick; + ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0); + } + return 1; + } + + range = status_get_range( src ); + + if(ud->walktimer != -1) range++; //Extra range when walking. + if(!sd || sd->status.weapon != 11) range++; //Dunno why everyone but bows gets this extra range... + if(unit_is_walking(target)) range++; //Extra range when chasing + + if(!check_distance_bl(src,target,range) ) { + if(!unit_can_reach(src,target->x,target->y)) + return 0; + if(sd) clif_movetoattack(sd,target); + return 1; + } + if(!battle_check_range(src,target,range)) { //Within range, but no direct line of attack + if(unit_can_reach(src,target->x,target->y)) + unit_walktoxy(src,target->x,target->y, ud->state.walk_easy); + if(ud->state.attack_continue) + ud->attacktimer = add_timer(tick + status_get_adelay(src),unit_attack_timer,src->id,0); + return 1; + } + + if(DIFF_TICK(ud->attackabletime,tick) <= 0) { + if (battle_config.attack_direction_change && + (src->type&battle_config.attack_direction_change)) { + ud->dir = map_calc_dir(src, target->x,target->y ); + if (sd) sd->head_dir = ud->dir; + } + if(ud->walktimer != -1) + unit_stop_walking(src,1); + if(md) { + if (mobskill_use(md,tick,-1)) + return 1; + if (status_get_mode(src)&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME) + { // Link monsters nearby [Skotlex] + md->last_linktime = tick; + map_foreachinrange(mob_linksearch, src, md->db->range2, + BL_MOB, md->class_, target, tick); + } + } + if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id)) + return 1; + + map_freeblock_lock(); + ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0); + if( + (sd && !(battle_config.pc_cloak_check_type&2)) || + (!sd && !(battle_config.monster_cloak_check_type&2)) + ) { + struct status_change *sc = status_get_sc(src); + if (sc && sc->count && sc->data[SC_CLOAKING].timer != -1) + status_change_end(src,SC_CLOAKING,-1); + } + + if(sd && sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support) + pet_target_check(sd,target,0); + map_freeblock_unlock(); + + if(ud->skilltimer != -1 && sd && (range = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリーキャスト + ud->attackabletime = tick + (status_get_adelay(src)*(150 - range*5)/100); + else + ud->attackabletime = tick + status_get_adelay(src); + +// You can't move if you can't attack neither. +// Only for non-players, since it makes it near impossible to run away when you are on auto-attack. + if (src->type != BL_PC) + unit_set_walkdelay(src, tick, status_get_amotion(src), 1); + } + + if(ud->state.attack_continue) + ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0); + + return 1; +} + +static int unit_attack_timer(int tid,unsigned int tick,int id,int data) { + struct block_list *bl; + bl = map_id2bl(id); + if(bl && unit_attack_timer_sub(bl, tid, tick) == 0) + unit_unattackable(bl); + return 0; +} + +/*========================================== + * Cancels an ongoing skill cast. + * flag&1: Cast-Cancel invoked. + * flag&2: Cancel only if skill is cancellable. + *------------------------------------------ + */ +int unit_skillcastcancel(struct block_list *bl,int type) +{ + struct map_session_data *sd = NULL; + struct unit_data *ud = unit_bl2ud( bl); + unsigned int tick=gettick(); + int ret=0, skill; + + nullpo_retr(0, bl); + if (!ud || ud->skilltimer==-1) + return 0; //Nothing to cancel. + + BL_CAST(BL_PC, bl, sd); + + if (type&2) { + //See if it can be cancelled. + if (!ud->state.skillcastcancel) + return 0; + + if (sd && !sd->special_state.no_castcancel2 && + !(sd->special_state.no_castcancel && !map_flag_gvg(bl->m))) + return 0; + } + + ud->canact_tick=tick; + if(sd && (skill = pc_checkskill(sd,SA_FREECAST)) > 0) + status_quick_recalc_speed(sd, SA_FREECAST, skill, 0); //Updated to use calc_speed [Skotlex] + + if(type&1 && sd) + skill = sd->skillid_old; + else + skill = ud->skillid; + + if (skill_get_inf(skill) & INF_GROUND_SKILL) + ret=delete_timer( ud->skilltimer, skill_castend_pos ); + else + ret=delete_timer( ud->skilltimer, skill_castend_id ); + if(ret<0) + printf("delete timer error : skillid : %d\n",ret); + + if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1; + + ud->skilltimer = -1; + clif_skillcastcancel(bl); + return 1; +} + +// unit_data の初期化処理 +void unit_dataset(struct block_list *bl) { + struct unit_data *ud; + int i; + nullpo_retv(ud = unit_bl2ud(bl)); + + memset( ud, 0, sizeof( struct unit_data) ); + ud->bl = bl; + ud->walktimer = -1; + ud->skilltimer = -1; + ud->attacktimer = -1; + ud->attackabletime = + ud->canact_tick = + ud->canmove_tick = gettick(); + for(i=0;iskilltimerskill[i].timer=-1; +} + +/*========================================== + * 自分をロックしているユニットの数を数える(foreachclient) + *------------------------------------------ + */ +static int unit_counttargeted_sub(struct block_list *bl, va_list ap) +{ + int id, target_lv; + struct unit_data *ud; + id = va_arg(ap,int); + target_lv = va_arg(ap,int); + if(bl->id == id) + return 0; + + ud = unit_bl2ud(bl); + + if (ud && ud->attacktarget == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv) + return 1; + + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2) +{ + + nullpo_retr(0, target); + + if(damage+damage2 <= 0) + return 0; + + clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2); + return battle_damage(src,target,damage+damage2,0); +} +/*========================================== + * 自分をロックしている対象の数を返す + * 戻りは整数で0以上 + *------------------------------------------ + */ +int unit_counttargeted(struct block_list *bl,int target_lv) +{ + nullpo_retr(0, bl); + return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR, + bl->id, target_lv)); +} + +/*========================================== + * idを攻撃しているPCの攻撃を停止 + * clif_foreachclientのcallback関数 + *------------------------------------------ + */ +int unit_mobstopattacked(struct map_session_data *sd,va_list ap) +{ + int id=va_arg(ap,int); + if(sd->ud.attacktarget==id) + unit_stop_attack(&sd->bl); + return 0; +} +/*========================================== + * 見た目のサイズを変更する + *------------------------------------------ + */ +int unit_changeviewsize(struct block_list *bl,short size) +{ + nullpo_retr(0, bl); + + size=(size<0)?-1:(size>0)?1:0; + + if(bl->type == BL_PC) { + ((TBL_PC*)bl)->state.size=size; + } else if(bl->type == BL_MOB) { + ((TBL_MOB*)bl)->special_state.size=size; + } else + return 0; + if(size!=0) + clif_misceffect2(bl,421+size); + return 0; +} + +/*========================================== + * Removes a bl/ud from the map. + * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd + * if clrtype is 1 (death), appropiate cleanup is performed. + * Otherwise it is assumed bl is being warped. + *------------------------------------------ + */ +int unit_remove_map(struct block_list *bl, int clrtype) { + struct unit_data *ud = unit_bl2ud(bl); + struct status_change *sc = status_get_sc(bl); + nullpo_retr(0, ud); + + if(bl->prev == NULL) + return 0; //Already removed? + + map_freeblock_lock(); + + unit_stop_walking(bl,1); // 歩行中断 + unit_stop_attack(bl); // 攻撃中断 + unit_skillcastcancel(bl,0); // 詠唱中断 + clif_clearchar_area(bl,clrtype); + + if (clrtype == 1) //Death. Remove all status changes. + status_change_clear(bl,0); + else if(sc && sc->count ) { //map-change/warp dispells. + if(sc->data[SC_BLADESTOP].timer!=-1) + status_change_end(bl,SC_BLADESTOP,-1); + if(sc->data[SC_BASILICA].timer!=-1) + status_change_end(bl,SC_BASILICA,-1); + if(sc->data[SC_ANKLE].timer != -1) + status_change_end(bl, SC_ANKLE, -1); + if (sc->data[SC_TRICKDEAD].timer != -1) + status_change_end(bl, SC_TRICKDEAD, -1); + if (sc->data[SC_BLADESTOP].timer!=-1) + status_change_end(bl,SC_BLADESTOP,-1); + if (sc->data[SC_RUN].timer!=-1) + status_change_end(bl,SC_RUN,-1); + if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris] + skill_stop_dancing(bl); + if (sc->data[SC_DEVOTION].timer!=-1) + status_change_end(bl,SC_DEVOTION,-1); + if (sc->data[SC_CLOSECONFINE].timer!=-1) + status_change_end(bl,SC_CLOSECONFINE,-1); + if (sc->data[SC_CLOSECONFINE2].timer!=-1) + status_change_end(bl,SC_CLOSECONFINE2,-1); + if (sc->data[SC_HIDING].timer!=-1) + status_change_end(bl, SC_HIDING, -1); + if (sc->data[SC_CLOAKING].timer!=-1) + status_change_end(bl, SC_CLOAKING, -1); + if (sc->data[SC_CHASEWALK].timer!=-1) + status_change_end(bl, SC_CHASEWALK, -1); + if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) + status_change_end(bl, SC_GOSPEL, -1); + } + + if (battle_config.clear_unit_ondeath || clrtype != 1) //Clrtype 1 = died. + skill_clear_unitgroup(bl); // スキルユニットグループの削除 + if (bl->type&BL_CHAR) { + skill_unit_move(bl,gettick(),4); + skill_cleartimerskill(bl); // タイマースキルクリア + } + + if(bl->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data*)bl; + + //Leave/reject all invitations. + if(sd->chatID) + chat_leavechat(sd); + if(sd->trade_partner) + trade_tradecancel(sd); + if(sd->vender_id) + vending_closevending(sd); + if(sd->state.storage_flag == 1) + storage_storage_quit(sd,0); + else if (sd->state.storage_flag == 2) + storage_guild_storage_quit(sd,0); + + if(sd->party_invite>0) + party_reply_invite(sd,sd->party_invite_account,0); + if(sd->guild_invite>0) + guild_reply_invite(sd,sd->guild_invite,0); + if(sd->guild_alliance>0) + guild_reply_reqalliance(sd,sd->guild_alliance_account,0); + + pc_stop_following(sd); + pc_delinvincibletimer(sd); + + if(sd->pvp_timer!=-1) { + delete_timer(sd->pvp_timer,pc_calc_pvprank_timer); + sd->pvp_timer = -1; + } + + if(pc_issit(sd)) { + pc_setstand(sd); + skill_gangsterparadise(sd,0); + skill_rest(sd,0); + } + party_send_dot_remove(sd);//minimap dot fix [Kevin] + guild_send_dot_remove(sd); + } else if(bl->type == BL_MOB) { + struct mob_data *md = (struct mob_data*)bl; + md->target_id=0; + md->attacked_id=0; + md->state.skillstate= clrtype==1?MSS_DEAD:MSS_IDLE; + if (md->master_id) md->master_dist = 0; + if (clrtype == 1) { //Death. + md->last_deadtime=gettick(); +// Isn't this too much? Why not let the attack-timer fail when the mob is dead? [Skotlex] +// clif_foreachclient(unit_mobstopattacked,md->bl.id); + if(md->deletetimer!=-1) + delete_timer(md->deletetimer,mob_timer_delete); + md->deletetimer=-1; + md->hp=0; + if(pcdb_checkid(mob_get_viewclass(md->class_))) //Player mobs are not removed automatically by the client. + clif_clearchar_delay(gettick()+3000,bl,0); + mob_deleteslave(md); + + if(!md->spawn) { + map_delblock(bl); + unit_free(bl); //Mob does not respawn. + map_freeblock_unlock(); + return 0; + } + mob_setdelayspawn(md); //Set respawning. + } + } else if (bl->type == BL_PET) { + struct pet_data *pd = (struct pet_data*)bl; + struct map_session_data *sd = pd->msd; + + if(!sd) { + map_delblock(bl); + unit_free(bl); + map_freeblock_unlock(); + return 0; + } + if (sd->bl.m != bl->m && sd->pet.intimate <= 0) + { //Remove pet. + intif_delete_petdata(sd->status.pet_id); + sd->status.pet_id = 0; + sd->pd = NULL; + sd->petDB = NULL; + pd->msd = NULL; + if(battle_config.pet_status_support) + status_calc_pc(sd,2); + map_delblock(bl); + unit_free(bl); + map_freeblock_unlock(); + return 0; + } + } + map_delblock(bl); + map_freeblock_unlock(); + return 1; +} + +/*========================================== + * Function to free all related resources to the bl + * if unit is on map, it is removed using clrtype 0. + *------------------------------------------ + */ + +int unit_free(struct block_list *bl) { + struct unit_data *ud = unit_bl2ud( bl ); + nullpo_retr(0, ud); + + map_freeblock_lock(); + if( bl->prev ) + unit_remove_map(bl, 0); + + if( bl->type == BL_PC ) { + struct map_session_data *sd = (struct map_session_data*)bl; + + if(status_isdead(&sd->bl)) + pc_setrestartvalue(sd,2); + + //Status that are not saved... + if(sd->sc.count) { + if(sd->sc.data[SC_SPURT].timer!=-1) + status_change_end(&sd->bl,SC_SPURT,-1); + if(sd->sc.data[SC_BERSERK].timer!=-1) + status_change_end(&sd->bl,SC_BERSERK,-1); + if(sd->sc.data[SC_TRICKDEAD].timer!=-1) + status_change_end(&sd->bl,SC_TRICKDEAD,-1); + if (battle_config.debuff_on_logout) { + if(sd->sc.data[SC_STRIPWEAPON].timer!=-1) + status_change_end(&sd->bl,SC_STRIPWEAPON,-1); + if(sd->sc.data[SC_STRIPARMOR].timer!=-1) + status_change_end(&sd->bl,SC_STRIPARMOR,-1); + if(sd->sc.data[SC_STRIPSHIELD].timer!=-1) + status_change_end(&sd->bl,SC_STRIPSHIELD,-1); + if(sd->sc.data[SC_STRIPHELM].timer!=-1) + status_change_end(&sd->bl,SC_STRIPHELM,-1); + if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1) + status_change_end(&sd->bl,SC_EXTREMITYFIST,-1); + if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1) + status_change_end(&sd->bl,SC_EXPLOSIONSPIRITS,-1); + } + } + + // Notify friends that this char logged out. [Skotlex] + clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0); + party_send_logout(sd); + guild_send_memberinfoshort(sd,0); + pc_cleareventtimer(sd); + pc_delspiritball(sd,sd->spiritball,1); + chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex] + storage_delete(sd->status.account_id); + pc_makesavestatus(sd); + sd->state.waitingdisconnect = 1; + } else if( bl->type == BL_PET ) { + struct pet_data *pd = (struct pet_data*)bl; + struct map_session_data *sd = pd->msd; + if(sd && sd->pet_hungry_timer != -1) + pet_hungry_timer_delete(sd); + if (pd->a_skill) + { + aFree(pd->a_skill); + pd->a_skill = NULL; + } + if (pd->s_skill) + { + if (pd->s_skill->timer != -1) { + if (pd->s_skill->id) + delete_timer(pd->s_skill->timer, pet_skill_support_timer); + else + delete_timer(pd->s_skill->timer, pet_heal_timer); + } + aFree(pd->s_skill); + pd->s_skill = NULL; + } + if(pd->recovery) + { + if(pd->recovery->timer != -1) + delete_timer(pd->recovery->timer, pet_recovery_timer); + aFree(pd->recovery); + pd->recovery = NULL; + } + if(pd->bonus) + { + if (pd->bonus->timer != -1) + delete_timer(pd->bonus->timer, pet_skill_bonus_timer); + aFree(pd->bonus); + pd->bonus = NULL; + } + if (pd->loot) + { + if (pd->loot->item) + aFree(pd->loot->item); + aFree (pd->loot); + pd->loot = NULL; + } + if (pd->status) + { + aFree(pd->status); + pd->status = NULL; + } + map_deliddb(&pd->bl); + map_freeblock(&pd->bl); + if (sd) sd->pd = NULL; + } else if(bl->type == BL_MOB) { + struct mob_data *md = (struct mob_data*)bl; + if(md->deletetimer!=-1) + delete_timer(md->deletetimer,mob_timer_delete); + md->deletetimer=-1; + map_deliddb(&md->bl); + if(md->lootitem) { + aFree(md->lootitem); + md->lootitem=NULL; + } + if (md->guardian_data) + { + if (md->guardian_data->number < MAX_GUARDIANS) + md->guardian_data->castle->guardian[md->guardian_data->number].id = 0; + aFree(md->guardian_data); + md->guardian_data = NULL; + } + if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0) + { //Spawning data is not attached to the map, so free it + //if this is the last mob who is pointing at it. + aFree(md->spawn); + md->spawn = NULL; + } + if(mob_is_clone(md->class_)) + mob_clone_delete(md->class_); + map_freeblock(bl); + } + status_change_clear(bl,1); + map_freeblock_unlock(); + return 0; +} + +int do_init_unit(void) { + add_timer_func_list(unit_attack_timer, "unit_attack_timer"); + add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer"); + add_timer_func_list(unit_walkdelay_sub, "unit_walkdelay_sub"); + return 0; +} + +int do_final_unit(void) { + // nothing to do + return 0; +} + -- cgit v1.2.3-60-g2f50