// Copyright (c) Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Portions Copyright (c) Athena Dev Teams #include "../common/showmsg.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/db.h" #include "../common/malloc.h" #include "../common/random.h" #include "map.h" #include "path.h" #include "pc.h" #include "mob.h" #include "pet.h" #include "homunculus.h" #include "instance.h" #include "mercenary.h" #include "elemental.h" #include "skill.h" #include "clif.h" #include "duel.h" #include "npc.h" #include "guild.h" #include "status.h" #include "unit.h" #include "battle.h" #include "battleground.h" #include "chat.h" #include "trade.h" #include "vending.h" #include "party.h" #include "intif.h" #include "chrif.h" #include "script.h" #include "storage.h" #include #include #include const short dirx[8]={0,-1,-1,-1,0,1,1,1}; const short diry[8]={1,1,0,-1,-1,-1,0,1}; /** * Returns the unit_data for the given block_list. If the object is using * shared unit_data (i.e. in case of BL_NPC), it returns the shared data. * @param bl block_list to process * @return a pointer to the given object's unit_data **/ struct unit_data* unit_bl2ud(struct block_list *bl) { if( bl == NULL) return NULL; if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud; if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud; if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud; if( bl->type == BL_NPC) return ((struct npc_data*)bl)->ud; if( bl->type == BL_HOM) return &((struct homun_data*)bl)->ud; if( bl->type == BL_MER) return &((struct mercenary_data*)bl)->ud; if( bl->type == BL_ELEM) return &((struct elemental_data*)bl)->ud; return NULL; } /** * Returns the unit_data for the given block_list. If the object is using * shared unit_data (i.e. in case of BL_NPC), it recreates a copy of the * data so that it's safe to modify. * @param bl block_list to process * @return a pointer to the given object's unit_data */ struct unit_data* unit_bl2ud2(struct block_list *bl) { if( bl && bl->type == BL_NPC && ((struct npc_data*)bl)->ud == &npc_base_ud ) { struct npc_data *nd = (struct npc_data *)bl; nd->ud = NULL; CREATE(nd->ud, struct unit_data, 1); unit_dataset(&nd->bl); } return unit_bl2ud(bl); } static int unit_attack_timer(int tid, unsigned int tick, int id, intptr_t data); static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t 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,CELL_CHKNOPASS) ) return 0; memcpy(&ud->walkpath,&wpd,sizeof(wpd)); if (ud->target_to && ud->chaserange>1) { //Generally speaking, the walk path is already to an adjacent tile //so we only need to shorten the path if the range is greater than 1. uint8 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 -= MOVE_DIAGONAL_COST; else i -= MOVE_COST; ud->to_x -= dirx[dir]; ud->to_y -= diry[dir]; } } ud->state.change_walk_target=0; if (bl->type == BL_PC) { ((TBL_PC *)bl)->head_dir = 0; clif->walkok((TBL_PC*)bl); } clif->move(ud); if(ud->walkpath.path_pos>=ud->walkpath.path_len) i = -1; else if(ud->walkpath.path[ud->walkpath.path_pos]&1) i = iStatus->get_speed(bl)*MOVE_DIAGONAL_COST/MOVE_COST; else i = iStatus->get_speed(bl); if( i > 0) ud->walktimer = iTimer->add_timer(iTimer->gettick()+i,unit_walktoxy_timer,bl->id,i); return 1; } static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data) { int i; int x,y,dx,dy; uint8 dir; struct block_list *bl; struct map_session_data *sd; struct mob_data *md; struct unit_data *ud; struct mercenary_data *mrd; bl = iMap->id2bl(id); if(bl == NULL) return 0; sd = BL_CAST(BL_PC, bl); md = BL_CAST(BL_MOB, bl); mrd = BL_CAST(BL_MER, bl); ud = unit_bl2ud(bl); if(ud == NULL) return 0; if(ud->walktimer != tid){ ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid); return 0; } ud->walktimer = INVALID_TIMER; if (bl->prev == NULL) return 0; // Stop moved because it is missing from the block_list if(ud->walkpath.path_pos>=ud->walkpath.path_len) return 0; if(ud->walkpath.path[ud->walkpath.path_pos]>=8) return 1; x = bl->x; y = bl->y; dir = ud->walkpath.path[ud->walkpath.path_pos]; ud->dir = dir; dx = dirx[(int)dir]; dy = diry[(int)dir]; if(iMap->getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS)) return unit_walktoxy_sub(bl); //Refresh view for all those we lose sight iMap->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl); x += dx; y += dy; iMap->moveblock(bl, x, y, tick); ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex] status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); //If you move, you lose your counters. [malufett] if (bl->x != x || bl->y != y || ud->walktimer != INVALID_TIMER) return 0; //iMap->moveblock has altered the object beyond what we expected (moved/warped it) ud->walktimer = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets iMap->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl); ud->walktimer = INVALID_TIMER; if(sd) { if( sd->touching_id ) npc_touchnext_areanpc(sd,false); if(iMap->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->md && !check_distance_bl(&sd->bl, &sd->md->bl, MAX_MER_DISTANCE) ) { // mercenary should be warped after being 3 seconds too far from the master [greenbox] if (sd->md->masterteleport_timer == 0) { sd->md->masterteleport_timer = iTimer->gettick(); } else if (DIFF_TICK(iTimer->gettick(), sd->md->masterteleport_timer) > 3000) { sd->md->masterteleport_timer = 0; unit_warp( &sd->md->bl, sd->bl.m, sd->bl.x, sd->bl.y, CLR_TELEPORT ); } } else if( sd->md ) { // reset the tick, he is not far anymore sd->md->masterteleport_timer = 0; } } else if (md) { if( iMap->getcell(bl->m,x,y,CELL_CHKNPC) ) { if( npc_touch_areanpc2(md) ) return 0; // Warped } else md->areanpc_id = 0; if (md->min_chase > md->db->range3) md->min_chase--; //Walk skills are triggered regardless of target due to the idle-walk mob state. //But avoid triggering on stop-walk calls. if(tid != INVALID_TIMER && !(ud->walk_count%WALK_SKILL_INTERVAL) && mobskill_use(md, tick, -1)) { if (!(ud->skill_id == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER)) { //Skill used, abort walking clif->fixpos(bl); //Fix position as walk has been cancelled. return 0; } //Resend walk packet for proper Self Destruction display. clif->move(ud); } } else if( mrd && mrd->master ) { if (!check_distance_bl(&mrd->master->bl, bl, MAX_MER_DISTANCE)) { // mercenary should be warped after being 3 seconds too far from the master [greenbox] if (mrd->masterteleport_timer == 0) { mrd->masterteleport_timer = iTimer->gettick(); } else if (DIFF_TICK(iTimer->gettick(), mrd->masterteleport_timer) > 3000) { mrd->masterteleport_timer = 0; unit_warp( bl, mrd->master->bl.id, mrd->master->bl.x, mrd->master->bl.y, CLR_TELEPORT ); } } else { mrd->masterteleport_timer = 0; } } if(tid == INVALID_TIMER) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant. return 0; if(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 = iStatus->get_speed(bl)*14/10; else i = iStatus->get_speed(bl); if(i > 0) { ud->walktimer = iTimer->add_timer(tick+i,unit_walktoxy_timer,id,i); if( md && DIFF_TICK(tick,md->dmgtick) < 3000 )//not required not damaged recently clif->move(ud); } else if(ud->state.running) { //Keep trying to run. if ( !(unit_run(bl) || unit_wugdash(bl,sd)) ) ud->state.running = 0; } else if (ud->target_to) { //Update target trajectory. struct block_list *tbl = iMap->id2bl(ud->target_to); if (!tbl || !iStatus->check_visibility(bl, tbl)) { //Cancel chase. ud->to_x = bl->x; ud->to_y = bl->y; if (tbl && bl->type == BL_MOB && mob_warpchase((TBL_MOB*)bl, tbl) ) return 0; ud->target_to = 0; return 0; } if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange)) { //Reached destination. if (ud->state.attack_continue) { //Aegis uses one before every attack, we should //only need this one for syncing purposes. [Skotlex] ud->target_to = 0; clif->fixpos(bl); unit_attack(bl, tbl->id, ud->state.attack_continue); } } else { //Update chase-path unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0)); return 0; } } else { //Stopped walking. Update to_x and to_y to current location [Skotlex] ud->to_x = bl->x; ud->to_y = bl->y; } return 0; } static int unit_delay_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl = iMap->id2bl(id); if (!bl || bl->prev == NULL) return 0; unit_walktoxy(bl, (short)((data>>16)&0xffff), (short)(data&0xffff), 0); return 1; } //flag parameter: //&1 -> 1/0 = easy/hard //&2 -> force walking //&4 -> Delay walking if the reason you can't walk is the canwalk delay int unit_walktoxy( struct block_list *bl, short x, short y, int flag) { struct unit_data* ud = NULL; struct status_change* sc = NULL; struct walkpath_data wpd; nullpo_ret(bl); ud = unit_bl2ud(bl); if( ud == NULL) return 0; if (!path_search(&wpd, bl->m, bl->x, bl->y, x, y, flag&1, CELL_CHKNOPASS)) // Count walk path cells return 0; #ifdef OFFICIAL_WALKPATH if( !path_search_long(NULL, bl->m, bl->x, bl->y, x, y, CELL_CHKNOPASS) // Check if there is an obstacle between && (wpd.path_len > (battle_config.max_walk_path/17)*14) // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett] && (bl->type != BL_NPC) ) // If type is a NPC, please disregard. return 0; #endif if ((wpd.path_len > battle_config.max_walk_path) && (bl->type != BL_NPC)) return 0; if (flag&4 && DIFF_TICK(ud->canmove_tick, iTimer->gettick()) > 0 && DIFF_TICK(ud->canmove_tick, iTimer->gettick()) < 2000) { // Delay walking command. [Skotlex] iTimer->add_timer(ud->canmove_tick+1, unit_delay_walktoxy_timer, bl->id, (x<<16)|(y&0xFFFF)); return 1; } if(!(flag&2) && (!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))) return 0; ud->state.walk_easy = flag&1; ud->to_x = x; ud->to_y = y; unit_set_target(ud, 0); sc = iStatus->get_sc(bl); if (sc && sc->data[SC_CONFUSION]) //Randomize the target position iMap->random_dir(bl, &ud->to_x, &ud->to_y); if(ud->walktimer != INVALID_TIMER) { // When you come to the center of the grid because the change of destination while you're walking right now // Call a function from a timer unit_walktoxy_sub ud->state.change_walk_target = 1; return 1; } if(ud->attacktimer != INVALID_TIMER) { iTimer->delete_timer( ud->attacktimer, unit_attack_timer ); ud->attacktimer = INVALID_TIMER; } return unit_walktoxy_sub(bl); } //To set Mob's CHASE/FOLLOW states (shouldn't be done if there's no path to reach) static inline void set_mobstate(struct block_list* bl, int flag) { struct mob_data* md = BL_CAST(BL_MOB,bl); if( md && flag ) md->state.skillstate = md->state.aggressive ? MSS_FOLLOW : MSS_RUSH; } static int unit_walktobl_sub(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl = iMap->id2bl(id); struct unit_data *ud = bl?unit_bl2ud(bl):NULL; if (ud && ud->walktimer == INVALID_TIMER && ud->target == data) { if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting? iTimer->add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data); else if (unit_can_move(bl)) { if (unit_walktoxy_sub(bl)) set_mobstate(bl, ud->state.attack_continue); } } return 0; } // Chases a tbl. If the flag&1, use hard-path seek, // if flag&2, start attacking upon arrival within range, otherwise just walk to that character. int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) { struct unit_data *ud = NULL; struct status_change *sc = NULL; nullpo_ret(bl); nullpo_ret(tbl); ud = unit_bl2ud(bl); if( ud == NULL) return 0; if (!(status_get_mode(bl)&MD_CANMOVE)) return 0; if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) { ud->to_x = bl->x; ud->to_y = bl->y; ud->target_to = 0; return 0; } ud->state.walk_easy = flag&1; ud->target_to = tbl->id; ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range ud->state.attack_continue = flag&2?1:0; //Chase to attack. unit_set_target(ud, 0); sc = iStatus->get_sc(bl); if (sc && sc->data[SC_CONFUSION]) //Randomize the target position iMap->random_dir(bl, &ud->to_x, &ud->to_y); if(ud->walktimer != INVALID_TIMER) { ud->state.change_walk_target = 1; set_mobstate(bl, flag&2); return 1; } if(DIFF_TICK(ud->canmove_tick, iTimer->gettick()) > 0) { //Can't move, wait a bit before invoking the movement. iTimer->add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target); return 1; } if(!unit_can_move(bl)) return 0; if(ud->attacktimer != INVALID_TIMER) { iTimer->delete_timer( ud->attacktimer, unit_attack_timer ); ud->attacktimer = INVALID_TIMER; } if (unit_walktoxy_sub(bl)) { set_mobstate(bl, flag&2); return 1; } return 0; } int unit_run(struct block_list *bl) { struct status_change *sc = iStatus->get_sc(bl); short to_x,to_y,dir_x,dir_y; int lv; int i; if (!(sc && sc->data[SC_RUN])) return 0; if (!unit_can_move(bl)) { status_change_end(bl, SC_RUN, INVALID_TIMER); return 0; } lv = sc->data[SC_RUN]->val1; dir_x = dirx[sc->data[SC_RUN]->val2]; dir_y = diry[sc->data[SC_RUN]->val2]; // determine destination cell to_x = bl->x; to_y = bl->y; for(i=0;igetcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS)) break; //if sprinting and there's a PC/Mob/NPC, block the path [Kevin] if(sc->data[SC_RUN] && iMap->count_oncell(bl->m, to_x+dir_x, to_y+dir_y, BL_PC|BL_MOB|BL_NPC)) break; to_x += dir_x; to_y += dir_y; } if( (to_x == bl->x && to_y == bl->y ) || (to_x == (bl->x+1) || to_y == (bl->y+1)) || (to_x == (bl->x-1) || to_y == (bl->y-1))) { //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex] clif->sc_load(bl,bl->id,AREA,SI_TING,0,0,0); //Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin] unit_bl2ud(bl)->state.running = 0; status_change_end(bl, SC_RUN, INVALID_TIMER); skill->blown(bl,bl,skill->get_blewcount(TK_RUN,lv),unit_getdir(bl),0); clif->fixpos(bl); //Why is a clif->slide (skill->blown) AND a fixpos needed? Ask Aegis. clif->sc_end(bl,bl->id,AREA,SI_TING); return 0; } if (unit_walktoxy(bl, to_x, to_y, 1)) return 1; //There must be an obstacle nearby. Attempt walking one cell at a time. do { to_x -= dir_x; to_y -= dir_y; } while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1)); if ( i == 0 ) { // copy-paste from above clif->sc_load(bl,bl->id,AREA,SI_TING,0,0,0); //Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin] unit_bl2ud(bl)->state.running = 0; status_change_end(bl, SC_RUN, INVALID_TIMER); skill->blown(bl,bl,skill->get_blewcount(TK_RUN,lv),unit_getdir(bl),0); clif->fixpos(bl); clif->sc_end(bl,bl->id,AREA,SI_TING); return 0; } return 1; } //Exclusive function to Wug Dash state. [Jobbie/3CeAM] int unit_wugdash(struct block_list *bl, struct map_session_data *sd) { struct status_change *sc = iStatus->get_sc(bl); short to_x,to_y,dir_x,dir_y; int lv; int i; if (!(sc && sc->data[SC_WUGDASH])) return 0; nullpo_ret(sd); nullpo_ret(bl); if (!unit_can_move(bl)) { status_change_end(bl,SC_WUGDASH,INVALID_TIMER); return 0; } lv = sc->data[SC_WUGDASH]->val1; dir_x = dirx[sc->data[SC_WUGDASH]->val2]; dir_y = diry[sc->data[SC_WUGDASH]->val2]; to_x = bl->x; to_y = bl->y; for(i=0;igetcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS)) break; if(sc->data[SC_WUGDASH] && iMap->count_oncell(bl->m, to_x+dir_x, to_y+dir_y, BL_PC|BL_MOB|BL_NPC)) break; to_x += dir_x; to_y += dir_y; } if(to_x == bl->x && to_y == bl->y) { unit_bl2ud(bl)->state.running = 0; status_change_end(bl,SC_WUGDASH,INVALID_TIMER); if( sd ){ clif->fixpos(bl); skill->castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, iTimer->gettick(), SD_LEVEL); } return 0; } if (unit_walktoxy(bl, to_x, to_y, 1)) return 1; do { to_x -= dir_x; to_y -= dir_y; } while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1)); if (i==0) { unit_bl2ud(bl)->state.running = 0; status_change_end(bl,SC_WUGDASH,INVALID_TIMER); if( sd ){ clif->fixpos(bl); skill->castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, iTimer->gettick(), SD_LEVEL); } return 0; } return 1; } //Makes bl attempt to run dist cells away from target. Uses hard-paths. int unit_escape(struct block_list *bl, struct block_list *target, short dist) { uint8 dir = iMap->calc_dir(target, bl->x, bl->y); while( dist > 0 && iMap->getcell(bl->m, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], CELL_CHKNOREACH) ) dist--; return ( dist > 0 && unit_walktoxy(bl, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], 0) ); } //Instant warp function. int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) { short dx,dy; uint8 dir; struct unit_data *ud = NULL; struct map_session_data *sd = NULL; nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); ud = unit_bl2ud(bl); if( ud == NULL) return 0; unit_stop_walking(bl,1); unit_stop_attack(bl); if( checkpath && (iMap->getcell(bl->m,dst_x,dst_y,CELL_CHKNOPASS) || !path_search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,easy,CELL_CHKNOREACH)) ) return 0; // unreachable ud->to_x = dst_x; ud->to_y = dst_y; dir = iMap->calc_dir(bl, dst_x, dst_y); ud->dir = dir; dx = dst_x - bl->x; dy = dst_y - bl->y; iMap->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl); iMap->moveblock(bl, dst_x, dst_y, iTimer->gettick()); ud->walktimer = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets iMap->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl); ud->walktimer = INVALID_TIMER; if(sd) { if( sd->touching_id ) npc_touchnext_areanpc(sd,false); if(iMap->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->pd->pet.intimate > 0 ) { // Check if pet needs to be teleported. [Skotlex] int flag = 0; struct block_list* bl = &sd->pd->bl; if( !checkpath && !path_search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,0,CELL_CHKNOPASS) ) 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); } } } return 1; } int unit_setdir(struct block_list *bl,unsigned char dir) { struct unit_data *ud; nullpo_ret(bl ); ud = unit_bl2ud(bl); if (!ud) return 0; ud->dir = dir; if (bl->type == BL_PC) ((TBL_PC *)bl)->head_dir = 0; clif->changed_dir(bl, AREA); return 0; } uint8 unit_getdir(struct block_list *bl) { struct unit_data *ud; nullpo_ret(bl); if( bl->type == BL_NPC ) return ((TBL_NPC*)bl)->dir; ud = unit_bl2ud(bl); if (!ud) return 0; return ud->dir; } // Pushes a unit by given amount of cells into given direction. Only // map cell restrictions are respected. // flag: // &1 Do not send position update packets. int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag) { if(count) { struct map_session_data* sd; struct skill_unit* su = NULL; int nx, ny, result; sd = BL_CAST(BL_PC, bl); su = BL_CAST(BL_SKILL, bl); result = path_blownpos(bl->m, bl->x, bl->y, dx, dy, count); nx = result>>16; ny = result&0xffff; if(!su) { unit_stop_walking(bl, 0); } if( sd ) { sd->ud.to_x = nx; sd->ud.to_y = ny; } dx = nx-bl->x; dy = ny-bl->y; if(dx || dy) { iMap->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl); if(su) { skill->unit_move_unit_group(su->group, bl->m, dx, dy); } else { iMap->moveblock(bl, nx, ny, iTimer->gettick()); } iMap->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl); if(!(flag&1)) { clif->blown(bl); } if(sd) { if(sd->touching_id) { npc_touchnext_areanpc(sd, false); } if(iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKNPC)) { npc_touch_areanpc(sd, bl->m, bl->x, bl->y); } else { sd->areanpc_id = 0; } } } count = distance(dx, dy); } return count; // return amount of knocked back cells } //Warps a unit/ud to a given map/position. //In the case of players, pc->setpos is used. //it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks. int unit_warp(struct block_list *bl,short m,short x,short y,clr_type type) { struct unit_data *ud; nullpo_ret(bl); ud = unit_bl2ud(bl); if(bl->prev==NULL || !ud) return 1; if (type == CLR_DEAD) //Type 1 is invalid, since you shouldn't warp a bl with the "death" //animation, it messes up with unit_remove_map! [Skotlex] return 1; if( m<0 ) m=bl->m; switch (bl->type) { case BL_MOB: if (map[bl->m].flag.monster_noteleport && ((TBL_MOB*)bl)->master_id == 0) return 1; if (m != bl->m && map[m].flag.nobranch && battle_config.mob_warp&4 && !(((TBL_MOB *)bl)->master_id)) return 1; break; case BL_PC: if (map[bl->m].flag.noteleport) return 1; break; } if (x<0 || y<0) { //Random map position. if (!iMap->search_freecell(NULL, m, &x, &y, -1, -1, 1)) { ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y); return 2; } } else if (iMap->getcell(m,x,y,CELL_CHKNOREACH)) { //Invalid target cell ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y); if (!iMap->search_freecell(NULL, m, &x, &y, 4, 4, 1)) { //Can't find a nearby cell ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y); return 2; } } if (bl->type == BL_PC) //Use pc_setpos return pc->setpos((TBL_PC*)bl, map_id2index(m), x, y, type); if (!unit_remove_map(bl, type)) return 3; if (bl->m != m && battle_config.clear_unit_onwarp && battle_config.clear_unit_onwarp&bl->type) skill->clear_unitgroup(bl); bl->x=ud->to_x=x; bl->y=ud->to_y=y; bl->m=m; iMap->addblock(bl); clif->spawn(bl); skill->unit_move(bl,iTimer->gettick(),1); return 0; } /*========================================== * Caused the target object to stop moving. * Flag values: * &0x1: Issue a fixpos packet afterwards * &0x2: Force the unit to move one cell if it hasn't yet * &0x4: Enable moving to the next cell when unit was already half-way there * (may cause on-touch/place side-effects, such as a scripted map change) *------------------------------------------*/ int unit_stop_walking(struct block_list *bl,int type) { struct unit_data *ud; const struct TimerData* td; unsigned int tick; nullpo_ret(bl); ud = unit_bl2ud(bl); if(!ud || ud->walktimer == INVALID_TIMER) return 0; //NOTE: We are using timer data after deleting it because we know the //iTimer->delete_timer function does not messes with it. If the function's //behaviour changes in the future, this code could break! td = iTimer->get_timer(ud->walktimer); iTimer->delete_timer(ud->walktimer, unit_walktoxy_timer); ud->walktimer = INVALID_TIMER; ud->state.change_walk_target = 0; tick = iTimer->gettick(); if( (type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell. || (type&0x04 && td && DIFF_TICK(td->tick, tick) <= td->data/2) //Enough time has passed to cover half-cell ) { ud->walkpath.path_len = ud->walkpath.path_pos+1; unit_walktoxy_timer(INVALID_TIMER, tick, bl->id, ud->walkpath.path_pos); } if(type&0x01) clif->fixpos(bl); ud->walkpath.path_len = 0; ud->walkpath.path_pos = 0; ud->to_x = bl->x; ud->to_y = bl->y; if(bl->type == BL_PET && type&~0xff) ud->canmove_tick = iTimer->gettick() + (type>>8); //Readded, the check in unit_set_walkdelay means dmg during running won't fall through to this place in code [Kevin] if (ud->state.running) { status_change_end(bl, SC_RUN, INVALID_TIMER); status_change_end(bl, SC_WUGDASH, INVALID_TIMER); } return 1; } int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv) { return unit_skilluse_id2( src, target_id, skill_id, skill_lv, skill->cast_fix(src, skill_id, skill_lv), skill->get_castcancel(skill_id) ); } int unit_is_walking(struct block_list *bl) { struct unit_data *ud = unit_bl2ud(bl); nullpo_ret(bl); if(!ud) return 0; return (ud->walktimer != INVALID_TIMER); } /*========================================== * Determines if the bl can move based on status changes. [Skotlex] *------------------------------------------*/ int unit_can_move(struct block_list *bl) { struct map_session_data *sd; struct unit_data *ud; struct status_change *sc; nullpo_ret(bl); ud = unit_bl2ud(bl); sc = iStatus->get_sc(bl); sd = BL_CAST(BL_PC, bl); if (!ud) return 0; if (ud->skilltimer != INVALID_TIMER && ud->skill_id != LG_EXEEDBREAK && (!sd || !pc->checkskill(sd, SA_FREECAST) || skill->get_inf2(ud->skill_id)&INF2_GUILD_SKILL)) return 0; // prevent moving while casting if (DIFF_TICK(ud->canmove_tick, iTimer->gettick()) > 0) return 0; if (sd && ( pc_issit(sd) || sd->state.vending || sd->state.buyingstore || sd->state.blockedmove )) return 0; //Can't move if (sc) { if( sc->count && ( sc->data[SC_ANKLESNARE] || sc->data[SC_AUTOCOUNTER] || sc->data[SC_TRICKDEAD] || sc->data[SC_BLADESTOP] || sc->data[SC_BLADESTOP_WAIT] || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move || sc->data[SC_STOP] || sc->data[SC_RG_CCONFINE_M] || sc->data[SC_RG_CCONFINE_S] || sc->data[SC_GS_MADNESSCANCEL] || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) || sc->data[SC_WHITEIMPRISON] || sc->data[SC_ELECTRICSHOCKER] || sc->data[SC_WUGBITE] || sc->data[SC_THORNS_TRAP] || sc->data[SC_MAGNETICFIELD] || sc->data[SC__MANHOLE] || sc->data[SC_CURSEDCIRCLE_ATKER] || sc->data[SC_CURSEDCIRCLE_TARGET] || (sc->data[SC_COLD] && bl->type != BL_MOB) || sc->data[SC_NETHERWORLD] || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3 && !(sc->data[SC_CAMOUFLAGE]->val3&1)) || sc->data[SC_MEIKYOUSISUI] || sc->data[SC_KG_KAGEHUMI] || sc->data[SC_KYOUGAKU] || sc->data[SC_NEEDLE_OF_PARALYZE] || sc->data[SC_VACUUM_EXTREME] || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0) || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && ( !sc->data[SC_LONGING] || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE ) ) || (sc->data[SC_CLOAKING] && //Need wall at level 1-2 sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1)) ) ) return 0; if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING && !(sc->opt1 == OPT1_CRYSTALIZE && bl->type == BL_MOB)) return 0; if ((sc->option & OPTION_HIDE) && (!sd || pc->checkskill(sd, RG_TUNNELDRIVE) <= 0)) return 0; } return 1; } /*========================================== * Resume running after a walk delay *------------------------------------------*/ int unit_resume_running(int tid, unsigned int tick, int id, intptr_t data) { struct unit_data *ud = (struct unit_data *)data; TBL_PC * sd = iMap->id2sd(id); if(sd && pc_isridingwug(sd)) clif->skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv, sc_start4(ud->bl,iStatus->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit_getdir(ud->bl),0,0,1)); else clif->skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv, sc_start4(ud->bl,iStatus->skill2sc(TK_RUN),100,ud->skill_lv,unit_getdir(ud->bl),0,0,0)); if (sd) clif->walkok(sd); return 0; } /*========================================== * Applies walk delay to character, considering that * if type is 0, this is a damage induced delay: if previous delay is active, do not change it. * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased. *------------------------------------------*/ int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type) { struct unit_data *ud = unit_bl2ud(bl); if (delay <= 0 || !ud) return 0; /** * MvP mobs have no walk delay **/ if( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) return 0; if (type) { if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0) return 0; } else { //Don't set walk delays when already trapped. if (!unit_can_move(bl)) return 0; } ud->canmove_tick = tick + delay; if (ud->walktimer != INVALID_TIMER) { //Stop walking, if chasing, readjust timers. if (delay == 1) { //Minimal delay (walk-delay) disabled. Just stop walking. unit_stop_walking(bl,4); } else { //Resume running after can move again [Kevin] if(ud->state.running) { iTimer->add_timer(ud->canmove_tick, unit_resume_running, bl->id, (intptr_t)ud); } else { unit_stop_walking(bl,2|4); if(ud->target) iTimer->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, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel) { struct unit_data *ud; struct status_data *tstatus; struct status_change *sc; struct map_session_data *sd = NULL; struct block_list * target = NULL; unsigned int tick = iTimer->gettick(); int temp = 0, range; nullpo_ret(src); if(iStatus->isdead(src)) return 0; //Do not continue source is dead sd = BL_CAST(BL_PC, src); ud = unit_bl2ud(src); if(ud == NULL) return 0; sc = iStatus->get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded //temp: used to signal combo-skills right now. if (sc && sc->data[SC_COMBOATTACK] && (sc->data[SC_COMBOATTACK]->val1 == skill_id || (sd?skill->check_condition_castbegin(sd,skill_id,skill_lv):0) )) { if (sc->data[SC_COMBOATTACK]->val2) target_id = sc->data[SC_COMBOATTACK]->val2; else target_id = ud->target; if( skill->get_inf(skill_id)&INF_SELF_SKILL && skill->get_nk(skill_id)&NK_NO_DAMAGE )// exploit fix target_id = src->id; temp = 1; } else if ( target_id == src->id && skill->get_inf(skill_id)&INF_SELF_SKILL && skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF ) { target_id = ud->target; //Auto-select target. [Skotlex] temp = 1; } if (sd) { //Target_id checking. if(skill->not_ok(skill_id, sd)) // [MouseJstr] return 0; switch(skill_id) { //Check for skills that auto-select target case MO_CHAINCOMBO: if (sc && sc->data[SC_BLADESTOP]){ if ((target=iMap->id2bl(sc->data[SC_BLADESTOP]->val4)) == NULL) return 0; } break; case WE_MALE: case WE_FEMALE: if (!sd->status.partner_id) return 0; target = (struct block_list*)iMap->charid2sd(sd->status.partner_id); if (!target) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; } if (target) target_id = target->id; } if (src->type==BL_HOM) switch(skill_id) { //Homun-auto-target skills. case HLIF_HEAL: case HLIF_AVOID: case HAMI_DEFENCE: case HAMI_CASTLE: target = battle->get_master(src); if (!target) return 0; target_id = target->id; } if( !target ) // choose default target target = iMap->id2bl(target_id); if( !target || src->m != target->m || !src->prev || !target->prev ) return 0; if( battle_config.ksprotection && sd && mob_ksprotected(src, target) ) return 0; //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex] if(ud->skilltimer != INVALID_TIMER && skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST) return 0; if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF && src->id == target_id) return 0; if(!iStatus->check_skilluse(src, target, skill_id, 0)) return 0; tstatus = iStatus->get_status_data(target); // Record the status of the previous skill) if(sd) { if( (skill->get_inf2(skill_id)&INF2_ENSEMBLE_SKILL) && skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } switch(skill_id){ case SA_CASTCANCEL: if(ud->skill_id != skill_id){ sd->skill_id_old = ud->skill_id; sd->skill_lv_old = ud->skill_lv; } break; case BD_ENCORE: //Prevent using the dance skill if you no longer have the skill in your tree. if(!sd->skill_id_dance || pc->checkskill(sd,sd->skill_id_dance)<=0){ clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } sd->skill_id_old = skill_id; break; case WL_WHITEIMPRISON: if( battle->check_target(src,target,BCT_SELF|BCT_ENEMY) < 0 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); return 0; } break; case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_COLDBOLT: sd->skill_id_old = skill_id; sd->skill_lv_old = skill_lv; break; } /* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */ #if 0 if ( sd->skillitem != skill_id && !skill->check_condition_castbegin(sd, skill_id, skill_lv) ) #else if ( !skill->check_condition_castbegin(sd, skill_id, skill_lv) ) #endif return 0; } if( src->type == BL_MOB ) switch( skill_id ) { case NPC_SUMMONSLAVE: case NPC_SUMMONMONSTER: case AL_TELEPORT: if( ((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai ) return 0; } if (src->type == BL_NPC) // NPC-objects can override cast distance range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight else range = skill->get_range2(src, skill_id, skill_lv); // Skill cast distance from database //Check range when not using skill on yourself or is a combo-skill during attack //(these are supposed to always have the same range as your attack) if( src->id != target_id && (!temp || ud->attacktimer == INVALID_TIMER) ) { if( skill->get_state(ud->skill_id) == ST_MOVE_ENABLE ) { if( !unit_can_reach_bl(src, target, range + 1, 1, NULL, NULL) ) return 0; // Walk-path check failed. } else if( src->type == BL_MER && skill_id == MA_REMOVETRAP ) { if( !battle->check_range(battle->get_master(src), target, range + 1) ) return 0; // Aegis calc remove trap based on Master position, ignoring mercenary O.O } else if( !battle->check_range(src, target, range + (skill_id == RG_CLOSECONFINE?0:2)) ) { return 0; // Arrow-path check failed. } } if (!temp) //Stop attack on non-combo skills [Skotlex] unit_stop_attack(src); else if(ud->attacktimer != INVALID_TIMER) //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_id){ case ALL_RESURRECTION: if(battle->check_undead(tstatus->race,tstatus->def_ele)) { temp = 1; } else if (!iStatus->isdead(target)) return 0; //Can't cast on non-dead characters. break; case MO_FINGEROFFENSIVE: if(sd) casttime += casttime * min(skill_lv, sd->spiritball); break; case MO_EXTREMITYFIST: if (sc && sc->data[SC_COMBOATTACK] && (sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH || sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST || sc->data[SC_COMBOATTACK]->val1 == CH_CHAINCRUSH)) casttime = -1; temp = 1; break; case SR_GATEOFHELL: case SR_TIGERCANNON: if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE) casttime = -1; temp = 1; break; case SA_SPELLBREAKER: temp = 1; break; case ST_CHASEWALK: if (sc && sc->data[SC_CHASEWALK]) casttime = -1; break; case TK_RUN: if (sc && sc->data[SC_RUN]) casttime = -1; break; case HP_BASILICA: if( sc && sc->data[SC_BASILICA] ) casttime = -1; // No Casting time on basilica cancel break; case KN_CHARGEATK: { unsigned int k = (distance_bl(src,target)-1)/3; //+100% every 3 cells of distance if( k > 2 ) k = 2; // ...but hard-limited to 300%. casttime += casttime * k; } break; case GD_EMERGENCYCALL: //Emergency Call double cast when the user has learned Leap [Daegaladh] if( sd && pc->checkskill(sd,TK_HIGHJUMP) ) casttime *= 2; break; case RA_WUGDASH: if (sc && sc->data[SC_WUGDASH]) casttime = -1; break; case EL_WIND_SLASH: case EL_HURRICANE: case EL_TYPOON_MIS: case EL_STONE_HAMMER: case EL_ROCK_CRUSHER: case EL_STONE_RAIN: case EL_ICE_NEEDLE: case EL_WATER_SCREW: case EL_TIDAL_WEAPON: if( src->type == BL_ELEM ){ sd = BL_CAST(BL_PC, battle->get_master(src)); if( sd && sd->skill_id_old == SO_EL_ACTION ){ casttime = -1; sd->skill_id_old = 0; } } break; } // moved here to prevent Suffragium from ending if skill fails #ifndef RENEWAL_CAST if (!(skill->get_castnodex(skill_id, skill_lv)&2)) casttime = skill->cast_fix_sc(src, casttime); #else casttime = skill->vf_cast_fix(src, casttime, skill_id, skill_lv); #endif if (src->type == BL_NPC) { // NPC-objects do not have cast time casttime = 0; } if(!ud->state.running) //need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026 unit_stop_walking(src,1);// eventhough this is not how official works but this will do the trick. bugreport:6829 // in official this is triggered even if no cast time. clif->skillcasting(src, src->id, target_id, 0,0, skill_id, skill->get_ele(skill_id, skill_lv), casttime); if( casttime > 0 || temp ) { if (sd && target->type == BL_MOB) { TBL_MOB *md = (TBL_MOB*)target; mobskill_event(md, src, tick, -1); //Cast targetted skill event. if (tstatus->mode&(MD_CASTSENSOR_IDLE|MD_CASTSENSOR_CHASE) && battle->check_target(target, src, BCT_ENEMY) > 0) { switch (md->state.skillstate) { case MSS_RUSH: case MSS_FOLLOW: if (!(tstatus->mode&MD_CASTSENSOR_CHASE)) break; md->target_id = src->id; md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0; md->min_chase = md->db->range3; break; case MSS_IDLE: case MSS_WALK: if (!(tstatus->mode&MD_CASTSENSOR_IDLE)) break; md->target_id = src->id; md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0; md->min_chase = md->db->range3; break; } } } } if( casttime <= 0 ) ud->state.skillcastcancel = 0; if( !sd || sd->skillitem != skill_id || skill->get_cast(skill_id,skill_lv) ) ud->canact_tick = tick + casttime + 100; if( sd ) { switch( skill_id ) { case CG_ARROWVULCAN: sd->canequip_tick = tick + casttime; break; } } ud->skilltarget = target_id; ud->skillx = 0; ud->skilly = 0; ud->skill_id = skill_id; ud->skill_lv = skill_lv; if( sc ) { /** * why the if else chain: these 3 status do not stack, so its efficient that way. **/ if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) { status_change_end(src, SC_CLOAKING, INVALID_TIMER); if (!src->prev) return 0; //Warped away! } else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) { status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER); if (!src->prev) return 0; } } if( casttime > 0 ) { ud->skilltimer = iTimer->add_timer( tick+casttime, skill->castend_id, src->id, 0 ); if( sd && (pc->checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) ) status_calc_bl(&sd->bl, SCB_SPEED); } else skill->castend_id(ud->skilltimer,tick,src->id,0); return 1; } int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv) { return unit_skilluse_pos2( src, skill_x, skill_y, skill_id, skill_lv, skill->cast_fix(src, skill_id, skill_lv), skill->get_castcancel(skill_id) ); } int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel) { struct map_session_data *sd = NULL; struct unit_data *ud = NULL; struct status_change *sc; struct block_list bl; unsigned int tick = iTimer->gettick(); int range; nullpo_ret(src); if (!src->prev) return 0; // not on the map if(iStatus->isdead(src)) return 0; sd = BL_CAST(BL_PC, src); ud = unit_bl2ud(src); if(ud == NULL) return 0; if(ud->skilltimer != INVALID_TIMER) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex] return 0; sc = iStatus->get_sc(src); if (sc && !sc->count) sc = NULL; if( sd ) { if( skill->not_ok(skill_id, sd) || !skill->check_condition_castbegin(sd, skill_id, skill_lv) ) return 0; /** * "WHY IS IT HEREE": pneuma cannot be cancelled past this point, the client displays the animation even, * if we cancel it from nodamage_id, so it has to be here for it to not display the animation. **/ if( skill_id == AL_PNEUMA && iMap->getcell(src->m, skill_x, skill_y, CELL_CHKLANDPROTECTOR) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } if( (skill_id >= SC_MANHOLE && skill_id <= SC_FEINTBOMB) && iMap->getcell(src->m, skill_x, skill_y, CELL_CHKMAELSTROM) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } } if (!iStatus->check_skilluse(src, NULL, skill_id, 0)) return 0; if( iMap->getcell(src->m, skill_x, skill_y, CELL_CHKWALL) ) {// can't cast ground targeted spells on wall cells if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } /* Check range and obstacle */ bl.type = BL_NUL; bl.m = src->m; bl.x = skill_x; bl.y = skill_y; if (src->type == BL_NPC) // NPC-objects can override cast distance range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight else range = skill->get_range2(src, skill_id, skill_lv); // Skill cast distance from database if( skill->get_state(ud->skill_id) == ST_MOVE_ENABLE ) { if( !unit_can_reach_bl(src, &bl, range + 1, 1, NULL, NULL) ) return 0; //Walk-path check failed. } else if( !battle->check_range(src, &bl, range + 1) ) return 0; //Arrow-path check failed. unit_stop_attack(src); // moved here to prevent Suffragium from ending if skill fails #ifndef RENEWAL_CAST if (!(skill->get_castnodex(skill_id, skill_lv)&2)) casttime = skill->cast_fix_sc(src, casttime); #else casttime = skill->vf_cast_fix(src, casttime, skill_id, skill_lv ); #endif if (src->type == BL_NPC) { // NPC-objects do not have cast time casttime = 0; } ud->state.skillcastcancel = castcancel&&casttime>0?1:0; if( !sd || sd->skillitem != skill_id || skill->get_cast(skill_id,skill_lv) ) ud->canact_tick = tick + casttime + 100; // if( sd ) // { // switch( skill_id ) // { // case ????: // sd->canequip_tick = tick + casttime; // } // } ud->skill_id = skill_id; ud->skill_lv = skill_lv; ud->skillx = skill_x; ud->skilly = skill_y; ud->skilltarget = 0; if( sc ) { /** * why the if else chain: these 3 status do not stack, so its efficient that way. **/ if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4)) { status_change_end(src, SC_CLOAKING, INVALID_TIMER); if (!src->prev) return 0; //Warped away! } else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4)) { status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER); if (!src->prev) return 0; } } unit_stop_walking(src,1); // in official this is triggered even if no cast time. clif->skillcasting(src, src->id, 0, skill_x, skill_y, skill_id, skill->get_ele(skill_id, skill_lv), casttime); if( casttime > 0 ) { ud->skilltimer = iTimer->add_timer( tick+casttime, skill->castend_pos, src->id, 0 ); if( (sd && pc->checkskill(sd,SA_FREECAST) > 0) || skill_id == LG_EXEEDBREAK) status_calc_bl(&sd->bl, SCB_SPEED); } else { ud->skilltimer = INVALID_TIMER; skill->castend_pos(ud->skilltimer,tick,src->id,0); } return 1; } /*======================================== * update a block's attack target *----------------------------------------*/ int unit_set_target(struct unit_data* ud, int target_id) { struct unit_data * ux; struct block_list* target; nullpo_ret(ud); if( ud->target != target_id ) { if( ud->target && (target = iMap->id2bl(ud->target)) && (ux = unit_bl2ud(target)) && ux->target_count > 0 ) ux->target_count --; if( target_id && (target = iMap->id2bl(target_id)) && (ux = unit_bl2ud(target)) ) ux->target_count ++; } ud->target = target_id; return 0; } int unit_stop_attack(struct block_list *bl) { struct unit_data *ud = unit_bl2ud(bl); nullpo_ret(bl); if(!ud || ud->attacktimer == INVALID_TIMER) return 0; iTimer->delete_timer( ud->attacktimer, unit_attack_timer ); ud->attacktimer = INVALID_TIMER; unit_set_target(ud, 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->state.attack_continue = 0; unit_set_target(ud, 0); } if(bl->type == BL_MOB) mob_unlocktarget((struct mob_data*)bl, iTimer->gettick()) ; else if(bl->type == BL_PET) pet_unlocktarget((struct pet_data*)bl); return 0; } /*========================================== * Attack request * If type is an ongoing attack *------------------------------------------*/ int unit_attack(struct block_list *src,int target_id,int continuous) { struct block_list *target; struct unit_data *ud; nullpo_ret(ud = unit_bl2ud(src)); target = iMap->id2bl(target_id); if( target==NULL || iStatus->isdead(target) ) { unit_unattackable(src); return 1; } if( src->type == BL_PC ) { TBL_PC* sd = (TBL_PC*)src; if( target->type == BL_NPC ) { // monster npcs [Valaris] npc_click(sd,(TBL_NPC*)target); // submitted by leinsirk10 [Celest] return 0; } if( pc_is90overweight(sd) || pc_isridingwug(sd) ) { // overweight or mounted on warg - stop attacking unit_stop_attack(src); return 0; } } if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !iStatus->check_skilluse(src, target, 0, 0) ) { unit_unattackable(src); return 1; } ud->state.attack_continue = continuous; unit_set_target(ud, target_id); if (continuous) //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 != INVALID_TIMER) return 0; //Set Mob's ANGRY/BERSERK states. if(src->type == BL_MOB) ((TBL_MOB*)src)->state.skillstate = ((TBL_MOB*)src)->state.aggressive?MSS_ANGRY:MSS_BERSERK; if(DIFF_TICK(ud->attackabletime, iTimer->gettick()) > 0) //Do attack next time it is possible. [Skotlex] ud->attacktimer=iTimer->add_timer(ud->attackabletime,unit_attack_timer,src->id,0); else //Attack NOW. unit_attack_timer(INVALID_TIMER, iTimer->gettick(), src->id, 0); return 0; } //Cancels an ongoing combo, resets attackable time and restarts the //attack timer to resume attacking after amotion time. [Skotlex] int unit_cancel_combo(struct block_list *bl) { struct unit_data *ud; if (!status_change_end(bl, SC_COMBOATTACK, INVALID_TIMER)) return 0; //Combo wasn't active. ud = unit_bl2ud(bl); nullpo_ret(ud); ud->attackabletime = iTimer->gettick() + status_get_amotion(bl); if (ud->attacktimer == INVALID_TIMER) return 1; //Nothing more to do. iTimer->delete_timer(ud->attacktimer, unit_attack_timer); ud->attacktimer=iTimer->add_timer(ud->attackabletime,unit_attack_timer,bl->id,0); return 1; } /*========================================== * *------------------------------------------*/ bool unit_can_reach_pos(struct block_list *bl,int x,int y, int easy) { nullpo_retr(false, bl); if (bl->x == x && bl->y == y) //Same place return true; return path_search(NULL,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH); } /*========================================== * *------------------------------------------*/ bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y) { int i; short dx,dy; nullpo_retr(false, bl); nullpo_retr(false, tbl); if( bl->m != tbl->m) return false; if( bl->x==tbl->x && bl->y==tbl->y ) return true; if(range>0 && !check_distance_bl(bl, tbl, range)) return false; // It judges whether it can adjoin or not. dx=tbl->x - bl->x; dy=tbl->y - bl->y; dx=(dx>0)?1:((dx<0)?-1:0); dy=(dy>0)?1:((dy<0)?-1:0); if (iMap->getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOPASS)) { //Look for a suitable cell to place in. for(i=0;i<9 && iMap->getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOPASS);i++); if (i==9) return false; //No valid cells. dx = dirx[i]; dy = diry[i]; } if (x) *x = tbl->x-dx; if (y) *y = tbl->y-dy; return path_search(NULL,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH); } /*========================================== * Calculates position of Pet/Mercenary/Homunculus/Elemental *------------------------------------------*/ int unit_calc_pos(struct block_list *bl, int tx, int ty, uint8 dir) { int dx, dy, x, y, i, k; struct unit_data *ud = unit_bl2ud(bl); nullpo_ret(ud); if(dir > 7) return 1; ud->to_x = tx; ud->to_y = ty; // 2 cells from Master Position dx = -dirx[dir] * 2; dy = -diry[dir] * 2; x = tx + dx; y = ty + dy; if( !unit_can_reach_pos(bl, x, y, 0) ) { if( dx > 0 ) x--; else if( dx < 0 ) x++; if( dy > 0 ) y--; else if( dy < 0 ) y++; if( !unit_can_reach_pos(bl, x, y, 0) ) { for( i = 0; i < 12; i++ ) { k = rnd()%8; // Pick a Random Dir dx = -dirx[k] * 2; dy = -diry[k] * 2; x = tx + dx; y = ty + dy; if( unit_can_reach_pos(bl, x, y, 0) ) break; else { if( dx > 0 ) x--; else if( dx < 0 ) x++; if( dy > 0 ) y--; else if( dy < 0 ) y++; if( unit_can_reach_pos(bl, x, y, 0) ) break; } } if( i == 12 ) { x = tx; y = tx; // Exactly Master Position if( !unit_can_reach_pos(bl, x, y, 0) ) return 1; } } } ud->to_x = x; ud->to_y = y; return 0; } /*========================================== * Continuous Attack (function timer) *------------------------------------------*/ 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 ) { ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid); return 0; } sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); ud->attacktimer = INVALID_TIMER; target=iMap->id2bl(ud->target); if( src == NULL || src->prev == NULL || target==NULL || target->prev == NULL ) return 0; if( iStatus->isdead(src) || iStatus->isdead(target) || battle->check_target(src,target,BCT_ENEMY) <= 0 || !iStatus->check_skilluse(src, target, 0, 0) #ifdef OFFICIAL_WALKPATH || !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) #endif ) return 0; // can't attack under these conditions if( src->m != target->m ) { if( src->type == BL_MOB && mob_warpchase((TBL_MOB*)src, target) ) return 1; // Follow up. return 0; } if( ud->skilltimer != INVALID_TIMER && !(sd && pc->checkskill(sd,SA_FREECAST) > 0) ) return 0; // can't attack while casting if( !battle_config.sdelay_attack_enable && DIFF_TICK(ud->canact_tick,tick) > 0 && !(sd && pc->checkskill(sd,SA_FREECAST) > 0) ) { // attacking when under cast delay has restrictions: if( tid == INVALID_TIMER ) { //requested attack. if(sd) clif->skill_fail(sd,1,USESKILL_FAIL_SKILLINTERVAL,0); return 0; } //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex] if( ud->state.attack_continue ) { if( DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0 ) ud->attackabletime = ud->canact_tick; ud->attacktimer=iTimer->add_timer(ud->attackabletime,unit_attack_timer,src->id,0); } return 1; } sstatus = iStatus->get_status_data(src); range = sstatus->rhw.range + 1; if( unit_is_walking(target) ) range++; //Extra range when chasing if( !check_distance_bl(src,target,range) ) { //Chase if required. if(sd) clif->movetoattack(sd,target); else if(ud->state.attack_continue) unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2); return 1; } if( !battle->check_range(src,target,range) ) { //Within range, but no direct line of attack if( ud->state.attack_continue ) { if(ud->chaserange > 2) ud->chaserange-=2; unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2); } return 1; } //Sync packet only for players. //Non-players use the sync packet on the walk timer. [Skotlex] if (tid == INVALID_TIMER && sd) clif->fixpos(src); if( DIFF_TICK(ud->attackabletime,tick) <= 0 ) { if (battle_config.attack_direction_change && (src->type&battle_config.attack_direction_change)) { ud->dir = iMap->calc_dir(src, target->x,target->y ); } if(ud->walktimer != INVALID_TIMER) 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; iMap->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; iMap->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); iMap->freeblock_unlock(); /** * Applied when you're unable to attack (e.g. out of ammo) * We should stop here otherwise timer keeps on and this happens endlessly **/ if( ud->attacktarget_lv == ATK_NONE ) return 1; ud->attackabletime = tick + sstatus->adelay; // You can't move if you can't attack neither. if (src->type&battle_config.attack_walk_delay) unit_set_walkdelay(src, tick, sstatus->amotion, 1); } if(ud->state.attack_continue) { if( src->type == BL_PC ) ((TBL_PC*)src)->idletime = last_tick; ud->attacktimer = iTimer->add_timer(ud->attackabletime,unit_attack_timer,src->id,0); } return 1; } static int unit_attack_timer(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl; bl = iMap->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=iTimer->gettick(); int ret=0, skill_id; nullpo_ret(bl); if (!ud || ud->skilltimer == INVALID_TIMER) return 0; //Nothing to cancel. sd = BL_CAST(BL_PC, bl); if (type&2) { //See if it can be cancelled. if (!ud->state.skillcastcancel) return 0; if (sd && (sd->special_state.no_castcancel2 || ((sd->sc.data[SC_UNLIMITED_HUMMING_VOICE] || sd->special_state.no_castcancel) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground))) //fixed flags being read the wrong way around [blackhole89] return 0; } ud->canact_tick = tick; if(type&1 && sd) skill_id = sd->skill_id_old; else skill_id = ud->skill_id; if (skill->get_inf(skill_id) & INF_GROUND_SKILL) ret = iTimer->delete_timer( ud->skilltimer, skill->castend_pos ); else ret = iTimer->delete_timer( ud->skilltimer, skill->castend_id ); if( ret < 0 ) ShowError("delete timer error : skill_id : %d\n",ret); ud->skilltimer = INVALID_TIMER; if( sd && pc->checkskill(sd,SA_FREECAST) > 0 ) status_calc_bl(&sd->bl, SCB_SPEED); if( sd ) { switch( skill_id ) { case CG_ARROWVULCAN: sd->canequip_tick = tick; break; } } if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skill_idx = -1; clif->skillcastcancel(bl); return 1; } // unit_data initialization process void unit_dataset(struct block_list *bl) { struct unit_data *ud; nullpo_retv(ud = unit_bl2ud(bl)); memset( ud, 0, sizeof( struct unit_data) ); ud->bl = bl; ud->walktimer = INVALID_TIMER; ud->skilltimer = INVALID_TIMER; ud->attacktimer = INVALID_TIMER; ud->attackabletime = ud->canact_tick = ud->canmove_tick = iTimer->gettick(); } /*========================================== * Counts the number of units attacking 'bl' *------------------------------------------*/ int unit_counttargeted(struct block_list* bl) { struct unit_data* ud; if( bl && (ud = unit_bl2ud(bl)) ) return ud->target_count; return 0; } /*========================================== * *------------------------------------------*/ int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2) { nullpo_ret(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)); } /*========================================== * To change the size of the char (player or mob only) *------------------------------------------*/ int unit_changeviewsize(struct block_list *bl,short size) { nullpo_ret(bl); size=(size<0)?-1:(size>0)?1:0; if(bl->type == BL_PC) { ((TBL_PC*)bl)->state.size=size; } else if(bl->type == BL_MOB) { ((TBL_MOB*)bl)->special_state.size=size; } else return 0; if(size!=0) clif->specialeffect(bl,421+size, AREA); return 0; } /*========================================== * Removes a bl/ud from the map. * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd * if clrtype is 1 (death), appropiate cleanup is performed. * Otherwise it is assumed bl is being warped. * On-Kill specific stuff is not performed here, look at iStatus->damage for that. *------------------------------------------*/ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func) { struct unit_data *ud = unit_bl2ud(bl); struct status_change *sc = iStatus->get_sc(bl); nullpo_ret(ud); if(bl->prev == NULL) return 0; //Already removed? iMap->freeblock_lock(); unit_set_target(ud, 0); if (ud->walktimer != INVALID_TIMER) unit_stop_walking(bl,0); if (ud->attacktimer != INVALID_TIMER) unit_stop_attack(bl); if (ud->skilltimer != INVALID_TIMER) unit_skillcastcancel(bl,0); // Do not reset can-act delay. [Skotlex] ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = iTimer->gettick(); if(sc && sc->count ) { //map-change/warp dispells. status_change_end(bl, SC_BLADESTOP, INVALID_TIMER); status_change_end(bl, SC_BASILICA, INVALID_TIMER); status_change_end(bl, SC_ANKLESNARE, INVALID_TIMER); status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); status_change_end(bl, SC_BLADESTOP_WAIT, INVALID_TIMER); status_change_end(bl, SC_RUN, INVALID_TIMER); status_change_end(bl, SC_DANCING, INVALID_TIMER); status_change_end(bl, SC_WARM, INVALID_TIMER); status_change_end(bl, SC_DEVOTION, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); status_change_end(bl, SC_HIDING, INVALID_TIMER); // Ensure the bl is a PC; if so, we'll handle the removal of cloaking and cloaking exceed later if ( bl->type != BL_PC ) { status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) status_change_end(bl, SC_GOSPEL, INVALID_TIMER); status_change_end(bl, SC_HLIF_CHANGE, INVALID_TIMER); status_change_end(bl, SC_STOP, INVALID_TIMER); status_change_end(bl, SC_WUGDASH, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); status_change_end(bl, SC__MANHOLE, INVALID_TIMER); status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); status_change_end(bl, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); //callme before warp } if (bl->type&(BL_CHAR|BL_PET)) { skill->unit_move(bl,iTimer->gettick(),4); skill->cleartimerskill(bl); } switch( bl->type ) { case BL_PC: { struct map_session_data *sd = (struct map_session_data*)bl; if(sd->shadowform_id){ struct block_list *d_bl = iMap->id2bl(sd->shadowform_id); if( d_bl ) status_change_end(d_bl,SC__SHADOWFORM,INVALID_TIMER); } //Leave/reject all invitations. if(sd->chatID) chat->leavechat(sd,0); if(sd->trade_partner) trade->cancel(sd); buyingstore->close(sd); searchstore->close(sd); if(sd->state.storage_flag == 1) storage->pc_quit(sd,0); else if (sd->state.storage_flag == 2) gstorage->pc_quit(sd,0); sd->state.storage_flag = 0; //Force close it when being warped. if(sd->party_invite>0) party->reply_invite(sd,sd->party_invite,0); if(sd->guild_invite>0) guild->reply_invite(sd,sd->guild_invite,0); if(sd->guild_alliance>0) guild->reply_reqalliance(sd,sd->guild_alliance_account,0); if(sd->menuskill_id) sd->menuskill_id = sd->menuskill_val = 0; if( sd->touching_id ) npc_touchnext_areanpc(sd,true); // Check if warping and not changing the map. if ( sd->state.warping && !sd->state.changemap ) { status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } sd->npc_shopid = 0; sd->adopt_invite = 0; if(sd->pvp_timer != INVALID_TIMER) { iTimer->delete_timer(sd->pvp_timer,pc->calc_pvprank_timer); sd->pvp_timer = INVALID_TIMER; sd->pvp_rank = 0; } if(sd->duel_group > 0) iDuel->leave(sd->duel_group, sd); if(pc_issit(sd)) { pc->setstand(sd); skill->sit(sd,0); } party->send_dot_remove(sd);//minimap dot fix [Kevin] guild->send_dot_remove(sd); bg_send_dot_remove(sd); if( map[bl->m].users <= 0 || sd->state.debug_remove_map ) {// this is only place where map users is decreased, if the mobs were removed too soon then this function was executed too many times [FlavioJS] if( sd->debug_file == NULL || !(sd->state.debug_remove_map) ) { sd->debug_file = ""; sd->debug_line = 0; sd->debug_func = ""; } ShowDebug("unit_remove_map: unexpected state when removing player AID/CID:%d/%d" " (active=%d connect_new=%d rewarp=%d changemap=%d debug_remove_map=%d)" " from map=%s (users=%d)." " Previous call from %s:%d(%s), current call from %s:%d(%s)." " Please report this!!!\n", sd->status.account_id, sd->status.char_id, sd->state.active, sd->state.connect_new, sd->state.rewarp, sd->state.changemap, sd->state.debug_remove_map, map[bl->m].name, map[bl->m].users, sd->debug_file, sd->debug_line, sd->debug_func, file, line, func); } else if (--map[bl->m].users == 0 && battle_config.dynamic_mobs) //[Skotlex] iMap->removemobs(bl->m); if( !(sd->sc.option&OPTION_INVISIBLE) ) {// decrement the number of active pvp players on the map --map[bl->m].users_pvp; } if( map[bl->m].instance_id >= 0 ) { instances[map[bl->m].instance_id].users--; instance->check_idle(map[bl->m].instance_id); } sd->state.debug_remove_map = 1; // temporary state to track double remove_map's [FlavioJS] sd->debug_file = file; sd->debug_line = line; sd->debug_func = func; break; } case BL_MOB: { struct mob_data *md = (struct mob_data*)bl; // Drop previous target mob_slave_keep_target: no. if (!battle_config.mob_slave_keep_target) md->target_id=0; md->attacked_id=0; md->state.skillstate= MSS_IDLE; break; } case BL_PET: { struct pet_data *pd = (struct pet_data*)bl; if( pd->pet.intimate <= 0 && !(pd->msd && !pd->msd->state.active) ) { //If logging out, this is deleted on unit_free clif->clearunit_area(bl,clrtype); iMap->delblock(bl); unit_free(bl,CLR_OUTSIGHT); iMap->freeblock_unlock(); return 0; } break; } case BL_HOM: { struct homun_data *hd = (struct homun_data *)bl; ud->canact_tick = ud->canmove_tick; //It appears HOM do reset the can-act tick. if( !hd->homunculus.intimacy && !(hd->master && !hd->master->state.active) ) { //If logging out, this is deleted on unit_free clif->emotion(bl, E_SOB); clif->clearunit_area(bl,clrtype); iMap->delblock(bl); unit_free(bl,CLR_OUTSIGHT); iMap->freeblock_unlock(); return 0; } break; } case BL_MER: { struct mercenary_data *md = (struct mercenary_data *)bl; ud->canact_tick = ud->canmove_tick; if( mercenary->get_lifetime(md) <= 0 && !(md->master && !md->master->state.active) ) { clif->clearunit_area(bl,clrtype); iMap->delblock(bl); unit_free(bl,CLR_OUTSIGHT); iMap->freeblock_unlock(); return 0; } break; } case BL_ELEM: { struct elemental_data *ed = (struct elemental_data *)bl; ud->canact_tick = ud->canmove_tick; if( elemental->get_lifetime(ed) <= 0 && !(ed->master && !ed->master->state.active) ) { clif->clearunit_area(bl,clrtype); iMap->delblock(bl); unit_free(bl,0); iMap->freeblock_unlock(); return 0; } break; } default: break;// do nothing } /** * BL_MOB is handled by mob_dead unless the monster is not dead. **/ if( bl->type != BL_MOB || !iStatus->isdead(bl) ) clif->clearunit_area(bl,clrtype); iMap->delblock(bl); iMap->freeblock_unlock(); return 1; } void unit_remove_map_pc(struct map_session_data *sd, clr_type clrtype) { unit_remove_map(&sd->bl,clrtype); if (clrtype == CLR_TELEPORT) clrtype = CLR_OUTSIGHT; //CLR_TELEPORT is the warp from logging out, but pets/homunc need to just 'vanish' instead of showing the warping out animation. if(sd->pd) unit_remove_map(&sd->pd->bl, clrtype); if(homun_alive(sd->hd)) unit_remove_map(&sd->hd->bl, clrtype); if(sd->md) unit_remove_map(&sd->md->bl, clrtype); if(sd->ed) unit_remove_map(&sd->ed->bl, clrtype); } void unit_free_pc(struct map_session_data *sd) { if (sd->pd) unit_free(&sd->pd->bl,CLR_OUTSIGHT); if (sd->hd) unit_free(&sd->hd->bl,CLR_OUTSIGHT); if (sd->md) unit_free(&sd->md->bl,CLR_OUTSIGHT); if (sd->ed) unit_free(&sd->ed->bl,CLR_OUTSIGHT); unit_free(&sd->bl,CLR_TELEPORT); } /*========================================== * Function to free all related resources to the bl * if unit is on map, it is removed using the clrtype specified *------------------------------------------*/ int unit_free(struct block_list *bl, clr_type clrtype) { struct unit_data *ud = unit_bl2ud( bl ); nullpo_ret(ud); iMap->freeblock_lock(); if( bl->prev ) //Players are supposed to logout with a "warp" effect. unit_remove_map(bl, clrtype); switch( bl->type ) { case BL_PC: { struct map_session_data *sd = (struct map_session_data*)bl; int i; if( iStatus->isdead(bl) ) pc->setrestartvalue(sd,2); pc->delinvincibletimer(sd); pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),false); pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),false); pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),false); if( sd->followtimer != INVALID_TIMER ) pc->stop_following(sd); if( sd->duel_invite > 0 ) iDuel->reject(sd->duel_invite, sd); // Notify friends that this char logged out. [Skotlex] iMap->map_foreachpc(clif->friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0); party->send_logout(sd); guild->send_memberinfoshort(sd,0); pc->cleareventtimer(sd); pc->inventory_rental_clear(sd); pc->delspiritball(sd,sd->spiritball,1); for(i = 1; i < 5; i++) pc->del_charm(sd, sd->charm[i], i); if( sd->reg ) { //Double logout already freed pointer fix... [Skotlex] aFree(sd->reg); sd->reg = NULL; sd->reg_num = 0; } if( sd->regstr ) { for( i = 0; i < sd->regstr_num; ++i ) if( sd->regstr[i].data ) aFree(sd->regstr[i].data); aFree(sd->regstr); sd->regstr = NULL; sd->regstr_num = 0; } if( sd->st && sd->st->state != RUN ) {// free attached scripts that are waiting script->free_state(sd->st); sd->st = NULL; sd->npc_id = 0; } if( sd->combos.count ) { aFree(sd->combos.bonus); aFree(sd->combos.id); sd->combos.count = 0; } /* [Ind/Hercules] */ if( sd->sc_display_count ) { for(i = 0; i < sd->sc_display_count; i++) { ers_free(pc_sc_display_ers, sd->sc_display[i]); } sd->sc_display_count = 0; } if( sd->sc_display != NULL ) { aFree(sd->sc_display); sd->sc_display = NULL; } if( sd->instance != NULL ) { aFree(sd->instance); sd->instance = NULL; } if( sd->queues != NULL ) { aFree(sd->queues); sd->queues = NULL; } break; } case BL_PET: { struct pet_data *pd = (struct pet_data*)bl; struct map_session_data *sd = pd->msd; pet_hungry_timer_delete(pd); if( pd->a_skill ) { aFree(pd->a_skill); pd->a_skill = NULL; } if( pd->s_skill ) { if (pd->s_skill->timer != INVALID_TIMER) { if (pd->s_skill->id) iTimer->delete_timer(pd->s_skill->timer, pet_skill_support_timer); else iTimer->delete_timer(pd->s_skill->timer, pet_heal_timer); } aFree(pd->s_skill); pd->s_skill = NULL; } if( pd->recovery ) { if(pd->recovery->timer != INVALID_TIMER) iTimer->delete_timer(pd->recovery->timer, pet_recovery_timer); aFree(pd->recovery); pd->recovery = NULL; } if( pd->bonus ) { if (pd->bonus->timer != INVALID_TIMER) iTimer->delete_timer(pd->bonus->timer, pet_skill_bonus_timer); aFree(pd->bonus); pd->bonus = NULL; } if( pd->loot ) { pet_lootitem_drop(pd,sd); if (pd->loot->item) aFree(pd->loot->item); aFree (pd->loot); pd->loot = NULL; } if( pd->pet.intimate > 0 ) intif->save_petdata(pd->pet.account_id,&pd->pet); else { //Remove pet. intif->delete_petdata(pd->pet.pet_id); if (sd) sd->status.pet_id = 0; } if( sd ) sd->pd = NULL; break; } case BL_MOB: { struct mob_data *md = (struct mob_data*)bl; if( md->spawn_timer != INVALID_TIMER ) { iTimer->delete_timer(md->spawn_timer,mob_delayspawn); md->spawn_timer = INVALID_TIMER; } if( md->deletetimer != INVALID_TIMER ) { iTimer->delete_timer(md->deletetimer,mob_timer_delete); md->deletetimer = INVALID_TIMER; } if( md->lootitem ) { aFree(md->lootitem); md->lootitem=NULL; } if( md->guardian_data ) { struct guild_castle* gc = md->guardian_data->castle; if( md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS ) { gc->guardian[md->guardian_data->number].id = 0; } else { int i; ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == md->bl.id); if( i < gc->temp_guardians_max ) gc->temp_guardians[i] = 0; } aFree(md->guardian_data); md->guardian_data = NULL; } if( md->spawn ) { md->spawn->active--; if( !md->spawn->state.dynamic ) {// permanently remove the mob if( --md->spawn->num == 0 ) {// Last freed mob is responsible for deallocating the group's spawn data. aFree(md->spawn); md->spawn = NULL; } } } if( md->base_status) { aFree(md->base_status); md->base_status = NULL; } if( mob_is_clone(md->class_) ) mob_clone_delete(md); if( md->tomb_nid ) mvptomb_destroy(md); break; } case BL_HOM: { struct homun_data *hd = (TBL_HOM*)bl; struct map_session_data *sd = hd->master; homun->hunger_timer_delete(hd); if( hd->homunculus.intimacy > 0 ) homun->save(hd); else { intif->homunculus_requestdelete(hd->homunculus.hom_id); if( sd ) sd->status.hom_id = 0; } if( sd ) sd->hd = NULL; break; } case BL_MER: { struct mercenary_data *md = (TBL_MER*)bl; struct map_session_data *sd = md->master; if( mercenary->get_lifetime(md) > 0 ) mercenary->save(md); else { intif->mercenary_delete(md->mercenary.mercenary_id); if( sd ) sd->status.mer_id = 0; } if( sd ) sd->md = NULL; mercenary->merc_contract_stop(md); break; } case BL_ELEM: { struct elemental_data *ed = (TBL_ELEM*)bl; struct map_session_data *sd = ed->master; if( elemental->get_lifetime(ed) > 0 ) elemental->save(ed); else { intif->elemental_delete(ed->elemental.elemental_id); if( sd ) sd->status.ele_id = 0; } if( sd ) sd->ed = NULL; elemental->summon_stop(ed); break; } } skill->clear_unitgroup(bl); iStatus->change_clear(bl,1); iMap->deliddb(bl); if( bl->type != BL_PC ) //Players are handled by map_quit iMap->freeblock(bl); iMap->freeblock_unlock(); return 0; } int do_init_unit(void) { iTimer->add_timer_func_list(unit_attack_timer, "unit_attack_timer"); iTimer->add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer"); iTimer->add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub"); iTimer->add_timer_func_list(unit_delay_walktoxy_timer,"unit_delay_walktoxy_timer"); return 0; } int do_final_unit(void) { // nothing to do return 0; }