/** * This file is part of Hercules. * http://herc.ws - http://github.com/HerculesWS/Hercules * * Copyright (C) 2012-2020 Hercules Dev Team * Copyright (C) Athena Dev Teams * * Hercules is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #define HERCULES_CORE #include "config/core.h" // RENEWAL_CAST #include "unit.h" #include "map/battle.h" #include "map/battleground.h" #include "map/chat.h" #include "map/chrif.h" #include "map/clan.h" #include "map/clif.h" #include "map/duel.h" #include "map/elemental.h" #include "map/guild.h" #include "map/homunculus.h" #include "map/instance.h" #include "map/intif.h" #include "map/map.h" #include "map/mercenary.h" #include "map/mob.h" #include "map/npc.h" #include "map/party.h" #include "map/path.h" #include "map/pc.h" #include "map/pet.h" #include "map/script.h" #include "map/skill.h" #include "map/status.h" #include "map/storage.h" #include "map/trade.h" #include "map/vending.h" #include "common/HPM.h" #include "common/db.h" #include "common/memmgr.h" #include "common/nullpo.h" #include "common/random.h" #include "common/showmsg.h" #include "common/socket.h" #include "common/timer.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 }; static struct unit_interface unit_s; struct unit_interface *unit; /** * 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 **/ static struct unit_data *unit_bl2ud(struct block_list *bl) { if (bl == NULL) return NULL; switch (bl->type) { case BL_PC: return &BL_UCAST(BL_PC, bl)->ud; case BL_MOB: return &BL_UCAST(BL_MOB, bl)->ud; case BL_PET: return &BL_UCAST(BL_PET, bl)->ud; case BL_NPC: return BL_UCAST(BL_NPC, bl)->ud; case BL_HOM: return &BL_UCAST(BL_HOM, bl)->ud; case BL_MER: return &BL_UCAST(BL_MER, bl)->ud; case BL_ELEM: return &BL_UCAST(BL_ELEM, bl)->ud; default: 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 */ static struct unit_data *unit_bl2ud2(struct block_list *bl) { struct npc_data *nd = BL_CAST(BL_NPC, bl); if (nd != NULL && nd->ud == &npc->base_ud) { nd->ud = NULL; CREATE(nd->ud, struct unit_data, 1); unit->dataset(&nd->bl); } return unit->bl2ud(bl); } /** * TODO: understand purpose of this function * @param bl block_list to process * @return 0: success, 1: fail, 2: nullpointer */ static int unit_walktoxy_sub(struct block_list *bl) { nullpo_retr(2, bl); struct unit_data *ud = unit->bl2ud(bl); if (ud == NULL) return 2; struct walkpath_data wpd = {0}; if (!path->search(&wpd, bl, bl->m, bl->x, bl->y, ud->to_x, ud->to_y, ud->state.walk_easy, CELL_CHKNOPASS)) return 1; #ifdef OFFICIAL_WALKPATH if (bl->type != BL_NPC // If type is an NPC, disregard. && !path->search_long(NULL, bl, bl->m, bl->x, bl->y, ud->to_x, ud->to_y, CELL_CHKNOPASS) // Check if there is an obstacle between && wpd.path_len > 14) { // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett] return 1; } #endif ud->walkpath = wpd; if (ud->target_to != 0 && ud->chaserange > 1) { // Generally speaking, the walk path is already to an adjacent tile // so we only need to shorten the path if the range is greater than 1. // Trim the last part of the path to account for range, // but always move at least one cell when requested to move. for (int i = ud->chaserange * 10 - 10; i > 0 && ud->walkpath.path_len > 1;) { enum unit_dir dir; ud->walkpath.path_len--; dir = ud->walkpath.path[ud->walkpath.path_len]; Assert_retr(1, dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX); if (unit_is_diagonal_dir(dir)) i -= MOVE_COST * 20; // When chasing, units will target a diamond-shaped area in range [Playtester] else i -= MOVE_COST; ud->to_x -= dirx[dir]; ud->to_y -= diry[dir]; } } ud->state.change_walk_target = 0; if (bl->type == BL_PC) { struct map_session_data *sd = BL_UCAST(BL_PC, bl); sd->head_dir = 0; clif->walkok(sd); } clif->move(ud); int timer_delay; if (ud->walkpath.path_pos >= ud->walkpath.path_len) timer_delay = -1; else if ((ud->walkpath.path[ud->walkpath.path_pos] & 1) != 0) timer_delay = status->get_speed(bl) * MOVE_DIAGONAL_COST / MOVE_COST; else timer_delay = status->get_speed(bl); if (timer_delay > 0) ud->walktimer = timer->add(timer->gettick() + timer_delay, unit->walktoxy_timer, bl->id, 0); //TODO: check if unit->walktoxy_timer uses any intptr data return 0; } /** * Triggered on full step if stepaction is true and executes remembered action. * @param tid: Timer ID * @param tick: Unused * @param id: ID of bl to do the action * @param data: Unused * @return 0: success, 1: fail, 2: nullpointer */ static int unit_step_timer(int tid, int64 tick, int id, intptr_t data) { struct block_list *bl = map->id2bl(id); if (bl == NULL || bl->prev == NULL) return 2; struct unit_data *ud = unit->bl2ud(bl); if (ud == NULL) return 2; if (ud->steptimer != tid) { ShowError("unit_step_timer mismatch %d != %d\n", ud->steptimer, tid); return 1; } ud->steptimer = INVALID_TIMER; if (!ud->stepaction) return 1; // Set to false here because if an error occurs, it should not be executed again ud->stepaction = false; if (ud->target_to == 0) return 1; // Flush target_to as it might contain map coordinates which should not be used by other functions int target_id = ud->target_to; ud->target_to = 0; // If stepaction is set then we remembered a client request that should be executed on the next step // Execute request now if target is in attack range if (ud->stepskill_id != 0 && (skill->get_inf(ud->stepskill_id) & INF_GROUND_SKILL) != 0) { // Execute ground skill struct map_data *md = &map->list[bl->m]; unit->skilluse_pos(bl, target_id % md->xs, target_id / md->xs, ud->stepskill_id, ud->stepskill_lv); } else { // If a player has target_id set and target is in range, attempt attack struct block_list *tbl = map->id2bl(target_id); nullpo_retr(2, tbl); if (status->check_visibility(bl, tbl) == 0) // Target not visible return 1; if (ud->stepskill_id == 0) unit->attack(bl, tbl->id, ud->state.attack_continue + 2); // Execute normal attack else unit->skilluse_id(bl, tbl->id, ud->stepskill_id, ud->stepskill_lv); // Execute non-ground skill } return 0; } /** * Warps homunuculus or mercenary towards his master in case he's too far away for 3 seconds. * @param master_bl: block_list of master * @param slave_bl: block_list of homunuculus/mercenary master owns * @return 0: success, 1: fail */ static int unit_warpto_master(struct block_list *master_bl, struct block_list *slave_bl) { nullpo_retr(1, master_bl); nullpo_retr(1, slave_bl); int64 *masterteleport_timer; struct homun_data *hd = BL_CAST(BL_HOM, slave_bl); struct mercenary_data *md = BL_CAST(BL_MER, slave_bl); bool check = true; if (hd != NULL) { masterteleport_timer = &hd->masterteleport_timer; check = homun_alive(hd); } else if (md != NULL) { masterteleport_timer = &md->masterteleport_timer; } else { return 1; } if (check && !check_distance_bl(master_bl, slave_bl, MAX_MER_DISTANCE)) { if (*masterteleport_timer == 0) { *masterteleport_timer = timer->gettick(); return 0; } else if (DIFF_TICK(timer->gettick(), *masterteleport_timer) > 3000) { unit->warp(slave_bl, master_bl->m, master_bl->x, master_bl->y, CLR_TELEPORT); } } *masterteleport_timer = 0; // resets tick in case he isn't far anymore. return 0; } /** * Timer for walking to target coordinates or object. * @param tid: timer id * @param tick: tick * @param id: id of bl to do the action * @param data: unused * @return 0: success, 1: fail */ static int unit_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) { struct block_list *bl = map->id2bl(id); if (bl == NULL || bl->prev == NULL) // Stop moved because it is missing from the block_list return 1; struct unit_data *ud = unit->bl2ud(bl); if (ud == NULL) return 1; if (ud->walktimer != tid) { ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid); return 1; } ud->walktimer = INVALID_TIMER; if (ud->walkpath.path_pos >= ud->walkpath.path_len) return 1; enum unit_dir dir = ud->walkpath.path[ud->walkpath.path_pos]; Assert_retr(1, dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX); int x = bl->x; int y = bl->y; ud->dir = dir; int dx = dirx[dir]; int dy = diry[dir]; // Get icewall walk block depending on boss mode (players can't be trapped) unsigned char icewall_walk_block = 0; struct mob_data *md = BL_CAST(BL_MOB, bl); if (md != NULL) { if ((md->status.mode & MD_BOSS) != 0) icewall_walk_block = battle_config.boss_icewall_walk_block; else icewall_walk_block = battle_config.mob_icewall_walk_block; } // Monsters will walk into an icewall from the west and south if they already started walking if (map->getcell(bl->m, bl, x + dx, y + dy, CELL_CHKNOPASS) && (icewall_walk_block == 0 || !map->getcell(bl->m, bl, x + dx, y + dy, CELL_CHKICEWALL) || dx < 0 || dy < 0)) return unit->walktoxy_sub(bl); // Monsters can only leave icewalls to the west and south // But if movement fails more than icewall_walk_block times, they can ignore this rule if (md != NULL && md->walktoxy_fail_count < icewall_walk_block && map->getcell(bl->m, bl, x, y, CELL_CHKICEWALL) != 0 && (dx > 0 || dy > 0)) { // Needs to be done here so that rudeattack skills are invoked md->walktoxy_fail_count++; clif->fixpos(bl); // Monsters in this situation first use a chase skill, then unlock target and then use an idle skill if ((++ud->walk_count % WALK_SKILL_INTERVAL) == 0) mob->skill_use(md, tick, -1); mob->unlocktarget(md, tick); if ((++ud->walk_count % WALK_SKILL_INTERVAL) != 0) mob->skill_use(md, tick, -1); return 1; } struct map_session_data *sd = BL_CAST(BL_PC, bl); //Refresh view for all those we lose sight map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, (sd != NULL ? BL_ALL : BL_PC), bl); x += dx; y += dy; map->moveblock(bl, x, y, tick); ud->walk_count++; // walked cell counter, to be used for walk-triggered skills. [Skotlex] status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); //If you move, you lose your counters. [malufett] if (bl->x != x || bl->y != y || ud->walktimer != INVALID_TIMER) return 1; // map->moveblock has altered the object beyond what we expected (moved/warped it) ud->walktimer = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets map->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, (sd != NULL ? BL_ALL : BL_PC), bl); ud->walktimer = INVALID_TIMER; struct mercenary_data *mrd = BL_CAST(BL_MER, bl); if (sd != NULL) { if (sd->touching_id != 0) npc->touchnext_areanpc(sd, false); if (map->getcell(bl->m, bl, x, y, CELL_CHKNPC)) { npc->touch_areanpc(sd, bl->m, x, y); if (bl->prev == NULL) //Script could have warped char, abort remaining of the function. return 0; } else { npc->untouch_areanpc(sd, bl->m, x, y); } if (sd->md != NULL) // mercenary should be warped after being 3 seconds too far from the master [greenbox] unit->warpto_master(bl, &sd->md->bl); if (sd->hd != NULL) unit->warpto_master(bl, &sd->hd->bl); } else if (md) { // Movement was successful, reset walktoxy_fail_count md->walktoxy_fail_count = 0; if (map->getcell(bl->m, bl, x, y, CELL_CHKNPC) != 0 && 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) == 0 && map->list[bl->m].users > 0 && mob->skill_use(md, tick, -1) == 1) { // Walk skills are supposed to be used while walking if (!(ud->skill_id == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER) && md->state.skillstate != MSS_WALK) { // Skill used, abort walking clif->fixpos(bl); // Fix position as walk has been canceled. return 1; } // Resend walk packet for proper Self Destruction display. clif->move(ud); } } else if (mrd != NULL && mrd->master != NULL) { unit->warpto_master(&mrd->master->bl, bl); } if(tid == INVALID_TIMER) // A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant. return 0; // If stepaction is set then we remembered a client request that should be executed on the next step if (ud->stepaction && ud->target_to != 0) { // Delete old stepaction even if not executed yet, the latest command is what counts if (ud->steptimer != INVALID_TIMER) { timer->delete(ud->steptimer, unit->step_timer); ud->steptimer = INVALID_TIMER; } // Delay stepactions by half a step (so they are executed at full step) int timer_delay; if ((ud->walkpath.path[ud->walkpath.path_pos] & 1) != 0) timer_delay = status->get_speed(bl) * 14 / 20; else timer_delay = status->get_speed(bl) / 2; ud->steptimer = timer->add(tick + timer_delay, unit->step_timer, bl->id, 0); } if (ud->state.change_walk_target) { if (unit->walktoxy_sub(bl) == 0) return 0; clif->fixpos(bl); return 1; } int timer_delay; ud->walkpath.path_pos++; if(ud->walkpath.path_pos>=ud->walkpath.path_len) timer_delay = -1; else if ((ud->walkpath.path[ud->walkpath.path_pos] & 1) != 0) timer_delay = status->get_speed(bl) * 14 / 10; else timer_delay = status->get_speed(bl); if (timer_delay > 0) { ud->walktimer = timer->add(tick + timer_delay, unit->walktoxy_timer, id, 0); if (md != NULL && DIFF_TICK(tick, md->dmgtick) < 3000) // not required not damaged recently clif->move(ud); } else if (ud->state.running != 0) { // Keep trying to run. if (!(unit->run(bl, NULL, SC_RUN) || unit->run(bl, sd, SC_WUGDASH))) ud->state.running = 0; } else if (!ud->stepaction && ud->target_to != 0) { // Update target trajectory. struct block_list *tbl = map->id2bl(ud->target_to); if (tbl == NULL || status->check_visibility(bl, tbl) == 0) { // not visible // Cancel chase. ud->to_x = bl->x; ud->to_y = bl->y; if (tbl != NULL && bl->type == BL_MOB && mob->warpchase(BL_UCAST(BL_MOB, bl), tbl) != 0) return 0; ud->target_to = 0; return 1; } if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange)) { //Reached destination. ud->target_to = 0; if (ud->state.attack_continue) { //Aegis uses one before every attack, we should //only need this one for syncing purposes. [Skotlex] 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); return 0; } } else { // Stopped walking. Update to_x and to_y to current location [Skotlex] ud->to_x = bl->x; ud->to_y = bl->y; if (battle_config.official_cell_stack_limit != 0 && map->count_oncell(bl->m, x, y, BL_CHAR | BL_NPC, 0x1 | 0x2) > battle_config.official_cell_stack_limit) { // Walked on occupied cell, call unit->walktoxy again if (ud->steptimer != INVALID_TIMER) { // Execute step timer on next step instead timer->delete(ud->steptimer, unit->step_timer); ud->steptimer = INVALID_TIMER; } return unit->walktoxy(bl, x, y, 8); } } return 0; } static int unit_delay_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) { struct block_list *bl = map->id2bl(id); if (bl == NULL || bl->prev == NULL) return 0; short x = (short) ((data >> 16) & 0xffff); short y = (short) (data & 0xffff); unit->walktoxy(bl, x, y, 0); return 1; } //flag parameter: //&1 -> 1/0 = easy/hard //&2 -> force walking //&4 -> Delay walking if the reason you can't walk is the canwalk delay //&8 -> Search for an unoccupied cell and cancel if none available static int unit_walktoxy(struct block_list *bl, short x, short y, int flag) { struct unit_data* ud = NULL; struct status_change* sc = NULL; struct walkpath_data wpd; nullpo_ret(bl); ud = unit->bl2ud(bl); if( ud == NULL) return 0; if (battle_config.check_occupied_cells && (flag&8) && !map->closest_freecell(bl->m, bl, &x, &y, BL_CHAR|BL_NPC, 1)) //This might change x and y return 0; if (!path->search(&wpd, bl, 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, bl->m, bl->x, bl->y, x, y, CELL_CHKNOPASS) // Check if there is an obstacle between && (wpd.path_len > (battle_config.max_walk_path/17)*14) // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett] && (bl->type != BL_NPC) ) // If type is a NPC, please disregard. return 0; #endif if ((wpd.path_len > battle_config.max_walk_path) && (bl->type != BL_NPC)) return 0; if (flag&4 && DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0 && DIFF_TICK(ud->canmove_tick, timer->gettick()) < 2000) { // Delay walking command. [Skotlex] timer->add(ud->canmove_tick+1, unit->delay_walktoxy_timer, bl->id, (x<<16)|(y&0xFFFF)); return 1; } if(!(flag&2) && (!(status_get_mode(bl)&MD_CANMOVE) || !unit->can_move(bl))) return 0; ud->state.walk_easy = flag&1; ud->to_x = x; ud->to_y = y; unit->stop_attack(bl); //Sets target to 0 if ((flag & 8) == 0) // Stepaction might be delayed due to occupied cell unit->stop_stepaction(bl); // unit->walktoxy removes any remembered stepaction and resets ud->target_to sc = status->get_sc(bl); if( sc ) { if( sc->data[SC_CONFUSION] || sc->data[SC__CHAOS] ) //Randomize the target position map->random_dir(bl, &ud->to_x, &ud->to_y); if( sc->data[SC_COMBOATTACK] ) status_change_end(bl, SC_COMBOATTACK, INVALID_TIMER); } if(ud->walktimer != INVALID_TIMER) { // When you come to the center of the grid because the change of destination while you're walking right now // Call a function from a timer unit->walktoxy_sub ud->state.change_walk_target = 1; return 1; } return unit->walktoxy_sub(bl); } //To set Mob's CHASE/FOLLOW states (shouldn't be done if there's no path to reach) static inline void set_mobstate(struct block_list *bl, int flag) { struct mob_data* md = BL_CAST(BL_MOB,bl); if( md && flag ) md->state.skillstate = md->state.aggressive ? MSS_FOLLOW : MSS_RUSH; } static int unit_walktobl_sub(int tid, int64 tick, int id, intptr_t data) { struct block_list *bl = map->id2bl(id); struct unit_data *ud = bl?unit->bl2ud(bl):NULL; if (ud && ud->walktimer == INVALID_TIMER && ud->target == data) { if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting? timer->add(ud->canmove_tick+1, unit->walktobl_sub, id, data); else if (unit->can_move(bl)) { if (unit->walktoxy_sub(bl) == 0) 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. static int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) { struct unit_data *ud = NULL; struct status_change *sc = NULL; nullpo_ret(bl); nullpo_ret(tbl); ud = unit->bl2ud(bl); if( ud == NULL) return 0; if (!(status_get_mode(bl)&MD_CANMOVE)) return 0; if (!unit->can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) { ud->to_x = bl->x; ud->to_y = bl->y; ud->target_to = 0; return 0; } else if (range == 0) { //Should walk on the same cell as target (for looters) ud->to_x = tbl->x; ud->to_y = tbl->y; } ud->state.walk_easy = flag&1; ud->target_to = tbl->id; ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range ud->state.attack_continue = (flag&2) ? 1 : 0; //Chase to attack. unit->stop_attack(bl); //Sets target to 0 sc = status->get_sc(bl); if (sc && (sc->data[SC_CONFUSION] || sc->data[SC__CHAOS])) //Randomize the target position map->random_dir(bl, &ud->to_x, &ud->to_y); if(ud->walktimer != INVALID_TIMER) { ud->state.change_walk_target = 1; set_mobstate(bl, flag&2); return 1; } if (DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0) { //Can't move, wait a bit before invoking the movement. timer->add(ud->canmove_tick+1, unit->walktobl_sub, bl->id, ud->target); return 1; } if(!unit->can_move(bl)) return 0; if (unit->walktoxy_sub(bl) == 0) { //ALREADY REFACTORED set_mobstate(bl, flag&2); return 0; } return 0; } /** * Called by unit_run when an object was hit * @param sd Required only when using SC_WUGDASH **/ static void unit_run_hit(struct block_list *bl, struct status_change *sc, struct map_session_data *sd, enum sc_type type) { int lv; struct unit_data *ud; Assert_retv(type >= 0 && type < SC_MAX); lv = sc->data[type]->val1; //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex] if( type == SC_RUN ) clif->sc_load(bl, bl->id, AREA, status->get_sc_icon(SC_TING), 0, 0, 0); ud = unit->bl2ud(bl); nullpo_retv(ud); //Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin] ud->state.running = 0; status_change_end(bl, type, INVALID_TIMER); if (type == SC_RUN) { if (lv > 0) 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, status->get_sc_icon(SC_TING)); } else if (sd) { clif->fixpos(bl); skill->castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, timer->gettick(), SD_LEVEL); } return; } /** * Makes character run, used for SC_RUN and SC_WUGDASH * @param sd Required only when using SC_WUGDASH * @retval true Finished running * @retval false Hit an object/Couldn't run **/ static bool unit_run(struct block_list *bl, struct map_session_data *sd, enum sc_type type) { struct status_change *sc; short to_x,to_y,dir_x,dir_y; int i; nullpo_retr(false, bl); sc = status->get_sc(bl); if( !(sc && sc->data[type]) ) return false; if( !unit->can_move(bl) ) { status_change_end(bl, type, INVALID_TIMER); return false; } dir_x = dirx[sc->data[type]->val2]; dir_y = diry[sc->data[type]->val2]; // determine destination cell to_x = bl->x; to_y = bl->y; // Search for available path for(i = 0; i < AREA_SIZE; i++) { if (!map->getcell(bl->m, bl, to_x + dir_x, to_y + dir_y, CELL_CHKPASS)) break; //if sprinting and there's a PC/Mob/NPC, block the path [Kevin] if ( map->count_oncell(bl->m, to_x + dir_x, to_y + dir_y, BL_PC | BL_MOB | BL_NPC, 0x2) ) break; to_x += dir_x; to_y += dir_y; } // Can't run forward if( (to_x == bl->x && to_y == bl->y ) || (to_x == (bl->x+1) || to_y == (bl->y+1)) || (to_x == (bl->x-1) || to_y == (bl->y-1))) { unit->run_hit(bl, sc, sd, type); return false; } if( unit->walktoxy(bl, to_x, to_y, 1) ) return true; //There must be an obstacle nearby. Attempt walking one cell at a time. do { to_x -= dir_x; to_y -= dir_y; } while (--i > 0 && !unit->walktoxy(bl, to_x, to_y, 1)); if ( i == 0 ) { unit->run_hit(bl, sc, sd, type); return false; } return 1; } //Makes bl attempt to run dist cells away from target. Uses hard-paths. static int unit_escape(struct block_list *bl, struct block_list *target, short dist) { nullpo_ret(bl); enum unit_dir dir = map->calc_dir(target, bl->x, bl->y); Assert_retr(1, dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX); while (dist > 0 && map->getcell(bl->m, bl, 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. static int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) { short dx,dy; 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, STOPWALKING_FLAG_FIXPOS); unit->stop_attack(bl); if (checkpath && (map->getcell(bl->m, bl, dst_x, dst_y, CELL_CHKNOPASS) || !path->search(NULL, bl, 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; enum unit_dir dir = map->calc_dir(bl, dst_x, dst_y); ud->dir = dir; dx = dst_x - bl->x; dy = dst_y - bl->y; map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl); map->moveblock(bl, dst_x, dst_y, timer->gettick()); ud->walktimer = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets map->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl); ud->walktimer = INVALID_TIMER; if(sd) { if( sd->touching_id ) npc->touchnext_areanpc(sd,false); if (map->getcell(bl->m, bl, bl->x, bl->y, CELL_CHKNPC)) { npc->touch_areanpc(sd,bl->m,bl->x,bl->y); if (bl->prev == NULL) //Script could have warped char, abort remaining of the function. return 0; } else npc->untouch_areanpc(sd, bl->m, bl->x, bl->y); if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 ) { // Check if pet needs to be teleported. [Skotlex] int flag = 0; struct block_list* pbl = &sd->pd->bl; if( !checkpath && !path->search(NULL,pbl,pbl->m,pbl->x,pbl->y,dst_x,dst_y,0,CELL_CHKNOPASS) ) flag = 1; else if (!check_distance_bl(&sd->bl, pbl, AREA_SIZE)) //Too far, teleport. flag = 2; if( flag ) { unit->movepos(pbl,sd->bl.x,sd->bl.y, 0, 0); clif->slide(pbl,pbl->x,pbl->y); } } } return 1; } /** * Sets the facing direction of a unit * @param bl: unit to modify * @param dir: the facing direction @see enum unit_dir * @return 0: success, 1: failure */ static int unit_setdir(struct block_list *bl, enum unit_dir dir) { nullpo_retr(1, bl); struct unit_data *ud = unit->bl2ud(bl); if (ud == NULL) return 1; ud->dir = dir; if (bl->type == BL_PC) BL_UCAST(BL_PC, bl)->head_dir = 0; clif->changed_dir(bl, AREA); return 0; } /** * Get the facing direction of a unit * @param bl: unit to request data from * @return the facing direction @see enum unit_dir */ static enum unit_dir unit_getdir(struct block_list *bl) { nullpo_retr(UNIT_DIR_NORTH, bl); if (bl->type == BL_NPC) return BL_UCCAST(BL_NPC, bl)->dir; struct unit_data *ud = unit->bl2ud(bl); if (ud == NULL) return UNIT_DIR_NORTH; 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. static int unit_blown(struct block_list *bl, int dx, int dy, int count, int flag) { if(count) { struct map_session_data* sd; struct skill_unit* su = NULL; int nx, ny, result; nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); su = BL_CAST(BL_SKILL, bl); result = path->blownpos(bl, bl->m, bl->x, bl->y, dx, dy, count); nx = result>>16; ny = result&0xffff; if(!su) { unit->stop_walking(bl, STOPWALKING_FLAG_NONE); } if( sd ) { unit->stop_stepaction(bl); //Stop stepaction when knocked back sd->ud.to_x = nx; sd->ud.to_y = ny; } dx = nx-bl->x; dy = ny-bl->y; if(dx || dy) { map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl); if(su) { skill->unit_move_unit_group(su->group, bl->m, dx, dy); } else { map->moveblock(bl, nx, ny, timer->gettick()); } map->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl); if(!(flag&1)) { clif->blown(bl); } if(sd) { if(sd->touching_id) { npc->touchnext_areanpc(sd, false); } if (map->getcell(bl->m, bl, bl->x, bl->y, CELL_CHKNPC)) { npc->touch_areanpc(sd, bl->m, bl->x, bl->y); } else { npc->untouch_areanpc(sd, bl->m, bl->x, bl->y);; } } } count = path->distance(dx, dy); } return count; // return amount of knocked back cells } //Warps a unit/ud to a given map/position. //In the case of players, pc->setpos is used. //it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks. static int unit_warp(struct block_list *bl, short m, short x, short y, enum 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: { const struct mob_data *md = BL_UCCAST(BL_MOB, bl); if (map->list[bl->m].flag.monster_noteleport && md->master_id == 0) return 1; if (m != bl->m && map->list[m].flag.nobranch && battle_config.mob_warp&4 && md->master_id == 0) return 1; } break; case BL_PC: if (map->list[bl->m].flag.noteleport) return 1; break; } if (x<0 || y<0) { //Random map position. if (!map->search_freecell(NULL, m, &x, &y, -1, -1, 1)) { ShowWarning("unit_warp failed. Unit Id:%d/Type:%u, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map->list[m].name, x, y); return 2; } } else if (bl->type != BL_NPC && map->getcell(m, bl, x, y, CELL_CHKNOREACH)) { //Invalid target cell ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map->list[m].name, x,y); if (!map->search_freecell(NULL, m, &x, &y, 4, 4, 1)) { //Can't find a nearby cell ShowWarning("unit_warp failed. Unit Id:%d/Type:%u, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map->list[m].name, x, y); return 2; } } if (bl->type == BL_PC) //Use pc_setpos return pc->setpos(BL_UCAST(BL_PC, bl), map_id2index(m), x, y, type); if (!unit->remove_map(bl, type, ALC_MARK)) return 3; if (bl->m != m && battle_config.clear_unit_onwarp && battle_config.clear_unit_onwarp&bl->type) skill->clear_unitgroup(bl); bl->x=ud->to_x=x; bl->y=ud->to_y=y; bl->m=m; map->addblock(bl); clif->spawn(bl); skill->unit_move(bl,timer->gettick(),1); return 0; } /*========================================== * Caused the target object to stop moving. * Flag values: @see unit_stopwalking_flag. * Upper bytes may be used for other purposes depending on the unit type. *------------------------------------------*/ static int unit_stop_walking(struct block_list *bl, int flag) { struct unit_data *ud; const struct TimerData* td; int64 tick; nullpo_ret(bl); ud = unit->bl2ud(bl); if(!ud || ud->walktimer == INVALID_TIMER) return 0; //NOTE: We are using timer data after deleting it because we know the //timer->delete function does not messes with it. If the function's //behavior changes in the future, this code could break! td = timer->get(ud->walktimer); timer->delete(ud->walktimer, unit->walktoxy_timer); ud->walktimer = INVALID_TIMER; ud->state.change_walk_target = 0; tick = timer->gettick(); if( (flag&STOPWALKING_FLAG_ONESTEP && !ud->walkpath.path_pos) //Force moving at least one cell. || (flag&STOPWALKING_FLAG_NEXTCELL && 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(flag&STOPWALKING_FLAG_FIXPOS) 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 && flag&~STOPWALKING_FLAG_MASK) ud->canmove_tick = timer->gettick() + (flag>>8); //Read, the check in unit_set_walkdelay means dmg during running won't fall through to this place in code [Kevin] if (ud->state.running) { status_change_end(bl, SC_RUN, INVALID_TIMER); status_change_end(bl, SC_WUGDASH, INVALID_TIMER); } return 1; } static int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv) { int casttime = skill->cast_fix(src, skill_id, skill_lv); int castcancel = skill->get_castcancel(skill_id); int ret = unit->skilluse_id2(src, target_id, skill_id, skill_lv, casttime, castcancel); struct map_session_data *sd = BL_CAST(BL_PC, src); if (sd != NULL) pc->itemskill_clear(sd); return ret; } static 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] *------------------------------------------*/ static int unit_can_move(struct block_list *bl) { struct map_session_data *sd; struct unit_data *ud; struct status_change *sc; nullpo_ret(bl); ud = unit->bl2ud(bl); sc = status->get_sc(bl); sd = BL_CAST(BL_PC, bl); if (!ud) return 0; if (ud->skilltimer != INVALID_TIMER && ud->skill_id != LG_EXEEDBREAK) { // Prevent moving while casting if (sd == NULL) return 0; // Only players are affected by SA_FREECAST and similar if ((skill->get_inf2(ud->skill_id) & (INF2_FREE_CAST_REDUCED | INF2_FREE_CAST_NORMAL)) == 0) { // Skills with an explicit free cast setting always allow walking regardless of SA_FREECAST if ((skill->get_inf2(ud->skill_id) & INF2_GUILD_SKILL) != 0) return 0; // SA_FREECAST doesn't affect guild skills if (pc->checkskill(sd, SA_FREECAST) == 0) return 0; // SA_FREECAST not available } } if (DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0) return 0; if (sd && ( pc_issit(sd) || sd->state.vending || sd->state.prevend || sd->state.buyingstore || sd->block_action.move )) return 0; //Can't move // Status changes that block movement if (sc) { if( sc->count && ( sc->data[SC_ANKLESNARE] || sc->data[SC_AUTOCOUNTER] || sc->data[SC_TRICKDEAD] || sc->data[SC_BLADESTOP] || sc->data[SC_BLADESTOP_WAIT] || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move || sc->data[SC_STOP] || sc->data[SC_FALLENEMPIRE] || sc->data[SC_RG_CCONFINE_M] || sc->data[SC_RG_CCONFINE_S] || sc->data[SC_GS_MADNESSCANCEL] || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF) || sc->data[SC_WHITEIMPRISON] || sc->data[SC_ELECTRICSHOCKER] || sc->data[SC_WUGBITE] || sc->data[SC_THORNS_TRAP] || ( sc->data[SC_MAGNETICFIELD] && !sc->data[SC_HOVERING] ) || sc->data[SC__MANHOLE] || sc->data[SC_CURSEDCIRCLE_ATKER] || sc->data[SC_CURSEDCIRCLE_TARGET] || (sc->data[SC_COLD] && bl->type != BL_MOB) || sc->data[SC_DEEP_SLEEP] || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3 && !(sc->data[SC_CAMOUFLAGE]->val3&1)) || sc->data[SC_MEIKYOUSISUI] || sc->data[SC_KG_KAGEHUMI] || sc->data[SC_NEEDLE_OF_PARALYZE] || sc->data[SC_VACUUM_EXTREME] || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0) || sc->data[SC_NETHERWORLD] || sc->data[SC_SUHIDE] || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) || (sc->data[SC_CLOAKING] && sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1)) //Need wall at level 1-2 || ( sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && ( !sc->data[SC_LONGING] || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE ) ) ) ) return 0; if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING && !(sc->opt1 == OPT1_CRYSTALIZE && bl->type == BL_MOB)) return 0; if ((sc->option & OPTION_HIDE) && (!sd || pc->checkskill(sd, RG_TUNNELDRIVE) <= 0)) return 0; } // Icewall walk block special trapped monster mode if(bl->type == BL_MOB) { struct mob_data *md = BL_CAST(BL_MOB, bl); if (md && ((md->status.mode&MD_BOSS && battle_config.boss_icewall_walk_block == 1 && map->getcell(bl->m, bl, bl->x, bl->y, CELL_CHKICEWALL)) || (!(md->status.mode&MD_BOSS) && battle_config.mob_icewall_walk_block == 1 && map->getcell(bl->m, bl, bl->x, bl->y, CELL_CHKICEWALL)))) { md->walktoxy_fail_count = 1; //Make sure rudeattacked skills are invoked return 0; } } return 1; } /*========================================== * Resume running after a walk delay *------------------------------------------*/ static int unit_resume_running(int tid, int64 tick, int id, intptr_t data) { struct unit_data *ud = (struct unit_data *)data; struct map_session_data *sd = map->id2sd(id); nullpo_ret(ud); if(sd && pc_isridingwug(sd)) clif->skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv, sc_start4(ud->bl,ud->bl,status->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit->getdir(ud->bl),0,0,1)); else clif->skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv, sc_start4(ud->bl,ud->bl,status->skill2sc(TK_RUN),100,ud->skill_lv,unit->getdir(ud->bl),0,0,0)); if (sd) clif->walkok(sd); return 0; } /*========================================== * Applies walk delay to character, considering that * if type is 0, this is a damage induced delay: if previous delay is active, do not change it. * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased. *------------------------------------------*/ static int unit_set_walkdelay(struct block_list *bl, int64 tick, int delay, int type) { struct unit_data *ud = unit->bl2ud(bl); if (delay <= 0 || !ud) return 0; nullpo_ret(bl); if (type) { //Bosses can ignore skill induced walkdelay (but not damage induced) if (bl->type == BL_MOB && (BL_UCCAST(BL_MOB, bl)->status.mode&MD_BOSS)) return 0; //Make sure walk delay is not decreased if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0) return 0; } else { //Don't set walk delays when already trapped. if (!unit->can_move(bl)) return 0; //Immune to being stopped for double the flinch time if (DIFF_TICK(ud->canmove_tick, tick-delay) > 0) return 0; } ud->canmove_tick = tick + delay; if (ud->walktimer != INVALID_TIMER) { //Stop walking, if chasing, readjust timers. if (delay == 1) { //Minimal delay (walk-delay) disabled. Just stop walking. unit->stop_walking(bl, STOPWALKING_FLAG_NEXTCELL); } else { //Resume running after can move again [Kevin] if (ud->state.running) { timer->add(ud->canmove_tick, unit->resume_running, bl->id, (intptr_t)ud); } else { unit->stop_walking(bl, STOPWALKING_FLAG_NEXTCELL); if (ud->target) timer->add(ud->canmove_tick+1, unit->walktobl_sub, bl->id, ud->target); } } } return 1; } //-------------- stop here static int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel) { struct unit_data *ud; struct status_data *tstatus; struct status_change *sc; struct map_session_data *sd = NULL; struct block_list * target = NULL; int64 tick = timer->gettick(); int temp = 0, range; nullpo_ret(src); if(status->isdead(src)) return 0; //Do not continue source is dead sd = BL_CAST(BL_PC, src); ud = unit->bl2ud(src); if(ud == NULL) return 0; sc = status->get_sc(src); if (sc && !sc->count) sc = NULL; //Unneeded //temp: used to signal combo-skills right now. if (sc && sc->data[SC_COMBOATTACK] && skill->is_combo(skill_id) && (sc->data[SC_COMBOATTACK]->val1 == skill_id || ( sd?skill->check_condition_castbegin(sd,skill_id,skill_lv):0 ) ) ) { if (sc->data[SC_COMBOATTACK]->val2) target_id = sc->data[SC_COMBOATTACK]->val2; else if( skill->get_inf(skill_id) != 1 ) // Only non-targetable skills should use auto target target_id = ud->target; if( skill->get_inf(skill_id)&INF_SELF_SKILL && skill->get_nk(skill_id)&NK_NO_DAMAGE )// exploit fix target_id = src->id; temp = 1; } else if ( target_id == src->id && skill->get_inf(skill_id)&INF_SELF_SKILL && skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF ) { target_id = ud->target; //Auto-select target. [Skotlex] temp = 1; } if (sd) { //Target_id checking. if(skill->not_ok(skill_id, sd)) // [MouseJstr] return 0; switch (skill_id) { //Check for skills that auto-select target case MO_CHAINCOMBO: if (sc && sc->data[SC_BLADESTOP]) { if ((target=map->id2bl(sc->data[SC_BLADESTOP]->val4)) == NULL) return 0; } break; case WE_MALE: case WE_FEMALE: { struct map_session_data *p_sd = NULL; if (!sd->status.partner_id) return 0; p_sd = map->charid2sd(sd->status.partner_id); if (p_sd == NULL) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0, 0); return 0; } target = &p_sd->bl; } break; case GC_WEAPONCRUSH: if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING ) { if( (target=map->id2bl(sc->data[SC_COMBOATTACK]->val2)) == NULL ) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0, 0); return 0; } } else { clif->skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0, 0); return 0; } break; } if (target) target_id = target->id; } if (src->type==BL_HOM) switch(skill_id) { //Homun-auto-target skills. case HVAN_CHAOTIC: target_id = ud->target; // Choose attack target for now target = map->id2bl(target_id); if (target != NULL) break; FALLTHROUGH // Attacking nothing, choose master as default target instead case HLIF_HEAL: case HLIF_AVOID: case HAMI_DEFENCE: case HAMI_CASTLE: target = battle->get_master(src); if (!target) return 0; target_id = target->id; } if( !target ) // choose default target target = map->id2bl(target_id); if( !target || src->m != target->m || !src->prev || !target->prev ) return 0; if( battle_config.ksprotection && sd && mob->ksprotected(src, target) ) return 0; //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex] if(ud->skilltimer != INVALID_TIMER && skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST) return 0; if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF && src->id == target_id) return 0; if(!status->check_skilluse(src, target, skill_id, 0)) return 0; if( src != target && status->isdead(target) ) { /** * Skills that may be cast on dead targets **/ switch( skill_id ) { case NPC_WIDESOULDRAIN: case PR_REDEMPTIO: case ALL_RESURRECTION: case WM_DEADHILLHERE: break; default: return 1; } } tstatus = status->get_status_data(target); // Record the status of the previous skill) if (sd) { if ((skill->get_inf2(skill_id)&INF2_ENSEMBLE_SKILL) && skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0, 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, 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, 0); return 0; } break; case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_COLDBOLT: sd->skill_id_old = skill_id; sd->skill_lv_old = skill_lv; break; } } if (sd != NULL && skill->check_condition_castbegin(sd, skill_id, skill_lv) == 0) return 0; if (src->type == BL_MOB) { const struct mob_data *src_md = BL_UCCAST(BL_MOB, src); switch (skill_id) { case NPC_SUMMONSLAVE: case NPC_SUMMONMONSTER: case AL_TELEPORT: if (src_md->master_id != 0 && src_md->special_state.ai != AI_NONE) return 0; } } if (src->type == BL_NPC) // NPC-objects can override cast distance range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight else range = skill->get_range2(src, skill_id, skill_lv); // Skill cast distance from database // New action request received, delete previous action request if not executed yet if(ud->stepaction || ud->steptimer != INVALID_TIMER) unit->stop_stepaction(src); // Remember the skill request from the client while walking to the next cell if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle->check_range(src, target, range-1)) { ud->stepaction = true; ud->target_to = target_id; ud->stepskill_id = skill_id; ud->stepskill_lv = skill_lv; return 0; // Attacking will be handled by unit_walktoxy_timer in this case } //Check range when not using skill on yourself or is a combo-skill during attack //(these are supposed to always have the same range as your attack) if( src->id != target_id && (!temp || ud->attacktimer == INVALID_TIMER) ) { if( skill->get_state(ud->skill_id) == ST_MOVE_ENABLE ) { if( !unit->can_reach_bl(src, target, range + 1, 1, NULL, NULL) ) return 0; // Walk-path check failed. } else if( src->type == BL_MER && skill_id == MA_REMOVETRAP ) { if( !battle->check_range(battle->get_master(src), target, range + 1) ) return 0; // Aegis calc remove trap based on Master position, ignoring mercenary O.O } else if (!battle->check_range(src, target, range)) { return 0; // Arrow-path check failed. } } if (!temp) //Stop attack on non-combo skills [Skotlex] unit->stop_attack(src); else if(ud->attacktimer != INVALID_TIMER) //Else-wise, delay current attack sequence ud->attackabletime = tick + status_get_adelay(src); ud->state.skillcastcancel = castcancel; //temp: Used to signal force cast now. temp = 0; switch(skill_id){ case ALL_RESURRECTION: if(battle->check_undead(tstatus->race,tstatus->def_ele)) { temp = 1; } else if (!status->isdead(target)) return 0; //Can't cast on non-dead characters. break; case MO_FINGEROFFENSIVE: if(sd) casttime += casttime * min(skill_lv, sd->spiritball); break; case MO_EXTREMITYFIST: if (sc && sc->data[SC_COMBOATTACK] && (sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH || sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST || sc->data[SC_COMBOATTACK]->val1 == CH_CHAINCRUSH)) casttime = -1; temp = 1; break; case CR_DEVOTION: if (sd) { int i = 0, count = min(skill_lv, 5); ARR_FIND(0, count, i, sd->devotion[i] == target_id); if (i == count) { ARR_FIND(0, count, i, sd->devotion[i] == 0); if(i == count) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0, 0); return 0; // Can't cast on other characters when limit is reached } } } break; case AB_CLEARANCE: if (target->type != BL_MOB && battle->check_target(src, target, BCT_PARTY) <= 0 && sd) { clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0, 0); return 0; } break; case SR_GATEOFHELL: case SR_TIGERCANNON: if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE) casttime = -1; temp = 1; break; case SA_SPELLBREAKER: temp = 1; break; case ST_CHASEWALK: if (sc && sc->data[SC_CHASEWALK]) casttime = -1; break; case TK_RUN: if (sc && sc->data[SC_RUN]) casttime = -1; break; case HP_BASILICA: if( sc && sc->data[SC_BASILICA] ) casttime = -1; // No Casting time on basilica cancel break; case KN_CHARGEATK: { unsigned int k = (distance_bl(src,target)-1)/3; //+100% every 3 cells of distance if( k > 2 ) k = 2; // ...but hard-limited to 300%. casttime += casttime * k; } break; case GD_EMERGENCYCALL: //Emergency Call double cast when the user has learned Leap [Daegaladh] if (sd && (pc->checkskill(sd,TK_HIGHJUMP) || pc->checkskill(sd,SU_LOPE) >= 3)) casttime *= 2; break; case RA_WUGDASH: if (sc && sc->data[SC_WUGDASH]) casttime = -1; break; case EL_WIND_SLASH: case EL_HURRICANE: case EL_TYPOON_MIS: case EL_STONE_HAMMER: case EL_ROCK_CRUSHER: case EL_STONE_RAIN: case EL_ICE_NEEDLE: case EL_WATER_SCREW: case EL_TIDAL_WEAPON: if( src->type == BL_ELEM ){ sd = BL_CAST(BL_PC, battle->get_master(src)); if( sd && sd->skill_id_old == SO_EL_ACTION ){ casttime = -1; sd->skill_id_old = 0; } } break; case NC_DISJOINT: if (target->type == BL_PC) { struct mob_data *md; if( (md = map->id2md(target->id)) && md->master_id != src->id ) casttime <<= 1; } break; } // moved here to prevent Suffragium from ending if skill fails #ifndef RENEWAL_CAST if (!(skill->get_castnodex(skill_id, skill_lv)&2)) casttime = skill->cast_fix_sc(src, casttime); #else casttime = skill->vf_cast_fix(src, casttime, skill_id, skill_lv); #endif if (src->type == BL_NPC) { // NPC-objects do not have cast time casttime = 0; } if( sc ) { /** * why the if else chain: these 3 status do not stack, so its efficient that way. **/ if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) { status_change_end(src, SC_CLOAKING, INVALID_TIMER); if (!src->prev) return 0; //Warped away! } else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) { status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER); if (!src->prev) return 0; } } if (!ud->state.running) //need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026 unit->stop_walking(src, STOPWALKING_FLAG_FIXPOS);// even though this is not how official works but this will do the trick. bugreport:6829 if (sd != NULL && sd->state.itemskill_no_casttime == 1 && skill->is_item_skill(sd, skill_id, skill_lv)) casttime = 0; // in official this is triggered even if no cast time. clif->useskill(src, src->id, target_id, 0,0, skill_id, skill_lv, casttime); if( casttime > 0 || temp ) { if (sd != NULL && target->type == BL_MOB) { struct mob_data *md = BL_UCAST(BL_MOB, target); mob->skill_event(md, src, tick, -1); //Cast targeted skill event. if (tstatus->mode&(MD_CASTSENSOR_IDLE|MD_CASTSENSOR_CHASE) && battle->check_target(target, src, BCT_ENEMY) > 0) { switch (md->state.skillstate) { case MSS_RUSH: case MSS_FOLLOW: if (!(tstatus->mode&MD_CASTSENSOR_CHASE)) break; md->target_id = src->id; md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0; md->min_chase = md->db->range3; break; case MSS_IDLE: case MSS_WALK: if (!(tstatus->mode&MD_CASTSENSOR_IDLE)) break; md->target_id = src->id; md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0; md->min_chase = md->db->range3; break; } } } } if( casttime <= 0 ) ud->state.skillcastcancel = 0; if( !sd || sd->skillitem != skill_id || skill->get_cast(skill_id,skill_lv) ) ud->canact_tick = tick + casttime + 100; if( sd ) { switch( skill_id ) { case CG_ARROWVULCAN: sd->canequip_tick = tick + casttime; break; } } ud->skilltarget = target_id; ud->skillx = 0; ud->skilly = 0; ud->skill_id = skill_id; ud->skill_lv = skill_lv; if( casttime > 0 ) { if (src->id != target->id) // self-targeted skills shouldn't show different direction unit->setdir(src, map->calc_dir(src, target->x, target->y)); ud->skilltimer = timer->add( tick+casttime, skill->castend_id, src->id, 0 ); if (sd && (pc->checkskill(sd, SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK || (skill->get_inf2(ud->skill_id) & INF2_FREE_CAST_REDUCED) != 0)) status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD); } else skill->castend_id(ud->skilltimer,tick,src->id,0); if (sd != NULL && battle_config.prevent_logout_trigger & PLT_SKILL) sd->canlog_tick = timer->gettick(); return 1; } static int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv) { int casttime = skill->cast_fix(src, skill_id, skill_lv); int castcancel = skill->get_castcancel(skill_id); int ret = unit->skilluse_pos2(src, skill_x, skill_y, skill_id, skill_lv, casttime, castcancel); struct map_session_data *sd = BL_CAST(BL_PC, src); if (sd != NULL) pc->itemskill_clear(sd); return ret; } static int unit_skilluse_pos2(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel) { struct map_session_data *sd = NULL; struct unit_data *ud = NULL; struct status_change *sc; struct block_list bl; int64 tick = timer->gettick(); int range; nullpo_ret(src); if (!src->prev) return 0; // not on the map if(status->isdead(src)) return 0; sd = BL_CAST(BL_PC, src); ud = unit->bl2ud(src); if(ud == NULL) return 0; if(ud->skilltimer != INVALID_TIMER) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex] return 0; sc = status->get_sc(src); if (sc && !sc->count) sc = NULL; if( sd ) { if( skill->not_ok(skill_id, sd) || !skill->check_condition_castbegin(sd, skill_id, skill_lv) ) return 0; /** * "WHY IS IT HEREE": ice wall cannot be canceled past this point, the client displays the animation even, * if we cancel it from castend_pos, so it has to be here for it to not display the animation. **/ if (skill_id == WZ_ICEWALL && map->getcell(src->m, src, skill_x, skill_y, CELL_CHKNOICEWALL)) return 0; } if (!status->check_skilluse(src, NULL, skill_id, 0)) return 0; if (map->getcell(src->m, src, 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, 0); return 0; } /* Check range and obstacle */ bl.type = BL_NUL; bl.m = src->m; bl.x = skill_x; bl.y = skill_y; if (src->type == BL_NPC) // NPC-objects can override cast distance range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight else range = skill->get_range2(src, skill_id, skill_lv); // Skill cast distance from database // New action request received, delete previous action request if not executed yet if(ud->stepaction || ud->steptimer != INVALID_TIMER) unit->stop_stepaction(src); // Remember the skill request from the client while walking to the next cell if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle->check_range(src, &bl, range-1)) { struct map_data *md = &map->list[src->m]; // Convert coordinates to target_to so we can use it as target later ud->stepaction = true; ud->target_to = (skill_x + skill_y*md->xs); ud->stepskill_id = skill_id; ud->stepskill_lv = skill_lv; return 0; // Attacking will be handled by unit_walktoxy_timer in this case } if( skill->get_state(ud->skill_id) == ST_MOVE_ENABLE ) { if( !unit->can_reach_bl(src, &bl, range + 1, 1, NULL, NULL) ) return 0; //Walk-path check failed. } else if( !battle->check_range(src, &bl, range) ) return 0; //Arrow-path check failed. unit->stop_attack(src); // moved here to prevent Suffragium from ending if skill fails #ifndef RENEWAL_CAST if (!(skill->get_castnodex(skill_id, skill_lv)&2)) casttime = skill->cast_fix_sc(src, casttime); #else casttime = skill->vf_cast_fix(src, casttime, skill_id, skill_lv ); #endif if (src->type == BL_NPC) { // NPC-objects do not have cast time casttime = 0; } ud->state.skillcastcancel = castcancel&&casttime>0?1:0; if( !sd || sd->skillitem != skill_id || skill->get_cast(skill_id,skill_lv) ) ud->canact_tick = tick + casttime + 100; #if 0 if (sd) { switch (skill_id) { case ????: sd->canequip_tick = tick + casttime; } } #endif // 0 ud->skill_id = skill_id; ud->skill_lv = skill_lv; ud->skillx = skill_x; ud->skilly = skill_y; ud->skilltarget = 0; if( sc ) { /** * why the if else chain: these 3 status do not stack, so its efficient that way. **/ if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4)) { status_change_end(src, SC_CLOAKING, INVALID_TIMER); if (!src->prev) return 0; //Warped away! } else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4)) { status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER); if (!src->prev) return 0; } } unit->stop_walking(src, STOPWALKING_FLAG_FIXPOS); if (sd != NULL && sd->state.itemskill_no_casttime == 1 && skill->is_item_skill(sd, skill_id, skill_lv)) casttime = 0; // in official this is triggered even if no cast time. clif->useskill(src, src->id, 0, skill_x, skill_y, skill_id, skill_lv, casttime); if( casttime > 0 ) { unit->setdir(src, map->calc_dir(src, skill_x, skill_y)); ud->skilltimer = timer->add( tick+casttime, skill->castend_pos, src->id, 0 ); if ((sd && pc->checkskill(sd, SA_FREECAST) > 0) || skill_id == LG_EXEEDBREAK || (skill->get_inf2(ud->skill_id) & INF2_FREE_CAST_REDUCED) != 0) { status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD); } } else { ud->skilltimer = INVALID_TIMER; skill->castend_pos(ud->skilltimer,tick,src->id,0); } if (sd != NULL && battle_config.prevent_logout_trigger & PLT_SKILL) sd->canlog_tick = timer->gettick(); return 1; } /*======================================== * update a block's attack target *----------------------------------------*/ static int unit_set_target(struct unit_data *ud, int target_id) { nullpo_ret(ud); if (ud->target != target_id) { struct unit_data * ux; struct block_list* target; if (ud->target && (target = map->id2bl(ud->target)) != NULL && (ux = unit->bl2ud(target)) != NULL && ux->target_count > 0) --ux->target_count; if (target_id && (target = map->id2bl(target_id)) != NULL && (ux = unit->bl2ud(target)) != NULL && ux->target_count < UCHAR_MAX) ++ux->target_count; } ud->target = target_id; return 0; } /** * Stop a unit's attacks * @param bl: Object to stop */ static void unit_stop_attack(struct block_list *bl) { struct unit_data *ud; nullpo_retv(bl); ud = unit->bl2ud(bl); nullpo_retv(ud); //Clear target unit->set_target(ud, 0); if(ud->attacktimer == INVALID_TIMER) return; //Clear timer timer->delete(ud->attacktimer, unit->attack_timer); ud->attacktimer = INVALID_TIMER; } /** * Stop a unit's step action * @param bl: Object to stop */ static void unit_stop_stepaction(struct block_list *bl) { struct unit_data *ud; nullpo_retv(bl); ud = unit->bl2ud(bl); nullpo_retv(ud); //Clear remembered step action ud->stepaction = false; ud->target_to = 0; ud->stepskill_id = 0; ud->stepskill_lv = 0; if(ud->steptimer == INVALID_TIMER) return; //Clear timer timer->delete(ud->steptimer, unit->step_timer); ud->steptimer = INVALID_TIMER; } //Means current target is unattackable. For now only unlocks mobs. static int unit_unattackable(struct block_list *bl) { struct unit_data *ud = unit->bl2ud(bl); nullpo_ret(bl); if (ud) { ud->state.attack_continue = 0; ud->state.step_attack = 0; unit->set_target(ud, 0); } if (bl->type == BL_MOB) mob->unlocktarget(BL_UCAST(BL_MOB, bl), timer->gettick()); else if (bl->type == BL_PET) pet->unlocktarget(BL_UCAST(BL_PET, bl)); return 0; } /*========================================== * Attack request * If type is an ongoing attack *------------------------------------------*/ static int unit_attack(struct block_list *src, int target_id, int continuous) { struct block_list *target; struct unit_data *ud; int range; nullpo_ret(src); nullpo_ret(ud = unit->bl2ud(src)); target = map->id2bl(target_id); if( target==NULL || status->isdead(target) ) { unit->unattackable(src); return 1; } if (src->type == BL_PC) { struct map_session_data *sd = BL_UCAST(BL_PC, src); if (target->type == BL_NPC) { // monster npcs [Valaris] if (sd->block_action.npc == 0) { // *pcblock script command npc->click(sd, BL_UCAST(BL_NPC, target)); // submitted by leinsirk10 [Celest] } return 0; } if( pc_is90overweight(sd) || pc_isridingwug(sd) ) { // overweight or mounted on warg - stop attacking unit->stop_attack(src); return 0; } if( !pc->can_attack(sd, target_id) ) { unit->stop_attack(src); return 0; } } if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !status->check_skilluse(src, target, 0, 0) ) { unit->unattackable(src); return 1; } ud->state.attack_continue = (continuous&1)?1:0; ud->state.step_attack = (continuous&2)?1:0; unit->set_target(ud, target_id); range = status_get_range(src); if (continuous) //If you're to attack continuously, set to auto-case character ud->chaserange = range; //Just change target/type. [Skotlex] if(ud->attacktimer != INVALID_TIMER) return 0; // New action request received, delete previous action request if not executed yet if(ud->stepaction || ud->steptimer != INVALID_TIMER) unit->stop_stepaction(src); // Remember the attack request from the client while walking to the next cell if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle->check_range(src, target, range-1)) { ud->stepaction = true; ud->target_to = ud->target; ud->stepskill_id = 0; ud->stepskill_lv = 0; return 0; // Attacking will be handled by unit_walktoxy_timer in this case } if(DIFF_TICK(ud->attackabletime, timer->gettick()) > 0) //Do attack next time it is possible. [Skotlex] ud->attacktimer=timer->add(ud->attackabletime,unit->attack_timer,src->id,0); else //Attack NOW. unit->attack_timer(INVALID_TIMER, timer->gettick(), src->id, 0); return 0; } //Cancels an ongoing combo, resets attackable time and restarts the //attack timer to resume attacking after amotion time. [Skotlex] static int unit_cancel_combo(struct block_list *bl) { struct unit_data *ud; nullpo_ret(bl); if (!status_change_end(bl, SC_COMBOATTACK, INVALID_TIMER)) return 0; //Combo wasn't active. ud = unit->bl2ud(bl); nullpo_ret(ud); ud->attackabletime = timer->gettick() + status_get_amotion(bl); if (ud->attacktimer == INVALID_TIMER) return 1; //Nothing more to do. timer->delete(ud->attacktimer, unit->attack_timer); ud->attacktimer=timer->add(ud->attackabletime,unit->attack_timer,bl->id,0); return 1; } /*========================================== * *------------------------------------------*/ static 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,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH); } /*========================================== * *------------------------------------------*/ static bool unit_can_reach_bl(struct block_list *bl, struct block_list *tbl, int range, int easy, short *x, short *y) { short dx,dy; struct walkpath_data wpd; nullpo_retr(false, bl); nullpo_retr(false, tbl); if( bl->m != tbl->m) return false; if( bl->x==tbl->x && bl->y==tbl->y ) return true; if(range>0 && !check_distance_bl(bl, tbl, range)) return false; // It judges whether it can adjoin or not. dx=tbl->x - bl->x; dy=tbl->y - bl->y; dx=(dx>0)?1:((dx<0)?-1:0); dy=(dy>0)?1:((dy<0)?-1:0); if (map->getcell(tbl->m, bl, tbl->x - dx, tbl->y - dy, CELL_CHKNOPASS)) { int i; //Look for a suitable cell to place in. for (i=0;i<8 && map->getcell(tbl->m, bl, tbl->x - dirx[i], tbl->y - diry[i], CELL_CHKNOPASS); i++); if (i==8) return false; //No valid cells. dx = dirx[i]; dy = diry[i]; } if (x) *x = tbl->x-dx; if (y) *y = tbl->y-dy; if (!path->search(&wpd,bl,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)) return false; #ifdef OFFICIAL_WALKPATH if( !path->search_long(NULL, bl, bl->m, bl->x, bl->y, tbl->x-dx, tbl->y-dy, CELL_CHKNOPASS) // Check if there is an obstacle between && wpd.path_len > 14 // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett] && (bl->type != BL_NPC) ) // If type is a NPC, please disregard. return false; #endif return true; } /*========================================== * Calculates position of Pet/Mercenary/Homunculus/Elemental *------------------------------------------*/ static int unit_calc_pos(struct block_list *bl, int tx, int ty, enum unit_dir dir) { int dx, dy, x, y; struct unit_data *ud = unit->bl2ud(bl); nullpo_ret(ud); Assert_retr(1, dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX); ud->to_x = tx; ud->to_y = ty; // 2 cells from Master Position dx = -dirx[dir] * 2; dy = -diry[dir] * 2; x = tx + dx; y = ty + dy; if (!unit->can_reach_pos(bl, x, y, 0)) { if( dx > 0 ) x--; else if( dx < 0 ) x++; if( dy > 0 ) y--; else if( dy < 0 ) y++; if (!unit->can_reach_pos(bl, x, y, 0)) { int i; for (i = 0; i < 12; i++) { enum unit_dir k = rnd() % UNIT_DIR_MAX; // 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, int64 tick) { struct block_list *target; struct unit_data *ud; struct status_data *sstatus; struct map_session_data *sd = NULL; struct mob_data *md = NULL; int range; if( (ud=unit->bl2ud(src))==NULL ) return 0; if( ud->attacktimer != tid ) { ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid); return 0; } sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); ud->attacktimer = INVALID_TIMER; target=map->id2bl(ud->target); if( src == NULL || src->prev == NULL || target==NULL || target->prev == NULL ) return 0; if( status->isdead(src) || status->isdead(target) || battle->check_target(src,target,BCT_ENEMY) <= 0 || !status->check_skilluse(src, target, 0, 0) #ifdef OFFICIAL_WALKPATH || !path->search_long(NULL, src, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) #endif || (sd && !pc->can_attack(sd, ud->target) ) ) return 0; // can't attack under these conditions if (src->m != target->m) { if (src->type == BL_MOB && mob->warpchase(BL_UCAST(BL_MOB, src), target)) return 1; // Follow up. return 0; } if (ud->skilltimer != INVALID_TIMER && !(sd && (pc->checkskill(sd, SA_FREECAST) > 0 || (skill->get_inf2(ud->skill_id) & (INF2_FREE_CAST_REDUCED | INF2_FREE_CAST_NORMAL)) != 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 || (skill->get_inf2(ud->skill_id) & (INF2_FREE_CAST_REDUCED | INF2_FREE_CAST_NORMAL)) != 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, 0); return 0; } //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex] if( ud->state.attack_continue ) { if( DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0 ) ud->attackabletime = ud->canact_tick; ud->attacktimer=timer->add(ud->attackabletime,unit->attack_timer,src->id,0); } return 1; } sstatus = status->get_status_data(src); range = sstatus->rhw.range; if( (unit->is_walking(target) || ud->state.step_attack) && (target->type == BL_PC || !map->getcell(target->m, src, target->x, target->y, CELL_CHKICEWALL))) range++; // Extra range when chasing (does not apply to mobs locked in an icewall) if(sd && !check_distance_client_bl(src,target,range)) { // Player tries to attack but target is too far, notify client clif->movetoattack(sd,target); return 1; } else if(md && !check_distance_bl(src,target,range)) { // Monster: Chase if required unit->walktobl(src,target,ud->chaserange,ud->state.walk_easy|2); return 1; } if( !battle->check_range(src,target,range) ) { //Within range, but no direct line of attack if( ud->state.attack_continue ) { if(ud->chaserange > 2) ud->chaserange-=2; unit->walktobl(src,target,ud->chaserange,ud->state.walk_easy|2); } return 1; } //Sync packet only for players. //Non-players use the sync packet on the walk timer. [Skotlex] if (tid == INVALID_TIMER && sd) clif->fixpos(src); map->freeblock_lock(); if( DIFF_TICK(ud->attackabletime,tick) <= 0 ) { if (battle_config.attack_direction_change && (src->type&battle_config.attack_direction_change)) { ud->dir = map->calc_dir(src, target->x,target->y ); } if(ud->walktimer != INVALID_TIMER) unit->stop_walking(src, STOPWALKING_FLAG_FIXPOS); if(md) { //First attack is always a normal attack if(md->state.skillstate == MSS_ANGRY || md->state.skillstate == MSS_BERSERK) { if (mob->skill_use(md,tick,-1)) { map->freeblock_unlock(); return 1; } } else { // Set mob's ANGRY/BERSERK states. md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK; } if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME) { // Link monsters nearby [Skotlex] md->last_linktime = tick; map->foreachinrange(mob->linksearch, src, md->db->range2, BL_MOB, md->class_, target, tick); } } if (src->type == BL_PET && pet->attackskill(BL_UCAST(BL_PET, src), target->id)) { map->freeblock_unlock(); return 1; } 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); /** * 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) { map->freeblock_unlock(); return 1; } ud->attackabletime = tick + sstatus->adelay; // You can't move if you can't attack neither. if (src->type&battle_config.attack_walk_delay) unit->set_walkdelay(src, tick, sstatus->amotion, 1); } if(ud->state.attack_continue) { unit->setdir(src, map->calc_dir(src, target->x, target->y)); if( src->type == BL_PC ) pc->update_idle_time(sd, BCIDLE_ATTACK); ud->attacktimer = timer->add(ud->attackabletime,unit->attack_timer,src->id,0); } map->freeblock_unlock(); if (sd != NULL && battle_config.prevent_logout_trigger & PLT_ATTACK) sd->canlog_tick = timer->gettick(); return 1; } static int unit_attack_timer(int tid, int64 tick, int id, intptr_t data) { struct block_list *bl; bl = map->id2bl(id); if(bl && unit->attack_timer_sub(bl, tid, tick) == 0) unit->unattackable(bl); return 0; } /*========================================== * Cancels an ongoing skill cast. * flag&1: Cast-Cancel invoked. * flag&2: Cancel only if skill is can be cancel. *------------------------------------------*/ static int unit_skillcastcancel(struct block_list *bl, int type) { struct map_session_data *sd = NULL; struct unit_data *ud = unit->bl2ud( bl); int64 tick = timer->gettick(); int ret=0, skill_id; nullpo_ret(bl); if (!ud || ud->skilltimer == INVALID_TIMER) return 0; //Nothing to cancel. sd = BL_CAST(BL_PC, bl); if (type&2) { //See if it can be canceled. if (!ud->state.skillcastcancel) return 0; if (sd && (sd->special_state.no_castcancel2 || (sd->special_state.no_castcancel && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground))) //fixed flags being read the wrong way around [blackhole89] return 0; } ud->canact_tick = tick; if(type&1 && sd) skill_id = sd->skill_id_old; else skill_id = ud->skill_id; if (skill->get_inf(skill_id) & INF_GROUND_SKILL) ret = timer->delete( ud->skilltimer, skill->castend_pos ); else ret = timer->delete( ud->skilltimer, skill->castend_id ); if( ret < 0 ) ShowError("delete timer error %d : skill %d (%s)\n",ret,skill_id,skill->get_name(skill_id)); ud->skilltimer = INVALID_TIMER; if (sd && (pc->checkskill(sd, SA_FREECAST) > 0 || (skill->get_inf2(ud->skill_id) & INF2_FREE_CAST_REDUCED) != 0)) status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD); if( sd ) { switch( skill_id ) { case CG_ARROWVULCAN: sd->canequip_tick = tick; break; } } if (bl->type == BL_MOB) BL_UCAST(BL_MOB, bl)->skill_idx = -1; clif->skillcastcancel(bl); return 1; } // unit_data initialization process static void unit_dataset(struct block_list *bl) { struct unit_data *ud = unit->bl2ud(bl); nullpo_retv(ud); unit->init_ud(ud); ud->bl = bl; } static void unit_init_ud(struct unit_data *ud) { nullpo_retv(ud); memset (ud, 0, sizeof(struct unit_data)); ud->walktimer = INVALID_TIMER; ud->skilltimer = INVALID_TIMER; ud->attacktimer = INVALID_TIMER; ud->steptimer = INVALID_TIMER; ud->attackabletime = ud->canact_tick = ud->canmove_tick = timer->gettick(); } /*========================================== * Counts the number of units attacking 'bl' *------------------------------------------*/ static int unit_counttargeted(struct block_list *bl) { struct unit_data* ud; if (bl && (ud = unit->bl2ud(bl)) != NULL) return ud->target_count; return 0; } /*========================================== * *------------------------------------------*/ static int unit_fixdamage(struct block_list *src, struct block_list *target, int sdelay, int ddelay, int64 damage, short div, unsigned char type, int64 damage2) { nullpo_ret(target); if(damage+damage2 <= 0) return 0; return status_fix_damage(src,target,damage+damage2,clif->damage(target,target,sdelay,ddelay,damage,div,type,damage2)); } /*========================================== * To change the size of the char (player or mob only) *------------------------------------------*/ static 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) { BL_UCAST(BL_PC, bl)->state.size = size; } else if(bl->type == BL_MOB) { BL_UCAST(BL_MOB, bl)->special_state.size = size; } else return 0; if(size!=0) clif->specialeffect(bl,421+size, AREA); return 0; } /*========================================== * Removes a bl/ud from the map. * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd * if clrtype is 1 (death), appropriate cleanup is performed. * Otherwise it is assumed bl is being warped. * On-Kill specific stuff is not performed here, look at status->damage for that. *------------------------------------------*/ static int unit_remove_map(struct block_list *bl, enum clr_type clrtype, const char *file, int line, const char *func) { struct unit_data *ud = unit->bl2ud(bl); struct status_change *sc = status->get_sc(bl); nullpo_ret(bl); nullpo_ret(ud); if(bl->prev == NULL) return 0; //Already removed? map->freeblock_lock(); if (ud->walktimer != INVALID_TIMER) unit->stop_walking(bl, STOPWALKING_FLAG_NONE); if (ud->skilltimer != INVALID_TIMER) unit->skillcastcancel(bl,0); //Clear target even if there is no timer if (ud->target || ud->attacktimer != INVALID_TIMER) unit->stop_attack(bl); //Clear stepaction even if there is no timer if (ud->stepaction || ud->steptimer != INVALID_TIMER) unit->stop_stepaction(bl); // Do not reset can-act delay. [Skotlex] ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = timer->gettick(); if(sc && sc->count ) { //map-change/warp dispells. status_change_end(bl, SC_BLADESTOP, INVALID_TIMER); status_change_end(bl, SC_BASILICA, INVALID_TIMER); status_change_end(bl, SC_ANKLESNARE, INVALID_TIMER); status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER); status_change_end(bl, SC_BLADESTOP_WAIT, INVALID_TIMER); status_change_end(bl, SC_RUN, INVALID_TIMER); status_change_end(bl, SC_DANCING, INVALID_TIMER); status_change_end(bl, SC_WARM, INVALID_TIMER); status_change_end(bl, SC_DEVOTION, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE, INVALID_TIMER); status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); status_change_end(bl, SC_HIDING, INVALID_TIMER); // Ensure the bl is a PC; if so, we'll handle the removal of cloaking and cloaking exceed later if ( bl->type != BL_PC ) { status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } status_change_end(bl, SC_CHASEWALK, INVALID_TIMER); if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) status_change_end(bl, SC_GOSPEL, INVALID_TIMER); status_change_end(bl, SC_HLIF_CHANGE, INVALID_TIMER); status_change_end(bl, SC_STOP, INVALID_TIMER); status_change_end(bl, SC_WUGDASH, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER); status_change_end(bl, SC_NEUTRALBARRIER_MASTER, INVALID_TIMER); status_change_end(bl, SC_NEUTRALBARRIER, INVALID_TIMER); status_change_end(bl, SC_STEALTHFIELD_MASTER, INVALID_TIMER); status_change_end(bl, SC_STEALTHFIELD, INVALID_TIMER); status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); status_change_end(bl, SC__MANHOLE, INVALID_TIMER); status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); status_change_end(bl, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); //callme before warp status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER); status_change_end(bl, SC_SUHIDE, INVALID_TIMER); status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER); } if (bl->type&(BL_CHAR|BL_PET)) { skill->unit_move(bl,timer->gettick(),4); skill->cleartimerskill(bl); } switch( bl->type ) { case BL_PC: { struct map_session_data *sd = BL_UCAST(BL_PC, bl); if(sd->shadowform_id) { struct block_list *d_bl = map->id2bl(sd->shadowform_id); if( d_bl ) status_change_end(d_bl,SC__SHADOWFORM,INVALID_TIMER); } //Leave/reject all invitations. if (sd->chat_id != 0) chat->leave(sd, false); if(sd->trade_partner) trade->cancel(sd); buyingstore->close(sd); searchstore->close(sd); if( sd->menuskill_id != AL_TELEPORT ) { // issue: 8027 if(sd->state.storage_flag == STORAGE_FLAG_NORMAL) storage->pc_quit(sd,0); else if (sd->state.storage_flag == STORAGE_FLAG_GUILD) gstorage->pc_quit(sd,0); sd->state.storage_flag = STORAGE_FLAG_CLOSED; //Force close it when being warped. } if(sd->party_invite>0) party->reply_invite(sd,sd->party_invite,0); if(sd->guild_invite>0) guild->reply_invite(sd,sd->guild_invite,0); if(sd->guild_alliance>0) guild->reply_reqalliance(sd,sd->guild_alliance_account,0); if(sd->menuskill_id) sd->menuskill_id = sd->menuskill_val = 0; if( sd->touching_id ) npc->touchnext_areanpc(sd,true); // Check if warping and not changing the map. if ( sd->state.warping && !sd->state.changemap ) { status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } sd->npc_shopid = 0; sd->adopt_invite = 0; if(sd->pvp_timer != INVALID_TIMER) { timer->delete(sd->pvp_timer,pc->calc_pvprank_timer); sd->pvp_timer = INVALID_TIMER; sd->pvp_rank = 0; } if(sd->duel_group > 0) duel->leave(sd->duel_group, sd); if(pc_issit(sd)) { pc->setstand(sd); skill->sit(sd,0); } party->send_dot_remove(sd);//minimap dot fix [Kevin] guild->send_dot_remove(sd); bg->send_dot_remove(sd); if( map->list[bl->m].users <= 0 || sd->state.debug_remove_map ) { // this is only place where map users is decreased, if the mobs were removed too soon then this function was executed too many times [FlavioJS] if( sd->debug_file == NULL || !(sd->state.debug_remove_map) ) { sd->debug_file = ""; sd->debug_line = 0; sd->debug_func = ""; } ShowDebug("unit_remove_map: unexpected state when removing player AID/CID:%d/%d" " (active=%d connect_new=%d rewarp=%d changemap=%d debug_remove_map=%d)" " from map=%s (users=%d)." " Previous call from %s:%d(%s), current call from %s:%d(%s)." " Please report this!!!\n", sd->status.account_id, sd->status.char_id, sd->state.active, sd->state.connect_new, sd->state.rewarp, sd->state.changemap, sd->state.debug_remove_map, map->list[bl->m].name, map->list[bl->m].users, sd->debug_file, sd->debug_line, sd->debug_func, file, line, func); } else if (--map->list[bl->m].users == 0 && battle_config.dynamic_mobs) //[Skotlex] map->removemobs(bl->m); if (!(pc_isinvisible(sd))) { // decrement the number of active pvp players on the map --map->list[bl->m].users_pvp; } if( map->list[bl->m].instance_id >= 0 ) { instance->list[map->list[bl->m].instance_id].users--; instance->check_idle(map->list[bl->m].instance_id); } if( sd->state.hpmeter_visible ) { map->list[bl->m].hpmeter_visible--; sd->state.hpmeter_visible = 0; } sd->state.debug_remove_map = 1; // temporary state to track double remove_map's [FlavioJS] sd->debug_file = file; sd->debug_line = line; sd->debug_func = func; break; } case BL_MOB: { struct mob_data *md = BL_UCAST(BL_MOB, 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 = BL_UCAST(BL_PET, bl); if( pd->pet.intimate <= 0 && !(pd->msd && !pd->msd->state.active) ) { //If logging out, this is deleted on unit->free clif->clearunit_area(bl,clrtype); map->delblock(bl); unit->free(bl,CLR_OUTSIGHT); map->freeblock_unlock(); return 0; } break; } case BL_HOM: { struct homun_data *hd = BL_UCAST(BL_HOM, bl); if( !hd->homunculus.intimacy && !(hd->master && !hd->master->state.active) ) { //If logging out, this is deleted on unit->free clif->emotion(bl, E_SOB); clif->clearunit_area(bl,clrtype); map->delblock(bl); unit->free(bl,CLR_OUTSIGHT); map->freeblock_unlock(); return 0; } break; } case BL_MER: { struct mercenary_data *md = BL_UCAST(BL_MER, bl); ud->canact_tick = ud->canmove_tick; if( mercenary->get_lifetime(md) <= 0 && !(md->master && !md->master->state.active) ) { clif->clearunit_area(bl,clrtype); map->delblock(bl); unit->free(bl,CLR_OUTSIGHT); map->freeblock_unlock(); return 0; } break; } case BL_ELEM: { struct elemental_data *ed = BL_UCAST(BL_ELEM, bl); ud->canact_tick = ud->canmove_tick; if( elemental->get_lifetime(ed) <= 0 && !(ed->master && !ed->master->state.active) ) { clif->clearunit_area(bl,clrtype); map->delblock(bl); unit->free(bl,0); map->freeblock_unlock(); return 0; } break; } default: break;// do nothing } /** * BL_MOB is handled by mob_dead unless the monster is not dead. **/ if( bl->type != BL_MOB || !status->isdead(bl) ) clif->clearunit_area(bl,clrtype); map->delblock(bl); map->freeblock_unlock(); return 1; } static void unit_remove_map_pc(struct map_session_data *sd, enum clr_type clrtype) { nullpo_retv(sd); unit->remove_map(&sd->bl,clrtype,ALC_MARK); //CLR_RESPAWN is the warp from logging out, CLR_TELEPORT is the warp from teleporting, but pets/homunc need to just 'vanish' instead of showing the warping animation. if (clrtype == CLR_RESPAWN || clrtype == CLR_TELEPORT) clrtype = CLR_OUTSIGHT; if(sd->pd) unit->remove_map(&sd->pd->bl, clrtype, ALC_MARK); if(homun_alive(sd->hd)) unit->remove_map(&sd->hd->bl, clrtype, ALC_MARK); if(sd->md) unit->remove_map(&sd->md->bl, clrtype, ALC_MARK); if(sd->ed) unit->remove_map(&sd->ed->bl, clrtype, ALC_MARK); } static void unit_free_pc(struct map_session_data *sd) { nullpo_retv(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 *------------------------------------------*/ static int unit_free(struct block_list *bl, enum clr_type clrtype) { struct unit_data *ud = unit->bl2ud( bl ); nullpo_ret(bl); nullpo_ret(ud); map->freeblock_lock(); if( bl->prev ) //Players are supposed to logout with a "warp" effect. unit->remove_map(bl, clrtype, ALC_MARK); switch( bl->type ) { case BL_PC: { struct map_session_data *sd = BL_UCAST(BL_PC, bl); sd->state.loggingout = 1; if( status->isdead(bl) ) pc->setrestartvalue(sd,2); pc->delinvincibletimer(sd); pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),false); pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),false); pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),false); if( sd->followtimer != INVALID_TIMER ) pc->stop_following(sd); if( sd->duel_invite > 0 ) duel->reject(sd->duel_invite, sd); // Notify friends that this char logged out. [Skotlex] map->foreachpc(clif->friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0); party->send_logout(sd); guild->send_memberinfoshort(sd,0); clan->member_offline(sd); pc->cleareventtimer(sd); pc->inventory_rental_clear(sd); pc->delspiritball(sd,sd->spiritball,1); pc->del_charm(sd, sd->charm_count, sd->charm_type); if( sd->st && sd->st->state != RUN ) {// free attached scripts that are waiting script->free_state(sd->st); sd->st = NULL; sd->npc_id = 0; } if( sd->combos ) { aFree(sd->combos); sd->combos = NULL; } sd->combo_count = 0; /* [Ind/Hercules] */ if( sd->sc_display_count ) { int i; for(i = 0; i < sd->sc_display_count; i++) { ers_free(pc->sc_display_ers, sd->sc_display[i]); } sd->sc_display_count = 0; } if( sd->sc_display != NULL ) { aFree(sd->sc_display); sd->sc_display = NULL; } if( sd->instance != NULL ) { aFree(sd->instance); sd->instance = NULL; } VECTOR_CLEAR(sd->channels); VECTOR_CLEAR(sd->script_queues); VECTOR_CLEAR(sd->achievement); // Achievement [Smokexyz/Hercules] VECTOR_CLEAR(sd->storage.item); VECTOR_CLEAR(sd->hatEffectId); VECTOR_CLEAR(sd->title_ids); // Title [Dastgir/Hercules] sd->storage.received = false; if( sd->quest_log != NULL ) { aFree(sd->quest_log); sd->quest_log = NULL; sd->num_quests = sd->avail_quests = 0; } HPM->data_store_destroy(&sd->hdata); break; } case BL_PET: { struct pet_data *pd = BL_UCAST(BL_PET, bl); struct map_session_data *sd = pd->msd; pet->hungry_timer_delete(pd); if( pd->a_skill ) { aFree(pd->a_skill); pd->a_skill = NULL; } if( pd->s_skill ) { if (pd->s_skill->timer != INVALID_TIMER) { timer->delete(pd->s_skill->timer, pet->skill_support_timer); } aFree(pd->s_skill); pd->s_skill = NULL; } if( pd->recovery ) { if(pd->recovery->timer != INVALID_TIMER) timer->delete(pd->recovery->timer, pet->recovery_timer); aFree(pd->recovery); pd->recovery = NULL; } if( pd->bonus ) { if (pd->bonus->timer != INVALID_TIMER) timer->delete(pd->bonus->timer, pet->skill_bonus_timer); aFree(pd->bonus); pd->bonus = NULL; } if( pd->loot ) { pet->lootitem_drop(pd,sd); if (pd->loot->item) aFree(pd->loot->item); aFree (pd->loot); pd->loot = NULL; } if (pd->pet.intimate > 0) { intif->save_petdata(pd->pet.account_id,&pd->pet); } else { //Remove pet. intif->delete_petdata(pd->pet.pet_id); if (sd) sd->status.pet_id = 0; } if( sd ) sd->pd = NULL; break; } case BL_MOB: { struct mob_data *md = BL_UCAST(BL_MOB, bl); if( md->spawn_timer != INVALID_TIMER ) { timer->delete(md->spawn_timer,mob->delayspawn); md->spawn_timer = INVALID_TIMER; } if( md->deletetimer != INVALID_TIMER ) { timer->delete(md->deletetimer,mob->timer_delete); md->deletetimer = INVALID_TIMER; } if( md->lootitem ) { aFree(md->lootitem); md->lootitem=NULL; } if( md->guardian_data ) { struct guild_castle* gc = md->guardian_data->castle; if( md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS ) { gc->guardian[md->guardian_data->number].id = 0; } else { int i; ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == md->bl.id); if( i < gc->temp_guardians_max ) gc->temp_guardians[i] = 0; } aFree(md->guardian_data); md->guardian_data = NULL; } if( md->spawn ) { md->spawn->active--; if( !md->spawn->state.dynamic ) {// permanently remove the mob if( --md->spawn->num == 0 ) {// Last freed mob is responsible for deallocating the group's spawn data. aFree(md->spawn); md->spawn = NULL; } } } if( md->base_status) { aFree(md->base_status); md->base_status = NULL; } if( mob->is_clone(md->class_) ) mob->clone_delete(md); if( md->tomb_nid ) mob->mvptomb_destroy(md); HPM->data_store_destroy(&md->hdata); break; } case BL_HOM: { struct homun_data *hd = BL_UCAST(BL_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 = BL_UCAST(BL_MER, bl); struct map_session_data *sd = md->master; if( mercenary->get_lifetime(md) > 0 ) mercenary->save(md); else { intif->mercenary_delete(md->mercenary.mercenary_id); if( sd ) sd->status.mer_id = 0; } if( sd ) sd->md = NULL; mercenary->contract_stop(md); break; } case BL_ELEM: { struct elemental_data *ed = BL_UCAST(BL_ELEM, bl); struct map_session_data *sd = ed->master; if( elemental->get_lifetime(ed) > 0 ) elemental->save(ed); else { intif->elemental_delete(ed->elemental.elemental_id); if( sd ) sd->status.ele_id = 0; } if( sd ) sd->ed = NULL; elemental->summon_stop(ed); break; } } skill->clear_unitgroup(bl); status->change_clear(bl,1); map->deliddb(bl); if( bl->type != BL_PC ) //Players are handled by map_quit map->freeblock(bl); map->freeblock_unlock(); return 0; } static int do_init_unit(bool minimal) { if (minimal) return 0; timer->add_func_list(unit->attack_timer, "unit_attack_timer"); timer->add_func_list(unit->walktoxy_timer,"unit_walktoxy_timer"); timer->add_func_list(unit->walktobl_sub, "unit_walktobl_sub"); timer->add_func_list(unit->delay_walktoxy_timer,"unit_delay_walktoxy_timer"); timer->add_func_list(unit->step_timer,"unit_step_timer"); return 0; } static int do_final_unit(void) { // nothing to do return 0; } void unit_defaults(void) { unit = &unit_s; unit->init = do_init_unit; unit->final = do_final_unit; /* */ unit->bl2ud = unit_bl2ud; unit->bl2ud2 = unit_bl2ud2; unit->init_ud = unit_init_ud; unit->attack_timer = unit_attack_timer; unit->walktoxy_timer = unit_walktoxy_timer; unit->walktoxy_sub = unit_walktoxy_sub; unit->delay_walktoxy_timer = unit_delay_walktoxy_timer; unit->walktoxy = unit_walktoxy; unit->walktobl_sub = unit_walktobl_sub; unit->walktobl = unit_walktobl; unit->run = unit_run; unit->run_hit = unit_run_hit; unit->escape = unit_escape; unit->movepos = unit_movepos; unit->setdir = unit_setdir; unit->getdir = unit_getdir; unit->blown = unit_blown; unit->warp = unit_warp; unit->warpto_master = unit_warpto_master; unit->stop_walking = unit_stop_walking; unit->skilluse_id = unit_skilluse_id; unit->step_timer = unit_step_timer; unit->stop_stepaction = unit_stop_stepaction; unit->is_walking = unit_is_walking; unit->can_move = unit_can_move; unit->resume_running = unit_resume_running; unit->set_walkdelay = unit_set_walkdelay; unit->skilluse_id2 = unit_skilluse_id2; unit->skilluse_pos = unit_skilluse_pos; unit->skilluse_pos2 = unit_skilluse_pos2; unit->set_target = unit_set_target; unit->stop_attack = unit_stop_attack; unit->unattackable = unit_unattackable; unit->attack = unit_attack; unit->cancel_combo = unit_cancel_combo; unit->can_reach_pos = unit_can_reach_pos; unit->can_reach_bl = unit_can_reach_bl; unit->calc_pos = unit_calc_pos; unit->attack_timer_sub = unit_attack_timer_sub; unit->skillcastcancel = unit_skillcastcancel; unit->dataset = unit_dataset; unit->counttargeted = unit_counttargeted; unit->fixdamage = unit_fixdamage; unit->changeviewsize = unit_changeviewsize; unit->remove_map = unit_remove_map; unit->remove_map_pc = unit_remove_map_pc; unit->free_pc = unit_free_pc; unit->free = unit_free; }