// Copyright (c) Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// Copyright (c) 2014 - 2015 Evol developers
#include "common/hercules.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "common/HPMi.h"
#include "common/memmgr.h"
#include "common/mmo.h"
#include "common/socket.h"
#include "common/strlib.h"
#include "common/timer.h"
#include "map/unit.h"
#include "map/map.h"
#include "map/mob.h"
#include "map/pc.h"
#include "map/skill.h"
#include "map/status.h"
#include "plugins/HPMHooking.h"
#include "emap/unit.h"
int eunit_can_move_pre(struct block_list **blPtr)
{
TBL_PC *sd;
struct unit_data *ud;
struct status_change *sc;
struct block_list *bl = *blPtr;
if (!bl)
{
hookStop();
return 0;
}
ud = unit->bl2ud(bl);
sc = status->get_sc(bl);
sd = BL_CAST(BL_PC, bl);
if (!ud)
{
hookStop();
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 | INF2_FREE_CAST_REDUCED | INF2_FREE_CAST_NORMAL)) == 0)))
{
hookStop();
return 0; // prevent moving while casting
}
if (DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0)
{
hookStop();
return 0;
}
if (sd && (
sd->state.vending ||
sd->state.prevend ||
sd->state.buyingstore ||
sd->block_action.move))
{
hookStop();
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))))
{
hookStop();
return 0;
}
if (sc->opt1 > 0
&& sc->opt1 != OPT1_STONEWAIT
&& sc->opt1 != OPT1_BURNING
&& !(sc->opt1 == OPT1_CRYSTALIZE
&& bl->type == BL_MOB))
{
hookStop();
return 0;
}
if ((sc->option & OPTION_HIDE) && (!sd || pc->checkskill(sd, RG_TUNNELDRIVE) <= 0))
{
hookStop();
return 0;
}
}
// Icewall walk block special trapped monster mode
if(bl->type == BL_MOB)
{
TBL_MOB *md = BL_CAST(BL_MOB, bl);
if(md && ((md->status.mode&MD_BOSS && battle->bc->boss_icewall_walk_block == 1 && map->getcell(bl->m, bl, bl->x, bl->y, CELL_CHKICEWALL))
|| (!(md->status.mode&MD_BOSS) && battle->bc->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
hookStop();
return 0;
}
}
hookStop();
return 1;
}
int eunit_walktoxy_pre(struct block_list **blPtr __attribute__ ((unused)),
short *x __attribute__ ((unused)),
short *y __attribute__ ((unused)),
int *flagPtr)
{
struct block_list *bl = *blPtr;
// reset flag "Search for an unoccupied cell and cancel if none available"
// this reduce CPU usage and allow mobs to walk on each other.
if ((*flagPtr)&8)
*flagPtr = ((*flagPtr) | 8) ^ 8;
TBL_PC *sd = BL_CAST(BL_PC, bl);
if (sd && pc_issit(sd))
{
pc->setstand(sd);
skill->sit(sd, 0);
}
return 0;
}