// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/showmsg.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/db.h" #include "../common/malloc.h" #include "../common/random.h" #include "../common/socket.h" #include "map.h" #include "path.h" #include "pc.h" #include "pet.h" #include "homunculus.h" #include "mercenary.h" #include "elemental.h" #include "channel.h" #include "duel.h" #include "battleground.h" #include "chat.h" #include "trade.h" #include "party.h" #include "intif.h" #include "storage.h" #include #include // Directions values // 1 0 7 // 2 . 6 // 3 4 5 const short dirx[8]={0,-1,-1,-1,0,1,1,1}; ///lookup to know where will move to x according dir const short diry[8]={1,1,0,-1,-1,-1,0,1}; ///lookup to know where will move to y according dir //early declaration static int unit_attack_timer(int tid, unsigned int tick, int id, intptr_t data); static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data); int unit_unattackable(struct block_list *bl); /** * Get the unit_data related to the bl * @param bl : Object to get the unit_data from * valid type are : BL_PC|BL_MOB|BL_PET|BL_NPC|BL_HOM|BL_MER|BL_ELEM * @return unit_data of bl or NULL */ struct unit_data* unit_bl2ud(struct block_list *bl) { if( bl == NULL) return NULL; switch(bl->type){ case BL_PC: return &((struct map_session_data*)bl)->ud; case BL_MOB: return &((struct mob_data*)bl)->ud; case BL_PET: return &((struct pet_data*)bl)->ud; case BL_NPC: return &((struct npc_data*)bl)->ud; case BL_HOM: return &((struct homun_data*)bl)->ud; case BL_MER: return &((struct mercenary_data*)bl)->ud; case BL_ELEM: return &((struct elemental_data*)bl)->ud; default : return NULL; } } /** * Tells a unit to walk to a specific coordinate * @param bl: Unit to walk [ALL] * @return 1: Success 0: Fail */ int unit_walktoxy_sub(struct block_list *bl) { int i; struct walkpath_data wpd; struct unit_data *ud = NULL; nullpo_retr(1, bl); ud = unit_bl2ud(bl); if(ud == NULL) return 0; if( !path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy,CELL_CHKNOPASS) ) return 0; #ifdef OFFICIAL_WALKPATH if( !path_search_long(NULL, 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] && (bl->type != BL_NPC) ) // If type is a NPC, please disregard. return 0; #endif memcpy(&ud->walkpath,&wpd,sizeof(wpd)); if (ud->target_to && ud->chaserange>1) { // Generally speaking, the walk path is already to an adjacent tile // so we only need to shorten the path if the range is greater than 1. uint8 dir; // Trim the last part of the path to account for range, // but always move at least one cell when requested to move. for (i = (ud->chaserange*10)-10; i > 0 && ud->walkpath.path_len>1;) { ud->walkpath.path_len--; dir = ud->walkpath.path[ud->walkpath.path_len]; if(dir&1) i -= MOVE_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) { ((TBL_PC *)bl)->head_dir = 0; clif_walkok((TBL_PC*)bl); } clif_move(ud); if(ud->walkpath.path_pos>=ud->walkpath.path_len) i = -1; else if(ud->walkpath.path[ud->walkpath.path_pos]&1) i = status_get_speed(bl)*MOVE_DIAGONAL_COST/MOVE_COST; else i = status_get_speed(bl); if( i > 0) ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i); return 1; } /** * Retrieve the direct master of a bl if one exists. * @param bl: char to get his master [HOM|ELEM|PET|MER] * @return map_session_data of master or NULL */ TBL_PC* unit_get_master(struct block_list *bl) { if(bl) switch(bl->type) { case BL_HOM: return (((TBL_HOM *)bl)->master); case BL_ELEM: return (((TBL_ELEM *)bl)->master); case BL_PET: return (((TBL_PET *)bl)->master); case BL_MER: return (((TBL_MER *)bl)->master); } return NULL; } /** * Retrieve a unit's master's teleport timer * @param bl: char to get his master's teleport timer [HOM|ELEM|PET|MER] * @return timer or NULL */ int* unit_get_masterteleport_timer(struct block_list *bl) { if(bl) switch(bl->type) { case BL_HOM: return &(((TBL_HOM *)bl)->masterteleport_timer); case BL_ELEM: return &(((TBL_ELEM *)bl)->masterteleport_timer); case BL_PET: return &(((TBL_PET *)bl)->masterteleport_timer); case BL_MER: return &(((TBL_MER *)bl)->masterteleport_timer); } return NULL; } /** * Warps a unit to its master if the master has gone out of sight (3 second default) * Can be any object with a master [MOB|PET|HOM|MER|ELEM] * @param tid: Timer * @param tick: tick (unused) * @param id: Unit to warp * @param data: Data transferred from timer call * @return 0 */ int unit_teleport_timer(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl = map_id2bl(id); int *mast_tid = unit_get_masterteleport_timer(bl); if(tid == INVALID_TIMER || mast_tid == NULL) return 0; else if(*mast_tid != tid || bl == NULL) return 0; else { TBL_PC *msd = unit_get_master(bl); if(msd && !check_distance_bl(&msd->bl, bl, data)) { *mast_tid = INVALID_TIMER; unit_warp(bl, msd->bl.m, msd->bl.x, msd->bl.y, CLR_TELEPORT ); } else // No timer needed *mast_tid = INVALID_TIMER; } return 0; } /** * Checks if a slave unit is outside their max distance from master * If so, starts a timer (default: 3 seconds) which will teleport the unit back to master * @param sbl: Object with a master [MOB|PET|HOM|MER|ELEM] * @return 0 */ int unit_check_start_teleport_timer(struct block_list *sbl) { TBL_PC *msd = NULL; int max_dist = 0; switch(sbl->type) { case BL_HOM: case BL_ELEM: case BL_PET: case BL_MER: msd = unit_get_master(sbl); break; default: return 0; } switch(sbl->type) { case BL_HOM: max_dist = AREA_SIZE; break; case BL_ELEM: max_dist = MAX_ELEDISTANCE; break; case BL_PET: max_dist = AREA_SIZE; break; case BL_MER: max_dist = MAX_MER_DISTANCE; break; } // If there is a master and it's a valid type if(msd && max_dist) { int *msd_tid = unit_get_masterteleport_timer(sbl); if(msd_tid == NULL) return 0; if (!check_distance_bl(&msd->bl, sbl, max_dist)) { if(*msd_tid == INVALID_TIMER || *msd_tid == 0) *msd_tid = add_timer(gettick()+3000,unit_teleport_timer,sbl->id,max_dist); } else { if(*msd_tid && *msd_tid != INVALID_TIMER) delete_timer(*msd_tid,unit_teleport_timer); *msd_tid = INVALID_TIMER; // Cancel recall } } 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: Not used * @return 1: Success 0: Fail (No valid bl) */ int unit_step_timer(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl; struct unit_data *ud; int target_id; bl = map_id2bl(id); if (!bl || bl->prev == NULL) return 0; ud = unit_bl2ud(bl); if(!ud) return 0; if(ud->steptimer != tid) { ShowError("unit_step_timer mismatch %d != %d\n",ud->steptimer,tid); return 0; } ud->steptimer = INVALID_TIMER; if(!ud->stepaction) return 0; //Set to false here because if an error occurs, it should not be executed again ud->stepaction = false; if(!ud->target_to) return 0; //Flush target_to as it might contain map coordinates which should not be used by other functions 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 && skill_get_inf(ud->stepskill_id) & INF_GROUND_SKILL) { //Execute ground skill struct map_data *md = &map[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); if (!tbl || !status_check_visibility(bl, tbl)) { return 0; } if(ud->stepskill_id == 0) { //Execute normal attack unit_attack(bl, tbl->id, (ud->state.attack_continue) + 2); } else { //Execute non-ground skill unit_skilluse_id(bl, tbl->id, ud->stepskill_id, ud->stepskill_lv); } } return 1; } /** * Defines when to refresh the walking character to object and restart the timer if applicable * Also checks for speed update, target location, and slave teleport timers * @param tid: Timer ID * @param tick: Current tick to decide next timer update * @param data: Data used in timer calls * @return 0 or unit_walktoxy_sub() or unit_walktoxy() */ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data) { int i; int x,y,dx,dy; unsigned char icewall_walk_block; uint8 dir; struct block_list *bl; struct unit_data *ud; TBL_PC *sd=NULL; TBL_MOB *md=NULL; bl = map_id2bl(id); if(bl == NULL) return 0; switch(bl->type) { // svoid useless cast, we can only be 1 type case BL_PC: sd = BL_CAST(BL_PC, bl); break; case BL_MOB: md = BL_CAST(BL_MOB, bl); break; } ud = unit_bl2ud(bl); if(ud == NULL) return 0; if(ud->walktimer != tid) { ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid); return 0; } ud->walktimer = INVALID_TIMER; if (bl->prev == NULL) return 0; // Stop moved because it is missing from the block_list if(ud->walkpath.path_pos>=ud->walkpath.path_len) return 0; if(ud->walkpath.path[ud->walkpath.path_pos]>=8) return 1; x = bl->x; y = bl->y; dir = ud->walkpath.path[ud->walkpath.path_pos]; ud->dir = dir; dx = dirx[(int)dir]; dy = diry[(int)dir]; //Get icewall walk block depending on boss mode (players can't be trapped) if(md && md->status.mode&MD_BOSS) icewall_walk_block = battle_config.boss_icewall_walk_block; else if(md) icewall_walk_block = battle_config.mob_icewall_walk_block; else icewall_walk_block = 0; //Monsters will walk into an icewall from the west and south if they already started walking if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS) && (icewall_walk_block == 0 || !map_getcell(bl->m,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 && md->walktoxy_fail_count < icewall_walk_block && map_getcell(bl->m,x,y,CELL_CHKICEWALL) && (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)) mobskill_use(md, tick, -1); mob_unlocktarget(md, tick); if (!(++ud->walk_count%WALK_SKILL_INTERVAL)) mobskill_use(md, tick, -1); return 0; } // Refresh view for all those we lose sight map_foreachinmovearea(clif_outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl); x += dx; y += dy; map_moveblock(bl, x, y, tick); ud->walk_count++; // Walked cell counter, to be used for walk-triggered skills. [Skotlex] status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); // If you move, you lose your counters. [malufett] if (bl->x != x || bl->y != y || ud->walktimer != INVALID_TIMER) return 0; // map_moveblock has altered the object beyond what we expected (moved/warped it) ud->walktimer = CLIF_WALK_TIMER; // 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 (ud->state.walk_script && bl->x == ud->to_x && bl->y == ud->to_y) { if (ud->walk_done_event[0]) npc_event_do_id(ud->walk_done_event,bl->id); ud->state.walk_script = 0; } switch(bl->type) { case BL_PC: if( sd->touching_id ) npc_touchnext_areanpc(sd,false); if(map_getcell(bl->m,x,y,CELL_CHKNPC)) { npc_touch_areanpc(sd,bl->m,x,y); if (bl->prev == NULL) // Script could have warped char, abort remaining of the function. return 0; } else sd->areanpc_id=0; pc_cell_basilica(sd); break; case BL_MOB: //Movement was successful, reset walktoxy_fail_count md->walktoxy_fail_count = 0; if( map_getcell(bl->m,x,y,CELL_CHKNPC) ) { if( npc_touch_areanpc2(md) ) return 0; // Warped } else md->areanpc_id = 0; if (md->min_chase > md->db->range3) md->min_chase--; // Walk skills are triggered regardless of target due to the idle-walk mob state. // But avoid triggering on stop-walk calls. if(tid != INVALID_TIMER && !(ud->walk_count%WALK_SKILL_INTERVAL) && map[bl->m].users > 0 && mobskill_use(md, tick, -1)) { if (!(ud->skill_id == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER) && md->state.skillstate != MSS_WALK) //Walk skills are supposed to be used while walking { // Skill used, abort walking clif_fixpos(bl); // Fix position as walk has been cancelled. return 0; } // Resend walk packet for proper Self Destruction display. clif_move(ud); } break; } 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) { //Delete old stepaction even if not executed yet, the latest command is what counts if(ud->steptimer != INVALID_TIMER) { delete_timer(ud->steptimer, unit_step_timer); ud->steptimer = INVALID_TIMER; } //Delay stepactions by half a step (so they are executed at full step) if(ud->walkpath.path[ud->walkpath.path_pos]&1) i = status_get_speed(bl)*14/20; else i = status_get_speed(bl)/2; ud->steptimer = add_timer(tick+i, unit_step_timer, bl->id, 0); } if(ud->state.change_walk_target) { if(unit_walktoxy_sub(bl)) { return 1; } else { clif_fixpos(bl); return 0; } } ud->walkpath.path_pos++; if(ud->walkpath.path_pos >= ud->walkpath.path_len) i = -1; else if(ud->walkpath.path[ud->walkpath.path_pos]&1) i = status_get_speed(bl)*14/10; else i = status_get_speed(bl); if(i > 0) { ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i); if( md && DIFF_TICK(tick,md->dmgtick) < 3000 ) // Not required not damaged recently clif_move(ud); } else if(ud->state.running) { // Keep trying to run. if (!(unit_run(bl, NULL, SC_RUN) || unit_run(bl, sd, SC_WUGDASH)) ) ud->state.running = 0; } else if (!ud->stepaction && ud->target_to) { // Update target trajectory. struct block_list *tbl = map_id2bl(ud->target_to); if (!tbl || !status_check_visibility(bl, tbl)) { // Cancel chase. ud->to_x = bl->x; ud->to_y = bl->y; if (tbl && bl->type == BL_MOB && mob_warpchase((TBL_MOB*)bl, tbl) ) return 0; ud->target_to = 0; return 0; } if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange)) { // Reached destination. if (ud->state.attack_continue) { // Aegis uses one before every attack, we should // only need this one for syncing purposes. [Skotlex] ud->target_to = 0; clif_fixpos(bl); unit_attack(bl, tbl->id, ud->state.attack_continue); } } else { // Update chase-path unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0)); return 0; } } else { // Stopped walking. Update to_x and to_y to current location [Skotlex] ud->to_x = bl->x; ud->to_y = bl->y; if(battle_config.official_cell_stack_limit > 0 && map_count_oncell(bl->m, x, y, BL_CHAR|BL_NPC, 1) > 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 delete_timer(ud->steptimer, unit_step_timer); ud->steptimer = INVALID_TIMER; } return unit_walktoxy(bl, x, y, 8); } } return 0; } /** * Delays an xy timer * @param tid: Timer ID * @param tick: Unused * @param id: ID of bl to delay timer on * @param data: Data used in timer calls * @return 1: Success 0: Fail (No valid bl) */ int unit_delay_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl = map_id2bl(id); if (!bl || bl->prev == NULL) return 0; unit_walktoxy(bl, (short)((data>>16)&0xffff), (short)(data&0xffff), 0); return 1; } /** * Delays an walk-to-bl timer * @param tid: Timer ID * @param tick: Unused * @param id: ID of bl to delay timer on * @param data: Data used in timer calls (target bl) * @return 1: Success 0: Fail (No valid bl or target) */ int unit_delay_walktobl_timer(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl = map_id2bl(id), *tbl = map_id2bl(data); if(!bl || bl->prev == NULL || tbl == NULL) return 0; else { struct unit_data* ud = unit_bl2ud(bl); unit_walktobl(bl, tbl, 0, 0); ud->target_to = 0; } return 1; } /** * Begins the function of walking a unit to an x,y location * This is where the path searches and unit can_move checks are done * @param bl: Object to send to x,y coordinate * @param x: X coordinate where the object will be walking to * @param y: Y coordinate where the object will be walking to * @param flag: Parameter to decide how to walk * &1: Easy walk (fail if CELL_CHKNOPASS is in direct path) * &2: Force walking (override can_move) * &4: Delay walking for can_move * &8: Search for an unoccupied cell and cancel if none available * @return 1: Success 0: Fail or unit_walktoxy_sub() */ int unit_walktoxy( struct block_list *bl, short x, short y, unsigned char flag) { struct unit_data* ud = NULL; struct status_change* sc = NULL; struct walkpath_data wpd; TBL_PC *sd = NULL; nullpo_ret(bl); ud = unit_bl2ud(bl); if (ud == NULL) return 0; if (bl->type == BL_PC) sd = BL_CAST(BL_PC, bl); if ((flag&8) && !map_closest_freecell(bl->m, &x, &y, BL_CHAR|BL_NPC, 1)) //This might change x and y return 0; if (!path_search(&wpd, bl->m, bl->x, bl->y, x, y, flag&1, CELL_CHKNOPASS)) // Count walk path cells return 0; #ifdef OFFICIAL_WALKPATH if( !path_search_long(NULL, bl->m, bl->x, bl->y, x, y, CELL_CHKNOPASS) // Check if there is an obstacle between && wpd.path_len > 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) { unit_unattackable(bl); unit_stop_attack(bl); if(DIFF_TICK(ud->canmove_tick, gettick()) > 0 && DIFF_TICK(ud->canmove_tick, gettick()) < 2000) { // Delay walking command. [Skotlex] add_timer(ud->canmove_tick+1, unit_delay_walktoxy_timer, bl->id, (x<<16)|(y&0xFFFF)); return 1; } } if(!(flag&2) && (!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))) return 0; ud->state.walk_easy = flag&1; ud->to_x = x; ud->to_y = y; unit_stop_attack(bl); //Sets target to 0 sc = status_get_sc(bl); if (sc && sc->data[SC_CONFUSION]) // Randomize the target position map_random_dir(bl, &ud->to_x, &ud->to_y); if(ud->walktimer != INVALID_TIMER) { // When you come to the center of the grid because the change of destination while you're walking right now // Call a function from a timer unit_walktoxy_sub ud->state.change_walk_target = 1; return 1; } // Start timer to recall summon if (sd && sd->md) unit_check_start_teleport_timer(&sd->md->bl); if (sd && sd->ed) unit_check_start_teleport_timer(&sd->ed->bl); if (sd && sd->hd) unit_check_start_teleport_timer(&sd->hd->bl); if (sd && sd->pd) unit_check_start_teleport_timer(&sd->pd->bl); return unit_walktoxy_sub(bl); } /** * Sets a mob's CHASE/FOLLOW state * This should not be done if there's no path to reach * @param bl: Mob to set state on * @param flag: Whether to set state or not */ 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; } /** * Timer to walking a unit to another unit's location * Calls unit_walktoxy_sub once determined the unit can move * @param tid: Object's timer ID * @param id: Object's ID * @param data: Data passed through timer function (target) * @return 0 */ static int unit_walktobl_sub(int tid, unsigned int 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? add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data); else if (unit_can_move(bl)) { if (unit_walktoxy_sub(bl)) set_mobstate(bl, ud->state.attack_continue); } } return 0; } /** * Tells a unit to walk to a target's location (chase) * @param bl: Object that is walking to target * @param tbl: Target object * @param range: How close to get to target (or attack range if flag&2) * @param flag: Extra behaviour * &1: Use easy path seek (obstacles will not be walked around) * &2: Start attacking upon arrival within range, otherwise just walk to target * @return 1: Started walking or set timer 0: Failed */ int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, unsigned char 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]) // 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, gettick()) > 0) { // Can't move, wait a bit before invoking the movement. add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target); return 1; } if(!unit_can_move(bl)) return 0; if (unit_walktoxy_sub(bl)) { set_mobstate(bl, flag&2); return 1; } return 0; } /** * Called by unit_run when an object is hit. * @param sd Required only when using SC_WUGDASH */ void unit_run_hit(struct block_list *bl, struct status_change *sc, struct map_session_data *sd, enum sc_type type) { int 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_status_change(bl, SI_BUMP, 1, 0, 0, 0, 0); // Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin] unit_bl2ud(bl)->state.running = 0; status_change_end(bl, type, INVALID_TIMER); if (type == SC_RUN) { skill_blown(bl, bl, skill_get_blewcount(TK_RUN, lv), unit_getdir(bl), 0); clif_status_change(bl, SI_BUMP, 0, 0, 0, 0, 0); } else if (sd) { clif_fixpos(bl); skill_castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, gettick(), SD_LEVEL); } return; } /** * Set a unit to run, checking for obstacles * @param bl: Object that is running * @param sd: Required only when using SC_WUGDASH * @return true: Success (Finished running) false: Fail (Hit an object/Couldn't run) */ 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, 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, 0)) 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 true; } /** * Makes unit attempt to run away from target using hard paths * @param bl: Object that is running away from target * @param target: Target * @param dist: How far bl should run * @return 1: Success 0: Fail */ int unit_escape(struct block_list *bl, struct block_list *target, short dist) { uint8 dir = map_calc_dir(target, bl->x, bl->y); while( dist > 0 && map_getcell(bl->m, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], CELL_CHKNOREACH) ) dist--; return ( dist > 0 && unit_walktoxy(bl, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], 0) ); } /** * Instant warps a unit to x,y coordinate * @param bl: Object to instant warp * @param dst_x: X coordinate to warp to * @param dst_y: Y coordinate to warp to * @param easy: Easy(1) or Hard(0) path check (hard attempts to go around obstacles) * @param checkpath: Whether or not to do a cell and path check for NOPASS and NOREACH * @return 1: Success 0: Fail */ int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) { short dx,dy; uint8 dir; struct unit_data *ud = NULL; struct map_session_data *sd = NULL; nullpo_ret(bl); sd = BL_CAST(BL_PC, bl); ud = unit_bl2ud(bl); if(ud == NULL) return 0; unit_stop_walking(bl, 1); unit_stop_attack(bl); if( checkpath && (map_getcell(bl->m,dst_x,dst_y,CELL_CHKNOPASS) || !path_search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,easy,CELL_CHKNOREACH)) ) return 0; // Unreachable ud->to_x = dst_x; ud->to_y = dst_y; dir = 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, gettick()); ud->walktimer = CLIF_WALK_TIMER; // 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->x,bl->y,CELL_CHKNPC)) { npc_touch_areanpc(sd, bl->m, bl->x, bl->y); if (bl->prev == NULL) // Script could have warped char, abort remaining of the function. return 0; } else sd->areanpc_id=0; if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 ) { // Check if pet needs to be teleported. [Skotlex] int flag = 0; struct block_list* pbl = &sd->pd->bl; if( !checkpath && !path_search(NULL,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 direction of a unit * @param bl: Object to set direction * @param dir: Direction (0-7) * @return 0 */ int unit_setdir(struct block_list *bl, unsigned char dir) { struct unit_data *ud; nullpo_ret(bl); ud = unit_bl2ud(bl); if (!ud) return 0; ud->dir = dir; if (bl->type == BL_PC) ((TBL_PC *)bl)->head_dir = 0; clif_changed_dir(bl, AREA); return 0; } /** * Gets direction of a unit * @param bl: Object to get direction * @return direction (0-7) */ uint8 unit_getdir(struct block_list *bl) { struct unit_data *ud; nullpo_ret(bl); ud = unit_bl2ud(bl); if (!ud) return 0; return ud->dir; } /** * Pushes a unit in a direction by a given amount of cells * There is no path check, only map cell restrictions are respected * @param bl: Object to push * @param dx: Destination cell X * @param dy: Destination cell Y * @param count: How many cells to push bl * @param flag: &1 Whether or not to send position packet updates * @return count (can be modified due to map cell restrictions) */ int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag) { if(count) { struct map_session_data* sd; struct skill_unit* su = NULL; int nx, ny, result; sd = BL_CAST(BL_PC, bl); su = BL_CAST(BL_SKILL, bl); result = path_blownpos(bl->m, bl->x, bl->y, dx, dy, count); nx = result>>16; ny = result&0xffff; if(!su) unit_stop_walking(bl, 0); if( sd ) { 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) { if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_KNOCKBACK_GROUP) skill_unit_move_unit_group(su->group, bl->m, dx, dy); else skill_unit_move_unit(bl, nx, ny); } else map_moveblock(bl, nx, ny, 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->x, bl->y, CELL_CHKNPC)) npc_touch_areanpc(sd, bl->m, bl->x, bl->y); else sd->areanpc_id = 0; } } count = distance(dx, dy); } return count; // Return amount of knocked back cells } /** * Checks if unit can be knocked back / stopped by skills. * @param bl: Object to check * @param flag * 0x1 - Offensive (not set: self skill, e.g. Backslide) * 0x2 - Knockback type (not set: Stop type, e.g. Ankle Snare) * 0x4 - Boss attack * @return reason for immunity * 0 - can be knocked back / stopped * 1 - at WOE/BG map; * 2 - target is emperium * 3 - target is MD_KNOCKBACK_IMMUNE|MD_BOSS; * 4 - target is in Basilica area; * 5 - target has 'special_state.no_knockback'; * 6 - target is trap that cannot be knocked back */ uint8 unit_blown_immune(struct block_list* bl, uint8 flag) { if ((flag&0x1) && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) && ((flag&0x2) || !(battle_config.skill_trap_type&0x1))) return 1; // No knocking back in WoE / BG switch (bl->type) { case BL_MOB: { struct mob_data* md = BL_CAST(BL_MOB, bl); // Emperium can't be knocked back if( md->mob_id == MOBID_EMPERIUM ) return 2; // Bosses or immune can't be knocked back if((flag&0x1) && status_get_mode(bl)&(MD_KNOCKBACK_IMMUNE|MD_BOSS) && ((flag&0x2) || !(battle_config.skill_trap_type&0x2))) return 3; } break; case BL_PC: { struct map_session_data *sd = BL_CAST(BL_PC, bl); // Basilica caster can't be knocked-back by normal monsters. if( !(flag&0x4) && &sd->sc && sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id) return 4; // Target has special_state.no_knockback (equip) if( (flag&(0x1|0x2)) && sd->special_state.no_knockback ) return 5; } break; case BL_SKILL: { struct skill_unit* su = (struct skill_unit *)bl; // Trap cannot be knocked back if (su && su->group && skill_get_unit_flag(su->group->skill_id)&UF_NOKNOCKBACK) return 6; } break; } //Object can be knocked back / stopped return 0; } /** * Warps a unit to a map/position * pc_setpos is used for player warping * This function checks for "no warp" map flags, so it's safe to call without doing nowarpto/nowarp checks * @param bl: Object to warp * @param m: Map ID from bl structure (NOT index) * @param x: Destination cell X * @param y: Destination cell Y * @param type: Clear type used in clif_clearunit_area() * @return Success(0); Failed(1); Error(2); unit_remove_map() Failed(3); map_addblock Failed(4) */ int unit_warp(struct block_list *bl,short m,short x,short y,clr_type type) { struct unit_data *ud; nullpo_ret(bl); ud = unit_bl2ud(bl); if(bl->prev==NULL || !ud) return 1; if (type == CLR_DEAD) // Type 1 is invalid, since you shouldn't warp a bl with the "death" // animation, it messes up with unit_remove_map! [Skotlex] return 1; if( m < 0 ) m = bl->m; switch (bl->type) { case BL_MOB: if (map[bl->m].flag.monster_noteleport && ((TBL_MOB*)bl)->master_id == 0) return 1; if (m != bl->m && map[m].flag.nobranch && battle_config.mob_warp&4 && !(((TBL_MOB *)bl)->master_id)) return 1; break; case BL_PC: if (map[bl->m].flag.noteleport) return 1; break; } if (x < 0 || y < 0) { // Random map position. if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) { ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y); return 2; } } else if (map_getcell(m,x,y,CELL_CHKNOREACH)) { // Invalid target cell ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y); if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1)) { // Can't find a nearby cell ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y); return 2; } } if (bl->type == BL_PC) // Use pc_setpos return pc_setpos((TBL_PC*)bl, map_id2index(m), x, y, type); if (!unit_remove_map(bl, type)) return 3; if (bl->m != m && battle_config.clear_unit_onwarp && battle_config.clear_unit_onwarp&bl->type) skill_clear_unitgroup(bl); bl->x = ud->to_x = x; bl->y = ud->to_y = y; bl->m = m; if(map_addblock(bl)) return 4; //error on adding bl to map clif_spawn(bl); skill_unit_move(bl,gettick(),1); return 0; } /** * Stops a unit from walking * @param bl: Object to stop walking * @param type: Options * &0x1: Issue a fixpos packet afterwards * &0x2: Force the unit to move one cell if it hasn't yet * &0x4: Enable moving to the next cell when unit was already half-way there * (may cause on-touch/place side-effects, such as a scripted map change) * @return Success(1); Failed(0); */ int unit_stop_walking(struct block_list *bl,int type) { struct unit_data *ud; const struct TimerData* td; unsigned int tick; nullpo_ret(bl); ud = unit_bl2ud(bl); if(!ud || ud->walktimer == INVALID_TIMER) return 0; // NOTE: We are using timer data after deleting it because we know the // delete_timer function does not mess with it. If the function's // behaviour changes in the future, this code could break! td = get_timer(ud->walktimer); delete_timer(ud->walktimer, unit_walktoxy_timer); ud->walktimer = INVALID_TIMER; ud->state.change_walk_target = 0; tick = gettick(); if( (type&0x02 && !ud->walkpath.path_pos) // Force moving at least one cell. || (type&0x04 && td && DIFF_TICK(td->tick, tick) <= td->data/2) // Enough time has passed to cover half-cell ) { ud->walkpath.path_len = ud->walkpath.path_pos+1; unit_walktoxy_timer(INVALID_TIMER, tick, bl->id, ud->walkpath.path_pos); } if(type&0x01) clif_fixpos(bl); ud->walkpath.path_len = 0; ud->walkpath.path_pos = 0; ud->to_x = bl->x; ud->to_y = bl->y; if(bl->type == BL_PET && type&~0xff) ud->canmove_tick = gettick() + (type>>8); // Re-added, 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; } /** * Initiates a skill use by a unit * @param src: Source object initiating skill use * @param target_id: Target ID (bl->id) * @param skill_id: Skill ID * @param skill_lv: Skill Level * @return unit_skilluse_id2() */ int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv) { return unit_skilluse_id2( src, target_id, skill_id, skill_lv, skill_castfix(src, skill_id, skill_lv), skill_get_castcancel(skill_id) ); } /** * Checks if a unit is walking * @param bl: Object to check walk status * @return Walking(1); Not Walking(0) */ 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); } /** * Checks if a unit is able to move based on status changes * View the StatusChangeStateTable in status.c for a list of statuses * Some statuses are still checked here due too specific variables * @author [Skotlex] * @param bl: Object to check * @return Can move(1); Can't move(0) */ 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 && (!sd || !pc_checkskill(sd, SA_FREECAST) || skill_get_inf2(ud->skill_id)&INF2_GUILD_SKILL)) return 0; // Prevent moving while casting if (DIFF_TICK(ud->canmove_tick, gettick()) > 0) return 0; if ((sd && (pc_issit(sd) || sd->state.vending || sd->state.buyingstore)) || ud->state.blockedmove) return 0; // Can't move // Status changes that block movement if (sc) { if( sc->cant.move // status placed here are ones that cannot be cached by sc->cant.move for they depend on other conditions other than their availability || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0) || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && ( !sc->data[SC_LONGING] || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE ) ) ) 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->x,bl->y,CELL_CHKICEWALL)) || (!(md->status.mode&MD_BOSS) && battle_config.mob_icewall_walk_block == 1 && map_getcell(bl->m,bl->x,bl->y,CELL_CHKICEWALL)))) { md->walktoxy_fail_count = 1; //Make sure rudeattacked skills are invoked return 0; } } return 1; } /** * Resumes running (RA_WUGDASH or TK_RUN) after a walk delay * @param tid: Timer ID * @param id: Object ID * @param data: Data passed through timer function (unit_data) * @return 0 */ int unit_resume_running(int tid, unsigned int tick, int id, intptr_t data) { struct unit_data *ud = (struct unit_data *)data; TBL_PC *sd = map_id2sd(id); 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),0,0,0)); 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 a walk delay to a unit * @param bl: Object to apply walk delay to * @param tick: Current tick * @param delay: Amount of time to set walk delay * @param type: Type of delay * 0: Damage induced delay; Do not change previous delay * 1: Skill induced delay; Walk delay can only be increased, not decreased * @return Success(1); Fail(0); */ int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type) { struct unit_data *ud = unit_bl2ud(bl); if (delay <= 0 || !ud) return 0; if (type) { //Bosses can ignore skill induced walkdelay (but not damage induced) if(bl->type == BL_MOB && (((TBL_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,4); else { // Resume running after can move again [Kevin] if(ud->state.running) add_timer(ud->canmove_tick, unit_resume_running, bl->id, (intptr_t)ud); else { unit_stop_walking(bl,4); if(ud->target) add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target); } } } return 1; } /** * Performs checks for a unit using a skill and executes after cast time completion * @param src: Object using skill * @param target_id: Target ID (bl->id) * @param skill_id: Skill ID * @param skill_lv: Skill Level * @param casttime: Initial cast time before cast time reductions * @param castcancel: Whether or not the skill can be cancelled by interruption (hit) * @return Success(1); Fail(0); */ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel) { struct unit_data *ud; struct status_data *tstatus; struct status_change *sc; struct map_session_data *sd = NULL; struct block_list * target = NULL; unsigned int tick = gettick(); int combo = 0, range; uint8 inf = 0; uint32 inf2 = 0; 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 inf = skill_get_inf(skill_id); inf2 = skill_get_inf2(skill_id); // temp: used to signal combo-skills right now. if (sc && sc->data[SC_COMBO] && skill_is_combo(skill_id) && (sc->data[SC_COMBO]->val1 == skill_id || (sd?skill_check_condition_castbegin(sd,skill_id,skill_lv):0) )) { if (sc->data[SC_COMBO]->val2) target_id = sc->data[SC_COMBO]->val2; else if (target_id == src->id || ud->target > 0) target_id = ud->target; if( inf&INF_SELF_SKILL && skill_get_nk(skill_id)&NK_NO_DAMAGE )// exploit fix target_id = src->id; combo = 1; } else if ( target_id == src->id && inf&INF_SELF_SKILL && (inf2&INF2_NO_TARGET_SELF || (skill_id == RL_QD_SHOT && sc && sc->data[SC_QD_SHOT_READY])) ) { target_id = ud->target; // Auto-select target. [Skotlex] combo = 1; } if (sd) { // Target_id checking. if(skill_isNotOk(skill_id, sd)) 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: if (!sd->status.partner_id) return 0; target = (struct block_list*)map_charid2sd(sd->status.partner_id); if (!target) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } break; } if (target) target_id = target->id; } else if (src->type == BL_HOM) { switch(skill_id) { // Homun-auto-target skills. case HLIF_HEAL: case HLIF_AVOID: case HAMI_DEFENCE: case HAMI_CASTLE: target = battle_get_master(src); if (!target) return 0; target_id = target->id; break; case MH_SONIC_CRAW: case MH_TINDER_BREAKER: { int skill_id2 = ((skill_id==MH_SONIC_CRAW)?MH_MIDNIGHT_FRENZY:MH_EQC); if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id2) { // It's a combo target_id = sc->data[SC_COMBO]->val2; combo = 1; casttime = -1; } break; } } } 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(inf2&INF2_NO_TARGET_SELF && src->id == target_id) return 0; if(!status_check_skilluse(src, target, skill_id, 0)) return 0; // Fail if the targetted skill is near NPC [Cydh] if(inf2&INF2_NO_NEARNPC && skill_isNotOk_npcRange(src,skill_id,skill_lv,target->x,target->y)) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } tstatus = status_get_status_data(target); // Record the status of the previous skill) if(sd) { switch(skill_id) { case SA_CASTCANCEL: if(ud->skill_id != skill_id) { sd->skill_id_old = ud->skill_id; sd->skill_lv_old = ud->skill_lv; } break; case BD_ENCORE: // Prevent using the dance skill if you no longer have the skill in your tree. if(!sd->skill_id_dance || pc_checkskill(sd,sd->skill_id_dance)<=0) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } sd->skill_id_old = skill_id; break; case WL_WHITEIMPRISON: if( battle_check_target(src,target,BCT_SELF|BCT_ENEMY) < 0 ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0); return 0; } break; case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_COLDBOLT: sd->skill_id_old = skill_id; sd->skill_lv_old = skill_lv; break; case CR_DEVOTION: if (target->type == BL_PC) { uint8 i = 0, count = min(skill_lv, MAX_DEVOTION); 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) { // No free slots, skill Fail clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return 0; } } } break; case RL_C_MARKER: { uint8 i = 0; ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == target_id); if (i == MAX_SKILL_CRIMSON_MARKER) { ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == 0); if (i == MAX_SKILL_CRIMSON_MARKER) { // No free slots, skill Fail clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); return 0; } } } break; } if (!skill_check_condition_castbegin(sd, skill_id, skill_lv)) return 0; } if( src->type == BL_MOB ) { switch( skill_id ) { case NPC_SUMMONSLAVE: case NPC_SUMMONMONSTER: case AL_TELEPORT: if( ((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai ) return 0; } } if (src->type == BL_NPC) // NPC-objects can override cast distance range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight else range = skill_get_range2(src, skill_id, skill_lv); // Skill cast distance from database // 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 && (!combo || ud->attacktimer == INVALID_TIMER) ) { if( skill_get_state(ud->skill_id) == ST_MOVE_ENABLE ) { if( !unit_can_reach_bl(src, target, range + 1, 1, NULL, NULL) ) return 0; // Walk-path check failed. } else if( src->type == BL_MER && skill_id == MA_REMOVETRAP ) { if( !battle_check_range(battle_get_master(src), target, range + 1) ) return 0; // Aegis calc remove trap based on Master position, ignoring mercenary O.O } else if( !battle_check_range(src, target, range + (skill_id == RG_CLOSECONFINE?0:2)) ) return 0; // Arrow-path check failed. } if (!combo) // Stop attack on non-combo skills [Skotlex] unit_stop_attack(src); else if(ud->attacktimer != INVALID_TIMER) // Elsewise, delay current attack sequence ud->attackabletime = tick + status_get_adelay(src); ud->state.skillcastcancel = castcancel; // Combo: Used to signal force cast now. combo = 0; switch(skill_id) { case ALL_RESURRECTION: if(battle_check_undead(tstatus->race,tstatus->def_ele)) combo = 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_COMBO] && (sc->data[SC_COMBO]->val1 == MO_COMBOFINISH || sc->data[SC_COMBO]->val1 == CH_TIGERFIST || sc->data[SC_COMBO]->val1 == CH_CHAINCRUSH)) casttime = -1; combo = 1; break; case SR_GATEOFHELL: case SR_TIGERCANNON: if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE) casttime = -1; combo = 1; break; case SA_SPELLBREAKER: combo = 1; break; case ST_CHASEWALK: if (sc && sc->data[SC_CHASEWALK]) casttime = -1; break; case TK_RUN: if (sc && sc->data[SC_RUN]) casttime = -1; break; case HP_BASILICA: if( sc && sc->data[SC_BASILICA] ) casttime = -1; // No Casting time on basilica cancel break; case KN_CHARGEATK: { unsigned int k = (distance_bl(src,target)-1)/3; // +100% every 3 cells of distance if( k > 2 ) k = 2; // ...but hard-limited to 300%. casttime += casttime * k; } break; case GD_EMERGENCYCALL: // Emergency Call double cast when the user has learned Leap [Daegaladh] if( sd && pc_checkskill(sd,TK_HIGHJUMP) ) casttime *= 2; break; case RA_WUGDASH: if (sc && sc->data[SC_WUGDASH]) casttime = -1; break; case EL_WIND_SLASH: case EL_HURRICANE: case EL_TYPOON_MIS: case EL_STONE_HAMMER: case EL_ROCK_CRUSHER: case EL_STONE_RAIN: case EL_ICE_NEEDLE: case EL_WATER_SCREW: case EL_TIDAL_WEAPON: if( src->type == BL_ELEM ) { sd = BL_CAST(BL_PC, battle_get_master(src)); if( sd && sd->skill_id_old == SO_EL_ACTION ) { casttime = -1; sd->skill_id_old = 0; } } break; } // Moved here to prevent Suffragium from ending if skill fails #ifndef RENEWAL_CAST if (!(skill_get_castnodex(skill_id)&2)) casttime = skill_castfix_sc(src, casttime); #else casttime = skill_vfcastfix(src, casttime, skill_id, skill_lv); #endif if (src->type == BL_NPC) // NPC-objects do not have cast time casttime = 0; if(!ud->state.running) // Need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026 unit_stop_walking(src, 1); // Even though this is not how official works but this will do the trick. bugreport:6829 // In official this is triggered even if no cast time. clif_skillcasting(src, src->id, target_id, 0,0, skill_id, skill_get_ele(skill_id, skill_lv), casttime); if (sd && target->type == BL_MOB) { TBL_MOB *md = (TBL_MOB*)target; mobskill_event(md, src, tick, -1); // Cast targetted skill event. if (tstatus->mode&(MD_CASTSENSOR_IDLE|MD_CASTSENSOR_CHASE) && battle_check_target(target, src, BCT_ENEMY) > 0) { switch (md->state.skillstate) { case MSS_RUSH: case MSS_FOLLOW: if (!(tstatus->mode&MD_CASTSENSOR_CHASE)) break; md->target_id = src->id; md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0; md->min_chase = md->db->range3; break; case MSS_IDLE: case MSS_WALK: if (!(tstatus->mode&MD_CASTSENSOR_IDLE)) break; md->target_id = src->id; md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0; md->min_chase = md->db->range3; break; } } } if( casttime <= 0 ) ud->state.skillcastcancel = 0; if( !sd || sd->skillitem != skill_id || skill_get_cast(skill_id,skill_lv) ) ud->canact_tick = tick + casttime + 100; if( sd ) { switch( skill_id ) { case CG_ARROWVULCAN: sd->canequip_tick = tick + casttime; break; } } ud->skilltarget = target_id; ud->skillx = 0; ud->skilly = 0; ud->skill_id = skill_id; ud->skill_lv = skill_lv; if( sc ) { // These 3 status do not stack, so it's efficient to use if-else if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) { status_change_end(src, SC_CLOAKING, INVALID_TIMER); if (!src->prev) return 0; // Warped away! } else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) { status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER); if (!src->prev) return 0; } } if( casttime > 0 ) { ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 ); if( sd && (pc_checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) ) status_calc_bl(&sd->bl, SCB_SPEED); } else skill_castend_id(ud->skilltimer,tick,src->id,0); if( sd ) sd->canlog_tick = gettick(); return 1; } /** * Initiates a placement (ground/non-targeted) skill * @param src: Object using skill * @param skill_x: X coordinate where skill is being casted (center) * @param skill_y: Y coordinate where skill is being casted (center) * @param skill_id: Skill ID * @param skill_lv: Skill Level * @return unit_skilluse_pos2() */ int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv) { return unit_skilluse_pos2( src, skill_x, skill_y, skill_id, skill_lv, skill_castfix(src, skill_id, skill_lv), skill_get_castcancel(skill_id) ); } /** * Performs checks for a unit using a skill and executes after cast time completion * @param src: Object using skill * @param skill_x: X coordinate where skill is being casted (center) * @param skill_y: Y coordinate where skill is being casted (center) * @param skill_id: Skill ID * @param skill_lv: Skill Level * @param casttime: Initial cast time before cast time reductions * @param castcancel: Whether or not the skill can be cancelled by interuption (hit) * @return Success(1); Fail(0); */ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel) { struct map_session_data *sd = NULL; struct unit_data *ud = NULL; struct status_change *sc; struct block_list bl; unsigned int tick = 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_isNotOk(skill_id, sd) || !skill_check_condition_castbegin(sd, skill_id, skill_lv) ) return 0; } if( (skill_id >= SC_MANHOLE && skill_id <= SC_FEINTBOMB) && map_getcell(src->m, skill_x, skill_y, CELL_CHKMAELSTROM) ) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } if (!status_check_skilluse(src, NULL, skill_id, 0)) return 0; // Fail if the targetted skill is near NPC [Cydh] if(skill_get_inf2(skill_id)&INF2_NO_NEARNPC && skill_isNotOk_npcRange(src,skill_id,skill_lv,skill_x,skill_y)) { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } if( map_getcell(src->m, skill_x, skill_y, CELL_CHKWALL) ) { // Can't cast ground targeted spells on wall cells if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); return 0; } // Check range and obstacle bl.type = BL_NUL; bl.m = src->m; bl.x = skill_x; bl.y = skill_y; if (src->type == BL_NPC) // NPC-objects can override cast distance range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight else range = skill_get_range2(src, skill_id, skill_lv); // Skill cast distance from database // 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[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)&2)) casttime = skill_castfix_sc(src, casttime); #else casttime = skill_vfcastfix(src, casttime, skill_id, skill_lv ); #endif if (src->type == BL_NPC) // NPC-objects do not have cast time casttime = 0; ud->state.skillcastcancel = castcancel&&casttime>0?1:0; if( !sd || sd->skillitem != skill_id || skill_get_cast(skill_id,skill_lv) ) ud->canact_tick = tick + casttime + 100; // if( sd ) // { // switch( skill_id ) // { // case ????: // sd->canequip_tick = tick + casttime; // } // } ud->skill_id = skill_id; ud->skill_lv = skill_lv; ud->skillx = skill_x; ud->skilly = skill_y; ud->skilltarget = 0; if( sc ) { // These 3 status do not stack, so it's efficient to use if-else if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4)) { status_change_end(src, SC_CLOAKING, INVALID_TIMER); if (!src->prev) return 0; // Warped away! } else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4)) { status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER); if (!src->prev) return 0; } } unit_stop_walking(src,1); // In official this is triggered even if no cast time. clif_skillcasting(src, src->id, 0, skill_x, skill_y, skill_id, skill_get_ele(skill_id, skill_lv), casttime); if( casttime > 0 ) { ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 ); if( (sd && pc_checkskill(sd,SA_FREECAST) > 0) || skill_id == LG_EXEEDBREAK) status_calc_bl(&sd->bl, SCB_SPEED); } else { ud->skilltimer = INVALID_TIMER; skill_castend_pos(ud->skilltimer,tick,src->id,0); } if( sd ) sd->canlog_tick = gettick(); return 1; } /** * Update a unit's attack target * @param ud: Unit data * @param target_id: Target ID (bl->id) * @return 0 */ 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)) && (ux = unit_bl2ud(target)) && ux->target_count > 0 ) ux->target_count --; if( target_id && (target = map_id2bl(target_id)) && (ux = unit_bl2ud(target)) ) ux->target_count ++; } ud->target = target_id; return 0; } /** * Stop a unit's attacks * @param bl: Object to stop */ 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 delete_timer(ud->attacktimer, unit_attack_timer); ud->attacktimer = INVALID_TIMER; } /** * Stop a unit's step action * @param bl: Object to stop */ 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 delete_timer(ud->steptimer, unit_step_timer); ud->steptimer = INVALID_TIMER; } /** * Removes a unit's target due to being unattackable * @param bl: Object to unlock target * @return 0 */ int unit_unattackable(struct block_list *bl) { struct unit_data *ud = unit_bl2ud(bl); if (ud) { ud->state.attack_continue = 0; ud->state.step_attack = 0; ud->target_to = 0; unit_set_target(ud, 0); } if(bl->type == BL_MOB) mob_unlocktarget((struct mob_data*)bl, gettick()); else if(bl->type == BL_PET) pet_unlocktarget((struct pet_data*)bl); return 0; } /** * Requests a unit to attack a target * @param src: Object initiating attack * @param target_id: Target ID (bl->id) * @param continuous: * 0x1 - Whether or not the attack is ongoing * 0x2 - Whether function was called from unit_step_timer or not * @return Success(0); Fail(1); */ int unit_attack(struct block_list *src,int target_id,int continuous) { struct block_list *target; struct unit_data *ud; int range; 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 ) { TBL_PC* sd = (TBL_PC*)src; if( target->type == BL_NPC ) { // Monster npcs [Valaris] npc_click(sd,(TBL_NPC*)target); // Submitted by leinsirk10 [Celest] return 0; } if( pc_is90overweight(sd) || pc_isridingwug(sd) ) { // Overweight or mounted on warg - stop attacking unit_stop_attack(src); return 0; } if( !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 continously, set to auto-chase 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, gettick()) > 0) // Do attack next time it is possible. [Skotlex] ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0); else // Attack NOW. unit_attack_timer(INVALID_TIMER, gettick(), src->id, 0); return 0; } /** * Cancels an ongoing combo, resets attackable time, and restarts the * attack timer to resume attack after amotion time * @author [Skotlex] * @param bl: Object to cancel combo * @return Success(1); Fail(0); */ int unit_cancel_combo(struct block_list *bl) { struct unit_data *ud; if (!status_change_end(bl, SC_COMBO, INVALID_TIMER)) return 0; // Combo wasn't active. ud = unit_bl2ud(bl); nullpo_ret(ud); ud->attackabletime = gettick() + status_get_amotion(bl); if (ud->attacktimer == INVALID_TIMER) return 1; // Nothing more to do. delete_timer(ud->attacktimer, unit_attack_timer); ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,bl->id,0); return 1; } /** * Does a path_search to check if a position can be reached * @param bl: Object to check path * @param x: X coordinate that will be path searched * @param y: Y coordinate that will be path searched * @param easy: Easy(1) or Hard(0) path check (hard attempts to go around obstacles) * @return true or false */ bool unit_can_reach_pos(struct block_list *bl,int x,int y, int easy) { nullpo_retr(false, bl); if (bl->x == x && bl->y == y) // Same place return true; return path_search(NULL,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH); } /** * Does a path_search to check if a unit can be reached * @param bl: Object to check path * @param tbl: Target to be checked for available path * @param range: The number of cells away from bl that the path should be checked * @param easy: Easy(1) or Hard(0) path check (hard attempts to go around obstacles) * @param x: Pointer storing a valid X coordinate around tbl that can be reached * @param y: Pointer storing a valid Y coordinate around tbl that can be reached * @return true or false */ bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y) { short dx, dy; nullpo_retr(false, bl); nullpo_retr(false, tbl); if( bl->m != tbl->m) return false; if( bl->x == tbl->x && bl->y == tbl->y ) return true; if(range > 0 && !check_distance_bl(bl, tbl, range)) return false; // It judges whether it can adjoin or not. dx = tbl->x - bl->x; dy = tbl->y - bl->y; dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0); dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0); if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOPASS)) { // Look for a suitable cell to place in. int i; for(i = 0; i < 8 && map_getcell(tbl->m,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; return path_search(NULL,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH); } /** * Calculates position of Pet/Mercenary/Homunculus/Elemental * @param bl: Object to calculate position * @param tx: X coordinate to go to * @param ty: Y coordinate to go to * @param dir: Direction which to be 2 cells from master's position * @return Success(0); Fail(1); */ int unit_calc_pos(struct block_list *bl, int tx, int ty, uint8 dir) { int dx, dy, x, y; struct unit_data *ud = unit_bl2ud(bl); nullpo_ret(ud); if(dir > 7) return 1; ud->to_x = tx; ud->to_y = ty; // 2 cells from Master Position dx = -dirx[dir] * 2; dy = -diry[dir] * 2; x = tx + dx; y = ty + dy; if( !unit_can_reach_pos(bl, x, y, 0) ) { if( dx > 0 ) x--; else if( dx < 0 ) x++; if( dy > 0 ) y--; else if( dy < 0 ) y++; if( !unit_can_reach_pos(bl, x, y, 0) ) { int i; for( i = 0; i < 12; i++ ) { int k = rnd()%8; // Pick a Random Dir dx = -dirx[k] * 2; dy = -diry[k] * 2; x = tx + dx; y = ty + dy; if( unit_can_reach_pos(bl, x, y, 0) ) break; else { if( dx > 0 ) x--; else if( dx < 0 ) x++; if( dy > 0 ) y--; else if( dy < 0 ) y++; if( unit_can_reach_pos(bl, x, y, 0) ) break; } } if( i == 12 ) { x = tx; y = tx; // Exactly Master Position if( !unit_can_reach_pos(bl, x, y, 0) ) return 1; } } } ud->to_x = x; ud->to_y = y; return 0; } /** * Function timer to continuously attack * @param src: Object to continuously attack * @param tid: Timer ID * @param tick: Current tick * @return Attackable(1); Unattackable(0); */ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick) { struct block_list *target; struct unit_data *ud; struct status_data *sstatus; struct map_session_data *sd = NULL; struct mob_data *md = NULL; int range; if( (ud = unit_bl2ud(src)) == NULL ) return 0; if( ud->attacktimer != tid ) { ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid); return 0; } sd = BL_CAST(BL_PC, src); md = BL_CAST(BL_MOB, src); ud->attacktimer = INVALID_TIMER; target = 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->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) #endif || (sd && !pc_can_attack(sd, target->id)) ) return 0; // Can't attack under these conditions if (sd && &sd->sc && sd->sc.count && sd->sc.data[SC_HEAT_BARREL_AFTER]) return 0; if( src->m != target->m ) { if( src->type == BL_MOB && mob_warpchase((TBL_MOB*)src, target) ) return 1; // Follow up. return 0; } if( ud->skilltimer != INVALID_TIMER && !(sd && pc_checkskill(sd,SA_FREECAST) > 0) ) return 0; // Can't attack while casting if( !battle_config.sdelay_attack_enable && DIFF_TICK(ud->canact_tick,tick) > 0 && !(sd && pc_checkskill(sd,SA_FREECAST) > 0) ) { // Attacking when under cast delay has restrictions: if( tid == INVALID_TIMER ) { // Requested attack. if(sd) clif_skill_fail(sd,1,USESKILL_FAIL_SKILLINTERVAL,0); return 0; } // Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex] if( ud->state.attack_continue ) { if( DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0 ) ud->attackabletime = ud->canact_tick; ud->attacktimer=add_timer(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,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); 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,1); if(md) { //First attack is always a normal attack if(md->state.skillstate == MSS_ANGRY || md->state.skillstate == MSS_BERSERK) { if (mobskill_use(md,tick,-1)) 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->mob_id, target, tick); } } if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id)) return 1; map_freeblock_lock(); ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0); if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support) pet_target_check(sd->pd,target,0); map_freeblock_unlock(); /** * Applied when you're unable to attack (e.g. out of ammo) * We should stop here otherwise timer keeps on and this happens endlessly */ if( ud->attacktarget_lv == ATK_NONE ) return 1; ud->attackabletime = tick + sstatus->adelay; // You can't move if you can't attack neither. if (src->type&battle_config.attack_walk_delay) unit_set_walkdelay(src, tick, sstatus->amotion, 1); } if(ud->state.attack_continue) { if (src->type == BL_PC && battle_config.idletime_option&IDLE_ATTACK) ((TBL_PC*)src)->idletime = last_tick; ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0); } if( sd ) sd->canlog_tick = gettick(); return 1; } /** * Timer function to cancel attacking if unit has become unattackable * @param tid: Timer ID * @param tick: Current tick * @param id: Object to cancel attack if applicable * @param data: Data passed from timer call * @return 0 */ static int unit_attack_timer(int tid, unsigned int 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 a skill's cast * @param bl: Object to cancel cast * @param type: Cancel check flag * &1: Cast-Cancel invoked * &2: Cancel only if skill is cancellable * @return Success(1); Fail(0); */ int unit_skillcastcancel(struct block_list *bl, char type) { struct map_session_data *sd = NULL; struct unit_data *ud = unit_bl2ud( bl); unsigned int tick = gettick(); int ret = 0, skill_id; nullpo_ret(bl); if (!ud || ud->skilltimer == INVALID_TIMER) return 0; // Nothing to cancel. sd = BL_CAST(BL_PC, bl); if (type&2) { // See if it can be cancelled. if (!ud->state.skillcastcancel) return 0; if (sd && (sd->special_state.no_castcancel2 || ((sd->sc.data[SC_UNLIMITEDHUMMINGVOICE] || sd->special_state.no_castcancel) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground))) // fixed flags being read the wrong way around [blackhole89] return 0; } ud->canact_tick = tick; if(type&1 && sd) skill_id = sd->skill_id_old; else skill_id = ud->skill_id; if (skill_get_inf(skill_id) & INF_GROUND_SKILL) ret=delete_timer( ud->skilltimer, skill_castend_pos ); else ret=delete_timer( ud->skilltimer, skill_castend_id ); if(ret < 0) ShowError("delete timer error : skill_id : %d\n",ret); ud->skilltimer = INVALID_TIMER; if( sd && (pc_checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) ) status_calc_bl(&sd->bl, SCB_SPEED); if( sd ) { switch( skill_id ) { case CG_ARROWVULCAN: sd->canequip_tick = tick; break; } } if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skill_idx = -1; clif_skillcastcancel(bl); return 1; } /** * Initialized data on a unit * @param bl: Object to initialize data on */ void unit_dataset(struct block_list *bl) { struct unit_data *ud; nullpo_retv(ud = unit_bl2ud(bl)); memset( ud, 0, sizeof( struct unit_data) ); ud->bl = bl; ud->walktimer = INVALID_TIMER; ud->skilltimer = INVALID_TIMER; ud->attacktimer = INVALID_TIMER; ud->steptimer = INVALID_TIMER; ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick(); } /** * Gets the number of units attacking another unit * @param bl: Object to check amount of targets * @return number of targets or 0 */ int unit_counttargeted(struct block_list* bl) { struct unit_data* ud; if( bl && (ud = unit_bl2ud(bl)) ) return ud->target_count; return 0; } /** * Changes the size of a unit * @param bl: Object to change size [PC|MOB] * @param size: New size of bl * @return 0 */ int unit_changeviewsize(struct block_list *bl,short size) { nullpo_ret(bl); size = (size < 0) ? -1 : (size > 0) ? 1 : 0; if(bl->type == BL_PC) ((TBL_PC*)bl)->state.size = size; else if(bl->type == BL_MOB) ((TBL_MOB*)bl)->special_state.size = size; else return 0; if(size != 0) clif_specialeffect(bl,421+size, AREA); return 0; } /** * Makes 'bl' that attacking 'src' switch to attack 'target' * @param bl * @param ap * @param src Current target * @param target New target **/ int unit_changetarget(struct block_list *bl, va_list ap) { struct unit_data *ud = unit_bl2ud(bl); struct block_list *src = va_arg(ap,struct block_list *); struct block_list *target = va_arg(ap,struct block_list *); if (!ud || !target || ud->target == target->id) return 1; if (!ud->target && !ud->target_to) return 1; if (ud->target != src->id && ud->target_to != src->id) return 1; if (bl->type == BL_MOB) (BL_CAST(BL_MOB,bl))->target_id = target->id; if (ud->target_to) ud->target_to = target->id; else ud->target_to = 0; if (ud->skilltarget) ud->skilltarget = target->id; unit_set_target(ud, target->id); //unit_attack(bl, target->id, ud->state.attack_continue); return 0; } /** * Removes a bl/ud from the map * On kill specifics are not performed here, check status_damage() * @param bl: Object to remove from map * @param clrtype: How bl is being removed * 0: Assume bl is being warped * 1: Death, appropriate cleanup performed * @param file, line, func: Call information for debug purposes * @return Success(1); Couldn't be removed or bl was free'd(0) */ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func) { struct unit_data *ud = unit_bl2ud(bl); struct status_change *sc = status_get_sc(bl); nullpo_ret(ud); if(bl->prev == NULL) return 0; // Already removed? map_freeblock_lock(); if (ud->walktimer != INVALID_TIMER) unit_stop_walking(bl,0); 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*/ = 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_ANKLE, 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, INVALID_TIMER); status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER); status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER); status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER); status_change_end(bl, SC_TINDER_BREAKER, INVALID_TIMER); status_change_end(bl, SC_TINDER_BREAKER2, 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_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_NEUTRALBARRIER_MASTER, INVALID_TIMER); status_change_end(bl, SC_STEALTHFIELD_MASTER, INVALID_TIMER); status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); status_change_end(bl, SC__MANHOLE, INVALID_TIMER); status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER); status_change_end(bl, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); // callme before warp } if (bl->type&(BL_CHAR|BL_PET)) { skill_unit_move(bl,gettick(),4); skill_cleartimerskill(bl); } switch( bl->type ) { case BL_PC: { struct map_session_data *sd = (struct map_session_data*)bl; if(sd->shadowform_id) { // If shadow target has leave the map 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->chatID) chat_leavechat(sd,0); if(sd->trade_partner) trade_tradecancel(sd); searchstore_close(sd); if (sd->menuskill_id != AL_TELEPORT) { //bugreport:8027 if (sd->state.storage_flag == 1) storage_storage_quit(sd,0); else if (sd->state.storage_flag == 2) gstorage_storage_quit(sd,0); sd->state.storage_flag = 0; //Force close it when being warped. } if(sd->party_invite > 0) party_reply_invite(sd,sd->party_invite,0); if(sd->guild_invite > 0) guild_reply_invite(sd,sd->guild_invite,0); if(sd->guild_alliance > 0) guild_reply_reqalliance(sd,sd->guild_alliance_account,0); if(sd->menuskill_id) sd->menuskill_id = sd->menuskill_val = 0; if( sd->touching_id ) npc_touchnext_areanpc(sd,true); // Check if warping and not changing the map. if ( sd->state.warping && !sd->state.changemap ) { status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } sd->npc_shopid = 0; sd->adopt_invite = 0; if(sd->pvp_timer != INVALID_TIMER) { delete_timer(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, false)) skill_sit(sd,0); party_send_dot_remove(sd);// minimap dot fix [Kevin] guild_send_dot_remove(sd); bg_send_dot_remove(sd); if( map[bl->m].users <= 0 || sd->state.debug_remove_map ) { // This is only place where map users is decreased, if the mobs were removed // too soon then this function was executed too many times [FlavioJS] if( sd->debug_file == NULL || !(sd->state.debug_remove_map) ) { sd->debug_file = ""; sd->debug_line = 0; sd->debug_func = ""; } ShowDebug("unit_remove_map: unexpected state when removing player AID/CID:%d/%d" " (active=%d connect_new=%d rewarp=%d changemap=%d debug_remove_map=%d)" " from map=%s (users=%d)." " Previous call from %s:%d(%s), current call from %s:%d(%s)." " Please report this!!!\n", sd->status.account_id, sd->status.char_id, sd->state.active, sd->state.connect_new, sd->state.rewarp, sd->state.changemap, sd->state.debug_remove_map, map[bl->m].name, map[bl->m].users, sd->debug_file, sd->debug_line, sd->debug_func, file, line, func); } else if (--map[bl->m].users == 0 && battle_config.dynamic_mobs) map_removemobs(bl->m); if( !(sd->sc.option&OPTION_INVISIBLE) ) // Decrement the number of active pvp players on the map --map[bl->m].users_pvp; if( sd->state.hpmeter_visible ) { map[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 = (struct mob_data*)bl; // Drop previous target mob_slave_keep_target: no. if (!battle_config.mob_slave_keep_target) md->target_id=0; md->attacked_id=0; md->state.skillstate= MSS_IDLE; break; } case BL_PET: { struct pet_data *pd = (struct pet_data*)bl; if( pd->pet.intimate <= 0 && !(pd->master && !pd->master->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 = (struct homun_data *)bl; ud->canact_tick = ud->canmove_tick; // It appears HOM do reset the can-act tick. if( !hd->homunculus.intimacy && !(hd->master && !hd->master->state.active) ) { // If logging out, this is deleted on unit_free clif_emotion(bl, E_SOB); clif_clearunit_area(bl,clrtype); map_delblock(bl); unit_free(bl,CLR_OUTSIGHT); map_freeblock_unlock(); return 0; } break; } case BL_MER: { struct mercenary_data *md = (struct mercenary_data *)bl; ud->canact_tick = ud->canmove_tick; if( mercenary_get_lifetime(md) <= 0 && !(md->master && !md->master->state.active) ) { clif_clearunit_area(bl,clrtype); map_delblock(bl); unit_free(bl,CLR_OUTSIGHT); map_freeblock_unlock(); return 0; } break; } case BL_ELEM: { struct elemental_data *ed = (struct elemental_data *)bl; ud->canact_tick = ud->canmove_tick; if( elemental_get_lifetime(ed) <= 0 && !(ed->master && !ed->master->state.active) ) { clif_clearunit_area(bl,clrtype); map_delblock(bl); unit_free(bl,CLR_OUTSIGHT); 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; } /** * Removes units of a master when the master is removed from map * @param sd: Player * @param clrtype: How bl is being removed * 0: Assume bl is being warped * 1: Death, appropriate cleanup performed */ void unit_remove_map_pc(struct map_session_data *sd, clr_type clrtype) { unit_remove_map(&sd->bl,clrtype); //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); if(hom_is_active(sd->hd)) unit_remove_map(&sd->hd->bl, clrtype); if(sd->md) unit_remove_map(&sd->md->bl, clrtype); if(sd->ed) { elemental_clean_effect(sd->ed); unit_remove_map(&sd->ed->bl, clrtype); } } /** * Frees units of a player when is removed from map * Also free his pets/homon/mercenary/elemental/etc if he have any * @param sd: Player */ void unit_free_pc(struct map_session_data *sd) { if (sd->pd) unit_free(&sd->pd->bl,CLR_OUTSIGHT); if (sd->hd) unit_free(&sd->hd->bl,CLR_OUTSIGHT); if (sd->md) unit_free(&sd->md->bl,CLR_OUTSIGHT); if (sd->ed) unit_free(&sd->ed->bl,CLR_OUTSIGHT); unit_free(&sd->bl,CLR_TELEPORT); } /** * Frees all related resources to the unit * @param bl: Object being removed from map * @param clrtype: How bl is being removed * 0: Assume bl is being warped * 1: Death, appropriate cleanup performed * @return 0 */ int unit_free(struct block_list *bl, clr_type clrtype) { struct unit_data *ud = unit_bl2ud( bl ); nullpo_ret(ud); map_freeblock_lock(); if( bl->prev ) // Players are supposed to logout with a "warp" effect. unit_remove_map(bl, clrtype); switch( bl->type ) { case BL_PC: { struct map_session_data *sd = (struct map_session_data*)bl; int i; if( 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); channel_pcquit(sd,0xF); // Leave all chan skill_blockpc_clear(sd); // Clear all skill cooldown related // 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); pc_cleareventtimer(sd); pc_inventory_rental_clear(sd); pc_delspiritball(sd, sd->spiritball, 1); pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_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.count ) { aFree(sd->combos.bonus); aFree(sd->combos.id); aFree(sd->combos.pos); sd->combos.count = 0; } if( sd->sc_display_count ) { /* [Ind] */ for( i = 0; i < sd->sc_display_count; i++ ) ers_free(pc_sc_display_ers, sd->sc_display[i]); sd->sc_display_count = 0; aFree(sd->sc_display); sd->sc_display = NULL; } if( sd->quest_log != NULL ) { aFree(sd->quest_log); sd->quest_log = NULL; sd->num_quests = sd->avail_quests = 0; } if (sd->qi_display) { aFree(sd->qi_display); sd->qi_display = NULL; } sd->qi_count = 0; // Clearing... if (sd->bonus_script.head) pc_bonus_script_clear(sd, BSF_REM_ALL); pc_itemgrouphealrate_clear(sd); break; } case BL_PET: { struct pet_data *pd = (struct pet_data*)bl; struct map_session_data *sd = pd->master; pet_hungry_timer_delete(pd); if( pd->a_skill ) { aFree(pd->a_skill); pd->a_skill = NULL; } if( pd->s_skill ) { if (pd->s_skill->timer != INVALID_TIMER) { if (pd->s_skill->id) delete_timer(pd->s_skill->timer, pet_skill_support_timer); else delete_timer(pd->s_skill->timer, pet_heal_timer); } aFree(pd->s_skill); pd->s_skill = NULL; } if( pd->recovery ) { if(pd->recovery->timer != INVALID_TIMER) delete_timer(pd->recovery->timer, pet_recovery_timer); aFree(pd->recovery); pd->recovery = NULL; } if( pd->bonus ) { if (pd->bonus->timer != INVALID_TIMER) delete_timer(pd->bonus->timer, pet_skill_bonus_timer); aFree(pd->bonus); pd->bonus = NULL; } if( pd->loot ) { pet_lootitem_drop(pd,sd); if (pd->loot->item) aFree(pd->loot->item); aFree (pd->loot); pd->loot = NULL; } if( pd->pet.intimate > 0 ) intif_save_petdata(pd->pet.account_id,&pd->pet); else { // Remove pet. intif_delete_petdata(pd->pet.pet_id); if (sd) sd->status.pet_id = 0; } if( sd ) sd->pd = NULL; pd->master = NULL; break; } case BL_MOB: { struct mob_data *md = (struct mob_data*)bl; if( md->spawn_timer != INVALID_TIMER ) { delete_timer(md->spawn_timer,mob_delayspawn); md->spawn_timer = INVALID_TIMER; } if( md->deletetimer != INVALID_TIMER ) { delete_timer(md->deletetimer,mob_timer_delete); md->deletetimer = INVALID_TIMER; } if (md->lootitems) { aFree(md->lootitems); md->lootitems = 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->mob_id) ) mob_clone_delete(md); if( md->tomb_nid ) mvptomb_destroy(md); break; } case BL_HOM: { struct homun_data *hd = (TBL_HOM*)bl; struct map_session_data *sd = hd->master; hom_hungry_timer_delete(hd); if( hd->homunculus.intimacy > 0 ) hom_save(hd); else { intif_homunculus_requestdelete(hd->homunculus.hom_id); if( sd ) sd->status.hom_id = 0; } if( sd ) sd->hd = NULL; hd->master = NULL; break; } case BL_MER: { struct mercenary_data *md = (TBL_MER*)bl; struct map_session_data *sd = md->master; if( mercenary_get_lifetime(md) > 0 ) mercenary_save(md); else { intif_mercenary_delete(md->mercenary.mercenary_id); if( sd ) sd->status.mer_id = 0; } if( sd ) sd->md = NULL; mercenary_contract_stop(md); md->master = NULL; break; } case BL_ELEM: { struct elemental_data *ed = (TBL_ELEM*)bl; struct map_session_data *sd = ed->master; if( elemental_get_lifetime(ed) > 0 ) elemental_save(ed); else { intif_elemental_delete(ed->elemental.elemental_id); if( sd ) sd->status.ele_id = 0; } if( sd ) sd->ed = NULL; elemental_summon_stop(ed); ed->master = NULL; 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; } /** * Initialization function for unit on map start * called in map::do_init */ void do_init_unit(void){ add_timer_func_list(unit_attack_timer, "unit_attack_timer"); add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer"); add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub"); add_timer_func_list(unit_delay_walktoxy_timer,"unit_delay_walktoxy_timer"); add_timer_func_list(unit_delay_walktobl_timer,"unit_delay_walktobl_timer"); add_timer_func_list(unit_teleport_timer,"unit_teleport_timer"); add_timer_func_list(unit_step_timer,"unit_step_timer"); } /** * Unit module destructor, (thing to do before closing the module) * called in map::do_final * @return 0 */ void do_final_unit(void){ // Nothing to do }