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- // 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 "unit.h"
- #include "map.h"
- #include "path.h"
- #include "pc.h"
- #include "mob.h"
- #include "pet.h"
- #include "mercenary.h"
- #include "skill.h"
- #include "clif.h"
- #include "npc.h"
- #include "guild.h"
- #include "status.h"
- #include "battle.h"
- #include "chat.h"
- #include "trade.h"
- #include "vending.h"
- #include "party.h"
- #include "intif.h"
- #include "chrif.h"
- #include "script.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- const short dirx[8]={0,-1,-1,-1,0,1,1,1};
- const short diry[8]={1,1,0,-1,-1,-1,0,1};
- struct unit_data* unit_bl2ud(struct block_list *bl)
- {
- if( bl == NULL) return NULL;
- if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
- if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
- if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
- if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
- if( bl->type == BL_HOM) return &((struct homun_data*)bl)->ud; //[orn]
- return NULL;
- }
- static int unit_attack_timer(int tid, unsigned int tick, int id, intptr data);
- static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr data);
- int unit_walktoxy_sub(struct block_list *bl)
- {
- int i;
- struct walkpath_data wpd;
- struct unit_data *ud = NULL;
- nullpo_retr(1, bl);
- ud = unit_bl2ud(bl);
- if(ud == NULL) return 0;
- if( !path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy,CELL_CHKNOPASS) )
- return 0;
- memcpy(&ud->walkpath,&wpd,sizeof(wpd));
-
- if (ud->target && 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.
- int dir;
- //Trim the last part of the path to account for range,
- //but always move at least one cell when requested to move.
- for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
- ud->walkpath.path_len--;
- dir = ud->walkpath.path[ud->walkpath.path_len];
- if(dir&1)
- i-=14;
- else
- i-=10;
- 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)*14/10;
- else
- i = status_get_speed(bl);
- if( i > 0)
- ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
- return 1;
- }
- static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr data)
- {
- int i;
- int x,y,dx,dy;
- uint8 dir;
- struct block_list *bl;
- struct map_session_data *sd;
- struct mob_data *md;
- struct unit_data *ud;
- bl = map_id2bl(id);
- if(bl == NULL)
- return 0;
- sd = BL_CAST(BL_PC, bl);
- md = BL_CAST(BL_MOB, bl);
- ud = unit_bl2ud(bl);
-
- if(ud == NULL) return 0;
- if(ud->walktimer != tid){
- ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
- return 0;
- }
- ud->walktimer = INVALID_TIMER;
- if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する
- if(ud->walkpath.path_pos>=ud->walkpath.path_len)
- return 0;
- if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
- return 1;
- x = bl->x;
- y = bl->y;
- dir = ud->walkpath.path[ud->walkpath.path_pos];
- ud->dir = dir;
- dx = dirx[(int)dir];
- dy = diry[(int)dir];
- if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
- return unit_walktoxy_sub(bl);
-
- // バシリカ判定
- 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]
- if (bl->x != x || bl->y != y || ud->walktimer != -1)
- return 0; //map_moveblock has altered the object beyond what we expected (moved/warped it)
- ud->walktimer = 1; //FIXME: why '1'? [ultramage]
- map_foreachinmovearea(clif_insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl);
- ud->walktimer = INVALID_TIMER;
-
- if(sd) {
- 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;
- if (sd->state.gmaster_flag &&
- (battle_config.guild_aura&(agit_flag?2:1)) &&
- (battle_config.guild_aura&(map_flag_gvg2(bl->m)?8:4))
- )
- { //Guild Aura: Likely needs to be recoded, this method seems inefficient.
- struct guild *g = sd->state.gmaster_flag;
- int skill, strvit= 0, agidex = 0;
- if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) strvit |= (skill&0xFFFF)<<16;
- if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) strvit |= (skill&0xFFFF);
- if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) agidex |= (skill&0xFFFF)<<16;
- if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) agidex |= skill&0xFFFF;
- if (strvit || agidex)
- map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
- bl->id, sd->status.guild_id, strvit, agidex);
- }
- } else if (md) {
- 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 != -1 &&
- !(ud->walk_count%WALK_SKILL_INTERVAL) &&
- mobskill_use(md, tick, -1))
- {
- if (!(ud->skillid == NPC_SELFDESTRUCTION && ud->skilltimer != -1))
- { //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);
- }
- }
- if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
- return 0;
-
- if(ud->state.change_walk_target)
- return unit_walktoxy_sub(bl);
- ud->walkpath.path_pos++;
- if(ud->walkpath.path_pos>=ud->walkpath.path_len)
- i = -1;
- else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
- i = status_get_speed(bl)*14/10;
- else
- i = status_get_speed(bl);
- if( md && map_getcell(bl->m,x,y,CELL_CHKBASILICA) ) {
- skill_blown(bl,bl,2,unit_getdir(bl),0);
- clif_fixpos(bl);
- }
-
- if(i > 0)
- ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
- else if(ud->state.running) {
- //Keep trying to run.
- if (!unit_run(bl))
- ud->state.running = 0;
- }
- else if (ud->target) {
- //Update target trajectory.
- struct block_list *tbl = map_id2bl(ud->target);
- 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) //See if the mob can do a warp chase.
- mob_warpchase((TBL_MOB*)bl, tbl);
- 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]
- clif_fixpos(bl);
- unit_attack(bl, tbl->id, ud->state.attack_continue);
- }
- } else { //Update chase-path
- unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
- return 0;
- }
- }
- else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
- ud->to_x = bl->x;
- ud->to_y = bl->y;
- }
- return 0;
- }
- static int unit_delay_walktoxy_timer(int tid, unsigned int tick, int id, intptr 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;
- }
- //flag parameter:
- //&1 -> 1/0 = easy/hard
- //&2 -> force walking
- //&4 -> Delay walking if the reason you can't walk is the canwalk delay
- int unit_walktoxy( struct block_list *bl, short x, short y, int flag)
- {
- struct unit_data* ud = NULL;
- struct status_change* sc = NULL;
- nullpo_retr(0, bl);
-
- ud = unit_bl2ud(bl);
-
- if( ud == NULL) return 0;
- if (flag&4 && 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->target = 0;
- ud->to_x = x;
- ud->to_y = y;
-
- 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 != -1) {
- // 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
- // timer関数からunit_walktoxy_subを呼ぶようにする
- ud->state.change_walk_target = 1;
- return 1;
- }
- if(ud->attacktimer != -1) {
- delete_timer( ud->attacktimer, unit_attack_timer );
- ud->attacktimer = INVALID_TIMER;
- }
- return unit_walktoxy_sub(bl);
- }
- //To set Mob's CHASE/FOLLOW states (shouldn't be done if there's no path to reach)
- #define set_mobstate(bl, flag) \
- if((bl)->type == BL_MOB && (flag)) \
- ((TBL_MOB*)(bl))->state.skillstate = ((TBL_MOB*)(bl))->state.aggressive?MSS_FOLLOW:MSS_RUSH;
- static int unit_walktobl_sub(int tid, unsigned int tick, int id, intptr data)
- {
- struct block_list *bl = map_id2bl(id);
- struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
- if (ud && ud->walktimer == -1 && 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;
- }
- // Chases a tbl. If the flag&1, use hard-path seek,
- // if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
- int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag)
- {
- struct unit_data *ud = NULL;
- struct status_change *sc = NULL;
- nullpo_retr(0, bl);
- nullpo_retr(0, 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;
- return 0;
- }
- ud->state.walk_easy = flag&1;
- ud->target = 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.
- 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 != -1) {
- 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(ud->attacktimer != -1) {
- delete_timer( ud->attacktimer, unit_attack_timer );
- ud->attacktimer = INVALID_TIMER;
- }
- if (unit_walktoxy_sub(bl)) {
- set_mobstate(bl, flag&2);
- return 1;
- }
- return 0;
- }
- #undef set_mobstate
- int unit_run(struct block_list *bl)
- {
- struct status_change *sc = status_get_sc(bl);
- short to_x,to_y,dir_x,dir_y;
- int lv;
- int i;
- if (!(sc && sc->data[SC_RUN]))
- return 0;
-
- if (!unit_can_move(bl)) {
- status_change_end(bl,SC_RUN,-1);
- return 0;
- }
-
- lv = sc->data[SC_RUN]->val1;
- dir_x = dirx[sc->data[SC_RUN]->val2];
- dir_y = diry[sc->data[SC_RUN]->val2];
- // determine destination cell
- to_x = bl->x;
- to_y = bl->y;
- for(i=0;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(sc->data[SC_RUN] && map_count_oncell(bl->m, to_x+dir_x, to_y+dir_y, BL_PC|BL_MOB|BL_NPC))
- break;
-
- to_x += dir_x;
- to_y += dir_y;
- }
- if(to_x == bl->x && to_y == bl->y) {
- //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
- clif_status_change(bl, SI_BUMP, 1);
- //Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin]
- unit_bl2ud(bl)->state.running = 0;
- status_change_end(bl,SC_RUN,-1);
- skill_blown(bl,bl,skill_get_blewcount(TK_RUN,lv),unit_getdir(bl),0);
- clif_fixpos(bl); //Why is a clif_slide (skill_blown) AND a fixpos needed? Ask Aegis.
- clif_status_change(bl, SI_BUMP, 0);
- return 0;
- }
- if (unit_walktoxy(bl, to_x, to_y, 1))
- return 1;
- //There must be an obstacle nearby. Attempt walking one cell at a time.
- do {
- to_x -= dir_x;
- to_y -= dir_y;
- } while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1));
- if (i==0) {
- // copy-paste from above
- clif_status_change(bl, SI_BUMP, 1);
- //Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin]
- unit_bl2ud(bl)->state.running = 0;
- status_change_end(bl,SC_RUN,-1);
- skill_blown(bl,bl,skill_get_blewcount(TK_RUN,lv),unit_getdir(bl),0);
- clif_fixpos(bl);
- clif_status_change(bl, SI_BUMP, 0);
- return 0;
- }
- return 1;
- }
- //Makes bl attempt to run dist cells away from target. Uses hard-paths.
- int unit_escape(struct block_list *bl, struct block_list *target, short dist)
- {
- int 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 warp function.
- int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath)
- {
- short dx,dy;
- uint8 dir;
- struct unit_data *ud = NULL;
- struct map_session_data *sd = NULL;
- nullpo_retr(0, 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
- 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 = 1; //FIXME: why '1'? [ultramage]
- map_foreachinmovearea(clif_insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl);
- ud->walktimer = INVALID_TIMER;
-
- if(sd) {
- 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* bl = &sd->pd->bl;
- if( !checkpath && !path_search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,0,CELL_CHKNOPASS) )
- flag = 1;
- else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
- flag = 2;
- if (flag) {
- unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
- clif_slide(bl,bl->x,bl->y);
- }
- }
- }
- return 1;
- }
- int unit_setdir(struct block_list *bl,unsigned char dir)
- {
- struct unit_data *ud;
- nullpo_retr( 0, bl );
- ud = unit_bl2ud(bl);
- if (!ud) return 0;
- ud->dir = dir;
- if (bl->type == BL_PC)
- ((TBL_PC *)bl)->head_dir = 0;
- clif_changed_dir(bl, AREA);
- return 0;
- }
- uint8 unit_getdir(struct block_list *bl)
- {
- struct unit_data *ud;
- nullpo_retr( 0, bl );
- ud = unit_bl2ud(bl);
- if (!ud) return 0;
- return ud->dir;
- }
- //Warps a unit/ud to a given map/position.
- //In the case of players, pc_setpos is used.
- //it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
- int unit_warp(struct block_list *bl,short m,short x,short y,int type)
- {
- struct unit_data *ud;
- nullpo_retr(0, bl);
- ud = unit_bl2ud(bl);
-
- if(bl->prev==NULL || !ud)
- return 1;
- if (type < 0 || type == 1)
- //Type 1 is invalid, since you shouldn't warp a bl with the "death"
- //animation, it messes up with unit_remove_map! [Skotlex]
- return 1;
-
- if( m<0 ) m=bl->m;
-
- switch (bl->type) {
- case BL_MOB:
- if (map[bl->m].flag.monster_noteleport)
- return 1;
- if (m != bl->m && map[m].flag.nobranch && battle_config.mob_warp&4)
- 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;
- map_addblock(bl);
- clif_spawn(bl);
- skill_unit_move(bl,gettick(),1);
- return 0;
- }
- /*==========================================
- * 歩行停止
- *------------------------------------------*/
- int unit_stop_walking(struct block_list *bl,int type)
- {
- struct unit_data *ud;
- const struct TimerData* td;
- unsigned int tick;
- nullpo_retr(0, bl);
- ud = unit_bl2ud(bl);
- if(!ud || ud->walktimer == -1)
- return 0;
- //NOTE: We are using timer data after deleting it because we know the
- //delete_timer function does not messes 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.
- || (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(-1, 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);
- //Readded, the check in unit_set_walkdelay means dmg during running won't fall through to this place in code [Kevin]
- if (ud->state.running)
- status_change_end(bl, SC_RUN, -1);
- return 1;
- }
- int unit_skilluse_id(struct block_list *src, int target_id, short skill_num, short skill_lv)
- {
- if(skill_num < 0) return 0;
- return unit_skilluse_id2(
- src, target_id, skill_num, skill_lv,
- skill_castfix(src, skill_num, skill_lv),
- skill_get_castcancel(skill_num)
- );
- }
- int unit_is_walking(struct block_list *bl)
- {
- struct unit_data *ud = unit_bl2ud(bl);
- nullpo_retr(0, bl);
- if(!ud) return 0;
- return (ud->walktimer != -1);
- }
- /*==========================================
- * Determines if the bl can move based on status changes. [Skotlex]
- *------------------------------------------*/
- int unit_can_move(struct block_list *bl)
- {
- struct map_session_data *sd;
- struct unit_data *ud;
- struct status_change *sc;
-
- nullpo_retr(0, bl);
- ud = unit_bl2ud(bl);
- sc = status_get_sc(bl);
- sd = BL_CAST(BL_PC, bl);
-
- if (!ud)
- return 0;
-
- if (ud->skilltimer != -1 && (!sd || !pc_checkskill(sd, SA_FREECAST) || skill_get_inf2(ud->skillid)&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->vender_id ||
- sd->state.blockedmove
- ))
- return 0; //Can't move
-
- if (sc) {
- if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
- return 0;
- if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
- return 0;
- if (sc->count && (
- sc->data[SC_ANKLE]
- || sc->data[SC_AUTOCOUNTER]
- || sc->data[SC_TRICKDEAD]
- || sc->data[SC_BLADESTOP]
- || sc->data[SC_BLADESTOP_WAIT]
- || sc->data[SC_SPIDERWEB]
- || (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
- !sc->data[SC_LONGING] ||
- (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
- (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
- ))
- || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
- || sc->data[SC_STOP]
- || sc->data[SC_CLOSECONFINE]
- || sc->data[SC_CLOSECONFINE2]
- || (sc->data[SC_CLOAKING] && //Need wall at level 1-2
- sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1))
- || sc->data[SC_MADNESSCANCEL]
- || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
- ))
- return 0;
- }
- return 1;
- }
- /*==========================================
- * Resume running after a walk delay
- *------------------------------------------*/
- int unit_resume_running(int tid, unsigned int tick, int id, intptr data)
- {
- struct unit_data *ud = (struct unit_data *)data;
- TBL_PC * sd = map_id2sd(id);
- clif_skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skilllv,
- sc_start4(ud->bl,status_skill2sc(TK_RUN),100,ud->skilllv,unit_getdir(ud->bl),0,0,0));
- if (sd) clif_walkok(sd);
- return 0;
- }
- /*==========================================
- * Applies walk delay to character, considering that
- * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
- * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
- *------------------------------------------*/
- int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if (delay <= 0 || !ud) return 0;
-
- if (type) {
- if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
- return 0;
- } else {
- if (DIFF_TICK(ud->canmove_tick, tick) > 0)
- return 0;
- }
- ud->canmove_tick = tick + delay;
- if (ud->walktimer != -1)
- { //Stop walking, if chasing, readjust timers.
- if (delay == 1)
- { //Minimal delay (walk-delay) disabled. Just stop walking.
- unit_stop_walking(bl,0);
- } else {
- //Resume running after can move again [Kevin]
- if(ud->state.running)
- {
- add_timer(ud->canmove_tick, unit_resume_running, bl->id, (int)ud);
- }
- else
- {
- unit_stop_walking(bl,2);
- if(ud->target)
- add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
- }
- }
- }
- return 1;
- }
- int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, short 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 temp;
- nullpo_retr(0, src);
- if(status_isdead(src))
- return 0; // 死んでいないか
- sd = BL_CAST(BL_PC, src);
- ud = unit_bl2ud(src);
- if(ud == NULL) return 0;
- sc = status_get_sc(src);
- if (sc && !sc->count)
- sc = NULL; //Unneeded
- //temp: used to signal combo-skills right now.
- temp = (target_id == src->id && !(sd && sd->state.skill_flag)
- && skill_get_inf(skill_num)&INF_SELF_SKILL
- && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
- if (temp)
- target_id = ud->target; //Auto-select skills. [Skotlex]
- if (sd) {
- //Target_id checking.
- if(skillnotok(skill_num, sd)) // [MouseJstr]
- return 0;
- mob_ksprotected(src, map_id2bl(target_id));
- switch(skill_num)
- { //Check for skills that auto-select target
- case MO_CHAINCOMBO:
- if (sc && sc->data[SC_BLADESTOP]){
- if ((target=(struct block_list *)sc->data[SC_BLADESTOP]->val4) == NULL)
- return 0;
- }
- break;
- case TK_JUMPKICK:
- case TK_COUNTER:
- case HT_POWER:
- if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_num)
- target_id = sc->data[SC_COMBO]->val2;
- break;
- case WE_MALE:
- case WE_FEMALE:
- if (!sd->status.partner_id)
- return 0;
- target = (struct block_list*)map_charid2sd(sd->status.partner_id);
- if (!target) {
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- break;
- }
- if (target)
- target_id = target->id;
- }
- if (src->type==BL_HOM)
- switch(skill_num)
- { //Homun-auto-target skills.
- case HLIF_HEAL:
- case HLIF_AVOID:
- case HAMI_DEFENCE:
- case HAMI_CASTLE:
- target = battle_get_master(src);
- if (!target) return 0;
- target_id = target->id;
- }
- if( !target ) // choose default target
- target = map_id2bl(target_id);
- if( !target || src->m != target->m || !src->prev || !target->prev )
- return 0;
- //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
- if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
- return 0;
- if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
- return 0;
- if(!status_check_skilluse(src, target, skill_num, 0))
- return 0;
- tstatus = status_get_status_data(target);
- //直前のスキル状況の記録
- if(sd) {
- switch(skill_num){
- case SA_CASTCANCEL:
- if(ud->skillid != skill_num){
- sd->skillid_old = ud->skillid;
- sd->skilllv_old = ud->skilllv;
- }
- break;
- case BD_ENCORE:
- //Prevent using the dance skill if you no longer have the skill in your tree.
- if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- sd->skillid_old = skill_num;
- break;
- case BD_LULLABY:
- case BD_RICHMANKIM:
- case BD_ETERNALCHAOS:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_ROKISWEIL:
- case BD_INTOABYSS:
- case BD_SIEGFRIED:
- case CG_MOONLIT:
- if (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
- {
- clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- break;
- }
- if (!skill_check_condition(sd, skill_num, skill_lv, 0))
- return 0;
- }
- //TODO: Add type-independant skill_check_condition function.
- if (src->type == BL_MOB) {
- switch (skill_num) {
- case NPC_SUMMONSLAVE:
- case NPC_SUMMONMONSTER:
- case AL_TELEPORT:
- if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
- return 0;
- }
- }
- //Check range when not using skill on yourself or is a combo-skill during attack
- //(these are supposed to always have the same range as your attack)
- if(src->id != target_id && (!temp || ud->attacktimer == -1))
- {
- if (skill_get_state(ud->skillid) == ST_MOVE_ENABLE)
- {
- if (!unit_can_reach_bl(src, target, skill_get_range2(src, skill_num,skill_lv)+1, 1, NULL, NULL))
- return 0; //Walk-path check failed.
- } else
- if (!battle_check_range(src, target, skill_get_range2(src, skill_num,skill_lv)
- +(skill_num==RG_CLOSECONFINE?0:1)))
- //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
- return 0; //Arrow-path check failed.
- }
- if (!temp) //Stop attack on non-combo skills [Skotlex]
- unit_stop_attack(src);
- else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
- ud->attackabletime = tick + status_get_adelay(src);
-
- ud->state.skillcastcancel = castcancel;
- //temp: Used to signal force cast now.
- temp = 0;
-
- switch(skill_num){
- case ALL_RESURRECTION:
- if(battle_check_undead(tstatus->race,tstatus->def_ele)) {
- temp = 1;
- casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
- } 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 = 0;
- temp = 1;
- break;
- case SA_SPELLBREAKER:
- temp = 1;
- break;
- case ST_CHASEWALK:
- if (sc && sc->data[SC_CHASEWALK])
- casttime = 0;
- break;
- case TK_RUN:
- if (sc && sc->data[SC_RUN])
- casttime = 0;
- 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;
- }
-
- // moved here to prevent Suffragium from ending if skill fails
- if (!(skill_get_castnodex(skill_num, skill_lv)&2))
- casttime = skill_castfix_sc(src, casttime);
- if( casttime>0 || temp){
- clif_skillcasting(src, src->id, target_id, 0,0, skill_num, skill_get_ele(skill_num, 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.
- //temp: used to store mob's mode now.
- 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 = (temp&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 = (temp&MD_ANGRY)?1:0;
- md->min_chase = md->db->range3;
- break;
- }
- }
- }
- }
- if( casttime<=0 )
- ud->state.skillcastcancel=0;
- ud->canact_tick = tick + casttime + 100;
- ud->skilltarget = target_id;
- ud->skillx = 0;
- ud->skilly = 0;
- ud->skillid = skill_num;
- ud->skilllv = skill_lv;
- if(sc && sc->data[SC_CLOAKING] &&
- !(sc->data[SC_CLOAKING]->val4&4) && skill_num != AS_CLOAKING)
- {
- status_change_end(src,SC_CLOAKING,-1);
- if (!src->prev) return 0; //Warped away!
- }
- if(casttime > 0) {
- ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
- if( sd && pc_checkskill(sd,SA_FREECAST) > 0 )
- status_calc_bl(&sd->bl, SCB_SPEED);
- else
- unit_stop_walking(src,1);
- }
- else
- skill_castend_id(ud->skilltimer,tick,src->id,0);
- return 1;
- }
- int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, short skill_num, short skill_lv)
- {
- if(skill_num < 0)
- return 0;
- return unit_skilluse_pos2(
- src, skill_x, skill_y, skill_num, skill_lv,
- skill_castfix(src, skill_num, skill_lv),
- skill_get_castcancel(skill_num)
- );
- }
- int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, short skill_num, short skill_lv, int casttime, int castcancel)
- {
- struct map_session_data *sd = NULL;
- struct unit_data *ud = NULL;
- struct status_change *sc;
- struct block_list bl;
- unsigned int tick = gettick();
- nullpo_retr(0, src);
- if(!src->prev) return 0; // map 上に存在するか
- if(status_isdead(src)) return 0;
- sd = BL_CAST(BL_PC, src);
- ud = unit_bl2ud(src);
- if(ud == NULL) return 0;
- if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
- return 0;
-
- sc = status_get_sc(src);
- if (sc && !sc->count)
- sc = NULL;
-
- if(sd) {
- if (skillnotok(skill_num, sd) || !skill_check_condition(sd, skill_num, skill_lv,0))
- return 0;
- }
-
- if (!status_check_skilluse(src, NULL, skill_num, 0))
- return 0;
- if( map_getcell(src->m, skill_x, skill_y, CELL_CHKWALL) )
- {// can't cast ground targeted spells on wall cells
- if (sd) clif_skill_fail(sd,skill_num,0,0);
- return 0;
- }
- /* 射程と障害物チェック */
- bl.type = BL_NUL;
- bl.m = src->m;
- bl.x = skill_x;
- bl.y = skill_y;
- if (skill_get_state(ud->skillid) == ST_MOVE_ENABLE)
- {
- if (!unit_can_reach_bl(src, &bl, skill_get_range2(src, skill_num,skill_lv)+1, 1, NULL, NULL))
- return 0; //Walk-path check failed.
- } else
- if (!battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
- return 0; //Arrow-path check failed.
- unit_stop_attack(src);
- ud->state.skillcastcancel = castcancel;
- // moved here to prevent Suffragium from ending if skill fails
- if (!(skill_get_castnodex(skill_num, skill_lv)&2))
- casttime = skill_castfix_sc(src, casttime);
- if( casttime>0 ) {
- unit_stop_walking( src, 1);
- clif_skillcasting(src, src->id, 0, skill_x, skill_y, skill_num, skill_get_ele(skill_num, skill_lv), casttime);
- } else
- ud->state.skillcastcancel=0;
- ud->canact_tick = tick + casttime + 100;
- ud->skillid = skill_num;
- ud->skilllv = skill_lv;
- ud->skillx = skill_x;
- ud->skilly = skill_y;
- ud->skilltarget = 0;
- if (sc && sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4))
- {
- status_change_end(src,SC_CLOAKING,-1);
- if (!src->prev) return 0; //Warped away!
- }
- if(casttime > 0) {
- ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
- if( sd && pc_checkskill(sd,SA_FREECAST) > 0 )
- status_calc_bl(&sd->bl, SCB_SPEED);
- else
- unit_stop_walking(src,1);
- }
- else {
- ud->skilltimer = INVALID_TIMER;
- skill_castend_pos(ud->skilltimer,tick,src->id,0);
- }
- return 1;
- }
- static int unit_attack_timer(int tid, unsigned int tick, int id, intptr data);
- int unit_stop_attack(struct block_list *bl)
- {
- struct unit_data *ud = unit_bl2ud(bl);
- nullpo_retr(0, bl);
- if(!ud || ud->attacktimer == -1)
- return 0;
- delete_timer( ud->attacktimer, unit_attack_timer );
- ud->attacktimer = INVALID_TIMER;
- ud->target = 0;
- return 0;
- }
- //Means current target is unattackable. For now only unlocks mobs.
- int unit_unattackable(struct block_list *bl)
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- ud->target = 0;
- ud->state.attack_continue = 0;
- }
-
- if(bl->type == BL_MOB)
- mob_unlocktarget((struct mob_data*)bl, gettick()) ;
- else if(bl->type == BL_PET)
- pet_unlocktarget((struct pet_data*)bl);
- return 0;
- }
- /*==========================================
- * 攻撃要求
- * typeが1なら継続攻撃
- *------------------------------------------*/
- int unit_attack(struct block_list *src,int target_id,int continuous)
- {
- struct block_list *target;
- struct unit_data *ud;
- nullpo_retr(0, ud = unit_bl2ud(src));
- target=map_id2bl(target_id);
- if(target==NULL || status_isdead(target)) {
- unit_unattackable(src);
- return 1;
- }
- if( src->type == BL_PC ){
- 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;
- } else if( pc_is90overweight(sd) )
- {// overwheight - stop attacking and walking
- unit_stop_attack(src);
- unit_stop_walking(src,1);
- return 0;
- }
- }
- if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
- !status_check_skilluse(src, target, 0, 0)
- ) {
- unit_unattackable(src);
- return 1;
- }
- ud->target = target_id;
- ud->state.attack_continue = continuous;
- if (continuous) //If you're to attack continously, set to auto-case character
- ud->chaserange = status_get_range(src);
- //Just change target/type. [Skotlex]
- if(ud->attacktimer != -1)
- return 0;
- //Set Mob's ANGRY/BERSERK states.
- if(src->type == BL_MOB)
- ((TBL_MOB*)src)->state.skillstate = ((TBL_MOB*)src)->state.aggressive?MSS_ANGRY:MSS_BERSERK;
- if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
- //Do attack next time it is possible. [Skotlex]
- ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
- else //Attack NOW.
- unit_attack_timer(-1,gettick(),src->id,0);
- return 0;
- }
- //Cancels an ongoing combo, resets attackable time and restarts the
- //attack timer to resume attacking after amotion time. [Skotlex]
- int unit_cancel_combo(struct block_list *bl)
- {
- struct unit_data *ud;
- if (!status_change_end(bl, SC_COMBO, -1))
- return 0; //Combo wasn't active.
- ud = unit_bl2ud(bl);
- nullpo_retr(0, ud);
- ud->attackabletime = gettick() + status_get_amotion(bl);
- if (ud->attacktimer == -1)
- 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;
- }
- /*==========================================
- *
- *------------------------------------------*/
- 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 ) // 同じマス
- return true;
- return path_search(NULL,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH);
- }
- /*==========================================
- *
- *------------------------------------------*/
- bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
- {
- int i;
- short dx,dy;
- nullpo_retr(false, bl);
- nullpo_retr(false, tbl);
- if( bl->m != tbl->m)
- return false;
-
- if( bl->x==tbl->x && bl->y==tbl->y )
- return true;
- if(range>0 && !check_distance_bl(bl, tbl, range))
- return false;
- // It judges whether it can adjoin or not.
- dx=tbl->x - bl->x;
- dy=tbl->y - bl->y;
- dx=(dx>0)?1:((dx<0)?-1:0);
- dy=(dy>0)?1:((dy<0)?-1:0);
-
- if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOPASS))
- { //Look for a suitable cell to place in.
- for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOPASS);i++);
- if (i==9) return false; //No valid cells.
- dx = dirx[i];
- dy = diry[i];
- }
- if (x) *x = tbl->x-dx;
- if (y) *y = tbl->y-dy;
- return path_search(NULL,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH);
- }
- /*==========================================
- * PCの攻撃 (timer関数)
- *------------------------------------------*/
- static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
- {
- struct block_list *target;
- struct unit_data *ud;
- struct 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) || !status_check_skilluse(src, target, 0, 0))
- return 0; // can't attack under these conditions
- if (src->m != target->m)
- {
- if (src->type == BL_MOB && mob_warpchase((TBL_MOB*)src, target))
- return 1; // Follow up.
- return 0;
- }
- if(ud->skilltimer != -1 && !(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 == -1) { //requested attack.
- if(sd) clif_skill_fail(sd,1,4,0);
- return 0;
- }
- //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
- if(ud->state.attack_continue) {
- if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
- ud->attackabletime = ud->canact_tick;
- ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
- }
- return 1;
- }
- sstatus = status_get_status_data(src);
- range = sstatus->rhw.range;
-
- if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range...
- if(unit_is_walking(target)) range++; //Extra range when chasing
- if(!check_distance_bl(src,target,range) ) {
- //Chase if required.
- if(sd)
- clif_movetoattack(sd,target);
- else if(ud->state.attack_continue)
- unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
- return 1;
- }
- if(!battle_check_range(src,target,range)) {
- //Within range, but no direct line of attack
- if(ud->state.attack_continue) {
- if(ud->chaserange > 2) ud->chaserange-=2;
- unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
- }
- return 1;
- }
- //Sync packet only for players.
- //Non-players use the sync packet on the walk timer. [Skotlex]
- if (tid == -1 && 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 != -1)
- unit_stop_walking(src,1);
- if(md) {
- if (mobskill_use(md,tick,-1))
- return 1;
- if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
- { // Link monsters nearby [Skotlex]
- md->last_linktime = tick;
- map_foreachinrange(mob_linksearch, src, md->db->range2, BL_MOB, md->class_, target, tick);
- }
- }
- if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
- return 1;
-
- map_freeblock_lock();
- ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
- if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
- pet_target_check(sd,target,0);
- map_freeblock_unlock();
- 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)
- ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
- return 1;
- }
- static int unit_attack_timer(int tid, unsigned int tick, int id, intptr data)
- {
- struct block_list *bl;
- bl = map_id2bl(id);
- if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
- unit_unattackable(bl);
- return 0;
- }
- /*==========================================
- * Cancels an ongoing skill cast.
- * flag&1: Cast-Cancel invoked.
- * flag&2: Cancel only if skill is cancellable.
- *------------------------------------------*/
- int unit_skillcastcancel(struct block_list *bl,int type)
- {
- struct map_session_data *sd = NULL;
- struct unit_data *ud = unit_bl2ud( bl);
- unsigned int tick=gettick();
- int ret=0, skill;
-
- nullpo_retr(0, bl);
- if (!ud || ud->skilltimer==-1)
- return 0; //Nothing to cancel.
- 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->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
- return 0;
- }
-
- ud->canact_tick = tick;
- if(type&1 && sd)
- skill = sd->skillid_old;
- else
- skill = ud->skillid;
-
- if (skill_get_inf(skill) & INF_GROUND_SKILL)
- ret=delete_timer( ud->skilltimer, skill_castend_pos );
- else
- ret=delete_timer( ud->skilltimer, skill_castend_id );
- if(ret<0)
- ShowError("delete timer error : skillid : %d\n",ret);
- ud->skilltimer = INVALID_TIMER;
- if( sd && pc_checkskill(sd,SA_FREECAST) > 0 )
- status_calc_bl(&sd->bl, SCB_SPEED);
- if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1;
- clif_skillcastcancel(bl);
- return 1;
- }
- // unit_data の初期化処理
- void unit_dataset(struct block_list *bl)
- {
- struct unit_data *ud;
- nullpo_retv(ud = unit_bl2ud(bl));
- memset( ud, 0, sizeof( struct unit_data) );
- ud->bl = bl;
- ud->walktimer = -1;
- ud->skilltimer = -1;
- ud->attacktimer = -1;
- ud->attackabletime =
- ud->canact_tick =
- ud->canmove_tick = gettick();
- }
- /*==========================================
- * Returns 1 if this unit is attacking target 'id'
- *------------------------------------------*/
- static int unit_counttargeted_sub(struct block_list* bl, va_list ap)
- {
- int id = va_arg(ap, int);
- int target_lv = va_arg(ap, int); // extra condition
- struct unit_data* ud;
- if(bl->id == id)
- return 0;
- ud = unit_bl2ud(bl);
- if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
- return 1;
- return 0;
- }
- /*==========================================
- * Counts the number of units attacking 'bl'
- *------------------------------------------*/
- int unit_counttargeted(struct block_list* bl, int target_lv)
- {
- nullpo_retr(0, bl);
- return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR, bl->id, target_lv));
- }
- /*==========================================
- *
- *------------------------------------------*/
- int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
- {
- nullpo_retr(0, target);
- if(damage+damage2 <= 0)
- return 0;
-
- return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
- }
- /*==========================================
- * 見た目のサイズを変更する
- *------------------------------------------*/
- int unit_changeviewsize(struct block_list *bl,short size)
- {
- nullpo_retr(0, bl);
- size=(size<0)?-1:(size>0)?1:0;
- if(bl->type == BL_PC) {
- ((TBL_PC*)bl)->state.size=size;
- } else if(bl->type == BL_MOB) {
- ((TBL_MOB*)bl)->special_state.size=size;
- } else
- return 0;
- if(size!=0)
- clif_misceffect2(bl,421+size);
- return 0;
- }
- /*==========================================
- * Removes a bl/ud from the map.
- * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
- * if clrtype is 1 (death), appropiate cleanup is performed.
- * Otherwise it is assumed bl is being warped.
- * On-Kill specific stuff is not performed here, look at status_damage for that.
- *------------------------------------------*/
- int unit_remove_map_(struct block_list *bl, int 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_retr(0, ud);
- if(bl->prev == NULL)
- return 0; //Already removed?
- map_freeblock_lock();
- ud->target = 0; //Unlock walk/attack target.
- if (ud->walktimer != -1)
- unit_stop_walking(bl,0);
- if (ud->attacktimer != -1)
- unit_stop_attack(bl);
- if (ud->skilltimer != -1)
- unit_skillcastcancel(bl,0);
- // 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,-1);
- status_change_end(bl,SC_BASILICA,-1);
- status_change_end(bl,SC_ANKLE,-1);
- status_change_end(bl,SC_TRICKDEAD,-1);
- status_change_end(bl,SC_BLADESTOP,-1);
- status_change_end(bl,SC_RUN,-1);
- skill_stop_dancing(bl);
- status_change_end(bl,SC_WARM,-1);
- status_change_end(bl,SC_DEVOTION,-1);
- status_change_end(bl,SC_MARIONETTE,-1);
- status_change_end(bl,SC_MARIONETTE2,-1);
- status_change_end(bl,SC_CLOSECONFINE,-1);
- status_change_end(bl,SC_CLOSECONFINE2,-1);
- status_change_end(bl,SC_HIDING,-1);
- status_change_end(bl,SC_CLOAKING,-1);
- status_change_end(bl,SC_CHASEWALK,-1);
- if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
- status_change_end(bl,SC_GOSPEL,-1);
- status_change_end(bl,SC_CHANGE,-1);
- status_change_end(bl,SC_MIRACLE,-1);
- }
- if (bl->type&BL_CHAR) {
- 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;
- //Leave/reject all invitations.
- if(sd->chatID)
- chat_leavechat(sd,0);
- if(sd->trade_partner)
- trade_tradecancel(sd);
- if(sd->vender_id)
- vending_closevending(sd);
- if(sd->state.storage_flag == 1)
- storage_storage_quit(sd,0);
- else if (sd->state.storage_flag == 2)
- storage_guild_storage_quit(sd,0);
- sd->state.storage_flag = 0; //Force close it when being warped.
- if(sd->party_invite>0)
- party_reply_invite(sd,sd->party_invite_account,0);
- if(sd->guild_invite>0)
- guild_reply_invite(sd,sd->guild_invite,0);
- if(sd->guild_alliance>0)
- guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
- if(sd->menuskill_id)
- sd->menuskill_id = sd->menuskill_val = 0;
- sd->npc_shopid = 0;
- sd->adopt_invite = 0;
- if(sd->pvp_timer!=-1) {
- 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);
- skill_sit(sd,0);
- }
- party_send_dot_remove(sd);//minimap dot fix [Kevin]
- guild_send_dot_remove(sd);
- if( map[bl->m].users <= 0 || sd->state.debug_remove_map )
- {// this is only place where map users is decreased, if the mobs were removed too soon then this function was executed too many times [FlavioJS]
- if( sd->debug_file == NULL || !(sd->state.debug_remove_map) )
- {
- sd->debug_file = "";
- sd->debug_line = 0;
- sd->debug_func = "";
- }
- ShowDebug("unit_remove_map: unexpected state when removing player AID/CID:%d/%d"
- " (active=%d connect_new=%d rewarp=%d changemap=%d debug_remove_map=%d)"
- " from map=%s (users=%d)."
- " Previous call from %s:%d(%s), current call from %s:%d(%s)."
- " Please report this!!!\n",
- sd->status.account_id, sd->status.char_id,
- sd->state.active, sd->state.connect_new, sd->state.rewarp, sd->state.changemap, sd->state.debug_remove_map,
- map[bl->m].name, map[bl->m].users,
- sd->debug_file, sd->debug_line, sd->debug_func, file, line, func);
- }
- else
- if (--map[bl->m].users == 0 && battle_config.dynamic_mobs) //[Skotlex]
- map_removemobs(bl->m);
- 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;
- md->target_id=0;
- md->attacked_id=0;
- md->state.skillstate= MSS_IDLE;
- break;
- }
- case BL_PET:
- {
- struct pet_data *pd = (struct pet_data*)bl;
- if( pd->pet.intimate <= 0 && !(pd->msd && !pd->msd->state.active) )
- { //If logging out, this is deleted on unit_free
- clif_clearunit_area(bl,clrtype);
- map_delblock(bl);
- unit_free(bl,0);
- 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, 28) ; //sob
- clif_clearunit_area(bl,clrtype);
- map_delblock(bl);
- unit_free(bl,0);
- map_freeblock_unlock();
- return 0;
- }
- break;
- }
- default: ;// do nothing
- }
- clif_clearunit_area(bl,clrtype);
- map_delblock(bl);
- map_freeblock_unlock();
- return 1;
- }
- void unit_remove_map_pc(struct map_session_data *sd, int clrtype)
- {
- unit_remove_map(&sd->bl,clrtype);
- if (clrtype == 3) clrtype = 0; //3 is the warp from logging out, but pets/homunc need to just 'vanish' instead of showing the warping out animation.
- if(sd->pd)
- unit_remove_map(&sd->pd->bl, clrtype);
- if(merc_is_hom_active(sd->hd))
- unit_remove_map(&sd->hd->bl, clrtype);
- }
- void unit_free_pc(struct map_session_data *sd)
- {
- if (sd->pd) unit_free(&sd->pd->bl,0);
- if (sd->hd) unit_free(&sd->hd->bl,0);
- unit_free(&sd->bl,3);
- }
- /*==========================================
- * Function to free all related resources to the bl
- * if unit is on map, it is removed using the clrtype specified
- * If clrtype is <0, no saving is performed. This is only for non-authed
- * objects that shouldn't be on a map yet.
- *------------------------------------------*/
- int unit_free(struct block_list *bl, int clrtype)
- {
- struct unit_data *ud = unit_bl2ud( bl );
- nullpo_retr(0, ud);
- map_freeblock_lock();
- if( bl->prev ) //Players are supposed to logout with a "warp" effect.
- unit_remove_map(bl, clrtype);
-
- if( bl->type == BL_PC ) {
- struct map_session_data *sd = (struct map_session_data*)bl;
- if(status_isdead(bl))
- pc_setrestartvalue(sd,2);
- pc_delinvincibletimer(sd);
-
- pc_autoscript_clear(sd->autoscript, ARRAYLENGTH(sd->autoscript));
- pc_autoscript_clear(sd->autoscript2, ARRAYLENGTH(sd->autoscript2));
- if (sd->followtimer != -1)
- pc_stop_following(sd);
-
- if(sd->duel_invite > 0)
- duel_reject(sd->duel_invite, sd);
-
- // Notify friends that this char logged out. [Skotlex]
- map_foreachpc(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
- party_send_logout(sd);
- guild_send_memberinfoshort(sd,0);
- pc_cleareventtimer(sd);
- pc_delspiritball(sd,sd->spiritball,1);
- if(sd->reg)
- { //Double logout already freed pointer fix... [Skotlex]
- aFree(sd->reg);
- sd->reg = NULL;
- sd->reg_num = 0;
- }
- if(sd->regstr)
- {
- int i;
- for( i = 0; i < sd->regstr_num; ++i )
- if( sd->regstr[i].data )
- aFree(sd->regstr[i].data);
- aFree(sd->regstr);
- sd->regstr = NULL;
- sd->regstr_num = 0;
- }
- //Tell the script to end, not delete it, it will free itself when necessary [Kevin]
- if (sd->st) {
- sd->st->rid = 0;
- sd->st->state = 2;
- }
- } else if( bl->type == BL_PET ) {
- struct pet_data *pd = (struct pet_data*)bl;
- struct map_session_data *sd = pd->msd;
- pet_hungry_timer_delete(pd);
- if (pd->a_skill)
- {
- aFree(pd->a_skill);
- pd->a_skill = NULL;
- }
- if (pd->s_skill)
- {
- if (pd->s_skill->timer != -1) {
- if (pd->s_skill->id)
- delete_timer(pd->s_skill->timer, pet_skill_support_timer);
- else
- delete_timer(pd->s_skill->timer, pet_heal_timer);
- }
- aFree(pd->s_skill);
- pd->s_skill = NULL;
- }
- if(pd->recovery)
- {
- if(pd->recovery->timer != -1)
- delete_timer(pd->recovery->timer, pet_recovery_timer);
- aFree(pd->recovery);
- pd->recovery = NULL;
- }
- if(pd->bonus)
- {
- if (pd->bonus->timer != -1)
- delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
- aFree(pd->bonus);
- pd->bonus = NULL;
- }
- if (pd->loot)
- {
- pet_lootitem_drop(pd,sd);
- if (pd->loot->item)
- aFree(pd->loot->item);
- aFree (pd->loot);
- pd->loot = NULL;
- }
- if (clrtype >= 0) {
- 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;
- } else if(bl->type == BL_MOB) {
- struct mob_data *md = (struct mob_data*)bl;
- if(md->deletetimer!=-1) {
- delete_timer(md->deletetimer,mob_timer_delete);
- md->deletetimer = INVALID_TIMER;
- }
- if(md->lootitem) {
- aFree(md->lootitem);
- md->lootitem=NULL;
- }
- if( md->guardian_data )
- {
- struct guild_castle* gc = md->guardian_data->castle;
- if( md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
- {
- gc->guardian[md->guardian_data->number].id = 0;
- }
- else
- {
- int i;
- ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == md->bl.id);
- if( i < gc->temp_guardians_max )
- gc->temp_guardians[i] = 0;
- }
- aFree(md->guardian_data);
- md->guardian_data = NULL;
- }
- if(md->spawn)
- {
- md->spawn->active--;
- if( !md->spawn->state.dynamic )
- {// permanently remove the mob
- if( --md->spawn->num == 0 )
- {// Last freed mob is responsible for deallocating the group's spawn data.
- aFree(md->spawn);
- md->spawn = NULL;
- }
- }
- }
- if(md->base_status) {
- aFree(md->base_status);
- md->base_status = NULL;
- }
- if(mob_is_clone(md->class_))
- mob_clone_delete(md->class_);
- } else if(bl->type == BL_HOM) {
- struct homun_data *hd = (TBL_HOM*)bl;
- struct map_session_data *sd = hd->master;
- // Desactive timers
- merc_hom_hungry_timer_delete(hd);
- if (clrtype >= 0) {
- if (hd->homunculus.intimacy > 0)
- merc_save(hd);
- else
- {
- intif_homunculus_requestdelete(hd->homunculus.hom_id);
- if (sd) sd->status.hom_id = 0;
- }
- }
- if(sd) sd->hd = NULL;
- }
- 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;
- }
- int do_init_unit(void)
- {
- add_timer_func_list(unit_attack_timer, "unit_attack_timer");
- add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
- add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
- add_timer_func_list(unit_delay_walktoxy_timer,"unit_delay_walktoxy_timer");
- return 0;
- }
- int do_final_unit(void)
- {
- // nothing to do
- return 0;
- }
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