unit.c 52 KB

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  1. // Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. // Merged originally from jA by Skotlex
  4. #include <stdio.h>
  5. #include <stdlib.h>
  6. #include <string.h>
  7. #include "../common/showmsg.h"
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/db.h"
  11. #include "../common/malloc.h"
  12. #include "unit.h"
  13. #include "map.h"
  14. #include "pc.h"
  15. #include "mob.h"
  16. #include "pet.h"
  17. #include "mercenary.h"
  18. #include "skill.h"
  19. #include "clif.h"
  20. #include "npc.h"
  21. #include "guild.h"
  22. #include "status.h"
  23. #include "battle.h"
  24. #include "chat.h"
  25. #include "trade.h"
  26. #include "vending.h"
  27. #include "party.h"
  28. #include "intif.h"
  29. #include "chrif.h"
  30. #include "script.h"
  31. const int dirx[8]={0,-1,-1,-1,0,1,1,1};
  32. const int diry[8]={1,1,0,-1,-1,-1,0,1};
  33. struct unit_data* unit_bl2ud(struct block_list *bl) {
  34. if( bl == NULL) return NULL;
  35. if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
  36. if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
  37. if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
  38. if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
  39. if( bl->type == BL_HOM) return &((struct homun_data*)bl)->ud; //[orn]
  40. return NULL;
  41. }
  42. static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
  43. int unit_walktoxy_sub(struct block_list *bl)
  44. {
  45. int i;
  46. struct walkpath_data wpd;
  47. struct unit_data *ud = NULL;
  48. nullpo_retr(1, bl);
  49. ud = unit_bl2ud(bl);
  50. if(ud == NULL) return 0;
  51. if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
  52. return 0;
  53. memcpy(&ud->walkpath,&wpd,sizeof(wpd));
  54. if (ud->target && ud->chaserange>1) {
  55. //Generally speaking, the walk path is already to an adjacent tile
  56. //so we only need to shorten the path if the range is greater than 1.
  57. int dir;
  58. //Trim the last part of the path to account for range,
  59. //but always move at least one cell when requested to move.
  60. for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
  61. ud->walkpath.path_len--;
  62. dir = ud->walkpath.path[ud->walkpath.path_len];
  63. if(dir&1)
  64. i-=14;
  65. else
  66. i-=10;
  67. ud->to_x -= dirx[dir];
  68. ud->to_y -= diry[dir];
  69. }
  70. }
  71. ud->state.change_walk_target=0;
  72. if (bl->type == BL_PC) {
  73. ((TBL_PC *)bl)->head_dir = 0;
  74. clif_walkok((TBL_PC*)bl);
  75. }
  76. clif_move(bl);
  77. if(ud->walkpath.path_pos>=ud->walkpath.path_len)
  78. i = -1;
  79. else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
  80. i = status_get_speed(bl)*14/10;
  81. else
  82. i = status_get_speed(bl);
  83. if( i > 0)
  84. ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
  85. return 1;
  86. }
  87. static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
  88. {
  89. int i;
  90. int x,y,dx,dy,dir;
  91. struct block_list *bl;
  92. struct map_session_data *sd = NULL;
  93. struct mob_data *md = NULL;
  94. struct unit_data *ud = NULL;
  95. bl=map_id2bl(id);
  96. if(bl == NULL)
  97. return 0;
  98. if( BL_CAST( BL_PC, bl, sd ) ) {
  99. ud = &sd->ud;
  100. } else if( BL_CAST( BL_MOB, bl, md ) ) {
  101. ud = &md->ud;
  102. } else
  103. ud = unit_bl2ud(bl);
  104. if(ud == NULL) return 0;
  105. if(ud->walktimer != tid){
  106. if(battle_config.error_log)
  107. ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
  108. return 0;
  109. }
  110. ud->walktimer=-1;
  111. if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する
  112. if(ud->walkpath.path_pos>=ud->walkpath.path_len)
  113. return 0;
  114. if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
  115. return 1;
  116. x = bl->x;
  117. y = bl->y;
  118. dir = ud->walkpath.path[ud->walkpath.path_pos];
  119. ud->dir = dir;
  120. dx = dirx[(int)dir];
  121. dy = diry[(int)dir];
  122. if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
  123. return unit_walktoxy_sub(bl);
  124. // バシリカ判定
  125. map_foreachinmovearea(clif_outsight,bl, AREA_SIZE,
  126. dx, dy, sd?BL_ALL:BL_PC, bl);
  127. x += dx;
  128. y += dy;
  129. map_moveblock(bl, x, y, tick);
  130. ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
  131. ud->walktimer = 1;
  132. map_foreachinmovearea(clif_insight, bl, AREA_SIZE,
  133. -dx, -dy, sd?BL_ALL:BL_PC, bl);
  134. ud->walktimer = -1;
  135. if(sd) {
  136. if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
  137. npc_touch_areanpc(sd,bl->m,x,y);
  138. if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
  139. return 0;
  140. } else
  141. sd->areanpc_id=0;
  142. if (sd->state.gmaster_flag &&
  143. (battle_config.guild_aura&(agit_flag?2:1)) &&
  144. (battle_config.guild_aura&(map_flag_gvg2(bl->m)?8:4))
  145. )
  146. { //Guild Aura: Likely needs to be recoded, this method seems inefficient.
  147. struct guild *g = sd->state.gmaster_flag;
  148. int skill, strvit= 0, agidex = 0;
  149. if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) strvit |= (skill&0xFFFF)<<16;
  150. if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) strvit |= (skill&0xFFFF);
  151. if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) agidex |= (skill&0xFFFF)<<16;
  152. if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) agidex |= skill&0xFFFF;
  153. if (strvit || agidex)
  154. map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
  155. bl->id, sd->status.guild_id, strvit, agidex);
  156. }
  157. if (
  158. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  159. sd->sc.data[SC_MIRACLE].timer==-1 &&
  160. !(ud->walk_count%WALK_SKILL_INTERVAL) &&
  161. rand()%10000 < battle_config.sg_miracle_skill_ratio
  162. ) { //SG_MIRACLE [Komurka]
  163. clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
  164. sc_start(&sd->bl,SC_MIRACLE,100,1,
  165. battle_config.sg_miracle_skill_duration_min+
  166. rand()%battle_config.sg_miracle_skill_duration_max);
  167. }
  168. } else if (md) {
  169. if(battle_config.mob_warp&1 && map_getcell(bl->m,x,y,CELL_CHKNPC) &&
  170. npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex]
  171. return 0;
  172. if (md->min_chase > md->db->range3) md->min_chase--;
  173. //Walk skills are triggered regardless of target due to the idle-walk mob state.
  174. //But avoid triggering on stop-walk calls.
  175. if(tid != -1 &&
  176. !(ud->walk_count%WALK_SKILL_INTERVAL) &&
  177. mobskill_use(md, tick, -1))
  178. {
  179. if (!(ud->skillid == NPC_SELFDESTRUCTION && ud->skilltimer != -1))
  180. { //Skill used, abort walking
  181. clif_fixpos(bl); //Fix position as walk has been cancelled.
  182. return 0;
  183. }
  184. //Resend walk packet for proper Self Destruction display.
  185. clif_move(bl);
  186. }
  187. }
  188. if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
  189. return 0;
  190. if(ud->state.change_walk_target)
  191. return unit_walktoxy_sub(bl);
  192. ud->walkpath.path_pos++;
  193. if(ud->walkpath.path_pos>=ud->walkpath.path_len)
  194. i = -1;
  195. else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
  196. i = status_get_speed(bl)*14/10;
  197. else
  198. i = status_get_speed(bl);
  199. if(i > 0)
  200. ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
  201. else if(ud->state.running) {
  202. //Keep trying to run.
  203. if (!unit_run(bl))
  204. ud->state.running = 0;
  205. } else if (ud->target) {
  206. //Update target trajectory.
  207. struct block_list *tbl = map_id2bl(ud->target);
  208. if (!tbl || !status_check_visibility(bl, tbl)) { //Cancel chase.
  209. ud->to_x = bl->x;
  210. ud->to_y = bl->y;
  211. return 0;
  212. }
  213. if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
  214. { //Reached destination.
  215. if (ud->state.attack_continue)
  216. { //Aegis uses one before every attack, we should
  217. //only need this one for syncing purposes. [Skotlex]
  218. clif_fixpos(bl);
  219. unit_attack(bl, tbl->id, ud->state.attack_continue);
  220. }
  221. } else { //Update chase-path
  222. unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
  223. return 0;
  224. }
  225. } else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
  226. ud->to_x = bl->x;
  227. ud->to_y = bl->y;
  228. if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
  229. mob_script_callback(md, NULL, CALLBACK_WALKACK);
  230. }
  231. return 0;
  232. }
  233. //Easy parameter: &1 -> 1/0 = easy/hard, &2 -> force walking.
  234. int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
  235. struct unit_data *ud = NULL;
  236. struct status_change *sc = NULL;
  237. nullpo_retr(0, bl);
  238. if ( status_isdead(bl) ) //[orn]
  239. return 0;
  240. ud = unit_bl2ud(bl);
  241. if( ud == NULL) return 0;
  242. if(!(easy&2) && (!status_get_mode(bl)&MD_CANMOVE || !unit_can_move(bl)))
  243. return 0;
  244. ud->state.walk_easy = easy&1;
  245. ud->target = 0;
  246. ud->to_x = x;
  247. ud->to_y = y;
  248. sc = status_get_sc(bl);
  249. if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
  250. map_random_dir(bl, &ud->to_x, &ud->to_y);
  251. if(ud->walktimer != -1) {
  252. // 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
  253. // timer関数からunit_walktoxy_subを呼ぶようにする
  254. ud->state.change_walk_target = 1;
  255. return 1;
  256. } else {
  257. return unit_walktoxy_sub(bl);
  258. }
  259. }
  260. static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
  261. {
  262. struct block_list *bl = map_id2bl(id);
  263. struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
  264. if (ud && ud->walktimer == -1 && ud->target == data)
  265. {
  266. if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
  267. add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
  268. else if (unit_can_move(bl))
  269. unit_walktoxy_sub(bl);
  270. }
  271. return 0;
  272. }
  273. // Chases a tbl. If the flag&1, use hard-path seek,
  274. // if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
  275. int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
  276. struct unit_data *ud = NULL;
  277. struct status_change *sc = NULL;
  278. nullpo_retr(0, bl);
  279. nullpo_retr(0, tbl);
  280. ud = unit_bl2ud(bl);
  281. if( ud == NULL) return 0;
  282. if (!(status_get_mode(bl)&MD_CANMOVE))
  283. return 0;
  284. if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
  285. ud->to_x = bl->x;
  286. ud->to_y = bl->y;
  287. return 0;
  288. }
  289. ud->state.walk_easy = flag&1;
  290. ud->target = tbl->id;
  291. ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
  292. ud->state.attack_continue = flag&2?1:0; //Chase to attack.
  293. sc = status_get_sc(bl);
  294. if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
  295. map_random_dir(bl, &ud->to_x, &ud->to_y);
  296. //Set Mob's CHASE/FOLLOW states.
  297. if(bl->type == BL_MOB && flag&2)
  298. ((TBL_MOB*)bl)->state.skillstate = ((TBL_MOB*)bl)->state.aggressive?MSS_FOLLOW:MSS_RUSH;
  299. if(ud->walktimer != -1) {
  300. ud->state.change_walk_target = 1;
  301. return 1;
  302. }
  303. if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
  304. { //Can't move, wait a bit before invoking the movement.
  305. add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
  306. return 1;
  307. } else if (!unit_can_move(bl))
  308. return 0;
  309. return unit_walktoxy_sub(bl);
  310. }
  311. int unit_run(struct block_list *bl)
  312. {
  313. struct status_change *sc = status_get_sc(bl);
  314. int i,to_x,to_y,dir_x,dir_y;
  315. if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
  316. return 0;
  317. if (!unit_can_move(bl)) {
  318. if(sc->data[SC_RUN].timer!=-1)
  319. status_change_end(bl,SC_RUN,-1);
  320. return 0;
  321. }
  322. to_x = bl->x;
  323. to_y = bl->y;
  324. dir_x = dirx[sc->data[SC_RUN].val2];
  325. dir_y = diry[sc->data[SC_RUN].val2];
  326. for(i=0;i<AREA_SIZE;i++)
  327. {
  328. if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
  329. break;
  330. to_x += dir_x;
  331. to_y += dir_y;
  332. }
  333. if(to_x == bl->x && to_y == bl->y) {
  334. //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
  335. clif_status_change(bl, SI_BUMP, 1);
  336. status_change_end(bl,SC_RUN,-1);
  337. skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
  338. clif_fixpos(bl); //Why is a clif_slide (skill_blown) AND a fixpos needed? Ask Aegis.
  339. clif_status_change(bl, SI_BUMP, 0);
  340. return 0;
  341. }
  342. if (unit_walktoxy(bl, to_x, to_y, 1))
  343. return 1;
  344. //There must be an obstacle nearby. Attempt walking one cell at a time.
  345. do {
  346. to_x -= dir_x;
  347. to_y -= dir_y;
  348. } while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1));
  349. if (i==0) {
  350. clif_status_change(bl, SI_BUMP, 1);
  351. status_change_end(bl,SC_RUN,-1);
  352. skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
  353. clif_fixpos(bl);
  354. clif_status_change(bl, SI_BUMP, 0);
  355. return 0;
  356. }
  357. return 1;
  358. }
  359. //Instant warp function.
  360. int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
  361. {
  362. int dx,dy,dir;
  363. struct unit_data *ud = NULL;
  364. struct map_session_data *sd = NULL;
  365. struct walkpath_data wpd;
  366. nullpo_retr(0, bl);
  367. if( BL_CAST( BL_PC, bl, sd ) ) {
  368. ud = &sd->ud;
  369. } else
  370. ud = unit_bl2ud(bl);
  371. if( ud == NULL) return 0;
  372. unit_stop_walking(bl,1);
  373. unit_stop_attack(bl);
  374. if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
  375. return 0;
  376. dir = map_calc_dir(bl, dst_x,dst_y);
  377. ud->dir = dir;
  378. dx = dst_x - bl->x;
  379. dy = dst_y - bl->y;
  380. map_foreachinmovearea(clif_outsight, bl, AREA_SIZE,
  381. dx, dy, sd?BL_ALL:BL_PC, bl);
  382. map_moveblock(bl, dst_x, dst_y, gettick());
  383. ud->walktimer = 1;
  384. map_foreachinmovearea(clif_insight, bl, AREA_SIZE,
  385. -dx, -dy, sd?BL_ALL:BL_PC, bl);
  386. ud->walktimer = -1;
  387. if(sd) {
  388. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
  389. npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
  390. if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
  391. return 0;
  392. } else
  393. sd->areanpc_id=0;
  394. if(sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0)
  395. { //Check if pet needs to be teleported. [Skotlex]
  396. int flag = 0;
  397. bl = &sd->pd->bl; //Note that bl now points to the pet!
  398. if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
  399. flag = 1;
  400. else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
  401. flag = 2;
  402. if (flag) {
  403. unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
  404. clif_slide(bl,bl->x,bl->y);
  405. }
  406. //If you want to use bl afterwards, uncomment this:
  407. //bl = &sd->bl;
  408. }
  409. }
  410. return 1;
  411. }
  412. int unit_setdir(struct block_list *bl,unsigned char dir)
  413. {
  414. struct unit_data *ud;
  415. nullpo_retr( 0, bl );
  416. ud = unit_bl2ud(bl);
  417. if (!ud) return 0;
  418. ud->dir = dir;
  419. if (bl->type == BL_PC)
  420. ((TBL_PC *)bl)->head_dir = 0;
  421. clif_changed_dir(bl, AREA);
  422. return 0;
  423. }
  424. int unit_getdir(struct block_list *bl)
  425. {
  426. struct unit_data *ud;
  427. nullpo_retr( 0, bl );
  428. ud = unit_bl2ud(bl);
  429. if (!ud) return 0;
  430. return ud->dir;
  431. }
  432. //Warps a unit/ud to a given map/position.
  433. //In the case of players, pc_setpos is used.
  434. //it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
  435. int unit_warp(struct block_list *bl,int m,short x,short y,int type)
  436. {
  437. struct unit_data *ud;
  438. nullpo_retr(0, bl);
  439. ud = unit_bl2ud(bl);
  440. if(bl->prev==NULL || !ud)
  441. return 1;
  442. if (type < 0 || type == 1)
  443. //Type 1 is invalid, since you shouldn't warp a bl with the "death"
  444. //animation, it messes up with unit_remove_map! [Skotlex]
  445. return 1;
  446. if( m<0 ) m=bl->m;
  447. switch (bl->type) {
  448. case BL_MOB:
  449. if (map[bl->m].flag.monster_noteleport)
  450. return 1;
  451. if (m != bl->m && map[m].flag.nobranch && battle_config.mob_warp&4)
  452. return 1;
  453. break;
  454. case BL_PC:
  455. if (map[bl->m].flag.noteleport)
  456. return 1;
  457. break;
  458. }
  459. if (x<0 || y<0)
  460. { //Random map position.
  461. if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
  462. if(battle_config.error_log)
  463. 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);
  464. return 2;
  465. }
  466. } else if (map_getcell(m,x,y,CELL_CHKNOREACH))
  467. { //Invalid target cell
  468. if(battle_config.error_log)
  469. ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
  470. if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1))
  471. { //Can't find a nearby cell
  472. if(battle_config.error_log)
  473. 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);
  474. return 2;
  475. }
  476. }
  477. if (bl->type == BL_PC) //Use pc_setpos
  478. return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
  479. if (!unit_remove_map(bl, type))
  480. return 3;
  481. if (bl->m != m && battle_config.clear_unit_onwarp &&
  482. battle_config.clear_unit_onwarp&bl->type)
  483. skill_clear_unitgroup(bl);
  484. bl->x=ud->to_x=x;
  485. bl->y=ud->to_y=y;
  486. bl->m=m;
  487. map_addblock(bl);
  488. clif_spawn(bl);
  489. skill_unit_move(bl,gettick(),1);
  490. if(bl->type == BL_MOB){
  491. TBL_MOB *md = (TBL_MOB *)bl;
  492. if(md->nd) // Tell the script engine we've warped
  493. mob_script_callback(md, NULL, CALLBACK_WARPACK);
  494. }
  495. return 0;
  496. }
  497. /*==========================================
  498. * 歩行停止
  499. *------------------------------------------
  500. */
  501. int unit_stop_walking(struct block_list *bl,int type)
  502. {
  503. struct unit_data *ud;
  504. struct TimerData *data;
  505. unsigned int tick;
  506. nullpo_retr(0, bl);
  507. ud = unit_bl2ud(bl);
  508. if(!ud || ud->walktimer == -1)
  509. return 0;
  510. //NOTE: We are using timer data after deleting it because we know the
  511. //delete_timer function does not messes with it. If the function's
  512. //behaviour changes in the future, this code could break!
  513. data = get_timer(ud->walktimer);
  514. delete_timer(ud->walktimer, unit_walktoxy_timer);
  515. ud->walktimer = -1;
  516. ud->state.change_walk_target = 0;
  517. tick = gettick();
  518. if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
  519. || (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
  520. {
  521. ud->walkpath.path_len = ud->walkpath.path_pos+1;
  522. unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
  523. }
  524. if(type&0x01)
  525. clif_fixpos(bl);
  526. ud->walkpath.path_len = 0;
  527. ud->walkpath.path_pos = 0;
  528. ud->to_x = bl->x;
  529. ud->to_y = bl->y;
  530. if(bl->type == BL_PET && type&~0xff)
  531. ud->canmove_tick = gettick() + (type>>8);
  532. if (ud->state.running)
  533. status_change_end(bl, SC_RUN, -1);
  534. return 1;
  535. }
  536. int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) {
  537. if(skill_num < 0) return 0;
  538. return unit_skilluse_id2(
  539. src, target_id, skill_num, skill_lv,
  540. skill_castfix(src, skill_num, skill_lv),
  541. skill_get_castcancel(skill_num)
  542. );
  543. }
  544. int unit_is_walking(struct block_list *bl)
  545. {
  546. struct unit_data *ud = unit_bl2ud(bl);
  547. nullpo_retr(0, bl);
  548. if(!ud) return 0;
  549. return (ud->walktimer != -1);
  550. }
  551. /*==========================================
  552. * Determines if the bl can move based on status changes. [Skotlex]
  553. *------------------------------------------
  554. */
  555. int unit_can_move(struct block_list *bl)
  556. {
  557. struct map_session_data *sd;
  558. struct unit_data *ud;
  559. struct status_change *sc;
  560. nullpo_retr(0, bl);
  561. ud = unit_bl2ud(bl);
  562. sc = status_get_sc(bl);
  563. BL_CAST(BL_PC, bl, sd);
  564. if (!ud)
  565. return 0;
  566. if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0))
  567. return 0;
  568. if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
  569. return 0;
  570. if (status_isdead(bl))
  571. return 0;
  572. if (sd && (
  573. pc_issit(sd) ||
  574. sd->state.blockedmove
  575. ))
  576. return 0; //Can't move
  577. if (sc) {
  578. if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
  579. return 0;
  580. if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
  581. return 0;
  582. if (sc->count && (
  583. sc->data[SC_ANKLE].timer != -1
  584. || sc->data[SC_AUTOCOUNTER].timer !=-1
  585. || sc->data[SC_TRICKDEAD].timer !=-1
  586. || sc->data[SC_BLADESTOP].timer !=-1
  587. || sc->data[SC_BLADESTOP_WAIT].timer !=-1
  588. || sc->data[SC_SPIDERWEB].timer !=-1
  589. || (sc->data[SC_DANCING].timer !=-1 && sc->data[SC_DANCING].val4 && (
  590. sc->data[SC_LONGING].timer == -1 ||
  591. (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT ||
  592. (sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE
  593. ))
  594. || (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) // cannot move while gospel is in effect
  595. || sc->data[SC_STOP].timer != -1
  596. || sc->data[SC_CLOSECONFINE].timer != -1
  597. || sc->data[SC_CLOSECONFINE2].timer != -1
  598. || (sc->data[SC_CLOAKING].timer != -1 && //Need wall at level 1-2
  599. sc->data[SC_CLOAKING].val1 < 3 && !(sc->data[SC_CLOAKING].val4&1))
  600. || sc->data[SC_MADNESSCANCEL].timer != -1
  601. || (sc->data[SC_GRAVITATION].timer != -1 && sc->data[SC_GRAVITATION].val3 == BCT_SELF)
  602. ))
  603. return 0;
  604. }
  605. return 1;
  606. }
  607. /*==========================================
  608. * Applies walk delay to character, considering that
  609. * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
  610. * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
  611. *------------------------------------------
  612. */
  613. int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
  614. {
  615. struct unit_data *ud = unit_bl2ud(bl);
  616. if (delay <= 0 || !ud) return 0;
  617. if (type) {
  618. if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
  619. return 0;
  620. } else {
  621. if (DIFF_TICK(ud->canmove_tick, tick) > 0)
  622. return 0;
  623. }
  624. ud->canmove_tick = tick + delay;
  625. if (ud->walktimer != -1)
  626. { //Stop walking, if chasing, readjust timers.
  627. if (delay == 1)
  628. { //Minimal delay (walk-delay) disabled. Just stop walking.
  629. unit_stop_walking(bl,0);
  630. } else {
  631. unit_stop_walking(bl,2);
  632. if(ud->target)
  633. add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
  634. }
  635. }
  636. return 1;
  637. }
  638. int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) {
  639. struct unit_data *ud;
  640. struct status_data *tstatus;
  641. struct status_change *sc;
  642. struct map_session_data *sd = NULL;
  643. struct block_list * target = NULL;
  644. unsigned int tick = gettick();
  645. int temp;
  646. nullpo_retr(0, src);
  647. if(status_isdead(src))
  648. return 0; // 死んでいないか
  649. if( BL_CAST( BL_PC, src, sd ) )
  650. ud = &sd->ud;
  651. else
  652. ud = unit_bl2ud(src);
  653. if(ud == NULL) return 0;
  654. sc = status_get_sc(src);
  655. if (sc && !sc->count)
  656. sc = NULL; //Unneeded
  657. //temp: used to signal combo-skills right now.
  658. temp = (target_id == src->id && !(sd && sd->state.skill_flag)
  659. && skill_get_inf(skill_num)&INF_SELF_SKILL
  660. && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
  661. if (temp)
  662. target_id = ud->target; //Auto-select skills. [Skotlex]
  663. if (sd) {
  664. //Target_id checking.
  665. if(skillnotok(skill_num, sd)) // [MouseJstr]
  666. return 0;
  667. switch(skill_num)
  668. { //Check for skills that auto-select target
  669. case MO_CHAINCOMBO:
  670. if (sc && sc->data[SC_BLADESTOP].timer != -1){
  671. if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
  672. return 0;
  673. }
  674. break;
  675. case TK_JUMPKICK:
  676. case TK_COUNTER:
  677. case HT_POWER:
  678. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  679. target_id = sc->data[SC_COMBO].val2;
  680. break;
  681. case WE_MALE:
  682. case WE_FEMALE:
  683. if (!sd->status.partner_id)
  684. return 0;
  685. target = (struct block_list*)map_charid2sd(sd->status.partner_id);
  686. if (!target) {
  687. clif_skill_fail(sd,skill_num,0,0);
  688. return 0;
  689. }
  690. break;
  691. }
  692. if (target)
  693. target_id = target->id;
  694. }
  695. if (src->type==BL_HOM)
  696. switch(skill_num)
  697. { //Homun-auto-target skills.
  698. case HLIF_HEAL:
  699. case HLIF_AVOID:
  700. case HAMI_DEFENCE:
  701. case HAMI_CASTLE:
  702. target = battle_get_master(src);
  703. if (!target) return 0;
  704. target_id = target->id;
  705. }
  706. if(!target && (target=map_id2bl(target_id)) == NULL )
  707. return 0;
  708. if(src->m != target->m)
  709. return 0; // 同じマップかどうか
  710. if(!src->prev || !target->prev)
  711. return 0; // map 上に存在するか
  712. //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
  713. if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
  714. return 0;
  715. if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
  716. return 0;
  717. if(!status_check_skilluse(src, target, skill_num, 0))
  718. return 0;
  719. tstatus = status_get_status_data(target);
  720. //直前のスキル状況の記録
  721. if(sd) {
  722. switch(skill_num){
  723. case SA_CASTCANCEL:
  724. if(ud->skillid != skill_num){
  725. sd->skillid_old = ud->skillid;
  726. sd->skilllv_old = ud->skilllv;
  727. break;
  728. }
  729. case BD_ENCORE:
  730. //Prevent using the dance skill if you no longer have the skill in your tree.
  731. if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
  732. clif_skill_fail(sd,skill_num,0,0);
  733. return 0;
  734. }
  735. sd->skillid_old = skill_num;
  736. break;
  737. case BD_LULLABY:
  738. case BD_RICHMANKIM:
  739. case BD_ETERNALCHAOS:
  740. case BD_DRUMBATTLEFIELD:
  741. case BD_RINGNIBELUNGEN:
  742. case BD_ROKISWEIL:
  743. case BD_INTOABYSS:
  744. case BD_SIEGFRIED:
  745. case CG_MOONLIT:
  746. if (battle_config.player_skill_partner_check &&
  747. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
  748. (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
  749. ) {
  750. clif_skill_fail(sd,skill_num,0,0);
  751. return 0;
  752. }
  753. break;
  754. }
  755. if (!skill_check_condition(sd, skill_num, skill_lv, 0))
  756. return 0;
  757. }
  758. //TODO: Add type-independant skill_check_condition function.
  759. if (src->type == BL_MOB) {
  760. switch (skill_num) {
  761. case NPC_SUMMONSLAVE:
  762. case NPC_SUMMONMONSTER:
  763. case AL_TELEPORT:
  764. if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
  765. return 0;
  766. }
  767. }
  768. //Check range when not using skill on yourself or is a combo-skill during attack
  769. //(these are supposed to always have the same range as your attack)
  770. if(src->id != target_id && (!temp || ud->attacktimer == -1))
  771. {
  772. if (skill_get_state(ud->skillid) == ST_MOVE_ENABLE)
  773. {
  774. if (!unit_can_reach_bl(src, target, skill_get_range2(src, skill_num,skill_lv)+1, 1, NULL, NULL))
  775. return 0; //Walk-path check failed.
  776. } else
  777. if (!battle_check_range(src, target, skill_get_range2(src, skill_num,skill_lv)
  778. +(skill_num==RG_CLOSECONFINE?0:1)))
  779. //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
  780. return 0; //Arrow-path check failed.
  781. }
  782. if (!temp) //Stop attack on non-combo skills [Skotlex]
  783. unit_stop_attack(src);
  784. else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
  785. ud->attackabletime = tick + status_get_adelay(src);
  786. ud->state.skillcastcancel = castcancel;
  787. //temp: Used to signal force cast now.
  788. temp = 0;
  789. switch(skill_num){
  790. case ALL_RESURRECTION:
  791. if(battle_check_undead(tstatus->race,tstatus->def_ele)){
  792. temp=1;
  793. casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
  794. } else if (!status_isdead(target))
  795. return 0; //Can't cast on non-dead characters.
  796. break;
  797. case MO_FINGEROFFENSIVE:
  798. if(sd)
  799. casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
  800. break;
  801. case MO_EXTREMITYFIST:
  802. if (sc && sc->data[SC_COMBO].timer != -1 &&
  803. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  804. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  805. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  806. casttime = 0;
  807. temp = 1;
  808. break;
  809. case TK_RUN:
  810. if (sc && sc->data[SC_RUN].timer != -1)
  811. casttime = 0;
  812. break;
  813. case SA_MAGICROD:
  814. case SA_SPELLBREAKER:
  815. temp =1;
  816. break;
  817. case KN_CHARGEATK:
  818. //Taken from jA: Casttime is increased by dist/3*100%
  819. casttime = casttime * ((distance_bl(src,target)-1)/3+1);
  820. break;
  821. }
  822. if (!(skill_get_castnodex(skill_num, skill_lv)&2))
  823. casttime = skill_castfix_sc(src, casttime);
  824. if( casttime>0 || temp){
  825. clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
  826. if (sd && target->type == BL_MOB)
  827. {
  828. TBL_MOB *md = (TBL_MOB*)target;
  829. mobskill_event(md, src, tick, -1); //Cast targetted skill event.
  830. //temp: used to store mob's mode now.
  831. if (tstatus->mode&(MD_CASTSENSOR_MELEE|MD_CASTSENSOR_CHASE) &&
  832. battle_check_target(target, src, BCT_ENEMY) > 0)
  833. {
  834. switch (md->state.skillstate) {
  835. case MSS_RUSH:
  836. case MSS_FOLLOW:
  837. if (!(tstatus->mode&MD_CASTSENSOR_CHASE))
  838. break;
  839. md->target_id = src->id;
  840. md->state.aggressive = (temp&MD_ANGRY)?1:0;
  841. md->min_chase = md->db->range3;
  842. break;
  843. case MSS_ANGRY:
  844. case MSS_BERSERK:
  845. if (!(tstatus->mode&MD_CASTSENSOR_MELEE))
  846. break;
  847. case MSS_IDLE:
  848. case MSS_WALK:
  849. md->target_id = src->id;
  850. md->state.aggressive = (temp&MD_ANGRY)?1:0;
  851. md->min_chase = md->db->range3;
  852. }
  853. }
  854. }
  855. }
  856. if( casttime<=0 )
  857. ud->state.skillcastcancel=0;
  858. ud->canact_tick = tick + casttime + 100;
  859. ud->skilltarget = target_id;
  860. ud->skillx = 0;
  861. ud->skilly = 0;
  862. ud->skillid = skill_num;
  863. ud->skilllv = skill_lv;
  864. if(sc && sc->data[SC_CLOAKING].timer != -1 &&
  865. !(sc->data[SC_CLOAKING].val4&4) && skill_num != AS_CLOAKING)
  866. status_change_end(src,SC_CLOAKING,-1);
  867. if(casttime > 0) {
  868. ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
  869. if(sd && pc_checkskill(sd,SA_FREECAST))
  870. status_freecast_switch(sd);
  871. else
  872. unit_stop_walking(src,1);
  873. }
  874. else
  875. skill_castend_id(ud->skilltimer,tick,src->id,0);
  876. return 1;
  877. }
  878. int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) {
  879. if(skill_num < 0)
  880. return 0;
  881. return unit_skilluse_pos2(
  882. src, skill_x, skill_y, skill_num, skill_lv,
  883. skill_castfix(src, skill_num, skill_lv),
  884. skill_get_castcancel(skill_num)
  885. );
  886. }
  887. int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) {
  888. struct map_session_data *sd = NULL;
  889. struct unit_data *ud = NULL;
  890. struct status_change *sc;
  891. struct block_list bl;
  892. unsigned int tick = gettick();
  893. nullpo_retr(0, src);
  894. if(!src->prev) return 0; // map 上に存在するか
  895. if(status_isdead(src)) return 0;
  896. if( BL_CAST( BL_PC, src, sd ) ) {
  897. ud = &sd->ud;
  898. } else
  899. ud = unit_bl2ud(src);
  900. if(ud == NULL) return 0;
  901. if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
  902. return 0;
  903. sc = status_get_sc(src);
  904. if (sc && !sc->count)
  905. sc = NULL;
  906. if(sd) {
  907. if (skillnotok(skill_num, sd) ||
  908. !skill_check_condition(sd, skill_num, skill_lv,0))
  909. return 0;
  910. }
  911. if (!status_check_skilluse(src, NULL, skill_num, 0))
  912. return 0;
  913. if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
  914. { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
  915. if (sd) clif_skill_fail(sd,skill_num,0,0);
  916. return 0;
  917. }
  918. /* 射程と障害物チェック */
  919. bl.type = BL_NUL;
  920. bl.m = src->m;
  921. bl.x = skill_x;
  922. bl.y = skill_y;
  923. if (skill_get_state(ud->skillid) == ST_MOVE_ENABLE)
  924. {
  925. if (!unit_can_reach_bl(src, &bl, skill_get_range2(src, skill_num,skill_lv)+1, 1, NULL, NULL))
  926. return 0; //Walk-path check failed.
  927. } else
  928. if (!battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
  929. return 0; //Arrow-path check failed.
  930. unit_stop_attack(src);
  931. ud->state.skillcastcancel = castcancel;
  932. if (!(skill_get_castnodex(skill_num, skill_lv)&2))
  933. casttime = skill_castfix_sc(src, casttime);
  934. if( casttime>0 ) {
  935. unit_stop_walking( src, 1);
  936. clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
  937. } else
  938. ud->state.skillcastcancel=0;
  939. ud->canact_tick = tick + casttime + 100;
  940. ud->skillid = skill_num;
  941. ud->skilllv = skill_lv;
  942. ud->skillx = skill_x;
  943. ud->skilly = skill_y;
  944. ud->skilltarget = 0;
  945. if (sc && sc->data[SC_CLOAKING].timer != -1 &&
  946. !(sc->data[SC_CLOAKING].val4&4))
  947. status_change_end(src,SC_CLOAKING,-1);
  948. if(casttime > 0) {
  949. ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
  950. if(sd && pc_checkskill(sd,SA_FREECAST))
  951. status_freecast_switch(sd);
  952. else
  953. unit_stop_walking(src,1);
  954. }
  955. else {
  956. ud->skilltimer = -1;
  957. skill_castend_pos(ud->skilltimer,tick,src->id,0);
  958. }
  959. return 1;
  960. }
  961. static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
  962. int unit_stop_attack(struct block_list *bl)
  963. {
  964. struct unit_data *ud = unit_bl2ud(bl);
  965. nullpo_retr(0, bl);
  966. if(!ud || ud->attacktimer == -1)
  967. return 0;
  968. delete_timer( ud->attacktimer, unit_attack_timer );
  969. ud->attacktimer = -1;
  970. ud->target = 0;
  971. return 0;
  972. }
  973. //Means current target is unattackable. For now only unlocks mobs.
  974. int unit_unattackable(struct block_list *bl) {
  975. struct unit_data *ud = unit_bl2ud(bl);
  976. if (ud) {
  977. ud->target = 0;
  978. ud->state.attack_continue = 0;
  979. }
  980. if(bl->type == BL_MOB)
  981. mob_unlocktarget((struct mob_data*)bl, gettick()) ;
  982. else if(bl->type == BL_PET)
  983. pet_unlocktarget((struct pet_data*)bl);
  984. return 0;
  985. }
  986. /*==========================================
  987. * 攻撃要求
  988. * typeが1なら継続攻撃
  989. *------------------------------------------
  990. */
  991. int unit_attack(struct block_list *src,int target_id,int type)
  992. {
  993. struct block_list *target;
  994. struct unit_data *ud;
  995. nullpo_retr(0, ud = unit_bl2ud(src));
  996. target=map_id2bl(target_id);
  997. if(target==NULL || status_isdead(target)) {
  998. unit_unattackable(src);
  999. return 1;
  1000. }
  1001. if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris]
  1002. npc_click((TBL_PC*)src,(TBL_NPC*)target); // submitted by leinsirk10 [Celest]
  1003. return 0;
  1004. }
  1005. if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
  1006. !status_check_skilluse(src, target, 0, 0)
  1007. ) {
  1008. unit_unattackable(src);
  1009. return 1;
  1010. }
  1011. ud->target = target_id;
  1012. ud->state.attack_continue = type;
  1013. if (type) //If you re to attack continously, set to auto-case character
  1014. ud->chaserange = status_get_range(src);
  1015. //Just change target/type. [Skotlex]
  1016. if(ud->attacktimer != -1)
  1017. return 0;
  1018. //Set Mob's ANGRY/BERSERK states.
  1019. if(src->type == BL_MOB)
  1020. ((TBL_MOB*)src)->state.skillstate = ((TBL_MOB*)src)->state.aggressive?MSS_ANGRY:MSS_BERSERK;
  1021. if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
  1022. //Do attack next time it is possible. [Skotlex]
  1023. ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
  1024. else //Attack NOW.
  1025. unit_attack_timer(-1,gettick(),src->id,0);
  1026. return 0;
  1027. }
  1028. //Cancels an ongoing combo, resets attackable time and restarts the
  1029. //attack timer to resume attacking after amotion time. [Skotlex]
  1030. int unit_cancel_combo(struct block_list *bl)
  1031. {
  1032. struct unit_data *ud;
  1033. if (!status_change_end(bl, SC_COMBO, -1))
  1034. return 0; //Combo wasn't active.
  1035. ud = unit_bl2ud(bl);
  1036. nullpo_retr(0, ud);
  1037. ud->attackabletime = gettick() + status_get_amotion(bl);
  1038. if (ud->attacktimer == -1)
  1039. return 1; //Nothing more to do.
  1040. delete_timer(ud->attacktimer, unit_attack_timer);
  1041. ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,bl->id,0);
  1042. return 1;
  1043. }
  1044. /*==========================================
  1045. *
  1046. *------------------------------------------
  1047. */
  1048. int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
  1049. {
  1050. struct walkpath_data wpd;
  1051. nullpo_retr(0, bl);
  1052. if( bl->x==x && bl->y==y ) // 同じマス
  1053. return 1;
  1054. // 障害物判定
  1055. wpd.path_len=0;
  1056. wpd.path_pos=0;
  1057. wpd.path_half=0;
  1058. return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
  1059. }
  1060. /*==========================================
  1061. *
  1062. *------------------------------------------
  1063. */
  1064. int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
  1065. {
  1066. struct walkpath_data wpd;
  1067. int i;
  1068. short dx,dy;
  1069. nullpo_retr(0, bl);
  1070. nullpo_retr(0, tbl);
  1071. if( bl->m != tbl->m)
  1072. return 0;
  1073. if( bl->x==tbl->x && bl->y==tbl->y )
  1074. return 1;
  1075. if(range>0 && !check_distance_bl(bl, tbl, range))
  1076. return 0;
  1077. wpd.path_len=0;
  1078. wpd.path_pos=0;
  1079. wpd.path_half=0;
  1080. // It judges whether it can adjoin or not.
  1081. dx=tbl->x - bl->x;
  1082. dy=tbl->y - bl->y;
  1083. dx=(dx>0)?1:((dx<0)?-1:0);
  1084. dy=(dy>0)?1:((dy<0)?-1:0);
  1085. if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOREACH))
  1086. { //Look for a suitable cell to place in.
  1087. for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
  1088. if (i==9) return 0; //No valid cells.
  1089. dx = dirx[i];
  1090. dy = diry[i];
  1091. }
  1092. if (x) *x = tbl->x-dx;
  1093. if (y) *y = tbl->y-dy;
  1094. return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
  1095. }
  1096. /*==========================================
  1097. * PCの攻撃 (timer関数)
  1098. *------------------------------------------
  1099. */
  1100. static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
  1101. {
  1102. struct block_list *target;
  1103. struct unit_data *ud;
  1104. struct status_data *sstatus;
  1105. struct map_session_data *sd = NULL;
  1106. struct mob_data *md = NULL;
  1107. int range;
  1108. if((ud=unit_bl2ud(src))==NULL)
  1109. return 0;
  1110. if(ud->attacktimer != tid){
  1111. if(battle_config.error_log)
  1112. ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
  1113. return 0;
  1114. }
  1115. BL_CAST( BL_PC , src, sd);
  1116. BL_CAST( BL_MOB, src, md);
  1117. ud->attacktimer=-1;
  1118. target=map_id2bl(ud->target);
  1119. if(src->prev == NULL || target==NULL || target->prev == NULL)
  1120. return 0;
  1121. if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
  1122. return 0;
  1123. if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
  1124. return 0;
  1125. sstatus = status_get_status_data(src);
  1126. if(!battle_config.sdelay_attack_enable &&
  1127. DIFF_TICK(ud->canact_tick,tick) > 0 &&
  1128. (!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
  1129. ) {
  1130. if (tid == -1) { //requested attack.
  1131. if(sd) clif_skill_fail(sd,1,4,0);
  1132. return 0;
  1133. }
  1134. //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
  1135. if(ud->state.attack_continue) {
  1136. if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
  1137. ud->attackabletime = ud->canact_tick;
  1138. ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
  1139. }
  1140. return 1;
  1141. }
  1142. range = sstatus->rhw.range;
  1143. if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range...
  1144. if(unit_is_walking(target)) range++; //Extra range when chasing
  1145. if(!check_distance_bl(src,target,range) ) {
  1146. //Chase if required.
  1147. if(sd)
  1148. clif_movetoattack(sd,target);
  1149. else if(ud->state.attack_continue)
  1150. unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
  1151. return 1;
  1152. }
  1153. if(!battle_check_range(src,target,range)) {
  1154. //Within range, but no direct line of attack
  1155. if(ud->state.attack_continue) {
  1156. if(ud->chaserange > 2) ud->chaserange-=2;
  1157. unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
  1158. }
  1159. return 1;
  1160. }
  1161. //Sync packet only for players.
  1162. //Non-players use the sync packet on the walk timer. [Skotlex]
  1163. if (tid == -1 && sd) clif_fixpos(src);
  1164. if(DIFF_TICK(ud->attackabletime,tick) <= 0) {
  1165. if (battle_config.attack_direction_change &&
  1166. (src->type&battle_config.attack_direction_change)) {
  1167. ud->dir = map_calc_dir(src, target->x,target->y );
  1168. }
  1169. if(ud->walktimer != -1)
  1170. unit_stop_walking(src,1);
  1171. if(md) {
  1172. if (mobskill_use(md,tick,-1))
  1173. return 1;
  1174. if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
  1175. { // Link monsters nearby [Skotlex]
  1176. md->last_linktime = tick;
  1177. map_foreachinrange(mob_linksearch, src, md->db->range2,
  1178. BL_MOB, md->class_, target, tick);
  1179. }
  1180. }
  1181. if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
  1182. return 1;
  1183. map_freeblock_lock();
  1184. ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
  1185. if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
  1186. pet_target_check(sd,target,0);
  1187. map_freeblock_unlock();
  1188. ud->attackabletime = tick + sstatus->adelay;
  1189. // You can't move if you can't attack neither.
  1190. if (battle_config.attack_walk_delay)
  1191. unit_set_walkdelay(src, tick,
  1192. sstatus->amotion/battle_config.attack_walk_delay, 1);
  1193. }
  1194. if(ud->state.attack_continue)
  1195. ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
  1196. return 1;
  1197. }
  1198. static int unit_attack_timer(int tid,unsigned int tick,int id,int data) {
  1199. struct block_list *bl;
  1200. bl = map_id2bl(id);
  1201. if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
  1202. unit_unattackable(bl);
  1203. return 0;
  1204. }
  1205. /*==========================================
  1206. * Cancels an ongoing skill cast.
  1207. * flag&1: Cast-Cancel invoked.
  1208. * flag&2: Cancel only if skill is cancellable.
  1209. *------------------------------------------
  1210. */
  1211. int unit_skillcastcancel(struct block_list *bl,int type)
  1212. {
  1213. struct map_session_data *sd = NULL;
  1214. struct unit_data *ud = unit_bl2ud( bl);
  1215. unsigned int tick=gettick();
  1216. int ret=0, skill;
  1217. nullpo_retr(0, bl);
  1218. if (!ud || ud->skilltimer==-1)
  1219. return 0; //Nothing to cancel.
  1220. BL_CAST(BL_PC, bl, sd);
  1221. if (type&2) {
  1222. //See if it can be cancelled.
  1223. if (!ud->state.skillcastcancel)
  1224. return 0;
  1225. if (sd && (sd->special_state.no_castcancel2 ||
  1226. (sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
  1227. return 0;
  1228. }
  1229. ud->canact_tick=tick;
  1230. if(sd && pc_checkskill(sd,SA_FREECAST))
  1231. status_freecast_switch(sd);
  1232. if(type&1 && sd)
  1233. skill = sd->skillid_old;
  1234. else
  1235. skill = ud->skillid;
  1236. if (skill_get_inf(skill) & INF_GROUND_SKILL)
  1237. ret=delete_timer( ud->skilltimer, skill_castend_pos );
  1238. else
  1239. ret=delete_timer( ud->skilltimer, skill_castend_id );
  1240. if(ret<0)
  1241. ShowError("delete timer error : skillid : %d\n",ret);
  1242. if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1;
  1243. ud->skilltimer = -1;
  1244. clif_skillcastcancel(bl);
  1245. return 1;
  1246. }
  1247. // unit_data の初期化処理
  1248. void unit_dataset(struct block_list *bl) {
  1249. struct unit_data *ud;
  1250. nullpo_retv(ud = unit_bl2ud(bl));
  1251. malloc_set( ud, 0, sizeof( struct unit_data) );
  1252. ud->bl = bl;
  1253. ud->walktimer = -1;
  1254. ud->skilltimer = -1;
  1255. ud->attacktimer = -1;
  1256. ud->attackabletime =
  1257. ud->canact_tick =
  1258. ud->canmove_tick = gettick();
  1259. }
  1260. /*==========================================
  1261. * 自分をロックしているユニットの数を数える(foreachclient)
  1262. *------------------------------------------
  1263. */
  1264. static int unit_counttargeted_sub(struct block_list *bl, va_list ap)
  1265. {
  1266. int id, target_lv;
  1267. struct unit_data *ud;
  1268. id = va_arg(ap,int);
  1269. target_lv = va_arg(ap,int);
  1270. if(bl->id == id)
  1271. return 0;
  1272. ud = unit_bl2ud(bl);
  1273. if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
  1274. return 1;
  1275. return 0;
  1276. }
  1277. /*==========================================
  1278. *
  1279. *------------------------------------------
  1280. */
  1281. 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)
  1282. {
  1283. nullpo_retr(0, target);
  1284. if(damage+damage2 <= 0)
  1285. return 0;
  1286. return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
  1287. }
  1288. /*==========================================
  1289. * 自分をロックしている対象の数を返す
  1290. * 戻りは整数で0以上
  1291. *------------------------------------------
  1292. */
  1293. int unit_counttargeted(struct block_list *bl,int target_lv)
  1294. {
  1295. nullpo_retr(0, bl);
  1296. return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
  1297. bl->id, target_lv));
  1298. }
  1299. /*==========================================
  1300. * 見た目のサイズを変更する
  1301. *------------------------------------------
  1302. */
  1303. int unit_changeviewsize(struct block_list *bl,short size)
  1304. {
  1305. nullpo_retr(0, bl);
  1306. size=(size<0)?-1:(size>0)?1:0;
  1307. if(bl->type == BL_PC) {
  1308. ((TBL_PC*)bl)->state.size=size;
  1309. } else if(bl->type == BL_MOB) {
  1310. ((TBL_MOB*)bl)->special_state.size=size;
  1311. } else
  1312. return 0;
  1313. if(size!=0)
  1314. clif_misceffect2(bl,421+size);
  1315. return 0;
  1316. }
  1317. /*==========================================
  1318. * Removes a bl/ud from the map.
  1319. * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
  1320. * if clrtype is 1 (death), appropiate cleanup is performed.
  1321. * Otherwise it is assumed bl is being warped.
  1322. * On-Kill specific stuff is not performed here, look at status_damage for that.
  1323. *------------------------------------------
  1324. */
  1325. int unit_remove_map(struct block_list *bl, int clrtype) {
  1326. struct unit_data *ud = unit_bl2ud(bl);
  1327. struct status_change *sc = status_get_sc(bl);
  1328. nullpo_retr(0, ud);
  1329. if(bl->prev == NULL)
  1330. return 0; //Already removed?
  1331. map_freeblock_lock();
  1332. ud->target = 0; //Unlock walk/attack target.
  1333. if (ud->walktimer != -1)
  1334. unit_stop_walking(bl,0);
  1335. if (ud->attacktimer != -1)
  1336. unit_stop_attack(bl);
  1337. if (ud->skilltimer != -1)
  1338. unit_skillcastcancel(bl,0);
  1339. // Do not reset can-act delay. [Skotlex]
  1340. ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
  1341. if(sc && sc->count ) { //map-change/warp dispells.
  1342. if(sc->data[SC_BLADESTOP].timer!=-1)
  1343. status_change_end(bl,SC_BLADESTOP,-1);
  1344. if(sc->data[SC_BASILICA].timer!=-1)
  1345. status_change_end(bl,SC_BASILICA,-1);
  1346. if(sc->data[SC_ANKLE].timer != -1)
  1347. status_change_end(bl, SC_ANKLE, -1);
  1348. if (sc->data[SC_TRICKDEAD].timer != -1)
  1349. status_change_end(bl, SC_TRICKDEAD, -1);
  1350. if (sc->data[SC_BLADESTOP].timer!=-1)
  1351. status_change_end(bl,SC_BLADESTOP,-1);
  1352. if (sc->data[SC_RUN].timer!=-1)
  1353. status_change_end(bl,SC_RUN,-1);
  1354. if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
  1355. skill_stop_dancing(bl);
  1356. if (sc->data[SC_WARM].timer!=-1)
  1357. status_change_end(bl, SC_WARM, -1);
  1358. if (sc->data[SC_DEVOTION].timer!=-1)
  1359. status_change_end(bl,SC_DEVOTION,-1);
  1360. if (sc->data[SC_MARIONETTE].timer!=-1)
  1361. status_change_end(bl,SC_MARIONETTE,-1);
  1362. if (sc->data[SC_MARIONETTE2].timer!=-1)
  1363. status_change_end(bl,SC_MARIONETTE2,-1);
  1364. if (sc->data[SC_CLOSECONFINE].timer!=-1)
  1365. status_change_end(bl,SC_CLOSECONFINE,-1);
  1366. if (sc->data[SC_CLOSECONFINE2].timer!=-1)
  1367. status_change_end(bl,SC_CLOSECONFINE2,-1);
  1368. if (sc->data[SC_HIDING].timer!=-1)
  1369. status_change_end(bl, SC_HIDING, -1);
  1370. if (sc->data[SC_CLOAKING].timer!=-1)
  1371. status_change_end(bl, SC_CLOAKING, -1);
  1372. if (sc->data[SC_CHASEWALK].timer!=-1)
  1373. status_change_end(bl, SC_CHASEWALK, -1);
  1374. if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  1375. status_change_end(bl, SC_GOSPEL, -1);
  1376. if (sc->data[SC_CHANGE].timer!=-1)
  1377. status_change_end(bl, SC_CHANGE, -1);
  1378. }
  1379. if (bl->type&BL_CHAR) {
  1380. skill_unit_move(bl,gettick(),4);
  1381. skill_cleartimerskill(bl); // タイマースキルクリア
  1382. }
  1383. if(bl->type == BL_PC) {
  1384. struct map_session_data *sd = (struct map_session_data*)bl;
  1385. //Leave/reject all invitations.
  1386. if(sd->chatID)
  1387. chat_leavechat(sd);
  1388. if(sd->trade_partner)
  1389. trade_tradecancel(sd);
  1390. if(sd->vender_id)
  1391. vending_closevending(sd);
  1392. if(!sd->state.waitingdisconnect)
  1393. { //when quitting, let the final chrif_save handle storage saving.
  1394. if(sd->state.storage_flag == 1)
  1395. storage_storage_quit(sd,0);
  1396. else if (sd->state.storage_flag == 2)
  1397. storage_guild_storage_quit(sd,0);
  1398. }
  1399. if(sd->party_invite>0)
  1400. party_reply_invite(sd,sd->party_invite_account,0);
  1401. if(sd->guild_invite>0)
  1402. guild_reply_invite(sd,sd->guild_invite,0);
  1403. if(sd->guild_alliance>0)
  1404. guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
  1405. if(sd->menuskill_id)
  1406. sd->menuskill_id = sd->menuskill_lv = 0;
  1407. pc_delinvincibletimer(sd);
  1408. if(sd->pvp_timer!=-1) {
  1409. delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
  1410. sd->pvp_timer = -1;
  1411. sd->pvp_rank = 0;
  1412. }
  1413. if(pc_issit(sd)) {
  1414. pc_setstand(sd);
  1415. skill_sit(sd,0);
  1416. }
  1417. party_send_dot_remove(sd);//minimap dot fix [Kevin]
  1418. guild_send_dot_remove(sd);
  1419. } else if(bl->type == BL_MOB) {
  1420. struct mob_data *md = (struct mob_data*)bl;
  1421. md->target_id=0;
  1422. md->attacked_id=0;
  1423. md->state.skillstate= MSS_IDLE;
  1424. } else if (bl->type == BL_PET) {
  1425. struct pet_data *pd = (struct pet_data*)bl;
  1426. if(pd->pet.intimate <= 0 &&
  1427. !(pd->msd && pd->msd->state.waitingdisconnect)
  1428. ) { //If logging out, this is deleted on unit_free
  1429. clif_clearchar_area(bl,clrtype);
  1430. map_delblock(bl);
  1431. unit_free(bl,0);
  1432. map_freeblock_unlock();
  1433. return 0;
  1434. }
  1435. } else if (bl->type == BL_HOM) {
  1436. struct homun_data *hd = (struct homun_data *) bl;
  1437. if(!hd->homunculus.intimacy &&
  1438. !(hd->master && hd->master->state.waitingdisconnect)
  1439. ) { //If logging out, this is deleted on unit_free
  1440. clif_emotion(bl, 28) ; //sob
  1441. clif_clearchar_area(bl,clrtype);
  1442. map_delblock(bl);
  1443. unit_free(bl,0);
  1444. map_freeblock_unlock();
  1445. return 0;
  1446. }
  1447. }
  1448. clif_clearchar_area(bl,clrtype);
  1449. map_delblock(bl);
  1450. map_freeblock_unlock();
  1451. return 1;
  1452. }
  1453. /*==========================================
  1454. * Function to free all related resources to the bl
  1455. * if unit is on map, it is removed using the clrtype specified
  1456. *------------------------------------------
  1457. */
  1458. int unit_free(struct block_list *bl, int clrtype) {
  1459. struct unit_data *ud = unit_bl2ud( bl );
  1460. nullpo_retr(0, ud);
  1461. map_freeblock_lock();
  1462. if( bl->prev ) //Players are supposed to logout with a "warp" effect.
  1463. unit_remove_map(bl, clrtype);
  1464. if( bl->type == BL_PC ) {
  1465. struct map_session_data *sd = (struct map_session_data*)bl;
  1466. if(status_isdead(bl))
  1467. pc_setrestartvalue(sd,2);
  1468. //Status that are not saved...
  1469. if(sd->sc.count) {
  1470. if(sd->sc.data[SC_SPURT].timer!=-1)
  1471. status_change_end(bl,SC_SPURT,-1);
  1472. if(sd->sc.data[SC_BERSERK].timer!=-1)
  1473. status_change_end(bl,SC_BERSERK,-1);
  1474. if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
  1475. status_change_end(bl,SC_TRICKDEAD,-1);
  1476. if(sd->sc.data[SC_GUILDAURA].timer!=-1)
  1477. status_change_end(bl,SC_GUILDAURA,-1);
  1478. if (battle_config.debuff_on_logout&1) {
  1479. if(sd->sc.data[SC_ORCISH].timer!=-1)
  1480. status_change_end(bl,SC_ORCISH,-1);
  1481. if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
  1482. status_change_end(bl,SC_STRIPWEAPON,-1);
  1483. if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
  1484. status_change_end(bl,SC_STRIPARMOR,-1);
  1485. if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
  1486. status_change_end(bl,SC_STRIPSHIELD,-1);
  1487. if(sd->sc.data[SC_STRIPHELM].timer!=-1)
  1488. status_change_end(bl,SC_STRIPHELM,-1);
  1489. if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
  1490. status_change_end(bl,SC_EXTREMITYFIST,-1);
  1491. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  1492. status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
  1493. if(sd->sc.data[SC_REGENERATION].timer!=-1 && sd->sc.data[SC_REGENERATION].val4)
  1494. status_change_end(bl,SC_REGENERATION,-1);
  1495. }
  1496. if (battle_config.debuff_on_logout&2)
  1497. { //Food items are removed on logout.
  1498. if(sd->sc.data[SC_STRFOOD].timer!=-1)
  1499. status_change_end(bl,SC_STRFOOD,-1);
  1500. if(sd->sc.data[SC_AGIFOOD].timer!=-1)
  1501. status_change_end(bl,SC_AGIFOOD,-1);
  1502. if(sd->sc.data[SC_VITFOOD].timer!=-1)
  1503. status_change_end(bl,SC_VITFOOD,-1);
  1504. if(sd->sc.data[SC_INTFOOD].timer!=-1)
  1505. status_change_end(bl,SC_INTFOOD,-1);
  1506. if(sd->sc.data[SC_DEXFOOD].timer!=-1)
  1507. status_change_end(bl,SC_DEXFOOD,-1);
  1508. if(sd->sc.data[SC_LUKFOOD].timer!=-1)
  1509. status_change_end(bl,SC_LUKFOOD,-1);
  1510. if(sd->sc.data[SC_HITFOOD].timer!=-1)
  1511. status_change_end(bl,SC_HITFOOD,-1);
  1512. if(sd->sc.data[SC_FLEEFOOD].timer!=-1)
  1513. status_change_end(bl,SC_FLEEFOOD,-1);
  1514. if(sd->sc.data[SC_BATKFOOD].timer!=-1)
  1515. status_change_end(bl,SC_BATKFOOD,-1);
  1516. if(sd->sc.data[SC_WATKFOOD].timer!=-1)
  1517. status_change_end(bl,SC_WATKFOOD,-1);
  1518. if(sd->sc.data[SC_MATKFOOD].timer!=-1)
  1519. status_change_end(bl,SC_MATKFOOD,-1);
  1520. }
  1521. }
  1522. if (sd->followtimer != -1)
  1523. pc_stop_following(sd);
  1524. // Force exiting from duel and rejecting
  1525. // all duel invitations when player quit [LuzZza]
  1526. if(sd->duel_group > 0)
  1527. duel_leave(sd->duel_group, sd);
  1528. if(sd->duel_invite > 0)
  1529. duel_reject(sd->duel_invite, sd);
  1530. // Notify friends that this char logged out. [Skotlex]
  1531. clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
  1532. party_send_logout(sd);
  1533. guild_send_memberinfoshort(sd,0);
  1534. pc_cleareventtimer(sd);
  1535. pc_delspiritball(sd,sd->spiritball,1);
  1536. chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
  1537. pc_makesavestatus(sd);
  1538. pc_clean_skilltree(sd);
  1539. } else if( bl->type == BL_PET ) {
  1540. struct pet_data *pd = (struct pet_data*)bl;
  1541. struct map_session_data *sd = pd->msd;
  1542. pet_hungry_timer_delete(pd);
  1543. if (pd->a_skill)
  1544. {
  1545. aFree(pd->a_skill);
  1546. pd->a_skill = NULL;
  1547. }
  1548. if (pd->s_skill)
  1549. {
  1550. if (pd->s_skill->timer != -1) {
  1551. if (pd->s_skill->id)
  1552. delete_timer(pd->s_skill->timer, pet_skill_support_timer);
  1553. else
  1554. delete_timer(pd->s_skill->timer, pet_heal_timer);
  1555. }
  1556. aFree(pd->s_skill);
  1557. pd->s_skill = NULL;
  1558. }
  1559. if(pd->recovery)
  1560. {
  1561. if(pd->recovery->timer != -1)
  1562. delete_timer(pd->recovery->timer, pet_recovery_timer);
  1563. aFree(pd->recovery);
  1564. pd->recovery = NULL;
  1565. }
  1566. if(pd->bonus)
  1567. {
  1568. if (pd->bonus->timer != -1)
  1569. delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
  1570. aFree(pd->bonus);
  1571. pd->bonus = NULL;
  1572. }
  1573. if (pd->loot)
  1574. {
  1575. pet_lootitem_drop(pd,sd);
  1576. if (pd->loot->item)
  1577. aFree(pd->loot->item);
  1578. aFree (pd->loot);
  1579. pd->loot = NULL;
  1580. }
  1581. if(pd->pet.intimate > 0)
  1582. intif_save_petdata(pd->pet.account_id,&pd->pet);
  1583. else
  1584. { //Remove pet.
  1585. intif_delete_petdata(pd->pet.pet_id);
  1586. if (sd) sd->status.pet_id = 0;
  1587. }
  1588. if (sd) sd->pd = NULL;
  1589. } else if(bl->type == BL_MOB) {
  1590. struct mob_data *md = (struct mob_data*)bl;
  1591. if(md->deletetimer!=-1) {
  1592. delete_timer(md->deletetimer,mob_timer_delete);
  1593. md->deletetimer=-1;
  1594. }
  1595. if(md->lootitem) {
  1596. aFree(md->lootitem);
  1597. md->lootitem=NULL;
  1598. }
  1599. if (md->guardian_data)
  1600. {
  1601. if (md->guardian_data->number < MAX_GUARDIANS)
  1602. md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
  1603. aFree(md->guardian_data);
  1604. md->guardian_data = NULL;
  1605. }
  1606. if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
  1607. { //Spawning data is not attached to the map, so free it
  1608. //if this is the last mob who is pointing at it.
  1609. aFree(md->spawn);
  1610. md->spawn = NULL;
  1611. }
  1612. if(md->base_status) {
  1613. aFree(md->base_status);
  1614. md->base_status = NULL;
  1615. }
  1616. if(mob_is_clone(md->class_))
  1617. mob_clone_delete(md->class_);
  1618. } else if(bl->type == BL_HOM) {
  1619. struct homun_data *hd = (TBL_HOM*)bl;
  1620. struct map_session_data *sd = hd->master;
  1621. // Desactive timers
  1622. merc_hom_hungry_timer_delete(hd);
  1623. if (hd->homunculus.intimacy > 0)
  1624. merc_save(hd);
  1625. else
  1626. {
  1627. intif_homunculus_requestdelete(hd->homunculus.hom_id);
  1628. if (sd) sd->status.hom_id = 0;
  1629. }
  1630. if(sd) sd->hd = NULL;
  1631. }
  1632. skill_clear_unitgroup(bl);
  1633. status_change_clear(bl,1);
  1634. if (bl->type != BL_PC)
  1635. { //Players are handled by map_quit
  1636. map_deliddb(bl);
  1637. map_freeblock(bl);
  1638. }
  1639. map_freeblock_unlock();
  1640. return 0;
  1641. }
  1642. int do_init_unit(void) {
  1643. add_timer_func_list(unit_attack_timer, "unit_attack_timer");
  1644. add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
  1645. add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
  1646. return 0;
  1647. }
  1648. int do_final_unit(void) {
  1649. // nothing to do
  1650. return 0;
  1651. }