unit.c 50 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 "skill.h"
  18. #include "clif.h"
  19. #include "npc.h"
  20. #include "guild.h"
  21. #include "status.h"
  22. #include "battle.h"
  23. #include "chat.h"
  24. #include "trade.h"
  25. #include "vending.h"
  26. #include "party.h"
  27. #include "intif.h"
  28. #include "chrif.h"
  29. static int dirx[8]={0,-1,-1,-1,0,1,1,1};
  30. static int diry[8]={1,1,0,-1,-1,-1,0,1};
  31. struct unit_data* unit_bl2ud(struct block_list *bl) {
  32. if( bl == NULL) return NULL;
  33. if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
  34. if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
  35. if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
  36. if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
  37. return NULL;
  38. }
  39. static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
  40. int unit_walktoxy_sub(struct block_list *bl)
  41. {
  42. int i;
  43. struct walkpath_data wpd;
  44. struct unit_data *ud = NULL;
  45. nullpo_retr(1, bl);
  46. ud = unit_bl2ud(bl);
  47. if(ud == NULL) return 0;
  48. if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
  49. return 0;
  50. memcpy(&ud->walkpath,&wpd,sizeof(wpd));
  51. if (ud->target && ud->chaserange >0) {
  52. int dir;
  53. //Trim the last part of the path to account for range,
  54. //but always move at least one cell when requested to move.
  55. for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
  56. ud->walkpath.path_len--;
  57. dir = ud->walkpath.path[ud->walkpath.path_len];
  58. if(dir&1)
  59. i-=14;
  60. else
  61. i-=10;
  62. ud->to_x -= dirx[dir];
  63. ud->to_y -= diry[dir];
  64. }
  65. }
  66. ud->state.change_walk_target=0;
  67. if (bl->type == BL_PC)
  68. clif_walkok((TBL_PC*)bl);
  69. clif_move(bl);
  70. if(ud->walkpath.path_pos>=ud->walkpath.path_len)
  71. i = -1;
  72. else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
  73. i = status_get_speed(bl)*14/10;
  74. else
  75. i = status_get_speed(bl);
  76. if( i > 0) //First time data is sent as 0 to always enable moving one tile when hit.
  77. ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,0);
  78. return 1;
  79. }
  80. static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
  81. {
  82. int i;
  83. int x,y,dx,dy,dir;
  84. struct block_list *bl;
  85. struct map_session_data *sd = NULL;
  86. struct mob_data *md = NULL;
  87. struct unit_data *ud = NULL;
  88. bl=map_id2bl(id);
  89. if(bl == NULL)
  90. return 0;
  91. if( BL_CAST( BL_PC, bl, sd ) ) {
  92. ud = &sd->ud;
  93. } else if( BL_CAST( BL_MOB, bl, md ) ) {
  94. ud = &md->ud;
  95. } else
  96. ud = unit_bl2ud(bl);
  97. if(ud == NULL) return 0;
  98. if(ud->walktimer != tid){
  99. if(battle_config.error_log)
  100. ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
  101. return 0;
  102. }
  103. ud->walktimer=-1;
  104. if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する
  105. if(ud->walkpath.path_pos>=ud->walkpath.path_len)
  106. return 0;
  107. //歩いたので息吹のタイマーを初期化
  108. if(sd) {
  109. sd->inchealspirithptick = 0;
  110. sd->inchealspiritsptick = 0;
  111. }
  112. if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
  113. return 1;
  114. x = bl->x;
  115. y = bl->y;
  116. dir = ud->walkpath.path[ud->walkpath.path_pos];
  117. ud->dir = dir;
  118. if (sd)
  119. sd->head_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->m,
  126. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  127. dx,dy,sd?BL_ALL:BL_PC,bl);
  128. x += dx;
  129. y += dy;
  130. map_moveblock(bl, x, y, tick);
  131. ud->walktimer = 1;
  132. map_foreachinmovearea(clif_insight,bl->m,
  133. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  134. -dx,-dy,sd?BL_ALL:BL_PC,bl);
  135. ud->walktimer = -1;
  136. if(sd) {
  137. if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
  138. npc_touch_areanpc(sd,bl->m,x,y);
  139. if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
  140. return 0;
  141. } else
  142. sd->areanpc_id=0;
  143. if (sd->state.gmaster_flag)
  144. { //Guild Aura: Likely needs to be recoded, this method seems inefficient.
  145. struct guild *g = sd->state.gmaster_flag;
  146. int skill, guildflag = 0;
  147. if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12;
  148. if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8;
  149. if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4;
  150. if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill;
  151. if (guildflag)
  152. map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
  153. bl->id, sd->status.guild_id, &guildflag);
  154. }
  155. if (
  156. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  157. sd->sc.data[SC_MIRACLE].timer==-1 &&
  158. ud->walkpath.path_pos && ud->walkpath.path_pos%WALK_SKILL_INTERVAL == 0 &&
  159. rand()%10000 < battle_config.sg_miracle_skill_ratio
  160. ) { //SG_MIRACLE [Komurka]
  161. clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
  162. sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  163. }
  164. } else if (md) {
  165. if (ud->target && ud->state.attack_continue) {
  166. if(md->min_chase > md->db->range2) md->min_chase--;
  167. if(ud->walkpath.path_pos && ud->walkpath.path_pos%WALK_SKILL_INTERVAL == 0 &&
  168. mobskill_use(md, tick, -1))
  169. return 0;
  170. }
  171. }
  172. if(ud->state.change_walk_target)
  173. return unit_walktoxy_sub(bl);
  174. ud->walkpath.path_pos++;
  175. if(ud->walkpath.path_pos>=ud->walkpath.path_len)
  176. i = -1;
  177. else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
  178. i = status_get_speed(bl)*14/10;
  179. else
  180. i = status_get_speed(bl);
  181. if(i > 0)
  182. ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
  183. else if(sd && sd->sc.count && sd->sc.data[SC_RUN].timer!=-1) //Keep trying to run.
  184. pc_run(sd, sd->sc.data[SC_RUN].val1, sd->sc.data[SC_RUN].val2);
  185. else if (ud->target) {
  186. //Update target trajectory.
  187. struct block_list *tbl = map_id2bl(ud->target);
  188. if (!tbl) { //Cancel chase.
  189. ud->to_x = bl->x;
  190. ud->to_y = bl->y;
  191. return 0;
  192. }
  193. if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
  194. { //Reached destination.
  195. if (ud->state.attack_continue)
  196. unit_attack(bl, tbl->id, ud->state.attack_continue);
  197. } else { //Update chase-path
  198. unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
  199. return 0;
  200. }
  201. } else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
  202. ud->to_x = bl->x;
  203. ud->to_y = bl->y;
  204. // if (bl->type == BL_NPC) //Original eA code had this one only for BL_NPCs
  205. // clif_fixpos(bl);
  206. }
  207. return 0;
  208. }
  209. int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
  210. struct unit_data *ud = NULL;
  211. struct status_change *sc = NULL;
  212. nullpo_retr(0, bl);
  213. ud = unit_bl2ud(bl);
  214. if( ud == NULL) return 0;
  215. // 移動出来ないユニットは弾く
  216. if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))
  217. return 0;
  218. ud->state.walk_easy = easy;
  219. ud->target = 0;
  220. ud->to_x = x;
  221. ud->to_y = y;
  222. sc = status_get_sc(bl);
  223. if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
  224. map_random_dir(bl, &ud->to_x, &ud->to_y);
  225. if(ud->walktimer != -1) {
  226. // 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
  227. // timer関数からunit_walktoxy_subを呼ぶようにする
  228. ud->state.change_walk_target = 1;
  229. return 1;
  230. } else {
  231. return unit_walktoxy_sub(bl);
  232. }
  233. }
  234. static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
  235. {
  236. struct block_list *bl = map_id2bl(id);
  237. struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
  238. if (ud && ud->walktimer == -1 && ud->target == data)
  239. {
  240. if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
  241. add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
  242. else if (unit_can_move(bl))
  243. unit_walktoxy_sub(bl);
  244. }
  245. return 0;
  246. }
  247. // Chases a tbl. If the flag&1, use hard-path seek,
  248. // if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
  249. int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
  250. struct unit_data *ud = NULL;
  251. struct status_change *sc = NULL;
  252. nullpo_retr(0, bl);
  253. nullpo_retr(0, tbl);
  254. ud = unit_bl2ud(bl);
  255. if( ud == NULL) return 0;
  256. if (!(status_get_mode(bl)&MD_CANMOVE))
  257. return 0;
  258. if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
  259. ud->to_x = bl->x;
  260. ud->to_y = bl->y;
  261. return 0;
  262. }
  263. ud->state.walk_easy = flag&1;
  264. ud->target = tbl->id;
  265. ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
  266. ud->state.attack_continue = flag&2?1:0; //Chase to attack.
  267. sc = status_get_sc(bl);
  268. if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
  269. map_random_dir(bl, &ud->to_x, &ud->to_y);
  270. if(ud->walktimer != -1) {
  271. ud->state.change_walk_target = 1;
  272. return 1;
  273. }
  274. if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
  275. { //Can't move, wait a bit before invoking the movement.
  276. add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
  277. return 1;
  278. } else if (!unit_can_move(bl))
  279. return 0;
  280. return unit_walktoxy_sub(bl);
  281. }
  282. //Instant warp function.
  283. int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
  284. {
  285. int dx,dy,dir;
  286. struct unit_data *ud = NULL;
  287. struct map_session_data *sd = NULL;
  288. struct walkpath_data wpd;
  289. nullpo_retr(0, bl);
  290. if( BL_CAST( BL_PC, bl, sd ) ) {
  291. ud = &sd->ud;
  292. } else
  293. ud = unit_bl2ud(bl);
  294. if( ud == NULL) return 0;
  295. unit_stop_walking(bl,1);
  296. unit_stop_attack(bl);
  297. if(checkpath && (map_getcell(bl->m,bl->x,bl->y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
  298. return 0;
  299. dir = map_calc_dir(bl, dst_x,dst_y);
  300. ud->dir = dir;
  301. if(sd) sd->head_dir = dir;
  302. dx = dst_x - bl->x;
  303. dy = dst_y - bl->y;
  304. map_foreachinmovearea(clif_outsight,bl->m,
  305. bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
  306. dx,dy,sd?BL_ALL:BL_PC,bl);
  307. map_moveblock(bl, dst_x, dst_y, gettick());
  308. ud->walktimer = 1;
  309. map_foreachinmovearea(clif_insight,bl->m,
  310. bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
  311. -dx,-dy,sd?BL_ALL:BL_PC,bl);
  312. ud->walktimer = -1;
  313. if(sd) {
  314. if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
  315. npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
  316. if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
  317. return 0;
  318. } else
  319. sd->areanpc_id=0;
  320. if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0)
  321. { //Check if pet needs to be teleported. [Skotlex]
  322. int flag = 0;
  323. bl = &sd->pd->bl; //Note that bl now points to the pet!
  324. if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
  325. flag = 1;
  326. else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
  327. flag = 2;
  328. if (flag) {
  329. unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
  330. clif_slide(bl,bl->x,bl->y);
  331. }
  332. //If you want to use bl afterwards, uncomment this:
  333. //bl = &sd->bl;
  334. }
  335. }
  336. return 1;
  337. }
  338. int unit_setdir(struct block_list *bl,unsigned char dir)
  339. {
  340. struct unit_data *ud;
  341. nullpo_retr( 0, bl );
  342. ud = unit_bl2ud(bl);
  343. if (!ud) return 0;
  344. ud->dir = dir;
  345. if (bl->type == BL_PC)
  346. ((TBL_PC *)bl)->head_dir = dir;
  347. clif_changed_dir(bl);
  348. return 0;
  349. }
  350. int unit_getdir(struct block_list *bl)
  351. {
  352. struct unit_data *ud;
  353. nullpo_retr( 0, bl );
  354. ud = unit_bl2ud(bl);
  355. if (!ud) return 0;
  356. return ud->dir;
  357. }
  358. //Warps a unit/ud to a given map/position.
  359. //In the case of players, pc_setpos is used.
  360. //it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
  361. int unit_warp(struct block_list *bl,int m,short x,short y,int type)
  362. {
  363. struct unit_data *ud;
  364. nullpo_retr(0, bl);
  365. ud = unit_bl2ud(bl);
  366. if(bl->prev==NULL || !ud)
  367. return 1;
  368. if (type < 0 || type == 1)
  369. //Type 1 is invalid, since you shouldn't warp a bl with the "death"
  370. //animation, it messes up with unit_remove_map! [Skotlex]
  371. return 1;
  372. if( m<0 ) m=bl->m;
  373. switch (bl->type) {
  374. case BL_MOB:
  375. if (map[bl->m].flag.monster_noteleport)
  376. return 1;
  377. break;
  378. case BL_PC:
  379. if (map[bl->m].flag.noteleport)
  380. return 1;
  381. break;
  382. }
  383. if (x<0 || y<0)
  384. { //Random map position.
  385. if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
  386. if(battle_config.error_log)
  387. 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);
  388. return 2;
  389. }
  390. } else if (map_getcell(m,x,y,CELL_CHKNOREACH))
  391. { //Invalid target cell
  392. if(battle_config.error_log)
  393. ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
  394. if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1))
  395. { //Can't find a nearby cell
  396. if(battle_config.error_log)
  397. 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);
  398. return 2;
  399. }
  400. }
  401. if (bl->type == BL_PC) //Use pc_setpos
  402. return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
  403. if (!unit_remove_map(bl, type))
  404. return 3;
  405. bl->x=ud->to_x=x;
  406. bl->y=ud->to_y=y;
  407. bl->m=m;
  408. map_addblock(bl);
  409. clif_spawn(bl);
  410. //This is broken because the mob already was changed from map.
  411. //Fortunately, the slave ai will make them chase their master automatically
  412. // if (bl->type == BL_MOB)
  413. // mob_warpslave(bl,AREA_SIZE);
  414. skill_unit_move(bl,gettick(),1);
  415. return 0;
  416. }
  417. /*==========================================
  418. * 歩行停止
  419. *------------------------------------------
  420. */
  421. int unit_stop_walking(struct block_list *bl,int type)
  422. {
  423. struct unit_data *ud;
  424. struct status_change *sc;
  425. nullpo_retr(0, bl);
  426. ud = unit_bl2ud(bl);
  427. if(!ud || ud->walktimer == -1)
  428. return 0;
  429. sc = status_get_sc(bl);
  430. if (sc && sc->count && sc->data[SC_RUN].timer != -1)
  431. status_change_end(bl, SC_RUN, -1);
  432. // if(md) { md->state.skillstate = MSS_IDLE; }
  433. if(type&0x01) // 位置補正送信が必要
  434. clif_fixpos(bl);
  435. if(type&0x02 && unit_can_move(bl)) {
  436. int dx=ud->to_x-bl->x;
  437. int dy=ud->to_y-bl->y;
  438. if(dx<0) dx=-1; else if(dx>0) dx=1;
  439. if(dy<0) dy=-1; else if(dy>0) dy=1;
  440. if(dx || dy) {
  441. return unit_walktoxy( bl, bl->x+dx, bl->y+dy, 1);
  442. }
  443. }
  444. ud->walkpath.path_len = 0;
  445. ud->walkpath.path_pos = 0;
  446. ud->to_x = bl->x;
  447. ud->to_y = bl->y;
  448. delete_timer(ud->walktimer, unit_walktoxy_timer);
  449. ud->walktimer = -1;
  450. if(bl->type == BL_PET) {
  451. if(type&~0xff)
  452. ud->canmove_tick = gettick() + (type>>8);
  453. }
  454. return 1;
  455. }
  456. int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) {
  457. if(skill_num < 0) return 0;
  458. return unit_skilluse_id2(
  459. src, target_id, skill_num, skill_lv,
  460. skill_castfix(src, skill_num, skill_lv),
  461. skill_get_castcancel(skill_num)
  462. );
  463. }
  464. int unit_is_walking(struct block_list *bl)
  465. {
  466. struct unit_data *ud = unit_bl2ud(bl);
  467. nullpo_retr(0, bl);
  468. if(!ud) return 0;
  469. return (ud->walktimer != -1);
  470. }
  471. /*==========================================
  472. * Determines if the bl can move based on status changes. [Skotlex]
  473. *------------------------------------------
  474. */
  475. int unit_can_move(struct block_list *bl)
  476. {
  477. struct map_session_data *sd;
  478. struct unit_data *ud;
  479. struct status_change *sc;
  480. nullpo_retr(0, bl);
  481. ud = unit_bl2ud(bl);
  482. sc = status_get_sc(bl);
  483. BL_CAST(BL_PC, bl, sd);
  484. if (!ud)
  485. return 0;
  486. if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0))
  487. return 0;
  488. if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
  489. return 0;
  490. if (sd && (
  491. pc_issit(sd) ||
  492. sd->state.blockedmove
  493. ))
  494. return 0; //Can't move
  495. if (sc) {
  496. if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
  497. return 0;
  498. if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
  499. return 0;
  500. if (sc->count && (
  501. sc->data[SC_ANKLE].timer != -1 ||
  502. sc->data[SC_AUTOCOUNTER].timer !=-1 ||
  503. sc->data[SC_TRICKDEAD].timer !=-1 ||
  504. sc->data[SC_BLADESTOP].timer !=-1 ||
  505. sc->data[SC_SPIDERWEB].timer !=-1 ||
  506. (sc->data[SC_DANCING].timer !=-1 && (
  507. (sc->data[SC_DANCING].val4 && sc->data[SC_LONGING].timer == -1) ||
  508. sc->data[SC_DANCING].val1 == CG_HERMODE //cannot move while Hermod is active.
  509. )) ||
  510. (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect
  511. sc->data[SC_STOP].timer != -1 ||
  512. sc->data[SC_CLOSECONFINE].timer != -1 ||
  513. sc->data[SC_CLOSECONFINE2].timer != -1
  514. ))
  515. return 0;
  516. }
  517. return 1;
  518. }
  519. /*==========================================
  520. * Applies walk delay to character, considering that
  521. * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
  522. * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
  523. *------------------------------------------
  524. */
  525. int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
  526. {
  527. struct unit_data *ud = unit_bl2ud(bl);
  528. if (delay <= 0 || !ud) return 0;
  529. if (type) {
  530. if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
  531. return 0;
  532. } else {
  533. if (DIFF_TICK(ud->canmove_tick, tick) > 0)
  534. return 0;
  535. }
  536. ud->canmove_tick = tick + delay;
  537. if (ud->walktimer != -1)
  538. { //Stop walking, if chasing, readjust timers.
  539. struct TimerData *data = get_timer(ud->walktimer);
  540. //NOTE: We are using timer data after deleting it because we know the
  541. //delete_timer function does not messes with it. If the function's
  542. //behaviour changes in the future, this code could break!
  543. delete_timer(ud->walktimer, unit_walktoxy_timer);
  544. ud->walktimer = -1;
  545. ud->state.change_walk_target = 0;
  546. if (data && (!data->data || DIFF_TICK(data->tick, tick) <= data->data/2))
  547. { //Enough time has elapsed to allow for one more tile,
  548. //Or this is the first iteration of the walk
  549. ud->walkpath.path_len = ud->walkpath.path_pos+1;
  550. unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
  551. }
  552. clif_fixpos(bl);
  553. if(ud->target)
  554. add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
  555. }
  556. return 1;
  557. }
  558. /*==========================================
  559. * Applies walk delay based on attack type. [Skotlex]
  560. *------------------------------------------
  561. */
  562. int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) {
  563. struct unit_data *ud;
  564. struct status_change *sc;
  565. struct map_session_data *sd = NULL;
  566. struct block_list * target = NULL;
  567. unsigned int tick = gettick();
  568. int temp;
  569. nullpo_retr(0, src);
  570. if(status_isdead(src))
  571. return 0; // 死んでいないか
  572. if( BL_CAST( BL_PC, src, sd ) ) {
  573. ud = &sd->ud;
  574. } else
  575. ud = unit_bl2ud(src);
  576. if(ud == NULL) return 0;
  577. sc = status_get_sc(src);
  578. if (sc && !sc->count)
  579. sc = NULL; //Unneeded
  580. //temp: used to signal combo-skills right now.
  581. temp = (target_id == src->id && !(sd && sd->state.skill_flag)
  582. && skill_get_inf(skill_num)&INF_SELF_SKILL
  583. && skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
  584. if (temp)
  585. target_id = ud->target; //Auto-select skills. [Skotlex]
  586. if (sd) {
  587. //Target_id checking.
  588. if(skillnotok(skill_num, sd)) // [MouseJstr]
  589. return 0;
  590. switch(skill_num)
  591. { //Check for skills that auto-select target
  592. case MO_CHAINCOMBO:
  593. if (sc && sc->data[SC_BLADESTOP].timer != -1){
  594. if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
  595. return 0;
  596. }
  597. break;
  598. case TK_JUMPKICK:
  599. case TK_COUNTER:
  600. case HT_POWER:
  601. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
  602. target_id = sc->data[SC_COMBO].val2;
  603. break;
  604. case WE_MALE:
  605. case WE_FEMALE:
  606. if (!sd->status.partner_id)
  607. return 0;
  608. target = (struct block_list*)map_charid2sd(sd->status.partner_id);
  609. if (!target) {
  610. clif_skill_fail(sd,skill_num,0,0);
  611. return 0;
  612. }
  613. break;
  614. }
  615. if (target)
  616. target_id = target->id;
  617. }
  618. if(!target && (target=map_id2bl(target_id)) == NULL )
  619. return 0;
  620. if(src->m != target->m)
  621. return 0; // 同じマップかどうか
  622. if(!src->prev || !target->prev)
  623. return 0; // map 上に存在するか
  624. //Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
  625. if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
  626. return 0;
  627. if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
  628. return 0;
  629. if(!status_check_skilluse(src, target, skill_num, 0))
  630. return 0;
  631. //直前のスキル状況の記録
  632. if(sd) {
  633. switch(skill_num){
  634. case SA_CASTCANCEL:
  635. if(ud->skillid != skill_num){ //キャストキャンセル自体は覚えない
  636. sd->skillid_old = ud->skillid;
  637. sd->skilllv_old = ud->skilllv;
  638. break;
  639. }
  640. case BD_ENCORE: /* アンコール */
  641. //Prevent using the dance skill if you no longer have the skill in your tree.
  642. if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
  643. clif_skill_fail(sd,skill_num,0,0);
  644. return 0;
  645. }
  646. sd->skillid_old = skill_num;
  647. break;
  648. case BD_LULLABY: /* 子守歌 */
  649. case BD_RICHMANKIM: /* ニヨルドの宴 */
  650. case BD_ETERNALCHAOS: /* 永遠の?ャ沌 */
  651. case BD_DRUMBATTLEFIELD: /* ?太鼓の響き */
  652. case BD_RINGNIBELUNGEN: /* ニ?ベルングの指輪 */
  653. case BD_ROKISWEIL: /* �?キの叫び */
  654. case BD_INTOABYSS: /* ?[淵の中に */
  655. case BD_SIEGFRIED: /* 不死?gのジ?クフリ?ド */
  656. case CG_MOONLIT: /* 月明りの?�ノ落ちる花びら */
  657. if (battle_config.player_skill_partner_check &&
  658. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
  659. (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
  660. ) {
  661. clif_skill_fail(sd,skill_num,0,0);
  662. return 0;
  663. }
  664. break;
  665. }
  666. if (!skill_check_condition(sd, skill_num, skill_lv, 0))
  667. return 0;
  668. }
  669. //TODO: Add type-independant skill_check_condition function.
  670. if (src->type == BL_MOB) {
  671. switch (skill_num) {
  672. case NPC_SUMMONSLAVE:
  673. case NPC_SUMMONMONSTER:
  674. if (((TBL_MOB*)src)->master_id)
  675. return 0;
  676. }
  677. }
  678. if(src->id != target_id &&
  679. !battle_check_range(src,target,skill_get_range2(src, skill_num,skill_lv)
  680. +(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
  681. return 0;
  682. if (!temp) //Stop attack on non-combo skills [Skotlex]
  683. unit_stop_attack(src);
  684. else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
  685. ud->attackabletime = tick + status_get_adelay(src);
  686. ud->state.skillcastcancel = castcancel;
  687. //temp: Used to signal force cast now.
  688. temp = 0;
  689. /* 何か特殊な処理が必要 */
  690. // 失敗判定はskill_check_condition() に書くこと
  691. switch(skill_num){
  692. case ALL_RESURRECTION: /* リザレクション */
  693. if(battle_check_undead(status_get_race(target),status_get_elem_type(target))){ /* 敵がアンデッドなら */
  694. temp=1; /* ターンアンデットと同じ詠唱時間 */
  695. casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
  696. }
  697. break;
  698. case MO_FINGEROFFENSIVE: /* 指弾 */
  699. if(sd)
  700. casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
  701. break;
  702. case MO_EXTREMITYFIST: /*阿?C羅覇鳳�?*/
  703. if (sc && sc->data[SC_COMBO].timer != -1 &&
  704. (sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
  705. sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
  706. sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
  707. casttime = 0;
  708. temp = 1;
  709. break;
  710. case SA_MAGICROD:
  711. case SA_SPELLBREAKER:
  712. temp =1;
  713. break;
  714. case KN_CHARGEATK: //チャージアタック
  715. //Taken from jA: Casttime is increased by dist/3*100%
  716. casttime = casttime * ((distance_bl(src,target)-1)/3+1);
  717. break;
  718. }
  719. //メモライズ状態ならキャストタイムが1/2
  720. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
  721. casttime = casttime/2;
  722. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  723. status_change_end(src, SC_MEMORIZE, -1);
  724. }
  725. if( casttime>0 || temp){ /* 詠唱が必要 */
  726. clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
  727. /* 詠唱反応モンスター */
  728. if (sd && target->type == BL_MOB)
  729. {
  730. TBL_MOB *md = (TBL_MOB*)target;
  731. mobskill_event(md, src, tick, -1); //Cast targetted skill event.
  732. //temp: used to store mob's mode now.
  733. if ((temp=status_get_mode(target))&MD_CASTSENSOR &&
  734. battle_check_target(target, src, BCT_ENEMY) > 0)
  735. {
  736. switch (md->state.skillstate) {
  737. case MSS_ANGRY:
  738. case MSS_RUSH:
  739. case MSS_FOLLOW:
  740. if (!(temp&(MD_AGGRESSIVE|MD_ANGRY)))
  741. break; //Only Aggressive mobs change target while chasing.
  742. case MSS_IDLE:
  743. case MSS_WALK:
  744. md->target_id = src->id;
  745. md->state.aggressive = (temp&MD_ANGRY)?1:0;
  746. md->min_chase = md->db->range3;
  747. }
  748. }
  749. }
  750. }
  751. if( casttime<=0 )
  752. ud->state.skillcastcancel=0;
  753. ud->canact_tick = tick + casttime + 100;
  754. ud->skilltarget = target_id;
  755. ud->skillx = 0;
  756. ud->skilly = 0;
  757. ud->skillid = skill_num;
  758. ud->skilllv = skill_lv;
  759. if(
  760. (sd && !(battle_config.pc_cloak_check_type&2) ) ||
  761. (src->type == BL_MOB && !(battle_config.monster_cloak_check_type&2) )
  762. ) {
  763. if( sc && sc->data[SC_CLOAKING].timer != -1 && skill_num != AS_CLOAKING)
  764. status_change_end(src,SC_CLOAKING,-1);
  765. }
  766. if(casttime > 0) {
  767. ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
  768. //temp: used to hold FreeCast's level
  769. if(sd && (temp = pc_checkskill(sd,SA_FREECAST)) > 0)
  770. status_quick_recalc_speed (sd, SA_FREECAST, temp, 1);
  771. else
  772. unit_stop_walking(src,1);
  773. }
  774. else {
  775. // if(skill_num != SA_CASTCANCEL)
  776. // ud->skilltimer = -1; //This check is done above...
  777. skill_castend_id(ud->skilltimer,tick,src->id,0);
  778. }
  779. return 1;
  780. }
  781. int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) {
  782. if(skill_num < 0)
  783. return 0;
  784. return unit_skilluse_pos2(
  785. src, skill_x, skill_y, skill_num, skill_lv,
  786. skill_castfix(src, skill_num, skill_lv),
  787. skill_get_castcancel(skill_num)
  788. );
  789. }
  790. int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) {
  791. struct map_session_data *sd = NULL;
  792. struct unit_data *ud = NULL;
  793. struct status_change *sc;
  794. struct block_list bl;
  795. unsigned int tick = gettick();
  796. nullpo_retr(0, src);
  797. if(!src->prev) return 0; // map 上に存在するか
  798. if(status_isdead(src)) return 0;
  799. if( BL_CAST( BL_PC, src, sd ) ) {
  800. ud = &sd->ud;
  801. } else
  802. ud = unit_bl2ud(src);
  803. if(ud == NULL) return 0;
  804. if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
  805. return 0;
  806. sc = status_get_sc(src);
  807. if (sc && !sc->count)
  808. sc = NULL;
  809. if(sd) {
  810. if (skillnotok(skill_num, sd) ||
  811. !skill_check_condition(sd, skill_num, skill_lv,0))
  812. return 0;
  813. }
  814. if (!status_check_skilluse(src, NULL, skill_num, 0))
  815. return 0;
  816. if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
  817. { //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
  818. if (sd) clif_skill_fail(sd,skill_num,0,0);
  819. return 0;
  820. }
  821. /* 射程と障害物チェック */
  822. bl.type = BL_NUL;
  823. bl.m = src->m;
  824. bl.x = skill_x;
  825. bl.y = skill_y;
  826. if(skill_num != TK_HIGHJUMP &&
  827. !battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
  828. return 0;
  829. unit_stop_attack(src);
  830. ud->state.skillcastcancel = castcancel;
  831. //�?モライズ?態ならキャストタイムが1/3
  832. if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
  833. casttime = casttime/3;
  834. if ((--sc->data[SC_MEMORIZE].val2)<=0)
  835. status_change_end(src, SC_MEMORIZE, -1);
  836. }
  837. if( casttime>0 ) {
  838. /* 詠唱が必要 */
  839. unit_stop_walking( src, 1); // 歩行停止
  840. clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
  841. }
  842. if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */
  843. ud->state.skillcastcancel=0;
  844. ud->canact_tick = tick + casttime + 100;
  845. ud->skillid = skill_num;
  846. ud->skilllv = skill_lv;
  847. ud->skillx = skill_x;
  848. ud->skilly = skill_y;
  849. ud->skilltarget = 0;
  850. if((sd && !(battle_config.pc_cloak_check_type&2)) ||
  851. (src->type==BL_MOB && !(battle_config.monster_cloak_check_type&2))
  852. ) {
  853. if (sc && sc->data[SC_CLOAKING].timer != -1)
  854. status_change_end(src,SC_CLOAKING,-1);
  855. }
  856. if(casttime > 0) {
  857. ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
  858. //castcancel recylced to store FREECAST lv.
  859. if(sd && (castcancel = pc_checkskill(sd,SA_FREECAST)) > 0)
  860. status_quick_recalc_speed (sd, SA_FREECAST, castcancel, 1);
  861. else
  862. unit_stop_walking(src,1);
  863. }
  864. else {
  865. ud->skilltimer = -1;
  866. skill_castend_pos(ud->skilltimer,tick,src->id,0);
  867. }
  868. return 1;
  869. }
  870. static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
  871. // 攻撃停止
  872. int unit_stop_attack(struct block_list *bl)
  873. {
  874. struct unit_data *ud = unit_bl2ud(bl);
  875. nullpo_retr(0, bl);
  876. if(!ud || ud->attacktimer == -1)
  877. return 0;
  878. delete_timer( ud->attacktimer, unit_attack_timer );
  879. ud->attacktimer = -1;
  880. return 0;
  881. }
  882. //Means current target is unattackable. For now only unlocks mobs.
  883. int unit_unattackable(struct block_list *bl) {
  884. struct unit_data *ud = unit_bl2ud(bl);
  885. if (ud) {
  886. ud->target = 0;
  887. ud->state.attack_continue = 0;
  888. }
  889. if(bl->type == BL_MOB)
  890. mob_unlocktarget((struct mob_data*)bl, gettick()) ;
  891. else if(bl->type == BL_PET)
  892. pet_unlocktarget((struct pet_data*)bl);
  893. return 0;
  894. }
  895. /*==========================================
  896. * 攻撃要求
  897. * typeが1なら継続攻撃
  898. *------------------------------------------
  899. */
  900. int unit_attack(struct block_list *src,int target_id,int type)
  901. {
  902. struct block_list *target;
  903. struct unit_data *ud;
  904. nullpo_retr(0, ud = unit_bl2ud(src));
  905. target=map_id2bl(target_id);
  906. if(target==NULL || status_isdead(target)) {
  907. unit_unattackable(src);
  908. return 1;
  909. }
  910. if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris]
  911. npc_click((TBL_PC*)src,target_id); // submitted by leinsirk10 [Celest]
  912. return 0;
  913. }
  914. if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
  915. !status_check_skilluse(src, target, 0, 0)
  916. ) {
  917. unit_unattackable(src);
  918. return 1;
  919. }
  920. ud->target = target_id;
  921. ud->state.attack_continue = type;
  922. if (type) //If you re to attack continously, set to auto-case character
  923. ud->chaserange = status_get_range(src);
  924. //Just change target/type. [Skotlex]
  925. if(ud->attacktimer != -1)
  926. return 0;
  927. if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
  928. //Do attack next time it is possible. [Skotlex]
  929. ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
  930. else //Attack NOW.
  931. unit_attack_timer(-1,gettick(),src->id,0);
  932. return 0;
  933. }
  934. /*==========================================
  935. *
  936. *------------------------------------------
  937. */
  938. int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
  939. {
  940. struct walkpath_data wpd;
  941. nullpo_retr(0, bl);
  942. if( bl->x==x && bl->y==y ) // 同じマス
  943. return 1;
  944. // 障害物判定
  945. wpd.path_len=0;
  946. wpd.path_pos=0;
  947. wpd.path_half=0;
  948. return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
  949. }
  950. /*==========================================
  951. *
  952. *------------------------------------------
  953. */
  954. int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
  955. {
  956. struct walkpath_data wpd;
  957. int i;
  958. short dx,dy;
  959. nullpo_retr(0, bl);
  960. nullpo_retr(0, tbl);
  961. if( bl->m != tbl->m)
  962. return 0;
  963. if( bl->x==tbl->x && bl->y==tbl->y )
  964. return 1;
  965. if(range>0 && !check_distance_bl(bl, tbl, range))
  966. return 0;
  967. wpd.path_len=0;
  968. wpd.path_pos=0;
  969. wpd.path_half=0;
  970. #ifndef CELL_NOSTACK
  971. //Skip direct path seeking when in nostacking mode.
  972. if(path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x,tbl->y,easy,CELL_CHKNOREACH)!=-1) {
  973. if (x) *x = tbl->x;
  974. if (y) *y = tbl->y;
  975. return 1;
  976. }
  977. #endif
  978. // It judges whether it can adjoin or not.
  979. dx=tbl->x - bl->x;
  980. dy=tbl->y - bl->y;
  981. dx=(dx>0)?1:((dx<0)?-1:0);
  982. dy=(dy>0)?1:((dy<0)?-1:0);
  983. if (map_getcell(tbl->m,tbl->x+dx,tbl->y+dy,CELL_CHKNOREACH))
  984. { //Look for a suitable cell to place in.
  985. for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
  986. if (i==9) return 0; //No valid cells.
  987. dx = dirx[i];
  988. dy = diry[i];
  989. }
  990. if (x) *x = tbl->x-dx;
  991. if (y) *y = tbl->y-dy;
  992. return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
  993. }
  994. /*==========================================
  995. * PCの攻撃 (timer関数)
  996. *------------------------------------------
  997. */
  998. static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
  999. {
  1000. struct block_list *target;
  1001. struct unit_data *ud;
  1002. struct map_session_data *sd = NULL;
  1003. struct mob_data *md = NULL;
  1004. int range;
  1005. if((ud=unit_bl2ud(src))==NULL)
  1006. return 0;
  1007. if(ud->attacktimer != tid){
  1008. if(battle_config.error_log)
  1009. printf("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
  1010. return 0;
  1011. }
  1012. BL_CAST( BL_PC , src, sd);
  1013. BL_CAST( BL_MOB, src, md);
  1014. ud->attacktimer=-1;
  1015. target=map_id2bl(ud->target);
  1016. if(src->prev == NULL || target==NULL || target->prev == NULL)
  1017. return 0;
  1018. if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
  1019. return 0;
  1020. if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
  1021. return 0;
  1022. if(!battle_config.sdelay_attack_enable &&
  1023. DIFF_TICK(ud->canact_tick,tick) > 0 &&
  1024. (!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
  1025. ) {
  1026. if (tid == -1) { //requested attack.
  1027. if(sd) clif_skill_fail(sd,1,4,0);
  1028. return 0;
  1029. }
  1030. //Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
  1031. if(ud->state.attack_continue) {
  1032. if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
  1033. ud->attackabletime = ud->canact_tick;
  1034. ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
  1035. }
  1036. return 1;
  1037. }
  1038. range = status_get_range(src);
  1039. if(!sd || sd->status.weapon != 11) range++; //Dunno why everyone but bows gets this extra range...
  1040. if(unit_is_walking(target)) range++; //Extra range when chasing
  1041. if(!check_distance_bl(src,target,range) ) {
  1042. //Chase if required.
  1043. if(ud->state.attack_continue) {
  1044. if(sd)
  1045. clif_movetoattack(sd,target);
  1046. else
  1047. unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
  1048. }
  1049. return 1;
  1050. }
  1051. if(!battle_check_range(src,target,range)) {
  1052. //Within range, but no direct line of attack
  1053. if(ud->state.attack_continue) {
  1054. if(ud->chaserange > 2) ud->chaserange-=2;
  1055. unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
  1056. }
  1057. return 1;
  1058. }
  1059. if(DIFF_TICK(ud->attackabletime,tick) <= 0) {
  1060. if (battle_config.attack_direction_change &&
  1061. (src->type&battle_config.attack_direction_change)) {
  1062. ud->dir = map_calc_dir(src, target->x,target->y );
  1063. if (sd) sd->head_dir = ud->dir;
  1064. }
  1065. if(ud->walktimer != -1)
  1066. unit_stop_walking(src,1);
  1067. if(md) {
  1068. if (mobskill_use(md,tick,-1))
  1069. return 1;
  1070. if (status_get_mode(src)&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
  1071. { // Link monsters nearby [Skotlex]
  1072. md->last_linktime = tick;
  1073. map_foreachinrange(mob_linksearch, src, md->db->range2,
  1074. BL_MOB, md->class_, target, tick);
  1075. }
  1076. }
  1077. if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
  1078. return 1;
  1079. map_freeblock_lock();
  1080. ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
  1081. if(
  1082. (sd && !(battle_config.pc_cloak_check_type&2)) ||
  1083. (!sd && !(battle_config.monster_cloak_check_type&2))
  1084. ) {
  1085. struct status_change *sc = status_get_sc(src);
  1086. if (sc && sc->count && sc->data[SC_CLOAKING].timer != -1)
  1087. status_change_end(src,SC_CLOAKING,-1);
  1088. }
  1089. if(sd && sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support)
  1090. pet_target_check(sd,target,0);
  1091. map_freeblock_unlock();
  1092. if(ud->skilltimer != -1 && sd && (range = pc_checkskill(sd,SA_FREECAST)) > 0 ) // フリーキャスト
  1093. ud->attackabletime = tick + (status_get_adelay(src)*(150 - range*5)/100);
  1094. else
  1095. ud->attackabletime = tick + status_get_adelay(src);
  1096. // You can't move if you can't attack neither.
  1097. // Only for non-players, since it makes it near impossible to run away when you are on auto-attack.
  1098. if (src->type != BL_PC)
  1099. unit_set_walkdelay(src, tick, status_get_amotion(src), 1);
  1100. }
  1101. if(ud->state.attack_continue)
  1102. ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
  1103. return 1;
  1104. }
  1105. static int unit_attack_timer(int tid,unsigned int tick,int id,int data) {
  1106. struct block_list *bl;
  1107. bl = map_id2bl(id);
  1108. if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
  1109. unit_unattackable(bl);
  1110. return 0;
  1111. }
  1112. /*==========================================
  1113. * Cancels an ongoing skill cast.
  1114. * flag&1: Cast-Cancel invoked.
  1115. * flag&2: Cancel only if skill is cancellable.
  1116. *------------------------------------------
  1117. */
  1118. int unit_skillcastcancel(struct block_list *bl,int type)
  1119. {
  1120. struct map_session_data *sd = NULL;
  1121. struct unit_data *ud = unit_bl2ud( bl);
  1122. unsigned int tick=gettick();
  1123. int ret=0, skill;
  1124. nullpo_retr(0, bl);
  1125. if (!ud || ud->skilltimer==-1)
  1126. return 0; //Nothing to cancel.
  1127. BL_CAST(BL_PC, bl, sd);
  1128. if (type&2) {
  1129. //See if it can be cancelled.
  1130. if (!ud->state.skillcastcancel)
  1131. return 0;
  1132. if (sd && (sd->special_state.no_castcancel2 ||
  1133. (sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
  1134. return 0;
  1135. }
  1136. ud->canact_tick=tick;
  1137. if(sd && (skill = pc_checkskill(sd,SA_FREECAST)) > 0)
  1138. status_quick_recalc_speed(sd, SA_FREECAST, skill, 0); //Updated to use calc_speed [Skotlex]
  1139. if(type&1 && sd)
  1140. skill = sd->skillid_old;
  1141. else
  1142. skill = ud->skillid;
  1143. if (skill_get_inf(skill) & INF_GROUND_SKILL)
  1144. ret=delete_timer( ud->skilltimer, skill_castend_pos );
  1145. else
  1146. ret=delete_timer( ud->skilltimer, skill_castend_id );
  1147. if(ret<0)
  1148. printf("delete timer error : skillid : %d\n",ret);
  1149. if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1;
  1150. ud->skilltimer = -1;
  1151. clif_skillcastcancel(bl);
  1152. return 1;
  1153. }
  1154. // unit_data の初期化処理
  1155. void unit_dataset(struct block_list *bl) {
  1156. struct unit_data *ud;
  1157. nullpo_retv(ud = unit_bl2ud(bl));
  1158. memset( ud, 0, sizeof( struct unit_data) );
  1159. ud->bl = bl;
  1160. ud->walktimer = -1;
  1161. ud->skilltimer = -1;
  1162. ud->attacktimer = -1;
  1163. ud->attackabletime =
  1164. ud->canact_tick =
  1165. ud->canmove_tick = gettick();
  1166. }
  1167. /*==========================================
  1168. * 自分をロックしているユニットの数を数える(foreachclient)
  1169. *------------------------------------------
  1170. */
  1171. static int unit_counttargeted_sub(struct block_list *bl, va_list ap)
  1172. {
  1173. int id, target_lv;
  1174. struct unit_data *ud;
  1175. id = va_arg(ap,int);
  1176. target_lv = va_arg(ap,int);
  1177. if(bl->id == id)
  1178. return 0;
  1179. ud = unit_bl2ud(bl);
  1180. if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
  1181. return 1;
  1182. return 0;
  1183. }
  1184. /*==========================================
  1185. *
  1186. *------------------------------------------
  1187. */
  1188. 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)
  1189. {
  1190. nullpo_retr(0, target);
  1191. if(damage+damage2 <= 0)
  1192. return 0;
  1193. return battle_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2),0);
  1194. }
  1195. /*==========================================
  1196. * 自分をロックしている対象の数を返す
  1197. * 戻りは整数で0以上
  1198. *------------------------------------------
  1199. */
  1200. int unit_counttargeted(struct block_list *bl,int target_lv)
  1201. {
  1202. nullpo_retr(0, bl);
  1203. return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
  1204. bl->id, target_lv));
  1205. }
  1206. /*==========================================
  1207. * idを攻撃しているPCの攻撃を停止
  1208. * clif_foreachclientのcallback関数
  1209. *------------------------------------------
  1210. */
  1211. int unit_mobstopattacked(struct map_session_data *sd,va_list ap)
  1212. {
  1213. int id=va_arg(ap,int);
  1214. if(sd->ud.target==id)
  1215. unit_stop_attack(&sd->bl);
  1216. return 0;
  1217. }
  1218. /*==========================================
  1219. * 見た目のサイズを変更する
  1220. *------------------------------------------
  1221. */
  1222. int unit_changeviewsize(struct block_list *bl,short size)
  1223. {
  1224. nullpo_retr(0, bl);
  1225. size=(size<0)?-1:(size>0)?1:0;
  1226. if(bl->type == BL_PC) {
  1227. ((TBL_PC*)bl)->state.size=size;
  1228. } else if(bl->type == BL_MOB) {
  1229. ((TBL_MOB*)bl)->special_state.size=size;
  1230. } else
  1231. return 0;
  1232. if(size!=0)
  1233. clif_misceffect2(bl,421+size);
  1234. return 0;
  1235. }
  1236. /*==========================================
  1237. * Removes a bl/ud from the map.
  1238. * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
  1239. * if clrtype is 1 (death), appropiate cleanup is performed.
  1240. * Otherwise it is assumed bl is being warped.
  1241. *------------------------------------------
  1242. */
  1243. int unit_remove_map(struct block_list *bl, int clrtype) {
  1244. struct unit_data *ud = unit_bl2ud(bl);
  1245. struct status_change *sc = status_get_sc(bl);
  1246. nullpo_retr(0, ud);
  1247. if(bl->prev == NULL)
  1248. return 0; //Already removed?
  1249. map_freeblock_lock();
  1250. ud->target = 0; //Unlock walk/attack target.
  1251. if (ud->walktimer != -1)
  1252. unit_stop_walking(bl,0);
  1253. if (ud->attacktimer != -1)
  1254. unit_stop_attack(bl);
  1255. if (ud->skilltimer != -1)
  1256. unit_skillcastcancel(bl,0);
  1257. clif_clearchar_area(bl,clrtype);
  1258. if (clrtype == 1) //Death. Remove all status changes.
  1259. status_change_clear(bl,0);
  1260. else if(sc && sc->count ) { //map-change/warp dispells.
  1261. if(sc->data[SC_BLADESTOP].timer!=-1)
  1262. status_change_end(bl,SC_BLADESTOP,-1);
  1263. if(sc->data[SC_BASILICA].timer!=-1)
  1264. status_change_end(bl,SC_BASILICA,-1);
  1265. if(sc->data[SC_ANKLE].timer != -1)
  1266. status_change_end(bl, SC_ANKLE, -1);
  1267. if (sc->data[SC_TRICKDEAD].timer != -1)
  1268. status_change_end(bl, SC_TRICKDEAD, -1);
  1269. if (sc->data[SC_BLADESTOP].timer!=-1)
  1270. status_change_end(bl,SC_BLADESTOP,-1);
  1271. if (sc->data[SC_RUN].timer!=-1)
  1272. status_change_end(bl,SC_RUN,-1);
  1273. if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
  1274. skill_stop_dancing(bl);
  1275. if (sc->data[SC_DEVOTION].timer!=-1)
  1276. status_change_end(bl,SC_DEVOTION,-1);
  1277. if (sc->data[SC_CLOSECONFINE].timer!=-1)
  1278. status_change_end(bl,SC_CLOSECONFINE,-1);
  1279. if (sc->data[SC_CLOSECONFINE2].timer!=-1)
  1280. status_change_end(bl,SC_CLOSECONFINE2,-1);
  1281. if (sc->data[SC_HIDING].timer!=-1)
  1282. status_change_end(bl, SC_HIDING, -1);
  1283. if (sc->data[SC_CLOAKING].timer!=-1)
  1284. status_change_end(bl, SC_CLOAKING, -1);
  1285. if (sc->data[SC_CHASEWALK].timer!=-1)
  1286. status_change_end(bl, SC_CHASEWALK, -1);
  1287. if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
  1288. status_change_end(bl, SC_GOSPEL, -1);
  1289. }
  1290. if (battle_config.clear_unit_ondeath || clrtype != 1) //Clrtype 1 = died.
  1291. skill_clear_unitgroup(bl); // スキルユニットグループの削除
  1292. if (bl->type&BL_CHAR) {
  1293. skill_unit_move(bl,gettick(),4);
  1294. skill_cleartimerskill(bl); // タイマースキルクリア
  1295. }
  1296. if(bl->type == BL_PC) {
  1297. struct map_session_data *sd = (struct map_session_data*)bl;
  1298. //Leave/reject all invitations.
  1299. if(sd->chatID)
  1300. chat_leavechat(sd);
  1301. if(sd->trade_partner)
  1302. trade_tradecancel(sd);
  1303. if(sd->vender_id)
  1304. vending_closevending(sd);
  1305. if(sd->state.storage_flag == 1)
  1306. storage_storage_quit(sd,0);
  1307. else if (sd->state.storage_flag == 2)
  1308. storage_guild_storage_quit(sd,0);
  1309. if(sd->party_invite>0)
  1310. party_reply_invite(sd,sd->party_invite_account,0);
  1311. if(sd->guild_invite>0)
  1312. guild_reply_invite(sd,sd->guild_invite,0);
  1313. if(sd->guild_alliance>0)
  1314. guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
  1315. pc_stop_following(sd);
  1316. pc_delinvincibletimer(sd);
  1317. if(sd->pvp_timer!=-1) {
  1318. delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
  1319. sd->pvp_timer = -1;
  1320. }
  1321. if(pc_issit(sd)) {
  1322. pc_setstand(sd);
  1323. skill_gangsterparadise(sd,0);
  1324. skill_rest(sd,0);
  1325. }
  1326. party_send_dot_remove(sd);//minimap dot fix [Kevin]
  1327. guild_send_dot_remove(sd);
  1328. } else if(bl->type == BL_MOB) {
  1329. struct mob_data *md = (struct mob_data*)bl;
  1330. md->target_id=0;
  1331. md->attacked_id=0;
  1332. md->state.skillstate= clrtype==1?MSS_DEAD:MSS_IDLE;
  1333. if (md->master_id) md->master_dist = 0;
  1334. if (clrtype == 1) { //Death.
  1335. md->last_deadtime=gettick();
  1336. // Isn't this too much? Why not let the attack-timer fail when the mob is dead? [Skotlex]
  1337. // clif_foreachclient(unit_mobstopattacked,md->bl.id);
  1338. if(md->deletetimer!=-1)
  1339. delete_timer(md->deletetimer,mob_timer_delete);
  1340. md->deletetimer=-1;
  1341. md->hp=0;
  1342. if(pcdb_checkid(md->vd->class_)) //Player mobs are not removed automatically by the client.
  1343. clif_clearchar_delay(gettick()+3000,bl,0);
  1344. mob_deleteslave(md);
  1345. if(!md->spawn) {
  1346. map_delblock(bl);
  1347. unit_free(bl); //Mob does not respawn.
  1348. map_freeblock_unlock();
  1349. return 0;
  1350. }
  1351. mob_setdelayspawn(md); //Set respawning.
  1352. }
  1353. } else if (bl->type == BL_PET) {
  1354. struct pet_data *pd = (struct pet_data*)bl;
  1355. struct map_session_data *sd = pd->msd;
  1356. if(!sd) {
  1357. map_delblock(bl);
  1358. unit_free(bl);
  1359. map_freeblock_unlock();
  1360. return 0;
  1361. }
  1362. if (sd->bl.m != bl->m && sd->pet.intimate <= 0)
  1363. { //Remove pet.
  1364. intif_delete_petdata(sd->status.pet_id);
  1365. sd->status.pet_id = 0;
  1366. sd->pd = NULL;
  1367. sd->petDB = NULL;
  1368. pd->msd = NULL;
  1369. if(battle_config.pet_status_support)
  1370. status_calc_pc(sd,2);
  1371. map_delblock(bl);
  1372. unit_free(bl);
  1373. map_freeblock_unlock();
  1374. return 0;
  1375. }
  1376. }
  1377. map_delblock(bl);
  1378. map_freeblock_unlock();
  1379. return 1;
  1380. }
  1381. /*==========================================
  1382. * Function to free all related resources to the bl
  1383. * if unit is on map, it is removed using clrtype 0.
  1384. *------------------------------------------
  1385. */
  1386. int unit_free(struct block_list *bl) {
  1387. struct unit_data *ud = unit_bl2ud( bl );
  1388. nullpo_retr(0, ud);
  1389. map_freeblock_lock();
  1390. if( bl->prev ) //Players are supposed to logout with a "warp" effect.
  1391. unit_remove_map(bl, bl->type==BL_PC?3:0);
  1392. if( bl->type == BL_PC ) {
  1393. struct map_session_data *sd = (struct map_session_data*)bl;
  1394. if(status_isdead(bl))
  1395. pc_setrestartvalue(sd,2);
  1396. //Status that are not saved...
  1397. if(sd->sc.count) {
  1398. if(sd->sc.data[SC_SPURT].timer!=-1)
  1399. status_change_end(bl,SC_SPURT,-1);
  1400. if(sd->sc.data[SC_BERSERK].timer!=-1)
  1401. status_change_end(bl,SC_BERSERK,-1);
  1402. if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
  1403. status_change_end(bl,SC_TRICKDEAD,-1);
  1404. if (battle_config.debuff_on_logout) {
  1405. if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
  1406. status_change_end(bl,SC_STRIPWEAPON,-1);
  1407. if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
  1408. status_change_end(bl,SC_STRIPARMOR,-1);
  1409. if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
  1410. status_change_end(bl,SC_STRIPSHIELD,-1);
  1411. if(sd->sc.data[SC_STRIPHELM].timer!=-1)
  1412. status_change_end(bl,SC_STRIPHELM,-1);
  1413. if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
  1414. status_change_end(bl,SC_EXTREMITYFIST,-1);
  1415. if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
  1416. status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
  1417. }
  1418. }
  1419. // Notify friends that this char logged out. [Skotlex]
  1420. clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
  1421. party_send_logout(sd);
  1422. guild_send_memberinfoshort(sd,0);
  1423. pc_cleareventtimer(sd);
  1424. pc_delspiritball(sd,sd->spiritball,1);
  1425. chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
  1426. storage_delete(sd->status.account_id);
  1427. pc_makesavestatus(sd);
  1428. sd->state.waitingdisconnect = 1;
  1429. } else if( bl->type == BL_PET ) {
  1430. struct pet_data *pd = (struct pet_data*)bl;
  1431. struct map_session_data *sd = pd->msd;
  1432. if(sd && sd->pet_hungry_timer != -1)
  1433. pet_hungry_timer_delete(sd);
  1434. if (pd->a_skill)
  1435. {
  1436. aFree(pd->a_skill);
  1437. pd->a_skill = NULL;
  1438. }
  1439. if (pd->s_skill)
  1440. {
  1441. if (pd->s_skill->timer != -1) {
  1442. if (pd->s_skill->id)
  1443. delete_timer(pd->s_skill->timer, pet_skill_support_timer);
  1444. else
  1445. delete_timer(pd->s_skill->timer, pet_heal_timer);
  1446. }
  1447. aFree(pd->s_skill);
  1448. pd->s_skill = NULL;
  1449. }
  1450. if(pd->recovery)
  1451. {
  1452. if(pd->recovery->timer != -1)
  1453. delete_timer(pd->recovery->timer, pet_recovery_timer);
  1454. aFree(pd->recovery);
  1455. pd->recovery = NULL;
  1456. }
  1457. if(pd->bonus)
  1458. {
  1459. if (pd->bonus->timer != -1)
  1460. delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
  1461. aFree(pd->bonus);
  1462. pd->bonus = NULL;
  1463. }
  1464. if (pd->loot)
  1465. {
  1466. if (pd->loot->item)
  1467. aFree(pd->loot->item);
  1468. aFree (pd->loot);
  1469. pd->loot = NULL;
  1470. }
  1471. if (pd->status)
  1472. {
  1473. aFree(pd->status);
  1474. pd->status = NULL;
  1475. }
  1476. if (sd) sd->pd = NULL;
  1477. } else if(bl->type == BL_MOB) {
  1478. struct mob_data *md = (struct mob_data*)bl;
  1479. if(md->deletetimer!=-1)
  1480. delete_timer(md->deletetimer,mob_timer_delete);
  1481. md->deletetimer=-1;
  1482. if(md->lootitem) {
  1483. aFree(md->lootitem);
  1484. md->lootitem=NULL;
  1485. }
  1486. if (md->guardian_data)
  1487. {
  1488. if (md->guardian_data->number < MAX_GUARDIANS)
  1489. md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
  1490. aFree(md->guardian_data);
  1491. md->guardian_data = NULL;
  1492. }
  1493. if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
  1494. { //Spawning data is not attached to the map, so free it
  1495. //if this is the last mob who is pointing at it.
  1496. aFree(md->spawn);
  1497. md->spawn = NULL;
  1498. }
  1499. if(mob_is_clone(md->class_))
  1500. mob_clone_delete(md->class_);
  1501. }
  1502. status_change_clear(bl,1);
  1503. if (bl->type != BL_PC)
  1504. { //Players are handled by map_quit
  1505. map_deliddb(bl);
  1506. map_freeblock(bl);
  1507. }
  1508. map_freeblock_unlock();
  1509. return 0;
  1510. }
  1511. int do_init_unit(void) {
  1512. add_timer_func_list(unit_attack_timer, "unit_attack_timer");
  1513. add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
  1514. add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
  1515. return 0;
  1516. }
  1517. int do_final_unit(void) {
  1518. // nothing to do
  1519. return 0;
  1520. }