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