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