unit.c 50 KB

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