
* Fixes #2497. * Vacuum Extreme will now pull players into the center. * Vacuum Extreme should only pull in players that stop within it's AoE. * It will now ignore "no knockback" bonuses players have. Thanks to @esu1214, @cydh and @exneval!
3503 lines
96 KiB
C++
3503 lines
96 KiB
C++
// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
|
|
// For more information, see LICENCE in the main folder
|
|
|
|
#include "unit.hpp"
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include "../common/db.hpp"
|
|
#include "../common/ers.hpp" // ers_destroy
|
|
#include "../common/malloc.hpp"
|
|
#include "../common/nullpo.hpp"
|
|
#include "../common/random.hpp"
|
|
#include "../common/showmsg.hpp"
|
|
#include "../common/socket.hpp"
|
|
#include "../common/timer.hpp"
|
|
|
|
#include "achievement.hpp"
|
|
#include "battle.hpp"
|
|
#include "battleground.hpp"
|
|
#include "channel.hpp"
|
|
#include "chat.hpp"
|
|
#include "clif.hpp"
|
|
#include "duel.hpp"
|
|
#include "elemental.hpp"
|
|
#include "guild.hpp"
|
|
#include "homunculus.hpp"
|
|
#include "intif.hpp"
|
|
#include "map.hpp"
|
|
#include "mercenary.hpp"
|
|
#include "mob.hpp"
|
|
#include "npc.hpp"
|
|
#include "party.hpp"
|
|
#include "path.hpp"
|
|
#include "pc.hpp"
|
|
#include "pet.hpp"
|
|
#include "storage.hpp"
|
|
#include "trade.hpp"
|
|
|
|
// Directions values
|
|
// 1 0 7
|
|
// 2 . 6
|
|
// 3 4 5
|
|
// See also path.cpp walk_choices
|
|
const short dirx[DIR_MAX]={0,-1,-1,-1,0,1,1,1}; ///lookup to know where will move to x according dir
|
|
const short diry[DIR_MAX]={1,1,0,-1,-1,-1,0,1}; ///lookup to know where will move to y according dir
|
|
|
|
//early declaration
|
|
static TIMER_FUNC(unit_attack_timer);
|
|
static TIMER_FUNC(unit_walktoxy_timer);
|
|
int unit_unattackable(struct block_list *bl);
|
|
|
|
/**
|
|
* Get the unit_data related to the bl
|
|
* @param bl : Object to get the unit_data from
|
|
* valid type are : BL_PC|BL_MOB|BL_PET|BL_NPC|BL_HOM|BL_MER|BL_ELEM
|
|
* @return unit_data of bl or NULL
|
|
*/
|
|
struct unit_data* unit_bl2ud(struct block_list *bl)
|
|
{
|
|
if( bl == NULL) return NULL;
|
|
switch(bl->type){
|
|
case BL_PC: return &((struct map_session_data*)bl)->ud;
|
|
case BL_MOB: return &((struct mob_data*)bl)->ud;
|
|
case BL_PET: return &((struct pet_data*)bl)->ud;
|
|
case BL_NPC: return &((struct npc_data*)bl)->ud;
|
|
case BL_HOM: return &((struct homun_data*)bl)->ud;
|
|
case BL_MER: return &((struct mercenary_data*)bl)->ud;
|
|
case BL_ELEM: return &((struct elemental_data*)bl)->ud;
|
|
default : return NULL;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Tells a unit to walk to a specific coordinate
|
|
* @param bl: Unit to walk [ALL]
|
|
* @return 1: Success 0: Fail
|
|
*/
|
|
int unit_walktoxy_sub(struct block_list *bl)
|
|
{
|
|
int i;
|
|
struct walkpath_data wpd;
|
|
struct unit_data *ud = NULL;
|
|
|
|
nullpo_retr(1, bl);
|
|
ud = unit_bl2ud(bl);
|
|
if(ud == NULL) return 0;
|
|
|
|
if( !path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy,CELL_CHKNOPASS) )
|
|
return 0;
|
|
|
|
#ifdef OFFICIAL_WALKPATH
|
|
if( !path_search_long(NULL, bl->m, bl->x, bl->y, ud->to_x, ud->to_y, CELL_CHKNOPASS) // Check if there is an obstacle between
|
|
&& wpd.path_len > 14 // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett]
|
|
&& (bl->type != BL_NPC) ) // If type is a NPC, please disregard.
|
|
return 0;
|
|
#endif
|
|
|
|
memcpy(&ud->walkpath,&wpd,sizeof(wpd));
|
|
|
|
if (ud->target_to && ud->chaserange>1) {
|
|
// Generally speaking, the walk path is already to an adjacent tile
|
|
// so we only need to shorten the path if the range is greater than 1.
|
|
// Trim the last part of the path to account for range,
|
|
// but always move at least one cell when requested to move.
|
|
for (i = (ud->chaserange*10)-10; i > 0 && ud->walkpath.path_len>1;) {
|
|
ud->walkpath.path_len--;
|
|
enum directions dir = ud->walkpath.path[ud->walkpath.path_len];
|
|
if( direction_diagonal( dir ) )
|
|
i -= MOVE_COST*20; //When chasing, units will target a diamond-shaped area in range [Playtester]
|
|
else
|
|
i -= MOVE_COST;
|
|
ud->to_x -= dirx[dir];
|
|
ud->to_y -= diry[dir];
|
|
}
|
|
}
|
|
|
|
ud->state.change_walk_target=0;
|
|
|
|
if (bl->type == BL_PC) {
|
|
((TBL_PC *)bl)->head_dir = 0;
|
|
clif_walkok((TBL_PC*)bl);
|
|
}
|
|
clif_move(ud);
|
|
|
|
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
|
|
i = -1;
|
|
else if( direction_diagonal( ud->walkpath.path[ud->walkpath.path_pos] ) )
|
|
i = status_get_speed(bl)*MOVE_DIAGONAL_COST/MOVE_COST;
|
|
else
|
|
i = status_get_speed(bl);
|
|
if( i > 0)
|
|
ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Retrieve the direct master of a bl if one exists.
|
|
* @param bl: char to get his master [HOM|ELEM|PET|MER]
|
|
* @return map_session_data of master or NULL
|
|
*/
|
|
TBL_PC* unit_get_master(struct block_list *bl)
|
|
{
|
|
if(bl)
|
|
switch(bl->type) {
|
|
case BL_HOM: return (((TBL_HOM *)bl)->master);
|
|
case BL_ELEM: return (((TBL_ELEM *)bl)->master);
|
|
case BL_PET: return (((TBL_PET *)bl)->master);
|
|
case BL_MER: return (((TBL_MER *)bl)->master);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Retrieve a unit's master's teleport timer
|
|
* @param bl: char to get his master's teleport timer [HOM|ELEM|PET|MER]
|
|
* @return timer or NULL
|
|
*/
|
|
int* unit_get_masterteleport_timer(struct block_list *bl)
|
|
{
|
|
if(bl)
|
|
switch(bl->type) {
|
|
case BL_HOM: return &(((TBL_HOM *)bl)->masterteleport_timer);
|
|
case BL_ELEM: return &(((TBL_ELEM *)bl)->masterteleport_timer);
|
|
case BL_PET: return &(((TBL_PET *)bl)->masterteleport_timer);
|
|
case BL_MER: return &(((TBL_MER *)bl)->masterteleport_timer);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Warps a unit to its master if the master has gone out of sight (3 second default)
|
|
* Can be any object with a master [MOB|PET|HOM|MER|ELEM]
|
|
* @param tid: Timer
|
|
* @param tick: tick (unused)
|
|
* @param id: Unit to warp
|
|
* @param data: Data transferred from timer call
|
|
* @return 0
|
|
*/
|
|
TIMER_FUNC(unit_teleport_timer){
|
|
struct block_list *bl = map_id2bl(id);
|
|
int *mast_tid = unit_get_masterteleport_timer(bl);
|
|
|
|
if(tid == INVALID_TIMER || mast_tid == NULL)
|
|
return 0;
|
|
else if(*mast_tid != tid || bl == NULL)
|
|
return 0;
|
|
else {
|
|
TBL_PC *msd = unit_get_master(bl);
|
|
if(msd && !check_distance_bl(&msd->bl, bl, data)) {
|
|
*mast_tid = INVALID_TIMER;
|
|
unit_warp(bl, msd->bl.m, msd->bl.x, msd->bl.y, CLR_TELEPORT );
|
|
} else // No timer needed
|
|
*mast_tid = INVALID_TIMER;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Checks if a slave unit is outside their max distance from master
|
|
* If so, starts a timer (default: 3 seconds) which will teleport the unit back to master
|
|
* @param sbl: Object with a master [MOB|PET|HOM|MER|ELEM]
|
|
* @return 0
|
|
*/
|
|
int unit_check_start_teleport_timer(struct block_list *sbl)
|
|
{
|
|
TBL_PC *msd = NULL;
|
|
int max_dist = 0;
|
|
|
|
switch(sbl->type) {
|
|
case BL_HOM:
|
|
case BL_ELEM:
|
|
case BL_PET:
|
|
case BL_MER:
|
|
msd = unit_get_master(sbl);
|
|
break;
|
|
default:
|
|
return 0;
|
|
}
|
|
|
|
switch(sbl->type) {
|
|
case BL_HOM: max_dist = AREA_SIZE; break;
|
|
case BL_ELEM: max_dist = MAX_ELEDISTANCE; break;
|
|
case BL_PET: max_dist = AREA_SIZE; break;
|
|
case BL_MER: max_dist = MAX_MER_DISTANCE; break;
|
|
}
|
|
// If there is a master and it's a valid type
|
|
if(msd && max_dist) {
|
|
int *msd_tid = unit_get_masterteleport_timer(sbl);
|
|
|
|
if(msd_tid == NULL)
|
|
return 0;
|
|
if (!check_distance_bl(&msd->bl, sbl, max_dist)) {
|
|
if(*msd_tid == INVALID_TIMER || *msd_tid == 0)
|
|
*msd_tid = add_timer(gettick()+3000,unit_teleport_timer,sbl->id,max_dist);
|
|
} else {
|
|
if(*msd_tid && *msd_tid != INVALID_TIMER)
|
|
delete_timer(*msd_tid,unit_teleport_timer);
|
|
*msd_tid = INVALID_TIMER; // Cancel recall
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Triggered on full step if stepaction is true and executes remembered action.
|
|
* @param tid: Timer ID
|
|
* @param tick: Unused
|
|
* @param id: ID of bl to do the action
|
|
* @param data: Not used
|
|
* @return 1: Success 0: Fail (No valid bl)
|
|
*/
|
|
TIMER_FUNC(unit_step_timer){
|
|
struct block_list *bl;
|
|
struct unit_data *ud;
|
|
int target_id;
|
|
|
|
bl = map_id2bl(id);
|
|
|
|
if (!bl || bl->prev == NULL)
|
|
return 0;
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if(!ud)
|
|
return 0;
|
|
|
|
if(ud->steptimer != tid) {
|
|
ShowError("unit_step_timer mismatch %d != %d\n",ud->steptimer,tid);
|
|
return 0;
|
|
}
|
|
|
|
ud->steptimer = INVALID_TIMER;
|
|
|
|
if(!ud->stepaction)
|
|
return 0;
|
|
|
|
//Set to false here because if an error occurs, it should not be executed again
|
|
ud->stepaction = false;
|
|
|
|
if(!ud->target_to)
|
|
return 0;
|
|
|
|
//Flush target_to as it might contain map coordinates which should not be used by other functions
|
|
target_id = ud->target_to;
|
|
ud->target_to = 0;
|
|
|
|
//If stepaction is set then we remembered a client request that should be executed on the next step
|
|
//Execute request now if target is in attack range
|
|
if(ud->stepskill_id && skill_get_inf(ud->stepskill_id) & INF_GROUND_SKILL) {
|
|
//Execute ground skill
|
|
struct map_data *md = &map[bl->m];
|
|
unit_skilluse_pos(bl, target_id%md->xs, target_id/md->xs, ud->stepskill_id, ud->stepskill_lv);
|
|
} else {
|
|
//If a player has target_id set and target is in range, attempt attack
|
|
struct block_list *tbl = map_id2bl(target_id);
|
|
if (!tbl || !status_check_visibility(bl, tbl)) {
|
|
return 0;
|
|
}
|
|
if(ud->stepskill_id == 0) {
|
|
//Execute normal attack
|
|
unit_attack(bl, tbl->id, (ud->state.attack_continue) + 2);
|
|
} else {
|
|
//Execute non-ground skill
|
|
unit_skilluse_id(bl, tbl->id, ud->stepskill_id, ud->stepskill_lv);
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Defines when to refresh the walking character to object and restart the timer if applicable
|
|
* Also checks for speed update, target location, and slave teleport timers
|
|
* @param tid: Timer ID
|
|
* @param tick: Current tick to decide next timer update
|
|
* @param data: Data used in timer calls
|
|
* @return 0 or unit_walktoxy_sub() or unit_walktoxy()
|
|
*/
|
|
static TIMER_FUNC(unit_walktoxy_timer){
|
|
int i;
|
|
int x,y,dx,dy;
|
|
unsigned char icewall_walk_block;
|
|
struct block_list *bl;
|
|
struct unit_data *ud;
|
|
TBL_PC *sd=NULL;
|
|
TBL_MOB *md=NULL;
|
|
|
|
bl = map_id2bl(id);
|
|
|
|
if(bl == NULL)
|
|
return 0;
|
|
|
|
switch(bl->type) { // svoid useless cast, we can only be 1 type
|
|
case BL_PC: sd = BL_CAST(BL_PC, bl); break;
|
|
case BL_MOB: md = BL_CAST(BL_MOB, bl); break;
|
|
}
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if(ud == NULL)
|
|
return 0;
|
|
|
|
if(ud->walktimer != tid) {
|
|
ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
|
|
return 0;
|
|
}
|
|
|
|
ud->walktimer = INVALID_TIMER;
|
|
|
|
if (bl->prev == NULL)
|
|
return 0; // Stop moved because it is missing from the block_list
|
|
|
|
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
|
|
return 0;
|
|
|
|
if(ud->walkpath.path[ud->walkpath.path_pos]>=DIR_MAX)
|
|
return 1;
|
|
|
|
x = bl->x;
|
|
y = bl->y;
|
|
|
|
enum directions dir = ud->walkpath.path[ud->walkpath.path_pos];
|
|
ud->dir = dir;
|
|
|
|
dx = dirx[dir];
|
|
dy = diry[dir];
|
|
|
|
// Get icewall walk block depending on Status Immune mode (players can't be trapped)
|
|
if(md && status_has_mode(&md->status,MD_STATUS_IMMUNE))
|
|
icewall_walk_block = battle_config.boss_icewall_walk_block;
|
|
else if(md)
|
|
icewall_walk_block = battle_config.mob_icewall_walk_block;
|
|
else
|
|
icewall_walk_block = 0;
|
|
|
|
//Monsters will walk into an icewall from the west and south if they already started walking
|
|
if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS)
|
|
&& (icewall_walk_block == 0 || !map_getcell(bl->m,x+dx,y+dy,CELL_CHKICEWALL) || dx < 0 || dy < 0))
|
|
return unit_walktoxy_sub(bl);
|
|
|
|
//Monsters can only leave icewalls to the west and south
|
|
//But if movement fails more than icewall_walk_block times, they can ignore this rule
|
|
if(md && md->walktoxy_fail_count < icewall_walk_block && map_getcell(bl->m,x,y,CELL_CHKICEWALL) && (dx > 0 || dy > 0)) {
|
|
//Needs to be done here so that rudeattack skills are invoked
|
|
md->walktoxy_fail_count++;
|
|
clif_fixpos(bl);
|
|
//Monsters in this situation first use a chase skill, then unlock target and then use an idle skill
|
|
if (!(++ud->walk_count%WALK_SKILL_INTERVAL))
|
|
mobskill_use(md, tick, -1);
|
|
mob_unlocktarget(md, tick);
|
|
if (!(++ud->walk_count%WALK_SKILL_INTERVAL))
|
|
mobskill_use(md, tick, -1);
|
|
return 0;
|
|
}
|
|
|
|
// Refresh view for all those we lose sight
|
|
map_foreachinmovearea(clif_outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl);
|
|
|
|
x += dx;
|
|
y += dy;
|
|
map_moveblock(bl, x, y, tick);
|
|
ud->walk_count++; // Walked cell counter, to be used for walk-triggered skills. [Skotlex]
|
|
|
|
if (bl->x != x || bl->y != y || ud->walktimer != INVALID_TIMER)
|
|
return 0; // map_moveblock has altered the object beyond what we expected (moved/warped it)
|
|
|
|
ud->walktimer = CLIF_WALK_TIMER; // Arbitrary non-INVALID_TIMER value to make the clif code send walking packets
|
|
map_foreachinmovearea(clif_insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl);
|
|
ud->walktimer = INVALID_TIMER;
|
|
|
|
if (bl->x == ud->to_x && bl->y == ud->to_y) {
|
|
if (ud->walk_done_event[0]){
|
|
char walk_done_event[EVENT_NAME_LENGTH];
|
|
|
|
// Copying is required in case someone uses unitwalkto inside the event code
|
|
safestrncpy(walk_done_event, ud->walk_done_event, EVENT_NAME_LENGTH);
|
|
|
|
ud->state.walk_script = true;
|
|
|
|
// Execute the event
|
|
npc_event_do_id(walk_done_event,bl->id);
|
|
|
|
ud->state.walk_script = false;
|
|
|
|
// Check if the unit was killed
|
|
if( status_isdead(bl) ){
|
|
struct mob_data* md = BL_CAST(BL_MOB, bl);
|
|
|
|
if( md && !md->spawn ){
|
|
unit_free(bl, CLR_OUTSIGHT);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Check if another event was set
|
|
if( !strcmp(ud->walk_done_event,walk_done_event) ){
|
|
// If not remove it
|
|
ud->walk_done_event[0] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch(bl->type) {
|
|
case BL_PC:
|
|
if( !sd->npc_ontouch_.empty() )
|
|
npc_touchnext_areanpc(sd,false);
|
|
if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
|
|
npc_touch_areanpc(sd,bl->m,x,y);
|
|
if (bl->prev == NULL) // Script could have warped char, abort remaining of the function.
|
|
return 0;
|
|
} else
|
|
sd->areanpc.clear();
|
|
pc_cell_basilica(sd);
|
|
break;
|
|
case BL_MOB:
|
|
//Movement was successful, reset walktoxy_fail_count
|
|
md->walktoxy_fail_count = 0;
|
|
if( map_getcell(bl->m,x,y,CELL_CHKNPC) ) {
|
|
if( npc_touch_areanpc2(md) )
|
|
return 0; // Warped
|
|
} else
|
|
md->areanpc_id = 0;
|
|
if (md->min_chase > md->db->range3)
|
|
md->min_chase--;
|
|
// Walk skills are triggered regardless of target due to the idle-walk mob state.
|
|
// But avoid triggering on stop-walk calls.
|
|
if(tid != INVALID_TIMER &&
|
|
!(ud->walk_count%WALK_SKILL_INTERVAL) &&
|
|
map[bl->m].users > 0 &&
|
|
mobskill_use(md, tick, -1)) {
|
|
if (!(ud->skill_id == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER)
|
|
&& md->state.skillstate != MSS_WALK) //Walk skills are supposed to be used while walking
|
|
{ // Skill used, abort walking
|
|
clif_fixpos(bl); // Fix position as walk has been cancelled.
|
|
return 0;
|
|
}
|
|
// Resend walk packet for proper Self Destruction display.
|
|
clif_move(ud);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(tid == INVALID_TIMER) // A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
|
|
return 0;
|
|
|
|
//If stepaction is set then we remembered a client request that should be executed on the next step
|
|
if (ud->stepaction && ud->target_to) {
|
|
//Delete old stepaction even if not executed yet, the latest command is what counts
|
|
if(ud->steptimer != INVALID_TIMER) {
|
|
delete_timer(ud->steptimer, unit_step_timer);
|
|
ud->steptimer = INVALID_TIMER;
|
|
}
|
|
//Delay stepactions by half a step (so they are executed at full step)
|
|
if( direction_diagonal( ud->walkpath.path[ud->walkpath.path_pos] ) )
|
|
i = status_get_speed(bl)*MOVE_DIAGONAL_COST/MOVE_COST/2;
|
|
else
|
|
i = status_get_speed(bl)/2;
|
|
ud->steptimer = add_timer(tick+i, unit_step_timer, bl->id, 0);
|
|
}
|
|
|
|
if(ud->state.change_walk_target) {
|
|
if(unit_walktoxy_sub(bl)) {
|
|
return 1;
|
|
} else {
|
|
clif_fixpos(bl);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
ud->walkpath.path_pos++;
|
|
|
|
if(ud->walkpath.path_pos >= ud->walkpath.path_len)
|
|
i = -1;
|
|
else if( direction_diagonal( ud->walkpath.path[ud->walkpath.path_pos] ) )
|
|
i = status_get_speed(bl)*MOVE_DIAGONAL_COST/MOVE_COST;
|
|
else
|
|
i = status_get_speed(bl);
|
|
|
|
if(i > 0) {
|
|
ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
|
|
if( md && DIFF_TICK(tick,md->dmgtick) < 3000 ) // Not required not damaged recently
|
|
clif_move(ud);
|
|
} else if(ud->state.running) { // Keep trying to run.
|
|
if (!(unit_run(bl, NULL, SC_RUN) || unit_run(bl, sd, SC_WUGDASH)) )
|
|
ud->state.running = 0;
|
|
} else if (!ud->stepaction && ud->target_to) {
|
|
// Update target trajectory.
|
|
struct block_list *tbl = map_id2bl(ud->target_to);
|
|
if (!tbl || !status_check_visibility(bl, tbl)) { // Cancel chase.
|
|
ud->to_x = bl->x;
|
|
ud->to_y = bl->y;
|
|
|
|
if (tbl && bl->type == BL_MOB && mob_warpchase((TBL_MOB*)bl, tbl) )
|
|
return 0;
|
|
|
|
ud->target_to = 0;
|
|
|
|
return 0;
|
|
}
|
|
if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange)) { // Reached destination.
|
|
if (ud->state.attack_continue) {
|
|
// Aegis uses one before every attack, we should
|
|
// only need this one for syncing purposes. [Skotlex]
|
|
ud->target_to = 0;
|
|
clif_fixpos(bl);
|
|
unit_attack(bl, tbl->id, ud->state.attack_continue);
|
|
}
|
|
} else { // Update chase-path
|
|
unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
|
|
|
|
return 0;
|
|
}
|
|
} else { // Stopped walking. Update to_x and to_y to current location [Skotlex]
|
|
ud->to_x = bl->x;
|
|
ud->to_y = bl->y;
|
|
|
|
if(battle_config.official_cell_stack_limit > 0
|
|
&& map_count_oncell(bl->m, x, y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) {
|
|
//Walked on occupied cell, call unit_walktoxy again
|
|
if(ud->steptimer != INVALID_TIMER) {
|
|
//Execute step timer on next step instead
|
|
delete_timer(ud->steptimer, unit_step_timer);
|
|
ud->steptimer = INVALID_TIMER;
|
|
}
|
|
return unit_walktoxy(bl, x, y, 8);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Delays an xy timer
|
|
* @param tid: Timer ID
|
|
* @param tick: Unused
|
|
* @param id: ID of bl to delay timer on
|
|
* @param data: Data used in timer calls
|
|
* @return 1: Success 0: Fail (No valid bl)
|
|
*/
|
|
TIMER_FUNC(unit_delay_walktoxy_timer){
|
|
struct block_list *bl = map_id2bl(id);
|
|
|
|
if (!bl || bl->prev == NULL)
|
|
return 0;
|
|
|
|
unit_walktoxy(bl, (short)((data>>16)&0xffff), (short)(data&0xffff), 0);
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Delays an walk-to-bl timer
|
|
* @param tid: Timer ID
|
|
* @param tick: Unused
|
|
* @param id: ID of bl to delay timer on
|
|
* @param data: Data used in timer calls (target bl)
|
|
* @return 1: Success 0: Fail (No valid bl or target)
|
|
*/
|
|
TIMER_FUNC(unit_delay_walktobl_timer){
|
|
struct block_list *bl = map_id2bl(id), *tbl = map_id2bl(data);
|
|
|
|
if(!bl || bl->prev == NULL || tbl == NULL)
|
|
return 0;
|
|
else {
|
|
struct unit_data* ud = unit_bl2ud(bl);
|
|
unit_walktobl(bl, tbl, 0, 0);
|
|
ud->target_to = 0;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Begins the function of walking a unit to an x,y location
|
|
* This is where the path searches and unit can_move checks are done
|
|
* @param bl: Object to send to x,y coordinate
|
|
* @param x: X coordinate where the object will be walking to
|
|
* @param y: Y coordinate where the object will be walking to
|
|
* @param flag: Parameter to decide how to walk
|
|
* &1: Easy walk (fail if CELL_CHKNOPASS is in direct path)
|
|
* &2: Force walking (override can_move)
|
|
* &4: Delay walking for can_move
|
|
* &8: Search for an unoccupied cell and cancel if none available
|
|
* @return 1: Success 0: Fail or unit_walktoxy_sub()
|
|
*/
|
|
int unit_walktoxy( struct block_list *bl, short x, short y, unsigned char flag)
|
|
{
|
|
struct unit_data* ud = NULL;
|
|
struct status_change* sc = NULL;
|
|
struct walkpath_data wpd;
|
|
TBL_PC *sd = NULL;
|
|
|
|
nullpo_ret(bl);
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if (ud == NULL)
|
|
return 0;
|
|
|
|
if (bl->type == BL_PC)
|
|
sd = BL_CAST(BL_PC, bl);
|
|
|
|
if ((flag&8) && !map_closest_freecell(bl->m, &x, &y, BL_CHAR|BL_NPC, 1)) //This might change x and y
|
|
return 0;
|
|
|
|
if (!path_search(&wpd, bl->m, bl->x, bl->y, x, y, flag&1, CELL_CHKNOPASS)) // Count walk path cells
|
|
return 0;
|
|
|
|
#ifdef OFFICIAL_WALKPATH
|
|
if( !path_search_long(NULL, bl->m, bl->x, bl->y, x, y, CELL_CHKNOPASS) // Check if there is an obstacle between
|
|
&& wpd.path_len > 14 // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett]
|
|
&& (bl->type != BL_NPC) ) // If type is a NPC, please disregard.
|
|
return 0;
|
|
#endif
|
|
|
|
if ((wpd.path_len > battle_config.max_walk_path) && (bl->type != BL_NPC))
|
|
return 0;
|
|
|
|
if (flag&4) {
|
|
unit_unattackable(bl);
|
|
unit_stop_attack(bl);
|
|
|
|
if(DIFF_TICK(ud->canmove_tick, gettick()) > 0 && DIFF_TICK(ud->canmove_tick, gettick()) < 2000) { // Delay walking command. [Skotlex]
|
|
add_timer(ud->canmove_tick+1, unit_delay_walktoxy_timer, bl->id, (x<<16)|(y&0xFFFF));
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
if(!(flag&2) && (!status_bl_has_mode(bl,MD_CANMOVE) || !unit_can_move(bl)))
|
|
return 0;
|
|
|
|
ud->state.walk_easy = flag&1;
|
|
ud->to_x = x;
|
|
ud->to_y = y;
|
|
unit_stop_attack(bl); //Sets target to 0
|
|
|
|
sc = status_get_sc(bl);
|
|
if (sc && sc->data[SC_CONFUSION]) // Randomize the target position
|
|
map_random_dir(bl, &ud->to_x, &ud->to_y);
|
|
|
|
if(ud->walktimer != INVALID_TIMER) {
|
|
// When you come to the center of the grid because the change of destination while you're walking right now
|
|
// Call a function from a timer unit_walktoxy_sub
|
|
ud->state.change_walk_target = 1;
|
|
return 1;
|
|
}
|
|
|
|
// Start timer to recall summon
|
|
if (sd && sd->md)
|
|
unit_check_start_teleport_timer(&sd->md->bl);
|
|
if (sd && sd->ed)
|
|
unit_check_start_teleport_timer(&sd->ed->bl);
|
|
if (sd && sd->hd)
|
|
unit_check_start_teleport_timer(&sd->hd->bl);
|
|
if (sd && sd->pd)
|
|
unit_check_start_teleport_timer(&sd->pd->bl);
|
|
|
|
return unit_walktoxy_sub(bl);
|
|
}
|
|
|
|
/**
|
|
* Sets a mob's CHASE/FOLLOW state
|
|
* This should not be done if there's no path to reach
|
|
* @param bl: Mob to set state on
|
|
* @param flag: Whether to set state or not
|
|
*/
|
|
static inline void set_mobstate(struct block_list* bl, int flag)
|
|
{
|
|
struct mob_data* md = BL_CAST(BL_MOB,bl);
|
|
|
|
if( md && flag )
|
|
md->state.skillstate = md->state.aggressive ? MSS_FOLLOW : MSS_RUSH;
|
|
}
|
|
|
|
/**
|
|
* Timer to walking a unit to another unit's location
|
|
* Calls unit_walktoxy_sub once determined the unit can move
|
|
* @param tid: Object's timer ID
|
|
* @param id: Object's ID
|
|
* @param data: Data passed through timer function (target)
|
|
* @return 0
|
|
*/
|
|
static TIMER_FUNC(unit_walktobl_sub){
|
|
struct block_list *bl = map_id2bl(id);
|
|
struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
|
|
|
|
if (ud && ud->walktimer == INVALID_TIMER && ud->target == data) {
|
|
if (DIFF_TICK(ud->canmove_tick, tick) > 0) // Keep waiting?
|
|
add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
|
|
else if (unit_can_move(bl)) {
|
|
if (unit_walktoxy_sub(bl))
|
|
set_mobstate(bl, ud->state.attack_continue);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Tells a unit to walk to a target's location (chase)
|
|
* @param bl: Object that is walking to target
|
|
* @param tbl: Target object
|
|
* @param range: How close to get to target (or attack range if flag&2)
|
|
* @param flag: Extra behaviour
|
|
* &1: Use easy path seek (obstacles will not be walked around)
|
|
* &2: Start attacking upon arrival within range, otherwise just walk to target
|
|
* @return 1: Started walking or set timer 0: Failed
|
|
*/
|
|
int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, unsigned char flag)
|
|
{
|
|
struct unit_data *ud = NULL;
|
|
struct status_change *sc = NULL;
|
|
|
|
nullpo_ret(bl);
|
|
nullpo_ret(tbl);
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if(ud == NULL)
|
|
return 0;
|
|
|
|
if (!status_bl_has_mode(bl,MD_CANMOVE))
|
|
return 0;
|
|
|
|
if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
|
|
ud->to_x = bl->x;
|
|
ud->to_y = bl->y;
|
|
ud->target_to = 0;
|
|
|
|
return 0;
|
|
} else if (range == 0) {
|
|
//Should walk on the same cell as target (for looters)
|
|
ud->to_x = tbl->x;
|
|
ud->to_y = tbl->y;
|
|
}
|
|
|
|
ud->state.walk_easy = flag&1;
|
|
ud->target_to = tbl->id;
|
|
ud->chaserange = range; // Note that if flag&2, this SHOULD be attack-range
|
|
ud->state.attack_continue = flag&2?1:0; // Chase to attack.
|
|
unit_stop_attack(bl); //Sets target to 0
|
|
|
|
sc = status_get_sc(bl);
|
|
if (sc && sc->data[SC_CONFUSION]) // Randomize the target position
|
|
map_random_dir(bl, &ud->to_x, &ud->to_y);
|
|
|
|
if(ud->walktimer != INVALID_TIMER) {
|
|
ud->state.change_walk_target = 1;
|
|
set_mobstate(bl, flag&2);
|
|
|
|
return 1;
|
|
}
|
|
|
|
if(DIFF_TICK(ud->canmove_tick, gettick()) > 0) { // Can't move, wait a bit before invoking the movement.
|
|
add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
|
|
return 1;
|
|
}
|
|
|
|
if(!unit_can_move(bl))
|
|
return 0;
|
|
|
|
if (unit_walktoxy_sub(bl)) {
|
|
set_mobstate(bl, flag&2);
|
|
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Called by unit_run when an object is hit.
|
|
* @param sd Required only when using SC_WUGDASH
|
|
*/
|
|
void unit_run_hit(struct block_list *bl, struct status_change *sc, struct map_session_data *sd, enum sc_type type)
|
|
{
|
|
int lv = sc->data[type]->val1;
|
|
|
|
// If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
|
|
if (type == SC_RUN)
|
|
clif_status_change(bl, EFST_TING, 1, 0, 0, 0, 0);
|
|
|
|
// Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin]
|
|
unit_bl2ud(bl)->state.running = 0;
|
|
status_change_end(bl, type, INVALID_TIMER);
|
|
|
|
if (type == SC_RUN) {
|
|
skill_blown(bl, bl, skill_get_blewcount(TK_RUN, lv), unit_getdir(bl), BLOWN_NONE);
|
|
clif_status_change(bl, EFST_TING, 0, 0, 0, 0, 0);
|
|
} else if (sd) {
|
|
clif_fixpos(bl);
|
|
skill_castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, gettick(), SD_LEVEL);
|
|
}
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* Set a unit to run, checking for obstacles
|
|
* @param bl: Object that is running
|
|
* @param sd: Required only when using SC_WUGDASH
|
|
* @return true: Success (Finished running) false: Fail (Hit an object/Couldn't run)
|
|
*/
|
|
bool unit_run(struct block_list *bl, struct map_session_data *sd, enum sc_type type)
|
|
{
|
|
struct status_change *sc;
|
|
short to_x, to_y, dir_x, dir_y;
|
|
int i;
|
|
|
|
nullpo_retr(false, bl);
|
|
|
|
sc = status_get_sc(bl);
|
|
|
|
if (!(sc && sc->data[type]))
|
|
return false;
|
|
|
|
if (!unit_can_move(bl)) {
|
|
status_change_end(bl, type, INVALID_TIMER);
|
|
return false;
|
|
}
|
|
|
|
dir_x = dirx[sc->data[type]->val2];
|
|
dir_y = diry[sc->data[type]->val2];
|
|
|
|
// Determine destination cell
|
|
to_x = bl->x;
|
|
to_y = bl->y;
|
|
|
|
// Search for available path
|
|
for(i = 0; i < AREA_SIZE; i++) {
|
|
if(!map_getcell(bl->m, to_x + dir_x, to_y + dir_y, CELL_CHKPASS))
|
|
break;
|
|
|
|
// If sprinting and there's a PC/Mob/NPC, block the path [Kevin]
|
|
if(map_count_oncell(bl->m, to_x + dir_x, to_y + dir_y, BL_PC|BL_MOB|BL_NPC, 0))
|
|
break;
|
|
|
|
to_x += dir_x;
|
|
to_y += dir_y;
|
|
}
|
|
|
|
// Can't run forward.
|
|
if( (to_x == bl->x && to_y == bl->y) || (to_x == (bl->x + 1) || to_y == (bl->y + 1)) || (to_x == (bl->x - 1) || to_y == (bl->y - 1))) {
|
|
unit_run_hit(bl, sc, sd, type);
|
|
return false;
|
|
}
|
|
|
|
if (unit_walktoxy(bl, to_x, to_y, 1))
|
|
return true;
|
|
|
|
// There must be an obstacle nearby. Attempt walking one cell at a time.
|
|
do {
|
|
to_x -= dir_x;
|
|
to_y -= dir_y;
|
|
} while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1));
|
|
|
|
if (i == 0) {
|
|
unit_run_hit(bl, sc, sd, type);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Makes unit attempt to run away from target using hard paths
|
|
* @param bl: Object that is running away from target
|
|
* @param target: Target
|
|
* @param dist: How far bl should run
|
|
* @return 1: Success 0: Fail
|
|
*/
|
|
int unit_escape(struct block_list *bl, struct block_list *target, short dist)
|
|
{
|
|
uint8 dir = map_calc_dir(target, bl->x, bl->y);
|
|
|
|
while( dist > 0 && map_getcell(bl->m, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], CELL_CHKNOREACH) )
|
|
dist--;
|
|
|
|
return ( dist > 0 && unit_walktoxy(bl, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], 0) );
|
|
}
|
|
|
|
/**
|
|
* Instant warps a unit to x,y coordinate
|
|
* @param bl: Object to instant warp
|
|
* @param dst_x: X coordinate to warp to
|
|
* @param dst_y: Y coordinate to warp to
|
|
* @param easy:
|
|
* 0: Hard path check (attempt to go around obstacle)
|
|
* 1: Easy path check (no obstacle on movement path)
|
|
* 2: Long path check (no obstacle on line from start to destination)
|
|
* @param checkpath: Whether or not to do a cell and path check for NOPASS and NOREACH
|
|
* @return True: Success False: Fail
|
|
*/
|
|
bool unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath)
|
|
{
|
|
short dx,dy;
|
|
uint8 dir;
|
|
struct unit_data *ud = NULL;
|
|
struct map_session_data *sd = NULL;
|
|
|
|
nullpo_retr(false,bl);
|
|
|
|
sd = BL_CAST(BL_PC, bl);
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if(ud == NULL)
|
|
return false;
|
|
|
|
unit_stop_walking(bl, 1);
|
|
unit_stop_attack(bl);
|
|
|
|
if( checkpath && (map_getcell(bl->m,dst_x,dst_y,CELL_CHKNOPASS) || !path_search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,easy,CELL_CHKNOREACH)) )
|
|
return false; // Unreachable
|
|
|
|
ud->to_x = dst_x;
|
|
ud->to_y = dst_y;
|
|
|
|
dir = map_calc_dir(bl, dst_x, dst_y);
|
|
ud->dir = dir;
|
|
|
|
dx = dst_x - bl->x;
|
|
dy = dst_y - bl->y;
|
|
|
|
map_foreachinmovearea(clif_outsight, bl, AREA_SIZE, dx, dy, (sd ? BL_ALL : BL_PC), bl);
|
|
|
|
map_moveblock(bl, dst_x, dst_y, gettick());
|
|
|
|
ud->walktimer = CLIF_WALK_TIMER; // Arbitrary non-INVALID_TIMER value to make the clif code send walking packets
|
|
map_foreachinmovearea(clif_insight, bl, AREA_SIZE, -dx, -dy, (sd ? BL_ALL : BL_PC), bl);
|
|
ud->walktimer = INVALID_TIMER;
|
|
|
|
if(sd) {
|
|
if( !sd->npc_ontouch_.empty() )
|
|
npc_touchnext_areanpc(sd,false);
|
|
|
|
if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
|
|
npc_touch_areanpc(sd, bl->m, bl->x, bl->y);
|
|
|
|
if (bl->prev == NULL) // Script could have warped char, abort remaining of the function.
|
|
return false;
|
|
} else
|
|
sd->areanpc.clear();
|
|
|
|
if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > PET_INTIMATE_NONE ) {
|
|
// Check if pet needs to be teleported. [Skotlex]
|
|
int flag = 0;
|
|
struct block_list* pbl = &sd->pd->bl;
|
|
|
|
if( !checkpath && !path_search(NULL,pbl->m,pbl->x,pbl->y,dst_x,dst_y,0,CELL_CHKNOPASS) )
|
|
flag = 1;
|
|
else if (!check_distance_bl(&sd->bl, pbl, AREA_SIZE)) // Too far, teleport.
|
|
flag = 2;
|
|
|
|
if( flag ) {
|
|
unit_movepos(pbl,sd->bl.x,sd->bl.y, 0, 0);
|
|
clif_slide(pbl,pbl->x,pbl->y);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Sets direction of a unit
|
|
* @param bl: Object to set direction
|
|
* @param dir: Direction (0-7)
|
|
* @return 0
|
|
*/
|
|
int unit_setdir(struct block_list *bl, unsigned char dir)
|
|
{
|
|
struct unit_data *ud;
|
|
|
|
nullpo_ret(bl);
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if (!ud)
|
|
return 0;
|
|
|
|
ud->dir = dir;
|
|
|
|
if (bl->type == BL_PC)
|
|
((TBL_PC *)bl)->head_dir = 0;
|
|
|
|
clif_changed_dir(bl, AREA);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Gets direction of a unit
|
|
* @param bl: Object to get direction
|
|
* @return direction (0-7)
|
|
*/
|
|
uint8 unit_getdir(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud;
|
|
|
|
nullpo_ret(bl);
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if (!ud)
|
|
return 0;
|
|
|
|
return ud->dir;
|
|
}
|
|
|
|
/**
|
|
* Pushes a unit in a direction by a given amount of cells
|
|
* There is no path check, only map cell restrictions are respected
|
|
* @param bl: Object to push
|
|
* @param dx: Destination cell X
|
|
* @param dy: Destination cell Y
|
|
* @param count: How many cells to push bl
|
|
* @param flag: See skill.hpp::e_skill_blown
|
|
* @return count (can be modified due to map cell restrictions)
|
|
*/
|
|
int unit_blown(struct block_list* bl, int dx, int dy, int count, enum e_skill_blown flag)
|
|
{
|
|
if(count) {
|
|
struct map_session_data* sd;
|
|
struct skill_unit* su = NULL;
|
|
int nx, ny, result;
|
|
|
|
sd = BL_CAST(BL_PC, bl);
|
|
su = BL_CAST(BL_SKILL, bl);
|
|
|
|
result = path_blownpos(bl->m, bl->x, bl->y, dx, dy, count);
|
|
|
|
nx = result>>16;
|
|
ny = result&0xffff;
|
|
|
|
if(!su)
|
|
unit_stop_walking(bl, 0);
|
|
|
|
if( sd ) {
|
|
unit_stop_stepaction(bl); //Stop stepaction when knocked back
|
|
sd->ud.to_x = nx;
|
|
sd->ud.to_y = ny;
|
|
}
|
|
|
|
dx = nx-bl->x;
|
|
dy = ny-bl->y;
|
|
|
|
if(dx || dy) {
|
|
map_foreachinmovearea(clif_outsight, bl, AREA_SIZE, dx, dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl);
|
|
|
|
if(su) {
|
|
if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_KNOCKBACK_GROUP)
|
|
skill_unit_move_unit_group(su->group, bl->m, dx, dy);
|
|
else
|
|
skill_unit_move_unit(bl, nx, ny);
|
|
} else
|
|
map_moveblock(bl, nx, ny, gettick());
|
|
|
|
map_foreachinmovearea(clif_insight, bl, AREA_SIZE, -dx, -dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl);
|
|
|
|
if(!(flag&BLOWN_DONT_SEND_PACKET))
|
|
clif_blown(bl);
|
|
|
|
if(sd) {
|
|
if(!sd->npc_ontouch_.empty())
|
|
npc_touchnext_areanpc(sd, false);
|
|
|
|
if(map_getcell(bl->m, bl->x, bl->y, CELL_CHKNPC))
|
|
npc_touch_areanpc(sd, bl->m, bl->x, bl->y);
|
|
else
|
|
sd->areanpc.clear();
|
|
}
|
|
}
|
|
|
|
count = distance(dx, dy);
|
|
}
|
|
|
|
return count; // Return amount of knocked back cells
|
|
}
|
|
|
|
/**
|
|
* Checks if unit can be knocked back / stopped by skills.
|
|
* @param bl: Object to check
|
|
* @param flag
|
|
* 0x1 - Offensive (not set: self skill, e.g. Backslide)
|
|
* 0x2 - Knockback type (not set: Stop type, e.g. Ankle Snare)
|
|
* 0x4 - Boss attack
|
|
* 0x8 - Ignore target player 'special_state.no_knockback'
|
|
* @return reason for immunity
|
|
* UB_KNOCKABLE - can be knocked back / stopped
|
|
* UB_NO_KNOCKBACK_MAP - at WOE/BG map
|
|
* UB_MD_KNOCKBACK_IMMUNE - target is MD_KNOCKBACK_IMMUNE
|
|
* UB_TARGET_BASILICA - target is in Basilica area
|
|
* UB_TARGET_NO_KNOCKBACK - target has 'special_state.no_knockback'
|
|
* UB_TARGET_TRAP - target is trap that cannot be knocked back
|
|
*/
|
|
enum e_unit_blown unit_blown_immune(struct block_list* bl, uint8 flag)
|
|
{
|
|
if ((flag&0x1)
|
|
&& (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))
|
|
&& ((flag&0x2) || !(battle_config.skill_trap_type&0x1)))
|
|
return UB_NO_KNOCKBACK_MAP; // No knocking back in WoE / BG
|
|
|
|
switch (bl->type) {
|
|
case BL_MOB:
|
|
// Immune can't be knocked back
|
|
if (((flag&0x1) && status_bl_has_mode(bl,MD_KNOCKBACK_IMMUNE))
|
|
&& ((flag&0x2) || !(battle_config.skill_trap_type&0x2)))
|
|
return UB_MD_KNOCKBACK_IMMUNE;
|
|
break;
|
|
case BL_PC: {
|
|
struct map_session_data *sd = BL_CAST(BL_PC, bl);
|
|
// Basilica caster can't be knocked-back by normal monsters.
|
|
if( !(flag&0x4) && sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id)
|
|
return UB_TARGET_BASILICA;
|
|
// Target has special_state.no_knockback (equip)
|
|
if( (flag&(0x1|0x2)) && !(flag&0x8) && sd->special_state.no_knockback )
|
|
return UB_TARGET_NO_KNOCKBACK;
|
|
}
|
|
break;
|
|
case BL_SKILL: {
|
|
struct skill_unit* su = (struct skill_unit *)bl;
|
|
// Trap cannot be knocked back
|
|
if (su && su->group && skill_get_unit_flag(su->group->skill_id)&UF_NOKNOCKBACK)
|
|
return UB_TARGET_TRAP;
|
|
}
|
|
break;
|
|
}
|
|
|
|
//Object can be knocked back / stopped
|
|
return UB_KNOCKABLE;
|
|
}
|
|
|
|
/**
|
|
* Warps a unit to a map/position
|
|
* pc_setpos is used for player warping
|
|
* This function checks for "no warp" map flags, so it's safe to call without doing nowarpto/nowarp checks
|
|
* @param bl: Object to warp
|
|
* @param m: Map ID from bl structure (NOT index)
|
|
* @param x: Destination cell X
|
|
* @param y: Destination cell Y
|
|
* @param type: Clear type used in clif_clearunit_area()
|
|
* @return Success(0); Failed(1); Error(2); unit_remove_map() Failed(3); map_addblock Failed(4)
|
|
*/
|
|
int unit_warp(struct block_list *bl,short m,short x,short y,clr_type type)
|
|
{
|
|
struct unit_data *ud;
|
|
|
|
nullpo_ret(bl);
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if(bl->prev==NULL || !ud)
|
|
return 1;
|
|
|
|
if (type == CLR_DEAD)
|
|
// Type 1 is invalid, since you shouldn't warp a bl with the "death"
|
|
// animation, it messes up with unit_remove_map! [Skotlex]
|
|
return 1;
|
|
|
|
if( m < 0 )
|
|
m = bl->m;
|
|
|
|
switch (bl->type) {
|
|
case BL_MOB:
|
|
if (map_getmapflag(bl->m, MF_MONSTER_NOTELEPORT) && ((TBL_MOB*)bl)->master_id == 0)
|
|
return 1;
|
|
|
|
if (m != bl->m && map_getmapflag(m, MF_NOBRANCH) && battle_config.mob_warp&4 && !(((TBL_MOB *)bl)->master_id))
|
|
return 1;
|
|
break;
|
|
case BL_PC:
|
|
if (map_getmapflag(bl->m, MF_NOTELEPORT))
|
|
return 1;
|
|
break;
|
|
}
|
|
|
|
if (x < 0 || y < 0) { // Random map position.
|
|
if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
|
|
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);
|
|
return 2;
|
|
|
|
}
|
|
} else if ( bl->type != BL_NPC && map_getcell(m,x,y,CELL_CHKNOREACH)) { // Invalid target cell
|
|
ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
|
|
|
|
if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1)) { // Can't find a nearby cell
|
|
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);
|
|
return 2;
|
|
}
|
|
}
|
|
|
|
if (bl->type == BL_PC) // Use pc_setpos
|
|
return pc_setpos((TBL_PC*)bl, map_id2index(m), x, y, type);
|
|
|
|
if (!unit_remove_map(bl, type))
|
|
return 3;
|
|
|
|
if (bl->m != m && battle_config.clear_unit_onwarp &&
|
|
battle_config.clear_unit_onwarp&bl->type)
|
|
skill_clear_unitgroup(bl);
|
|
|
|
bl->x = ud->to_x = x;
|
|
bl->y = ud->to_y = y;
|
|
bl->m = m;
|
|
|
|
if (bl->type == BL_NPC) {
|
|
TBL_NPC *nd = (TBL_NPC*)bl;
|
|
map_addnpc(m, nd);
|
|
npc_setcells(nd);
|
|
}
|
|
|
|
if(map_addblock(bl))
|
|
return 4; //error on adding bl to map
|
|
|
|
clif_spawn(bl);
|
|
skill_unit_move(bl,gettick(),1);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Stops a unit from walking
|
|
* @param bl: Object to stop walking
|
|
* @param type: Options
|
|
* USW_FIXPOS: Issue a fixpos packet afterwards
|
|
* USW_MOVE_ONCE: Force the unit to move one cell if it hasn't yet
|
|
* USW_MOVE_FULL_CELL: Enable moving to the next cell when unit was already half-way there
|
|
* (may cause on-touch/place side-effects, such as a scripted map change)
|
|
* USW_FORCE_STOP: Force stop moving, even if walktimer is currently INVALID_TIMER
|
|
* @return Success(1); Failed(0);
|
|
*/
|
|
int unit_stop_walking(struct block_list *bl,int type)
|
|
{
|
|
struct unit_data *ud;
|
|
const struct TimerData* td = NULL;
|
|
t_tick tick;
|
|
|
|
nullpo_ret(bl);
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if(!ud || (!(type&USW_FORCE_STOP) && ud->walktimer == INVALID_TIMER))
|
|
return 0;
|
|
|
|
// NOTE: We are using timer data after deleting it because we know the
|
|
// delete_timer function does not mess with it. If the function's
|
|
// behaviour changes in the future, this code could break!
|
|
if (ud->walktimer != INVALID_TIMER) {
|
|
td = get_timer(ud->walktimer);
|
|
delete_timer(ud->walktimer, unit_walktoxy_timer);
|
|
ud->walktimer = INVALID_TIMER;
|
|
}
|
|
ud->state.change_walk_target = 0;
|
|
tick = gettick();
|
|
|
|
if( (type&USW_MOVE_ONCE && !ud->walkpath.path_pos) // Force moving at least one cell.
|
|
|| (type&USW_MOVE_FULL_CELL && td && DIFF_TICK(td->tick, tick) <= td->data/2) // Enough time has passed to cover half-cell
|
|
) {
|
|
ud->walkpath.path_len = ud->walkpath.path_pos+1;
|
|
unit_walktoxy_timer(INVALID_TIMER, tick, bl->id, ud->walkpath.path_pos);
|
|
}
|
|
|
|
if(type&USW_FIXPOS)
|
|
clif_fixpos(bl);
|
|
|
|
ud->walkpath.path_len = 0;
|
|
ud->walkpath.path_pos = 0;
|
|
ud->to_x = bl->x;
|
|
ud->to_y = bl->y;
|
|
|
|
if(bl->type == BL_PET && type&~USW_ALL)
|
|
ud->canmove_tick = gettick() + (type>>8);
|
|
|
|
// Re-added, the check in unit_set_walkdelay means dmg during running won't fall through to this place in code [Kevin]
|
|
if (ud->state.running) {
|
|
status_change_end(bl, SC_RUN, INVALID_TIMER);
|
|
status_change_end(bl, SC_WUGDASH, INVALID_TIMER);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Initiates a skill use by a unit
|
|
* @param src: Source object initiating skill use
|
|
* @param target_id: Target ID (bl->id)
|
|
* @param skill_id: Skill ID
|
|
* @param skill_lv: Skill Level
|
|
* @return unit_skilluse_id2()
|
|
*/
|
|
int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv)
|
|
{
|
|
return unit_skilluse_id2(
|
|
src, target_id, skill_id, skill_lv,
|
|
skill_castfix(src, skill_id, skill_lv),
|
|
skill_get_castcancel(skill_id)
|
|
);
|
|
}
|
|
|
|
/**
|
|
* Checks if a unit is walking
|
|
* @param bl: Object to check walk status
|
|
* @return Walking(1); Not Walking(0)
|
|
*/
|
|
int unit_is_walking(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
|
|
nullpo_ret(bl);
|
|
|
|
if(!ud)
|
|
return 0;
|
|
|
|
return (ud->walktimer != INVALID_TIMER);
|
|
}
|
|
|
|
/**
|
|
* Checks if a unit is able to move based on status changes
|
|
* View the StatusChangeStateTable in status.cpp for a list of statuses
|
|
* Some statuses are still checked here due too specific variables
|
|
* @author [Skotlex]
|
|
* @param bl: Object to check
|
|
* @return Can move(1); Can't move(0)
|
|
*/
|
|
int unit_can_move(struct block_list *bl) {
|
|
struct map_session_data *sd;
|
|
struct unit_data *ud;
|
|
struct status_change *sc;
|
|
|
|
nullpo_ret(bl);
|
|
|
|
ud = unit_bl2ud(bl);
|
|
sc = status_get_sc(bl);
|
|
sd = BL_CAST(BL_PC, bl);
|
|
|
|
if (!ud)
|
|
return 0;
|
|
|
|
if (ud->skilltimer != INVALID_TIMER && ud->skill_id != LG_EXEEDBREAK && (!sd || !pc_checkskill(sd, SA_FREECAST) || skill_get_inf2(ud->skill_id)&INF2_GUILD_SKILL))
|
|
return 0; // Prevent moving while casting
|
|
|
|
if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
|
|
return 0;
|
|
|
|
if ((sd && (pc_issit(sd) || sd->state.vending || sd->state.buyingstore || (sd->state.block_action & PCBLOCK_MOVE))) || ud->state.blockedmove)
|
|
return 0; // Can't move
|
|
|
|
// Status changes that block movement
|
|
if (sc) {
|
|
if( sc->cant.move // status placed here are ones that cannot be cached by sc->cant.move for they depend on other conditions other than their availability
|
|
|| sc->data[SC_SPIDERWEB]
|
|
|| (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
|
|
!sc->data[SC_LONGING] ||
|
|
(sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
|
|
(sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
|
|
) )
|
|
)
|
|
return 0;
|
|
|
|
if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING)
|
|
return 0;
|
|
|
|
if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
|
|
return 0;
|
|
}
|
|
|
|
// Icewall walk block special trapped monster mode
|
|
if(bl->type == BL_MOB) {
|
|
struct mob_data *md = BL_CAST(BL_MOB, bl);
|
|
if(md && ((status_has_mode(&md->status,MD_STATUS_IMMUNE) && battle_config.boss_icewall_walk_block == 1 && map_getcell(bl->m,bl->x,bl->y,CELL_CHKICEWALL))
|
|
|| (!status_has_mode(&md->status,MD_STATUS_IMMUNE) && battle_config.mob_icewall_walk_block == 1 && map_getcell(bl->m,bl->x,bl->y,CELL_CHKICEWALL)))) {
|
|
md->walktoxy_fail_count = 1; //Make sure rudeattacked skills are invoked
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Resumes running (RA_WUGDASH or TK_RUN) after a walk delay
|
|
* @param tid: Timer ID
|
|
* @param id: Object ID
|
|
* @param data: Data passed through timer function (unit_data)
|
|
* @return 0
|
|
*/
|
|
TIMER_FUNC(unit_resume_running){
|
|
struct unit_data *ud = (struct unit_data *)data;
|
|
TBL_PC *sd = map_id2sd(id);
|
|
|
|
if (sd && pc_isridingwug(sd))
|
|
clif_skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv,
|
|
sc_start4(ud->bl,ud->bl,status_skill2sc(RA_WUGDASH),100,ud->skill_lv,unit_getdir(ud->bl),0,0,0));
|
|
else
|
|
clif_skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv,
|
|
sc_start4(ud->bl,ud->bl,status_skill2sc(TK_RUN),100,ud->skill_lv,unit_getdir(ud->bl),0,0,0));
|
|
|
|
if (sd)
|
|
clif_walkok(sd);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Applies a walk delay to a unit
|
|
* @param bl: Object to apply walk delay to
|
|
* @param tick: Current tick
|
|
* @param delay: Amount of time to set walk delay
|
|
* @param type: Type of delay
|
|
* 0: Damage induced delay; Do not change previous delay
|
|
* 1: Skill induced delay; Walk delay can only be increased, not decreased
|
|
* @return Success(1); Fail(0);
|
|
*/
|
|
int unit_set_walkdelay(struct block_list *bl, t_tick tick, t_tick delay, int type)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
|
|
if (delay <= 0 || !ud)
|
|
return 0;
|
|
|
|
if (type) {
|
|
//Bosses can ignore skill induced walkdelay (but not damage induced)
|
|
if(bl->type == BL_MOB && status_has_mode(status_get_status_data(bl),MD_STATUS_IMMUNE))
|
|
return 0;
|
|
//Make sure walk delay is not decreased
|
|
if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
|
|
return 0;
|
|
} else {
|
|
// Don't set walk delays when already trapped.
|
|
if (!unit_can_move(bl)) {
|
|
unit_stop_walking(bl,4); //Unit might still be moving even though it can't move
|
|
return 0;
|
|
}
|
|
//Immune to being stopped for double the flinch time
|
|
if (DIFF_TICK(ud->canmove_tick, tick-delay) > 0)
|
|
return 0;
|
|
}
|
|
|
|
ud->canmove_tick = tick + delay;
|
|
|
|
if (ud->walktimer != INVALID_TIMER) { // Stop walking, if chasing, readjust timers.
|
|
if (delay == 1) // Minimal delay (walk-delay) disabled. Just stop walking.
|
|
unit_stop_walking(bl,0);
|
|
else {
|
|
// Resume running after can move again [Kevin]
|
|
if(ud->state.running)
|
|
add_timer(ud->canmove_tick, unit_resume_running, bl->id, (intptr_t)ud);
|
|
else {
|
|
unit_stop_walking(bl,4);
|
|
|
|
if(ud->target)
|
|
add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Performs checks for a unit using a skill and executes after cast time completion
|
|
* @param src: Object using skill
|
|
* @param target_id: Target ID (bl->id)
|
|
* @param skill_id: Skill ID
|
|
* @param skill_lv: Skill Level
|
|
* @param casttime: Initial cast time before cast time reductions
|
|
* @param castcancel: Whether or not the skill can be cancelled by interruption (hit)
|
|
* @return Success(1); Fail(0);
|
|
*/
|
|
int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel)
|
|
{
|
|
struct unit_data *ud;
|
|
struct status_data *tstatus;
|
|
struct status_change *sc;
|
|
struct map_session_data *sd = NULL;
|
|
struct block_list * target = NULL;
|
|
t_tick tick = gettick();
|
|
int combo = 0, range;
|
|
uint8 inf = 0;
|
|
uint32 inf2 = 0;
|
|
|
|
nullpo_ret(src);
|
|
|
|
if(status_isdead(src))
|
|
return 0; // Do not continue source is dead
|
|
|
|
sd = BL_CAST(BL_PC, src);
|
|
ud = unit_bl2ud(src);
|
|
|
|
if(ud == NULL)
|
|
return 0;
|
|
|
|
if (ud && ud->state.blockedskill)
|
|
return 0;
|
|
|
|
sc = status_get_sc(src);
|
|
|
|
if (sc && !sc->count)
|
|
sc = NULL; // Unneeded
|
|
|
|
inf = skill_get_inf(skill_id);
|
|
inf2 = skill_get_inf2(skill_id);
|
|
|
|
// temp: used to signal combo-skills right now.
|
|
if (sc && sc->data[SC_COMBO] &&
|
|
skill_is_combo(skill_id) &&
|
|
(sc->data[SC_COMBO]->val1 == skill_id ||
|
|
(sd?skill_check_condition_castbegin(sd,skill_id,skill_lv):0) )) {
|
|
if (skill_is_combo(skill_id) == 2 && target_id == src->id && ud->target > 0)
|
|
target_id = ud->target;
|
|
else if (sc->data[SC_COMBO]->val2)
|
|
target_id = sc->data[SC_COMBO]->val2;
|
|
else if (target_id == src->id || ud->target > 0)
|
|
target_id = ud->target;
|
|
|
|
if (inf&INF_SELF_SKILL && skill_get_nk(skill_id)&NK_NO_DAMAGE)// exploit fix
|
|
target_id = src->id;
|
|
|
|
combo = 1;
|
|
} else if ( target_id == src->id &&
|
|
inf&INF_SELF_SKILL &&
|
|
(inf2&INF2_NO_TARGET_SELF ||
|
|
(skill_id == RL_QD_SHOT && sc && sc->data[SC_QD_SHOT_READY])) ) {
|
|
target_id = ud->target; // Auto-select target. [Skotlex]
|
|
combo = 1;
|
|
}
|
|
|
|
if (sd) {
|
|
// Target_id checking.
|
|
if(skill_isNotOk(skill_id, sd))
|
|
return 0;
|
|
|
|
switch(skill_id) { // Check for skills that auto-select target
|
|
case MO_CHAINCOMBO:
|
|
if (sc && sc->data[SC_BLADESTOP]) {
|
|
if ((target=map_id2bl(sc->data[SC_BLADESTOP]->val4)) == NULL)
|
|
return 0;
|
|
}
|
|
break;
|
|
case WE_MALE:
|
|
case WE_FEMALE:
|
|
if (!sd->status.partner_id)
|
|
return 0;
|
|
|
|
target = (struct block_list*)map_charid2sd(sd->status.partner_id);
|
|
|
|
if (!target) {
|
|
clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
|
|
return 0;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (target)
|
|
target_id = target->id;
|
|
} else if (src->type == BL_HOM) {
|
|
switch(skill_id) { // Homun-auto-target skills.
|
|
case HLIF_HEAL:
|
|
case HLIF_AVOID:
|
|
case HAMI_DEFENCE:
|
|
case HAMI_CASTLE:
|
|
target = battle_get_master(src);
|
|
|
|
if (!target)
|
|
return 0;
|
|
|
|
target_id = target->id;
|
|
break;
|
|
case MH_SONIC_CRAW:
|
|
case MH_TINDER_BREAKER: {
|
|
int skill_id2 = ((skill_id==MH_SONIC_CRAW)?MH_MIDNIGHT_FRENZY:MH_EQC);
|
|
|
|
if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id2) { // It's a combo
|
|
target_id = sc->data[SC_COMBO]->val2;
|
|
combo = 1;
|
|
casttime = -1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !target ) // Choose default target
|
|
target = map_id2bl(target_id);
|
|
|
|
if( !target || src->m != target->m || !src->prev || !target->prev )
|
|
return 0;
|
|
|
|
if( battle_config.ksprotection && sd && mob_ksprotected(src, target) )
|
|
return 0;
|
|
|
|
// Normally not needed because clif.cpp checks for it, but the at/char/script commands don't! [Skotlex]
|
|
if(ud->skilltimer != INVALID_TIMER && skill_id != SA_CASTCANCEL && skill_id != SO_SPELLFIST)
|
|
return 0;
|
|
|
|
if(inf2&INF2_NO_TARGET_SELF && src->id == target_id)
|
|
return 0;
|
|
|
|
if(!status_check_skilluse(src, target, skill_id, 0))
|
|
return 0;
|
|
|
|
// Fail if the targetted skill is near NPC [Cydh]
|
|
if(inf2&INF2_NO_NEARNPC && skill_isNotOk_npcRange(src,skill_id,skill_lv,target->x,target->y)) {
|
|
if (sd)
|
|
clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
tstatus = status_get_status_data(target);
|
|
|
|
// Record the status of the previous skill)
|
|
if(sd) {
|
|
switch(skill_id) {
|
|
case SA_CASTCANCEL:
|
|
if(ud->skill_id != skill_id) {
|
|
sd->skill_id_old = ud->skill_id;
|
|
sd->skill_lv_old = ud->skill_lv;
|
|
}
|
|
break;
|
|
case BD_ENCORE:
|
|
// Prevent using the dance skill if you no longer have the skill in your tree.
|
|
if(!sd->skill_id_dance || pc_checkskill(sd,sd->skill_id_dance)<=0) {
|
|
clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
|
|
return 0;
|
|
}
|
|
|
|
sd->skill_id_old = skill_id;
|
|
break;
|
|
case WL_WHITEIMPRISON:
|
|
if( battle_check_target(src,target,BCT_SELF|BCT_ENEMY) < 0 ) {
|
|
clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
|
|
return 0;
|
|
}
|
|
break;
|
|
case MG_FIREBOLT:
|
|
case MG_LIGHTNINGBOLT:
|
|
case MG_COLDBOLT:
|
|
sd->skill_id_old = skill_id;
|
|
sd->skill_lv_old = skill_lv;
|
|
break;
|
|
case CR_DEVOTION:
|
|
if (target->type == BL_PC) {
|
|
uint8 i = 0, count = min(skill_lv, MAX_DEVOTION);
|
|
|
|
ARR_FIND(0, count, i, sd->devotion[i] == target_id);
|
|
if (i == count) {
|
|
ARR_FIND(0, count, i, sd->devotion[i] == 0);
|
|
if (i == count) { // No free slots, skill Fail
|
|
clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case RL_C_MARKER: {
|
|
uint8 i = 0;
|
|
|
|
ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == target_id);
|
|
if (i == MAX_SKILL_CRIMSON_MARKER) {
|
|
ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == 0);
|
|
if (i == MAX_SKILL_CRIMSON_MARKER) { // No free slots, skill Fail
|
|
clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (!skill_check_condition_castbegin(sd, skill_id, skill_lv))
|
|
return 0;
|
|
}
|
|
|
|
if( src->type == BL_MOB ) {
|
|
switch( skill_id ) {
|
|
case NPC_SUMMONSLAVE:
|
|
case NPC_SUMMONMONSTER:
|
|
case NPC_DEATHSUMMON:
|
|
case AL_TELEPORT:
|
|
if( ((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai )
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if (src->type == BL_NPC) // NPC-objects can override cast distance
|
|
range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight
|
|
else
|
|
range = skill_get_range2(src, skill_id, skill_lv, true); // Skill cast distance from database
|
|
|
|
// New action request received, delete previous action request if not executed yet
|
|
if(ud->stepaction || ud->steptimer != INVALID_TIMER)
|
|
unit_stop_stepaction(src);
|
|
// Remember the skill request from the client while walking to the next cell
|
|
if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle_check_range(src, target, range-1)) {
|
|
ud->stepaction = true;
|
|
ud->target_to = target_id;
|
|
ud->stepskill_id = skill_id;
|
|
ud->stepskill_lv = skill_lv;
|
|
return 0; // Attacking will be handled by unit_walktoxy_timer in this case
|
|
}
|
|
|
|
// Check range when not using skill on yourself or is a combo-skill during attack
|
|
// (these are supposed to always have the same range as your attack)
|
|
if( src->id != target_id && (!combo || ud->attacktimer == INVALID_TIMER) ) {
|
|
if( skill_get_state(ud->skill_id) == ST_MOVE_ENABLE ) {
|
|
if( !unit_can_reach_bl(src, target, range + 1, 1, NULL, NULL) )
|
|
return 0; // Walk-path check failed.
|
|
} else if( src->type == BL_MER && skill_id == MA_REMOVETRAP ) {
|
|
if( !battle_check_range(battle_get_master(src), target, range + 1) )
|
|
return 0; // Aegis calc remove trap based on Master position, ignoring mercenary O.O
|
|
} else if( !battle_check_range(src, target, range) )
|
|
return 0; // Arrow-path check failed.
|
|
}
|
|
|
|
if (!combo) // Stop attack on non-combo skills [Skotlex]
|
|
unit_stop_attack(src);
|
|
else if(ud->attacktimer != INVALID_TIMER) // Elsewise, delay current attack sequence
|
|
ud->attackabletime = tick + status_get_adelay(src);
|
|
|
|
ud->state.skillcastcancel = castcancel;
|
|
|
|
// Combo: Used to signal force cast now.
|
|
combo = 0;
|
|
|
|
switch(skill_id) {
|
|
case ALL_RESURRECTION:
|
|
if(battle_check_undead(tstatus->race,tstatus->def_ele))
|
|
combo = 1;
|
|
else if (!status_isdead(target))
|
|
return 0; // Can't cast on non-dead characters.
|
|
break;
|
|
case MO_FINGEROFFENSIVE:
|
|
if(sd)
|
|
casttime += casttime * min(skill_lv, sd->spiritball);
|
|
break;
|
|
case MO_EXTREMITYFIST:
|
|
if (sc && sc->data[SC_COMBO] &&
|
|
(sc->data[SC_COMBO]->val1 == MO_COMBOFINISH ||
|
|
sc->data[SC_COMBO]->val1 == CH_TIGERFIST ||
|
|
sc->data[SC_COMBO]->val1 == CH_CHAINCRUSH))
|
|
casttime = -1;
|
|
combo = 1;
|
|
break;
|
|
case SR_GATEOFHELL:
|
|
case SR_TIGERCANNON:
|
|
if (sc && sc->data[SC_COMBO] &&
|
|
sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE)
|
|
casttime = -1;
|
|
combo = 1;
|
|
break;
|
|
case SA_SPELLBREAKER:
|
|
combo = 1;
|
|
break;
|
|
#ifndef RENEWAL_CAST
|
|
case ST_CHASEWALK:
|
|
if (sc && sc->data[SC_CHASEWALK])
|
|
casttime = -1;
|
|
break;
|
|
#endif
|
|
case TK_RUN:
|
|
if (sc && sc->data[SC_RUN])
|
|
casttime = -1;
|
|
break;
|
|
case HP_BASILICA:
|
|
if( sc && sc->data[SC_BASILICA] )
|
|
casttime = -1; // No Casting time on basilica cancel
|
|
break;
|
|
#ifndef RENEWAL_CAST
|
|
case KN_CHARGEATK:
|
|
{
|
|
unsigned int k = (distance_bl(src,target)-1)/3; //Range 0-3: 500ms, Range 4-6: 1000ms, Range 7+: 1500ms
|
|
if(k > 2)
|
|
k = 2;
|
|
casttime += casttime * k;
|
|
}
|
|
break;
|
|
#endif
|
|
case GD_EMERGENCYCALL: // Emergency Call double cast when the user has learned Leap [Daegaladh]
|
|
if (sd && (pc_checkskill(sd,TK_HIGHJUMP) || pc_checkskill(sd,SU_LOPE) >= 3))
|
|
casttime *= 2;
|
|
break;
|
|
case RA_WUGDASH:
|
|
if (sc && sc->data[SC_WUGDASH])
|
|
casttime = -1;
|
|
break;
|
|
case EL_WIND_SLASH:
|
|
case EL_HURRICANE:
|
|
case EL_TYPOON_MIS:
|
|
case EL_STONE_HAMMER:
|
|
case EL_ROCK_CRUSHER:
|
|
case EL_STONE_RAIN:
|
|
case EL_ICE_NEEDLE:
|
|
case EL_WATER_SCREW:
|
|
case EL_TIDAL_WEAPON:
|
|
if( src->type == BL_ELEM ) {
|
|
sd = BL_CAST(BL_PC, battle_get_master(src));
|
|
if( sd && sd->skill_id_old == SO_EL_ACTION ) {
|
|
casttime = -1;
|
|
sd->skill_id_old = 0;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
// Moved here to prevent Suffragium from ending if skill fails
|
|
#ifndef RENEWAL_CAST
|
|
casttime = skill_castfix_sc(src, casttime, skill_get_castnodex(skill_id));
|
|
#else
|
|
casttime = skill_vfcastfix(src, casttime, skill_id, skill_lv);
|
|
#endif
|
|
|
|
if(!ud->state.running) // Need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026
|
|
unit_stop_walking(src, 1); // Even though this is not how official works but this will do the trick. bugreport:6829
|
|
|
|
// SC_MAGICPOWER needs to switch states at start of cast
|
|
skill_toggle_magicpower(src, skill_id);
|
|
|
|
// In official this is triggered even if no cast time.
|
|
clif_skillcasting(src, src->id, target_id, 0,0, skill_id, skill_get_ele(skill_id, skill_lv), casttime);
|
|
|
|
if (sd && target->type == BL_MOB) {
|
|
TBL_MOB *md = (TBL_MOB*)target;
|
|
|
|
mobskill_event(md, src, tick, -1); // Cast targetted skill event.
|
|
|
|
if ((status_has_mode(tstatus,MD_CASTSENSOR_IDLE) || status_has_mode(tstatus,MD_CASTSENSOR_CHASE)) && battle_check_target(target, src, BCT_ENEMY) > 0) {
|
|
switch (md->state.skillstate) {
|
|
case MSS_RUSH:
|
|
case MSS_FOLLOW:
|
|
if (!status_has_mode(tstatus,MD_CASTSENSOR_CHASE))
|
|
break;
|
|
|
|
md->target_id = src->id;
|
|
md->state.aggressive = status_has_mode(tstatus,MD_ANGRY)?1:0;
|
|
md->min_chase = md->db->range3;
|
|
break;
|
|
case MSS_IDLE:
|
|
case MSS_WALK:
|
|
if (!status_has_mode(tstatus,MD_CASTSENSOR_IDLE))
|
|
break;
|
|
|
|
md->target_id = src->id;
|
|
md->state.aggressive = status_has_mode(tstatus,MD_ANGRY)?1:0;
|
|
md->min_chase = md->db->range3;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( casttime <= 0 )
|
|
ud->state.skillcastcancel = 0;
|
|
|
|
if (!sd || sd->skillitem != skill_id || skill_get_cast(skill_id, skill_lv))
|
|
ud->canact_tick = tick + i64max(casttime, max(status_get_amotion(src), battle_config.min_skill_delay_limit)) + SECURITY_CASTTIME;
|
|
|
|
if( sd ) {
|
|
switch( skill_id ) {
|
|
case CG_ARROWVULCAN:
|
|
sd->canequip_tick = tick + casttime;
|
|
break;
|
|
}
|
|
}
|
|
|
|
ud->skilltarget = target_id;
|
|
ud->skillx = 0;
|
|
ud->skilly = 0;
|
|
ud->skill_id = skill_id;
|
|
ud->skill_lv = skill_lv;
|
|
|
|
if( sc ) {
|
|
// These 3 status do not stack, so it's efficient to use if-else
|
|
if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) {
|
|
status_change_end(src, SC_CLOAKING, INVALID_TIMER);
|
|
|
|
if (!src->prev)
|
|
return 0; // Warped away!
|
|
} else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) {
|
|
status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER);
|
|
|
|
if (!src->prev)
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
if( casttime > 0 ) {
|
|
ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
|
|
|
|
if( sd && (pc_checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) )
|
|
status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
|
|
} else
|
|
skill_castend_id(ud->skilltimer,tick,src->id,0);
|
|
|
|
if( sd && battle_config.prevent_logout_trigger&PLT_SKILL )
|
|
sd->canlog_tick = gettick();
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Initiates a placement (ground/non-targeted) skill
|
|
* @param src: Object using skill
|
|
* @param skill_x: X coordinate where skill is being casted (center)
|
|
* @param skill_y: Y coordinate where skill is being casted (center)
|
|
* @param skill_id: Skill ID
|
|
* @param skill_lv: Skill Level
|
|
* @return unit_skilluse_pos2()
|
|
*/
|
|
int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv)
|
|
{
|
|
return unit_skilluse_pos2(
|
|
src, skill_x, skill_y, skill_id, skill_lv,
|
|
skill_castfix(src, skill_id, skill_lv),
|
|
skill_get_castcancel(skill_id)
|
|
);
|
|
}
|
|
|
|
/**
|
|
* Performs checks for a unit using a skill and executes after cast time completion
|
|
* @param src: Object using skill
|
|
* @param skill_x: X coordinate where skill is being casted (center)
|
|
* @param skill_y: Y coordinate where skill is being casted (center)
|
|
* @param skill_id: Skill ID
|
|
* @param skill_lv: Skill Level
|
|
* @param casttime: Initial cast time before cast time reductions
|
|
* @param castcancel: Whether or not the skill can be cancelled by interuption (hit)
|
|
* @return Success(1); Fail(0);
|
|
*/
|
|
int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel)
|
|
{
|
|
struct map_session_data *sd = NULL;
|
|
struct unit_data *ud = NULL;
|
|
struct status_change *sc;
|
|
struct block_list bl;
|
|
t_tick tick = gettick();
|
|
int range;
|
|
|
|
nullpo_ret(src);
|
|
|
|
if (!src->prev)
|
|
return 0; // Not on the map
|
|
|
|
if(status_isdead(src))
|
|
return 0;
|
|
|
|
sd = BL_CAST(BL_PC, src);
|
|
ud = unit_bl2ud(src);
|
|
|
|
if(ud == NULL)
|
|
return 0;
|
|
|
|
if (ud && ud->state.blockedskill)
|
|
return 0;
|
|
|
|
if(ud->skilltimer != INVALID_TIMER) // Normally not needed since clif.cpp checks for it, but at/char/script commands don't! [Skotlex]
|
|
return 0;
|
|
|
|
sc = status_get_sc(src);
|
|
|
|
if (sc && !sc->count)
|
|
sc = NULL;
|
|
|
|
if( sd ) {
|
|
if( skill_isNotOk(skill_id, sd) || !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
|
|
return 0;
|
|
if (skill_id == MG_FIREWALL && !skill_pos_maxcount_check(src, skill_x, skill_y, skill_id, skill_lv, BL_PC, true))
|
|
return 0; // Special check for Firewall only
|
|
}
|
|
|
|
if( (skill_id >= SC_MANHOLE && skill_id <= SC_FEINTBOMB) && map_getcell(src->m, skill_x, skill_y, CELL_CHKMAELSTROM) ) {
|
|
clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
|
|
return 0;
|
|
}
|
|
|
|
if (!status_check_skilluse(src, NULL, skill_id, 0))
|
|
return 0;
|
|
|
|
// Fail if the targetted skill is near NPC [Cydh]
|
|
if(skill_get_inf2(skill_id)&INF2_NO_NEARNPC && skill_isNotOk_npcRange(src,skill_id,skill_lv,skill_x,skill_y)) {
|
|
if (sd)
|
|
clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Check range and obstacle
|
|
bl.type = BL_NUL;
|
|
bl.m = src->m;
|
|
bl.x = skill_x;
|
|
bl.y = skill_y;
|
|
|
|
if (src->type == BL_NPC) // NPC-objects can override cast distance
|
|
range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight
|
|
else
|
|
range = skill_get_range2(src, skill_id, skill_lv, true); // Skill cast distance from database
|
|
|
|
// New action request received, delete previous action request if not executed yet
|
|
if(ud->stepaction || ud->steptimer != INVALID_TIMER)
|
|
unit_stop_stepaction(src);
|
|
// Remember the skill request from the client while walking to the next cell
|
|
if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle_check_range(src, &bl, range-1)) {
|
|
struct map_data *md = &map[src->m];
|
|
// Convert coordinates to target_to so we can use it as target later
|
|
ud->stepaction = true;
|
|
ud->target_to = (skill_x + skill_y*md->xs);
|
|
ud->stepskill_id = skill_id;
|
|
ud->stepskill_lv = skill_lv;
|
|
return 0; // Attacking will be handled by unit_walktoxy_timer in this case
|
|
}
|
|
|
|
if( skill_get_state(ud->skill_id) == ST_MOVE_ENABLE ) {
|
|
if( !unit_can_reach_bl(src, &bl, range + 1, 1, NULL, NULL) )
|
|
return 0; // Walk-path check failed.
|
|
}else if( !battle_check_range(src, &bl, range) )
|
|
return 0; // Arrow-path check failed.
|
|
|
|
unit_stop_attack(src);
|
|
|
|
// Moved here to prevent Suffragium from ending if skill fails
|
|
#ifndef RENEWAL_CAST
|
|
casttime = skill_castfix_sc(src, casttime, skill_get_castnodex(skill_id));
|
|
#else
|
|
casttime = skill_vfcastfix(src, casttime, skill_id, skill_lv );
|
|
#endif
|
|
|
|
ud->state.skillcastcancel = castcancel&&casttime>0?1:0;
|
|
if (!sd || sd->skillitem != skill_id || skill_get_cast(skill_id, skill_lv))
|
|
ud->canact_tick = tick + i64max(casttime, max(status_get_amotion(src), battle_config.min_skill_delay_limit)) + SECURITY_CASTTIME;
|
|
|
|
// if( sd )
|
|
// {
|
|
// switch( skill_id )
|
|
// {
|
|
// case ????:
|
|
// sd->canequip_tick = tick + casttime;
|
|
// }
|
|
// }
|
|
|
|
ud->skill_id = skill_id;
|
|
ud->skill_lv = skill_lv;
|
|
ud->skillx = skill_x;
|
|
ud->skilly = skill_y;
|
|
ud->skilltarget = 0;
|
|
|
|
if( sc ) {
|
|
// These 3 status do not stack, so it's efficient to use if-else
|
|
if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4)) {
|
|
status_change_end(src, SC_CLOAKING, INVALID_TIMER);
|
|
|
|
if (!src->prev)
|
|
return 0; // Warped away!
|
|
} else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4)) {
|
|
status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
|
|
|
|
if (!src->prev)
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
unit_stop_walking(src,1);
|
|
|
|
// SC_MAGICPOWER needs to switch states at start of cast
|
|
skill_toggle_magicpower(src, skill_id);
|
|
|
|
// In official this is triggered even if no cast time.
|
|
clif_skillcasting(src, src->id, 0, skill_x, skill_y, skill_id, skill_get_ele(skill_id, skill_lv), casttime);
|
|
|
|
if( casttime > 0 ) {
|
|
ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
|
|
|
|
if( (sd && pc_checkskill(sd,SA_FREECAST) > 0) || skill_id == LG_EXEEDBREAK)
|
|
status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
|
|
} else {
|
|
ud->skilltimer = INVALID_TIMER;
|
|
skill_castend_pos(ud->skilltimer,tick,src->id,0);
|
|
}
|
|
|
|
if( sd && battle_config.prevent_logout_trigger&PLT_SKILL )
|
|
sd->canlog_tick = gettick();
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Update a unit's attack target
|
|
* @param ud: Unit data
|
|
* @param target_id: Target ID (bl->id)
|
|
* @return 0
|
|
*/
|
|
int unit_set_target(struct unit_data* ud, int target_id)
|
|
{
|
|
nullpo_ret(ud);
|
|
|
|
if( ud->target != target_id ) {
|
|
struct unit_data * ux;
|
|
struct block_list* target;
|
|
|
|
if (ud->target && (target = map_id2bl(ud->target)) && (ux = unit_bl2ud(target)) && ux->target_count > 0)
|
|
ux->target_count--;
|
|
|
|
if (target_id && (target = map_id2bl(target_id)) && (ux = unit_bl2ud(target)) && ux->target_count < 255)
|
|
ux->target_count++;
|
|
}
|
|
|
|
ud->target = target_id;
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Helper function used in foreach calls to stop auto-attack timers
|
|
* @param bl: Block object
|
|
* @param ap: func* with va_list values
|
|
* Parameter: '0' - everyone, 'id' - only those attacking someone with that id
|
|
* @return 1 on success or 0 otherwise
|
|
*/
|
|
int unit_stopattack(struct block_list *bl, va_list ap)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
int id = va_arg(ap, int);
|
|
|
|
if (ud && ud->attacktimer != INVALID_TIMER && (!id || id == ud->target)) {
|
|
unit_stop_attack(bl);
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Stop a unit's attacks
|
|
* @param bl: Object to stop
|
|
*/
|
|
void unit_stop_attack(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud;
|
|
nullpo_retv(bl);
|
|
ud = unit_bl2ud(bl);
|
|
nullpo_retv(ud);
|
|
|
|
//Clear target
|
|
unit_set_target(ud, 0);
|
|
|
|
if(ud->attacktimer == INVALID_TIMER)
|
|
return;
|
|
|
|
//Clear timer
|
|
delete_timer(ud->attacktimer, unit_attack_timer);
|
|
ud->attacktimer = INVALID_TIMER;
|
|
}
|
|
|
|
/**
|
|
* Stop a unit's step action
|
|
* @param bl: Object to stop
|
|
*/
|
|
void unit_stop_stepaction(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud;
|
|
nullpo_retv(bl);
|
|
ud = unit_bl2ud(bl);
|
|
nullpo_retv(ud);
|
|
|
|
//Clear remembered step action
|
|
ud->stepaction = false;
|
|
ud->target_to = 0;
|
|
ud->stepskill_id = 0;
|
|
ud->stepskill_lv = 0;
|
|
|
|
if(ud->steptimer == INVALID_TIMER)
|
|
return;
|
|
|
|
//Clear timer
|
|
delete_timer(ud->steptimer, unit_step_timer);
|
|
ud->steptimer = INVALID_TIMER;
|
|
}
|
|
|
|
/**
|
|
* Removes a unit's target due to being unattackable
|
|
* @param bl: Object to unlock target
|
|
* @return 0
|
|
*/
|
|
int unit_unattackable(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
|
|
if (ud) {
|
|
ud->state.attack_continue = 0;
|
|
ud->state.step_attack = 0;
|
|
ud->target_to = 0;
|
|
unit_set_target(ud, 0);
|
|
}
|
|
|
|
if(bl->type == BL_MOB)
|
|
mob_unlocktarget((struct mob_data*)bl, gettick());
|
|
else if(bl->type == BL_PET)
|
|
pet_unlocktarget((struct pet_data*)bl);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Checks if the unit can attack, returns yes if so.
|
|
*/
|
|
bool unit_can_attack(struct block_list *src, int target_id)
|
|
{
|
|
struct status_change *sc = status_get_sc(src);
|
|
|
|
if( sc != NULL ) {
|
|
if( sc->data[SC__MANHOLE] )
|
|
return false;
|
|
}
|
|
|
|
if( src->type == BL_PC )
|
|
return pc_can_attack(BL_CAST(BL_PC, src), target_id);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Requests a unit to attack a target
|
|
* @param src: Object initiating attack
|
|
* @param target_id: Target ID (bl->id)
|
|
* @param continuous:
|
|
* 0x1 - Whether or not the attack is ongoing
|
|
* 0x2 - Whether function was called from unit_step_timer or not
|
|
* @return Success(0); Fail(1);
|
|
*/
|
|
int unit_attack(struct block_list *src,int target_id,int continuous)
|
|
{
|
|
struct block_list *target;
|
|
struct unit_data *ud;
|
|
int range;
|
|
|
|
nullpo_ret(ud = unit_bl2ud(src));
|
|
|
|
target = map_id2bl(target_id);
|
|
if( target == NULL || status_isdead(target) ) {
|
|
unit_unattackable(src);
|
|
return 1;
|
|
}
|
|
|
|
if( src->type == BL_PC &&
|
|
target->type == BL_NPC ) {
|
|
// Monster npcs [Valaris]
|
|
npc_click((TBL_PC*)src,(TBL_NPC*)target);
|
|
return 0;
|
|
}
|
|
|
|
if( !unit_can_attack(src, target_id) ) {
|
|
unit_stop_attack(src);
|
|
return 0;
|
|
}
|
|
|
|
if( battle_check_target(src,target,BCT_ENEMY) <= 0 || !status_check_skilluse(src, target, 0, 0) ) {
|
|
unit_unattackable(src);
|
|
return 1;
|
|
}
|
|
|
|
ud->state.attack_continue = (continuous&1)?1:0;
|
|
ud->state.step_attack = (continuous&2)?1:0;
|
|
unit_set_target(ud, target_id);
|
|
|
|
range = status_get_range(src);
|
|
|
|
if (continuous) // If you're to attack continously, set to auto-chase character
|
|
ud->chaserange = range;
|
|
|
|
// Just change target/type. [Skotlex]
|
|
if(ud->attacktimer != INVALID_TIMER)
|
|
return 0;
|
|
|
|
// New action request received, delete previous action request if not executed yet
|
|
if(ud->stepaction || ud->steptimer != INVALID_TIMER)
|
|
unit_stop_stepaction(src);
|
|
// Remember the attack request from the client while walking to the next cell
|
|
if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle_check_range(src, target, range-1)) {
|
|
ud->stepaction = true;
|
|
ud->target_to = ud->target;
|
|
ud->stepskill_id = 0;
|
|
ud->stepskill_lv = 0;
|
|
return 0; // Attacking will be handled by unit_walktoxy_timer in this case
|
|
}
|
|
|
|
if(DIFF_TICK(ud->attackabletime, gettick()) > 0) // Do attack next time it is possible. [Skotlex]
|
|
ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
|
|
else // Attack NOW.
|
|
unit_attack_timer(INVALID_TIMER, gettick(), src->id, 0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Cancels an ongoing combo, resets attackable time, and restarts the
|
|
* attack timer to resume attack after amotion time
|
|
* @author [Skotlex]
|
|
* @param bl: Object to cancel combo
|
|
* @return Success(1); Fail(0);
|
|
*/
|
|
int unit_cancel_combo(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud;
|
|
|
|
if (!status_change_end(bl, SC_COMBO, INVALID_TIMER))
|
|
return 0; // Combo wasn't active.
|
|
|
|
ud = unit_bl2ud(bl);
|
|
nullpo_ret(ud);
|
|
|
|
ud->attackabletime = gettick() + status_get_amotion(bl);
|
|
|
|
if (ud->attacktimer == INVALID_TIMER)
|
|
return 1; // Nothing more to do.
|
|
|
|
delete_timer(ud->attacktimer, unit_attack_timer);
|
|
ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,bl->id,0);
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Does a path_search to check if a position can be reached
|
|
* @param bl: Object to check path
|
|
* @param x: X coordinate that will be path searched
|
|
* @param y: Y coordinate that will be path searched
|
|
* @param easy: Easy(1) or Hard(0) path check (hard attempts to go around obstacles)
|
|
* @return true or false
|
|
*/
|
|
bool unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
|
|
{
|
|
nullpo_retr(false, bl);
|
|
|
|
if (bl->x == x && bl->y == y) // Same place
|
|
return true;
|
|
|
|
return path_search(NULL,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH);
|
|
}
|
|
|
|
/**
|
|
* Does a path_search to check if a unit can be reached
|
|
* @param bl: Object to check path
|
|
* @param tbl: Target to be checked for available path
|
|
* @param range: The number of cells away from bl that the path should be checked
|
|
* @param easy: Easy(1) or Hard(0) path check (hard attempts to go around obstacles)
|
|
* @param x: Pointer storing a valid X coordinate around tbl that can be reached
|
|
* @param y: Pointer storing a valid Y coordinate around tbl that can be reached
|
|
* @return true or false
|
|
*/
|
|
bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
|
|
{
|
|
struct walkpath_data wpd;
|
|
short dx, dy;
|
|
|
|
nullpo_retr(false, bl);
|
|
nullpo_retr(false, tbl);
|
|
|
|
if( bl->m != tbl->m)
|
|
return false;
|
|
|
|
if( bl->x == tbl->x && bl->y == tbl->y )
|
|
return true;
|
|
|
|
if(range > 0 && !check_distance_bl(bl, tbl, range))
|
|
return false;
|
|
|
|
// It judges whether it can adjoin or not.
|
|
dx = tbl->x - bl->x;
|
|
dy = tbl->y - bl->y;
|
|
dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
|
|
dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0);
|
|
|
|
if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOPASS)) { // Look for a suitable cell to place in.
|
|
int i;
|
|
|
|
for(i = 0; i < 8 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOPASS); i++);
|
|
|
|
if (i == 8)
|
|
return false; // No valid cells.
|
|
|
|
dx = dirx[i];
|
|
dy = diry[i];
|
|
}
|
|
|
|
if (x)
|
|
*x = tbl->x-dx;
|
|
|
|
if (y)
|
|
*y = tbl->y-dy;
|
|
|
|
if (!path_search(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH))
|
|
return false;
|
|
|
|
#ifdef OFFICIAL_WALKPATH
|
|
if( !path_search_long(NULL, bl->m, bl->x, bl->y, tbl->x-dx, tbl->y-dy, CELL_CHKNOPASS) // Check if there is an obstacle between
|
|
&& wpd.path_len > 14 // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett]
|
|
&& (bl->type != BL_NPC) ) // If type is a NPC, please disregard.
|
|
return false;
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Calculates position of Pet/Mercenary/Homunculus/Elemental
|
|
* @param bl: Object to calculate position
|
|
* @param tx: X coordinate to go to
|
|
* @param ty: Y coordinate to go to
|
|
* @param dir: Direction which to be 2 cells from master's position
|
|
* @return Success(0); Fail(1);
|
|
*/
|
|
int unit_calc_pos(struct block_list *bl, int tx, int ty, uint8 dir)
|
|
{
|
|
int dx, dy, x, y;
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
|
|
nullpo_ret(ud);
|
|
|
|
if(dir > 7)
|
|
return 1;
|
|
|
|
ud->to_x = tx;
|
|
ud->to_y = ty;
|
|
|
|
// 2 cells from Master Position
|
|
dx = -dirx[dir] * 2;
|
|
dy = -diry[dir] * 2;
|
|
x = tx + dx;
|
|
y = ty + dy;
|
|
|
|
if( !unit_can_reach_pos(bl, x, y, 0) ) {
|
|
if( dx > 0 )
|
|
x--;
|
|
else if( dx < 0 )
|
|
x++;
|
|
|
|
if( dy > 0 )
|
|
y--;
|
|
else if( dy < 0 )
|
|
y++;
|
|
|
|
if( !unit_can_reach_pos(bl, x, y, 0) ) {
|
|
int i;
|
|
|
|
for( i = 0; i < 12; i++ ) {
|
|
int k = rnd()%8; // Pick a Random Dir
|
|
|
|
dx = -dirx[k] * 2;
|
|
dy = -diry[k] * 2;
|
|
x = tx + dx;
|
|
y = ty + dy;
|
|
|
|
if( unit_can_reach_pos(bl, x, y, 0) )
|
|
break;
|
|
else {
|
|
if( dx > 0 )
|
|
x--;
|
|
else if( dx < 0 )
|
|
x++;
|
|
|
|
if( dy > 0 )
|
|
y--;
|
|
else if( dy < 0 )
|
|
y++;
|
|
|
|
if( unit_can_reach_pos(bl, x, y, 0) )
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( i == 12 ) {
|
|
x = tx; y = tx; // Exactly Master Position
|
|
|
|
if( !unit_can_reach_pos(bl, x, y, 0) )
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
ud->to_x = x;
|
|
ud->to_y = y;
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Function timer to continuously attack
|
|
* @param src: Object to continuously attack
|
|
* @param tid: Timer ID
|
|
* @param tick: Current tick
|
|
* @return Attackable(1); Unattackable(0);
|
|
*/
|
|
static int unit_attack_timer_sub(struct block_list* src, int tid, t_tick tick)
|
|
{
|
|
struct block_list *target;
|
|
struct unit_data *ud;
|
|
struct status_data *sstatus;
|
|
struct map_session_data *sd = NULL;
|
|
struct mob_data *md = NULL;
|
|
int range;
|
|
|
|
if( (ud = unit_bl2ud(src)) == NULL )
|
|
return 0;
|
|
|
|
if( ud->attacktimer != tid ) {
|
|
ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
|
|
return 0;
|
|
}
|
|
|
|
sd = BL_CAST(BL_PC, src);
|
|
md = BL_CAST(BL_MOB, src);
|
|
ud->attacktimer = INVALID_TIMER;
|
|
target = map_id2bl(ud->target);
|
|
|
|
if( src == NULL || src->prev == NULL || target==NULL || target->prev == NULL )
|
|
return 0;
|
|
|
|
if( status_isdead(src) || status_isdead(target) ||
|
|
battle_check_target(src,target,BCT_ENEMY) <= 0 || !status_check_skilluse(src, target, 0, 0)
|
|
#ifdef OFFICIAL_WALKPATH
|
|
|| !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL)
|
|
#endif
|
|
|| (sd && !pc_can_attack(sd, target->id)) )
|
|
return 0; // Can't attack under these conditions
|
|
|
|
if( src->m != target->m ) {
|
|
if( src->type == BL_MOB && mob_warpchase((TBL_MOB*)src, target) )
|
|
return 1; // Follow up.
|
|
|
|
return 0;
|
|
}
|
|
|
|
if( ud->skilltimer != INVALID_TIMER && !(sd && pc_checkskill(sd,SA_FREECAST) > 0) )
|
|
return 0; // Can't attack while casting
|
|
|
|
if( !battle_config.sdelay_attack_enable && DIFF_TICK(ud->canact_tick,tick) > 0 && !(sd && pc_checkskill(sd,SA_FREECAST) > 0) ) {
|
|
// Attacking when under cast delay has restrictions:
|
|
if( tid == INVALID_TIMER ) { // Requested attack.
|
|
if(sd)
|
|
clif_skill_fail(sd,1,USESKILL_FAIL_SKILLINTERVAL,0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
|
|
if( ud->state.attack_continue ) {
|
|
if( DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0 )
|
|
ud->attackabletime = ud->canact_tick;
|
|
|
|
ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
sstatus = status_get_status_data(src);
|
|
range = sstatus->rhw.range;
|
|
|
|
if( (unit_is_walking(target) || ud->state.step_attack)
|
|
&& (target->type == BL_PC || !map_getcell(target->m,target->x,target->y,CELL_CHKICEWALL)) )
|
|
range++; // Extra range when chasing (does not apply to mobs locked in an icewall)
|
|
|
|
if(sd && !check_distance_client_bl(src,target,range)) {
|
|
// Player tries to attack but target is too far, notify client
|
|
clif_movetoattack(sd,target);
|
|
return 1;
|
|
} else if(md && !check_distance_bl(src,target,range)) {
|
|
// Monster: Chase if required
|
|
unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
|
|
return 1;
|
|
}
|
|
|
|
if( !battle_check_range(src,target,range) ) {
|
|
// Within range, but no direct line of attack
|
|
if( ud->state.attack_continue ) {
|
|
if(ud->chaserange > 2)
|
|
ud->chaserange-=2;
|
|
|
|
unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// Sync packet only for players.
|
|
// Non-players use the sync packet on the walk timer. [Skotlex]
|
|
if (tid == INVALID_TIMER && sd)
|
|
clif_fixpos(src);
|
|
|
|
if( DIFF_TICK(ud->attackabletime,tick) <= 0 ) {
|
|
if (battle_config.attack_direction_change && (src->type&battle_config.attack_direction_change))
|
|
ud->dir = map_calc_dir(src, target->x, target->y);
|
|
|
|
if(ud->walktimer != INVALID_TIMER)
|
|
unit_stop_walking(src,1);
|
|
|
|
if(md) {
|
|
//First attack is always a normal attack
|
|
if(md->state.skillstate == MSS_ANGRY || md->state.skillstate == MSS_BERSERK) {
|
|
if (mobskill_use(md,tick,-1))
|
|
return 1;
|
|
}
|
|
// Set mob's ANGRY/BERSERK states.
|
|
md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
|
|
|
|
if (status_has_mode(sstatus,MD_ASSIST) && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME) {
|
|
// Link monsters nearby [Skotlex]
|
|
md->last_linktime = tick;
|
|
map_foreachinrange(mob_linksearch, src, md->db->range2, BL_MOB, md->mob_id, target, tick);
|
|
}
|
|
}
|
|
|
|
if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
|
|
return 1;
|
|
|
|
map_freeblock_lock();
|
|
ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
|
|
|
|
if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
|
|
pet_target_check(sd->pd,target,0);
|
|
|
|
map_freeblock_unlock();
|
|
|
|
/**
|
|
* Applied when you're unable to attack (e.g. out of ammo)
|
|
* We should stop here otherwise timer keeps on and this happens endlessly
|
|
*/
|
|
if( ud->attacktarget_lv == ATK_NONE )
|
|
return 1;
|
|
|
|
ud->attackabletime = tick + sstatus->adelay;
|
|
|
|
// You can't move if you can't attack neither.
|
|
if (src->type&battle_config.attack_walk_delay)
|
|
unit_set_walkdelay(src, tick, sstatus->amotion, 1);
|
|
}
|
|
|
|
if(ud->state.attack_continue) {
|
|
if (src->type == BL_PC && battle_config.idletime_option&IDLE_ATTACK)
|
|
((TBL_PC*)src)->idletime = last_tick;
|
|
|
|
ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
|
|
}
|
|
|
|
if( sd && battle_config.prevent_logout_trigger&PLT_ATTACK )
|
|
sd->canlog_tick = gettick();
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Timer function to cancel attacking if unit has become unattackable
|
|
* @param tid: Timer ID
|
|
* @param tick: Current tick
|
|
* @param id: Object to cancel attack if applicable
|
|
* @param data: Data passed from timer call
|
|
* @return 0
|
|
*/
|
|
static TIMER_FUNC(unit_attack_timer){
|
|
struct block_list *bl;
|
|
|
|
bl = map_id2bl(id);
|
|
|
|
if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
|
|
unit_unattackable(bl);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Cancels a skill's cast
|
|
* @param bl: Object to cancel cast
|
|
* @param type: Cancel check flag
|
|
* &1: Cast-Cancel invoked
|
|
* &2: Cancel only if skill is cancellable
|
|
* @return Success(1); Fail(0);
|
|
*/
|
|
int unit_skillcastcancel(struct block_list *bl, char type)
|
|
{
|
|
struct map_session_data *sd = NULL;
|
|
struct unit_data *ud = unit_bl2ud( bl);
|
|
t_tick tick = gettick();
|
|
int ret = 0, skill_id;
|
|
|
|
nullpo_ret(bl);
|
|
|
|
if (!ud || ud->skilltimer == INVALID_TIMER)
|
|
return 0; // Nothing to cancel.
|
|
|
|
sd = BL_CAST(BL_PC, bl);
|
|
|
|
if (type&2) { // See if it can be cancelled.
|
|
if (!ud->state.skillcastcancel)
|
|
return 0;
|
|
|
|
if (sd && (sd->special_state.no_castcancel2 ||
|
|
((sd->sc.data[SC_UNLIMITEDHUMMINGVOICE] || sd->special_state.no_castcancel) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND)))) // fixed flags being read the wrong way around [blackhole89]
|
|
return 0;
|
|
}
|
|
|
|
ud->canact_tick = tick;
|
|
|
|
if(type&1 && sd)
|
|
skill_id = sd->skill_id_old;
|
|
else
|
|
skill_id = ud->skill_id;
|
|
|
|
if (skill_get_inf(skill_id) & INF_GROUND_SKILL)
|
|
ret=delete_timer( ud->skilltimer, skill_castend_pos );
|
|
else
|
|
ret=delete_timer( ud->skilltimer, skill_castend_id );
|
|
|
|
if(ret < 0)
|
|
ShowError("delete timer error : skill_id : %d\n",ret);
|
|
|
|
ud->skilltimer = INVALID_TIMER;
|
|
|
|
if( sd && (pc_checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) )
|
|
status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
|
|
|
|
if( sd ) {
|
|
switch( skill_id ) {
|
|
case CG_ARROWVULCAN:
|
|
sd->canequip_tick = tick;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(bl->type==BL_MOB)
|
|
((TBL_MOB*)bl)->skill_idx = -1;
|
|
|
|
clif_skillcastcancel(bl);
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Initialized data on a unit
|
|
* @param bl: Object to initialize data on
|
|
*/
|
|
void unit_dataset(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud;
|
|
|
|
nullpo_retv(ud = unit_bl2ud(bl));
|
|
|
|
memset( ud, 0, sizeof( struct unit_data) );
|
|
ud->bl = bl;
|
|
ud->walktimer = INVALID_TIMER;
|
|
ud->skilltimer = INVALID_TIMER;
|
|
ud->attacktimer = INVALID_TIMER;
|
|
ud->steptimer = INVALID_TIMER;
|
|
ud->attackabletime =
|
|
ud->canact_tick =
|
|
ud->canmove_tick = gettick();
|
|
}
|
|
|
|
/**
|
|
* Gets the number of units attacking another unit
|
|
* @param bl: Object to check amount of targets
|
|
* @return number of targets or 0
|
|
*/
|
|
int unit_counttargeted(struct block_list* bl)
|
|
{
|
|
struct unit_data* ud;
|
|
|
|
if( bl && (ud = unit_bl2ud(bl)) )
|
|
return ud->target_count;
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Makes 'bl' that attacking 'src' switch to attack 'target'
|
|
* @param bl
|
|
* @param ap
|
|
* @param src Current target
|
|
* @param target New target
|
|
**/
|
|
int unit_changetarget(struct block_list *bl, va_list ap) {
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
struct block_list *src = va_arg(ap,struct block_list *);
|
|
struct block_list *target = va_arg(ap,struct block_list *);
|
|
|
|
if (!ud || !target || ud->target == target->id)
|
|
return 1;
|
|
if (!ud->target && !ud->target_to)
|
|
return 1;
|
|
if (ud->target != src->id && ud->target_to != src->id)
|
|
return 1;
|
|
|
|
if (bl->type == BL_MOB)
|
|
(BL_CAST(BL_MOB,bl))->target_id = target->id;
|
|
if (ud->target_to)
|
|
ud->target_to = target->id;
|
|
else
|
|
ud->target_to = 0;
|
|
if (ud->skilltarget)
|
|
ud->skilltarget = target->id;
|
|
unit_set_target(ud, target->id);
|
|
|
|
//unit_attack(bl, target->id, ud->state.attack_continue);
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Removes a bl/ud from the map
|
|
* On kill specifics are not performed here, check status_damage()
|
|
* @param bl: Object to remove from map
|
|
* @param clrtype: How bl is being removed
|
|
* 0: Assume bl is being warped
|
|
* 1: Death, appropriate cleanup performed
|
|
* @param file, line, func: Call information for debug purposes
|
|
* @return Success(1); Couldn't be removed or bl was free'd(0)
|
|
*/
|
|
int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
struct status_change *sc = status_get_sc(bl);
|
|
|
|
nullpo_ret(ud);
|
|
|
|
if(bl->prev == NULL)
|
|
return 0; // Already removed?
|
|
|
|
map_freeblock_lock();
|
|
|
|
if (ud->walktimer != INVALID_TIMER)
|
|
unit_stop_walking(bl,0);
|
|
|
|
if (ud->skilltimer != INVALID_TIMER)
|
|
unit_skillcastcancel(bl,0);
|
|
|
|
//Clear target even if there is no timer
|
|
if (ud->target || ud->attacktimer != INVALID_TIMER)
|
|
unit_stop_attack(bl);
|
|
|
|
//Clear stepaction even if there is no timer
|
|
if (ud->stepaction || ud->steptimer != INVALID_TIMER)
|
|
unit_stop_stepaction(bl);
|
|
|
|
// Do not reset can-act delay. [Skotlex]
|
|
ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
|
|
|
|
if(sc && sc->count ) { // map-change/warp dispells.
|
|
status_change_end(bl, SC_BLADESTOP, INVALID_TIMER);
|
|
status_change_end(bl, SC_BASILICA, INVALID_TIMER);
|
|
status_change_end(bl, SC_ANKLE, INVALID_TIMER);
|
|
status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
|
|
status_change_end(bl, SC_BLADESTOP_WAIT, INVALID_TIMER);
|
|
status_change_end(bl, SC_RUN, INVALID_TIMER);
|
|
status_change_end(bl, SC_DANCING, INVALID_TIMER);
|
|
status_change_end(bl, SC_WARM, INVALID_TIMER);
|
|
status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
|
|
status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
|
|
status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
|
|
status_change_end(bl, SC_TINDER_BREAKER, INVALID_TIMER);
|
|
status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
|
|
status_change_end(bl, SC_HIDING, INVALID_TIMER);
|
|
// Ensure the bl is a PC; if so, we'll handle the removal of cloaking and cloaking exceed later
|
|
if ( bl->type != BL_PC ) {
|
|
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
|
|
}
|
|
status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
|
|
if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
|
|
status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
|
|
if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->timer == INVALID_TIMER)
|
|
status_change_end(bl, SC_PROVOKE, INVALID_TIMER); //End infinite provoke to prevent exploit
|
|
status_change_end(bl, SC_CHANGE, INVALID_TIMER);
|
|
status_change_end(bl, SC_STOP, INVALID_TIMER);
|
|
status_change_end(bl, SC_WUGDASH, INVALID_TIMER);
|
|
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
|
|
status_change_end(bl, SC_NEUTRALBARRIER_MASTER, INVALID_TIMER);
|
|
status_change_end(bl, SC_STEALTHFIELD_MASTER, INVALID_TIMER);
|
|
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
|
|
status_change_end(bl, SC__MANHOLE, INVALID_TIMER);
|
|
status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
|
|
status_change_end(bl, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); // callme before warp
|
|
status_change_end(bl, SC_SUHIDE, INVALID_TIMER);
|
|
}
|
|
|
|
switch( bl->type ) {
|
|
case BL_PC: {
|
|
struct map_session_data *sd = (struct map_session_data*)bl;
|
|
|
|
if(sd->shadowform_id) { // If shadow target has leave the map
|
|
struct block_list *d_bl = map_id2bl(sd->shadowform_id);
|
|
|
|
if( d_bl )
|
|
status_change_end(d_bl,SC__SHADOWFORM,INVALID_TIMER);
|
|
}
|
|
|
|
// Leave/reject all invitations.
|
|
if(sd->chatID)
|
|
chat_leavechat(sd,0);
|
|
|
|
if(sd->trade_partner)
|
|
trade_tradecancel(sd);
|
|
|
|
searchstore_close(sd);
|
|
|
|
if (sd->menuskill_id != AL_TELEPORT) { //bugreport:8027
|
|
if (sd->state.storage_flag == 1)
|
|
storage_storage_quit(sd,0);
|
|
else if (sd->state.storage_flag == 2)
|
|
storage_guild_storage_quit(sd, 0);
|
|
else if (sd->state.storage_flag == 3)
|
|
storage_premiumStorage_quit(sd);
|
|
|
|
sd->state.storage_flag = 0; //Force close it when being warped.
|
|
}
|
|
|
|
if(sd->party_invite > 0)
|
|
party_reply_invite(sd,sd->party_invite,0);
|
|
|
|
if(sd->guild_invite > 0)
|
|
guild_reply_invite(sd,sd->guild_invite,0);
|
|
|
|
if(sd->guild_alliance > 0)
|
|
guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
|
|
|
|
if(sd->menuskill_id)
|
|
sd->menuskill_id = sd->menuskill_val = 0;
|
|
|
|
if( !sd->npc_ontouch_.empty() )
|
|
npc_touchnext_areanpc(sd,true);
|
|
|
|
// Check if warping and not changing the map.
|
|
if ( sd->state.warping && !sd->state.changemap ) {
|
|
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
|
|
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
|
|
}
|
|
|
|
sd->npc_shopid = 0;
|
|
sd->adopt_invite = 0;
|
|
|
|
if(sd->pvp_timer != INVALID_TIMER) {
|
|
delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
|
|
sd->pvp_timer = INVALID_TIMER;
|
|
sd->pvp_rank = 0;
|
|
}
|
|
|
|
if(sd->duel_group > 0)
|
|
duel_leave(sd->duel_group, sd);
|
|
|
|
if(pc_issit(sd) && pc_setstand(sd, false))
|
|
skill_sit(sd, false);
|
|
|
|
party_send_dot_remove(sd);// minimap dot fix [Kevin]
|
|
guild_send_dot_remove(sd);
|
|
bg_send_dot_remove(sd);
|
|
|
|
if( map[bl->m].users <= 0 || sd->state.debug_remove_map ) {
|
|
// This is only place where map users is decreased, if the mobs were removed
|
|
// too soon then this function was executed too many times [FlavioJS]
|
|
if( sd->debug_file == NULL || !(sd->state.debug_remove_map) ) {
|
|
sd->debug_file = "";
|
|
sd->debug_line = 0;
|
|
sd->debug_func = "";
|
|
}
|
|
|
|
ShowDebug("unit_remove_map: unexpected state when removing player AID/CID:%d/%d"
|
|
" (active=%d connect_new=%d rewarp=%d changemap=%d debug_remove_map=%d)"
|
|
" from map=%s (users=%d)."
|
|
" Previous call from %s:%d(%s), current call from %s:%d(%s)."
|
|
" Please report this!!!\n",
|
|
sd->status.account_id, sd->status.char_id,
|
|
sd->state.active, sd->state.connect_new, sd->state.rewarp, sd->state.changemap, sd->state.debug_remove_map,
|
|
map[bl->m].name, map[bl->m].users,
|
|
sd->debug_file, sd->debug_line, sd->debug_func, file, line, func);
|
|
}
|
|
else if (--map[bl->m].users == 0 && battle_config.dynamic_mobs)
|
|
map_removemobs(bl->m);
|
|
|
|
if( !pc_isinvisible(sd) ) // Decrement the number of active pvp players on the map
|
|
--map[bl->m].users_pvp;
|
|
|
|
if( sd->state.hpmeter_visible ) {
|
|
map[bl->m].hpmeter_visible--;
|
|
sd->state.hpmeter_visible = 0;
|
|
}
|
|
|
|
sd->state.debug_remove_map = 1; // Temporary state to track double remove_map's [FlavioJS]
|
|
sd->debug_file = file;
|
|
sd->debug_line = line;
|
|
sd->debug_func = func;
|
|
break;
|
|
}
|
|
case BL_MOB: {
|
|
struct mob_data *md = (struct mob_data*)bl;
|
|
|
|
// Drop previous target mob_slave_keep_target: no.
|
|
if (!battle_config.mob_slave_keep_target)
|
|
md->target_id=0;
|
|
|
|
md->attacked_id=0;
|
|
md->state.skillstate= MSS_IDLE;
|
|
break;
|
|
}
|
|
case BL_PET: {
|
|
struct pet_data *pd = (struct pet_data*)bl;
|
|
|
|
if( pd->pet.intimate <= PET_INTIMATE_NONE && !(pd->master && !pd->master->state.active) ) {
|
|
// If logging out, this is deleted on unit_free
|
|
clif_clearunit_area(bl,clrtype);
|
|
map_delblock(bl);
|
|
unit_free(bl,CLR_OUTSIGHT);
|
|
map_freeblock_unlock();
|
|
|
|
return 0;
|
|
}
|
|
break;
|
|
}
|
|
case BL_HOM: {
|
|
struct homun_data *hd = (struct homun_data *)bl;
|
|
|
|
ud->canact_tick = ud->canmove_tick; // It appears HOM do reset the can-act tick.
|
|
|
|
if( !hd->homunculus.intimacy && !(hd->master && !hd->master->state.active) ) {
|
|
// If logging out, this is deleted on unit_free
|
|
clif_emotion(bl, ET_CRY);
|
|
clif_clearunit_area(bl,clrtype);
|
|
map_delblock(bl);
|
|
unit_free(bl,CLR_OUTSIGHT);
|
|
map_freeblock_unlock();
|
|
|
|
return 0;
|
|
}
|
|
break;
|
|
}
|
|
case BL_MER: {
|
|
struct mercenary_data *md = (struct mercenary_data *)bl;
|
|
|
|
ud->canact_tick = ud->canmove_tick;
|
|
|
|
if( mercenary_get_lifetime(md) <= 0 && !(md->master && !md->master->state.active) ) {
|
|
clif_clearunit_area(bl,clrtype);
|
|
map_delblock(bl);
|
|
unit_free(bl,CLR_OUTSIGHT);
|
|
map_freeblock_unlock();
|
|
|
|
return 0;
|
|
}
|
|
break;
|
|
}
|
|
case BL_ELEM: {
|
|
struct elemental_data *ed = (struct elemental_data *)bl;
|
|
|
|
ud->canact_tick = ud->canmove_tick;
|
|
|
|
if( elemental_get_lifetime(ed) <= 0 && !(ed->master && !ed->master->state.active) ) {
|
|
clif_clearunit_area(bl,clrtype);
|
|
map_delblock(bl);
|
|
unit_free(bl,CLR_OUTSIGHT);
|
|
map_freeblock_unlock();
|
|
|
|
return 0;
|
|
}
|
|
break;
|
|
}
|
|
case BL_NPC:
|
|
if (npc_remove_map( (TBL_NPC*)bl ) != 0)
|
|
return 0;
|
|
break;
|
|
default:
|
|
break;// do nothing
|
|
}
|
|
|
|
if (bl->type&(BL_CHAR|BL_PET)) {
|
|
skill_unit_move(bl,gettick(),4);
|
|
skill_cleartimerskill(bl);
|
|
}
|
|
|
|
switch (bl->type) {
|
|
case BL_NPC:
|
|
// already handled by npc_remove_map
|
|
break;
|
|
case BL_MOB:
|
|
// /BL_MOB is handled by mob_dead unless the monster is not dead.
|
|
if (status_isdead(bl)) {
|
|
map_delblock(bl);
|
|
break;
|
|
}
|
|
// Fall through
|
|
default:
|
|
clif_clearunit_area(bl, clrtype);
|
|
map_delblock(bl);
|
|
break;
|
|
}
|
|
|
|
map_freeblock_unlock();
|
|
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Refresh the area with a change in display of a unit.
|
|
* @bl: Object to update
|
|
*/
|
|
void unit_refresh(struct block_list *bl) {
|
|
nullpo_retv(bl);
|
|
|
|
if (bl->m < 0)
|
|
return;
|
|
|
|
struct map_data *mapdata = map_getmapdata(bl->m);
|
|
|
|
// Using CLR_TRICKDEAD because other flags show effects
|
|
// Probably need to use another flag or other way to refresh it
|
|
if (mapdata->users) {
|
|
clif_clearunit_area(bl, CLR_TRICKDEAD); // Fade out
|
|
clif_spawn(bl); // Fade in
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Removes units of a master when the master is removed from map
|
|
* @param sd: Player
|
|
* @param clrtype: How bl is being removed
|
|
* 0: Assume bl is being warped
|
|
* 1: Death, appropriate cleanup performed
|
|
*/
|
|
void unit_remove_map_pc(struct map_session_data *sd, clr_type clrtype)
|
|
{
|
|
unit_remove_map(&sd->bl,clrtype);
|
|
|
|
//CLR_RESPAWN is the warp from logging out, CLR_TELEPORT is the warp from teleporting, but pets/homunc need to just 'vanish' instead of showing the warping animation.
|
|
if (clrtype == CLR_RESPAWN || clrtype == CLR_TELEPORT)
|
|
clrtype = CLR_OUTSIGHT;
|
|
|
|
if(sd->pd)
|
|
unit_remove_map(&sd->pd->bl, clrtype);
|
|
|
|
if(hom_is_active(sd->hd))
|
|
unit_remove_map(&sd->hd->bl, clrtype);
|
|
|
|
if(sd->md)
|
|
unit_remove_map(&sd->md->bl, clrtype);
|
|
|
|
if(sd->ed)
|
|
unit_remove_map(&sd->ed->bl, clrtype);
|
|
}
|
|
|
|
/**
|
|
* Frees units of a player when is removed from map
|
|
* Also free his pets/homon/mercenary/elemental/etc if he have any
|
|
* @param sd: Player
|
|
*/
|
|
void unit_free_pc(struct map_session_data *sd)
|
|
{
|
|
if (sd->pd)
|
|
unit_free(&sd->pd->bl,CLR_OUTSIGHT);
|
|
|
|
if (sd->hd)
|
|
unit_free(&sd->hd->bl,CLR_OUTSIGHT);
|
|
|
|
if (sd->md)
|
|
unit_free(&sd->md->bl,CLR_OUTSIGHT);
|
|
|
|
if (sd->ed)
|
|
unit_free(&sd->ed->bl,CLR_OUTSIGHT);
|
|
|
|
unit_free(&sd->bl,CLR_TELEPORT);
|
|
}
|
|
|
|
/**
|
|
* Frees all related resources to the unit
|
|
* @param bl: Object being removed from map
|
|
* @param clrtype: How bl is being removed
|
|
* 0: Assume bl is being warped
|
|
* 1: Death, appropriate cleanup performed
|
|
* @return 0
|
|
*/
|
|
int unit_free(struct block_list *bl, clr_type clrtype)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud( bl );
|
|
|
|
nullpo_ret(ud);
|
|
|
|
map_freeblock_lock();
|
|
|
|
if( bl->prev ) // Players are supposed to logout with a "warp" effect.
|
|
unit_remove_map(bl, clrtype);
|
|
|
|
switch( bl->type ) {
|
|
case BL_PC: {
|
|
struct map_session_data *sd = (struct map_session_data*)bl;
|
|
int i;
|
|
|
|
if( status_isdead(bl) )
|
|
pc_setrestartvalue(sd,2);
|
|
|
|
pc_delinvincibletimer(sd);
|
|
|
|
pc_delautobonus(sd, sd->autobonus, false);
|
|
pc_delautobonus(sd, sd->autobonus2, false);
|
|
pc_delautobonus(sd, sd->autobonus3, false);
|
|
|
|
if( sd->followtimer != INVALID_TIMER )
|
|
pc_stop_following(sd);
|
|
|
|
if( sd->duel_invite > 0 )
|
|
duel_reject(sd->duel_invite, sd);
|
|
|
|
channel_pcquit(sd,0xF); // Leave all chan
|
|
skill_blockpc_clear(sd); // Clear all skill cooldown related
|
|
|
|
// Notify friends that this char logged out. [Skotlex]
|
|
map_foreachpc(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
|
|
party_send_logout(sd);
|
|
guild_send_memberinfoshort(sd,0);
|
|
pc_cleareventtimer(sd);
|
|
pc_inventory_rental_clear(sd);
|
|
pc_delspiritball(sd, sd->spiritball, 1);
|
|
pc_delspiritcharm(sd, sd->spiritcharm, sd->spiritcharm_type);
|
|
|
|
if( sd->st && sd->st->state != RUN ) {// free attached scripts that are waiting
|
|
script_free_state(sd->st);
|
|
sd->st = NULL;
|
|
sd->npc_id = 0;
|
|
}
|
|
|
|
if( sd->combos.count ) {
|
|
aFree(sd->combos.bonus);
|
|
aFree(sd->combos.id);
|
|
aFree(sd->combos.pos);
|
|
sd->combos.count = 0;
|
|
}
|
|
|
|
if( sd->sc_display_count ) { /* [Ind] */
|
|
for( i = 0; i < sd->sc_display_count; i++ )
|
|
ers_free(pc_sc_display_ers, sd->sc_display[i]);
|
|
|
|
sd->sc_display_count = 0;
|
|
aFree(sd->sc_display);
|
|
sd->sc_display = NULL;
|
|
}
|
|
|
|
if( sd->quest_log != NULL ) {
|
|
aFree(sd->quest_log);
|
|
sd->quest_log = NULL;
|
|
sd->num_quests = sd->avail_quests = 0;
|
|
}
|
|
|
|
if (sd->qi_display) {
|
|
aFree(sd->qi_display);
|
|
sd->qi_display = NULL;
|
|
}
|
|
sd->qi_count = 0;
|
|
|
|
#if PACKETVER >= 20150513
|
|
if( sd->hatEffectCount > 0 ){
|
|
aFree(sd->hatEffectIDs);
|
|
sd->hatEffectIDs = NULL;
|
|
sd->hatEffectCount = 0;
|
|
}
|
|
#endif
|
|
|
|
if (sd->achievement_data.achievements)
|
|
achievement_free(sd);
|
|
|
|
// Clearing...
|
|
if (sd->bonus_script.head)
|
|
pc_bonus_script_clear(sd, BSF_REM_ALL);
|
|
|
|
skill_clear_unitgroup(bl);
|
|
status_change_clear(bl,1);
|
|
break;
|
|
}
|
|
case BL_PET: {
|
|
struct pet_data *pd = (struct pet_data*)bl;
|
|
struct map_session_data *sd = pd->master;
|
|
|
|
pet_hungry_timer_delete(pd);
|
|
pet_clear_support_bonuses(sd);
|
|
|
|
if( pd->pet.intimate > PET_INTIMATE_NONE )
|
|
intif_save_petdata(pd->pet.account_id,&pd->pet);
|
|
else { // Remove pet.
|
|
intif_delete_petdata(pd->pet.pet_id);
|
|
|
|
if (sd)
|
|
sd->status.pet_id = 0;
|
|
}
|
|
|
|
if( sd )
|
|
sd->pd = NULL;
|
|
pd->master = NULL;
|
|
|
|
skill_clear_unitgroup(bl);
|
|
status_change_clear(bl,1);
|
|
break;
|
|
}
|
|
case BL_MOB: {
|
|
struct mob_data *md = (struct mob_data*)bl;
|
|
|
|
mob_free_dynamic_viewdata( md );
|
|
|
|
if( md->spawn_timer != INVALID_TIMER ) {
|
|
delete_timer(md->spawn_timer,mob_delayspawn);
|
|
md->spawn_timer = INVALID_TIMER;
|
|
}
|
|
|
|
if( md->deletetimer != INVALID_TIMER ) {
|
|
delete_timer(md->deletetimer,mob_timer_delete);
|
|
md->deletetimer = INVALID_TIMER;
|
|
}
|
|
|
|
if (md->lootitems) {
|
|
aFree(md->lootitems);
|
|
md->lootitems = NULL;
|
|
}
|
|
|
|
if( md->guardian_data ) {
|
|
struct guild_castle* gc = md->guardian_data->castle;
|
|
|
|
if( md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
|
|
gc->guardian[md->guardian_data->number].id = 0;
|
|
else {
|
|
int i;
|
|
|
|
ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == md->bl.id);
|
|
if( i < gc->temp_guardians_max )
|
|
gc->temp_guardians[i] = 0;
|
|
}
|
|
|
|
aFree(md->guardian_data);
|
|
md->guardian_data = NULL;
|
|
}
|
|
|
|
if( md->spawn ) {
|
|
md->spawn->active--;
|
|
|
|
if( !md->spawn->state.dynamic ) { // Permanently remove the mob
|
|
if( --md->spawn->num == 0 ) { // Last freed mob is responsible for deallocating the group's spawn data.
|
|
aFree(md->spawn);
|
|
md->spawn = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( md->base_status) {
|
|
aFree(md->base_status);
|
|
md->base_status = NULL;
|
|
}
|
|
|
|
skill_clear_unitgroup(bl);
|
|
status_change_clear(bl,1);
|
|
|
|
if( mob_is_clone(md->mob_id) )
|
|
mob_clone_delete(md);
|
|
|
|
if( md->tomb_nid )
|
|
mvptomb_destroy(md);
|
|
break;
|
|
}
|
|
case BL_HOM:
|
|
{
|
|
struct homun_data *hd = (TBL_HOM*)bl;
|
|
struct map_session_data *sd = hd->master;
|
|
|
|
hom_hungry_timer_delete(hd);
|
|
|
|
if( hd->homunculus.intimacy > 0 )
|
|
hom_save(hd);
|
|
else {
|
|
intif_homunculus_requestdelete(hd->homunculus.hom_id);
|
|
|
|
if( sd )
|
|
sd->status.hom_id = 0;
|
|
}
|
|
|
|
if( sd )
|
|
sd->hd = NULL;
|
|
hd->master = NULL;
|
|
|
|
skill_clear_unitgroup(bl);
|
|
status_change_clear(bl,1);
|
|
break;
|
|
}
|
|
case BL_MER: {
|
|
struct mercenary_data *md = (TBL_MER*)bl;
|
|
struct map_session_data *sd = md->master;
|
|
|
|
if( mercenary_get_lifetime(md) > 0 )
|
|
mercenary_save(md);
|
|
else {
|
|
intif_mercenary_delete(md->mercenary.mercenary_id);
|
|
|
|
if( sd )
|
|
sd->status.mer_id = 0;
|
|
}
|
|
|
|
if( sd )
|
|
sd->md = NULL;
|
|
|
|
mercenary_contract_stop(md);
|
|
md->master = NULL;
|
|
|
|
skill_clear_unitgroup(bl);
|
|
status_change_clear(bl,1);
|
|
break;
|
|
}
|
|
case BL_ELEM: {
|
|
struct elemental_data *ed = (TBL_ELEM*)bl;
|
|
struct map_session_data *sd = ed->master;
|
|
|
|
if( elemental_get_lifetime(ed) > 0 )
|
|
elemental_save(ed);
|
|
else {
|
|
intif_elemental_delete(ed->elemental.elemental_id);
|
|
|
|
if( sd )
|
|
sd->status.ele_id = 0;
|
|
}
|
|
|
|
if( sd )
|
|
sd->ed = NULL;
|
|
|
|
elemental_summon_stop(ed);
|
|
ed->master = NULL;
|
|
|
|
skill_clear_unitgroup(bl);
|
|
status_change_clear(bl,1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
map_deliddb(bl);
|
|
|
|
if( bl->type != BL_PC ) // Players are handled by map_quit
|
|
map_freeblock(bl);
|
|
|
|
map_freeblock_unlock();
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Initialization function for unit on map start
|
|
* called in map::do_init
|
|
*/
|
|
void do_init_unit(void){
|
|
add_timer_func_list(unit_attack_timer, "unit_attack_timer");
|
|
add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
|
|
add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
|
|
add_timer_func_list(unit_delay_walktoxy_timer,"unit_delay_walktoxy_timer");
|
|
add_timer_func_list(unit_delay_walktobl_timer,"unit_delay_walktobl_timer");
|
|
add_timer_func_list(unit_teleport_timer,"unit_teleport_timer");
|
|
add_timer_func_list(unit_step_timer,"unit_step_timer");
|
|
}
|
|
|
|
/**
|
|
* Unit module destructor, (thing to do before closing the module)
|
|
* called in map::do_final
|
|
* @return 0
|
|
*/
|
|
void do_final_unit(void){
|
|
// Nothing to do
|
|
}
|