rathena/src/map/unit.cpp
Lemongrass3110 1f63265a3b Follow up to 6fe0ed5
Thanks to @Daegaladh
2020-04-09 21:51:33 +02:00

3538 lines
97 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);
}
#if PACKETVER >= 20170726
// If this is a walking NPC and it will use a player sprite
else if( bl->type == BL_NPC && pcdb_checkid( status_get_viewdata( bl )->class_ ) ){
// Respawn the NPC as player unit
unit_refresh( bl, true );
}
#endif
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 PACKETVER >= 20170726
// If this was a walking NPC and it used a player sprite
if( bl->type == BL_NPC && pcdb_checkid( status_get_viewdata( bl )->class_ ) ){
// Respawn the NPC as NPC unit
unit_refresh( bl, false );
}
#endif
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);
//Clear the event
ud->walk_done_event[0] = 0;
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;
}
}
}
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_KNOCKBACKGROUP))
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 (Pre-Renewal)
* 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);
#ifndef RENEWAL
// 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;
#endif
// 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_ISGUILD)))
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) || sd->state.mail_writing)) || 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 && (
#ifndef RENEWAL
!sc->data[SC_LONGING] ||
#endif
(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;
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
int inf = skill_get_inf(skill_id);
std::shared_ptr<s_skill_db> skill = skill_db.find(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->nk[NK_NODAMAGE])// exploit fix
target_id = src->id;
combo = 1;
} else if ( target_id == src->id &&
inf&INF_SELF_SKILL &&
(skill->inf2[INF2_NOTARGETSELF] ||
(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(skill->inf2[INF2_NOTARGETSELF] && 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(skill->inf2[INF2_DISABLENEARNPC] && 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;
#ifndef RENEWAL
case HP_BASILICA:
if( sc && sc->data[SC_BASILICA] )
casttime = -1; // No Casting time on basilica cancel
break;
#endif
#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;
} else if (sc->data[SC_NEWMOON] && skill_id != SJ_NEWMOONKICK) {
status_change_end(src, SC_NEWMOON, INVALID_TIMER);
if (!src->prev)
return 0; // Warped away!
}
}
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_DISABLENEARNPC) && 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;
} else if (sc->data[SC_NEWMOON]) {
status_change_end(src, SC_NEWMOON, 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);
#ifdef RENEWAL
status_change_end(bl, SC_BASILICA_CELL, INVALID_TIMER);
#else
status_change_end(bl, SC_BASILICA, INVALID_TIMER);
#endif
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_FLASHKICK, 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_HELLS_PLANT, 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_NEWMOON, 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, bool walking) {
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,walking); // 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);
pc_delsoulball(sd,sd->soulball, 1);
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
}