git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9290 54d463be-8e91-2dee-dedb-b68131a5f0ec
1883 lines
52 KiB
C
1883 lines
52 KiB
C
// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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// Merged originally from jA by Skotlex
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "../common/showmsg.h"
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#include "../common/timer.h"
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#include "../common/nullpo.h"
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#include "../common/db.h"
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#include "../common/malloc.h"
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#include "unit.h"
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#include "map.h"
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#include "pc.h"
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#include "mob.h"
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#include "pet.h"
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#include "mercenary.h"
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#include "skill.h"
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#include "clif.h"
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#include "npc.h"
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#include "guild.h"
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#include "status.h"
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#include "battle.h"
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#include "chat.h"
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#include "trade.h"
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#include "vending.h"
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#include "party.h"
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#include "intif.h"
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#include "chrif.h"
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#include "script.h"
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const int dirx[8]={0,-1,-1,-1,0,1,1,1};
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const int diry[8]={1,1,0,-1,-1,-1,0,1};
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struct unit_data* unit_bl2ud(struct block_list *bl) {
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if( bl == NULL) return NULL;
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if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
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if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
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if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
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if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
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if( bl->type == BL_HOM) return &((struct homun_data*)bl)->ud; //[orn]
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return NULL;
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}
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static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
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int unit_walktoxy_sub(struct block_list *bl)
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{
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int i;
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struct walkpath_data wpd;
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struct unit_data *ud = NULL;
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nullpo_retr(1, bl);
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ud = unit_bl2ud(bl);
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if(ud == NULL) return 0;
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if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
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return 0;
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memcpy(&ud->walkpath,&wpd,sizeof(wpd));
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if (ud->target && ud->chaserange>1) {
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//Generally speaking, the walk path is already to an adjacent tile
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//so we only need to shorten the path if the range is greater than 1.
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int dir;
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//Trim the last part of the path to account for range,
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//but always move at least one cell when requested to move.
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for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
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ud->walkpath.path_len--;
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dir = ud->walkpath.path[ud->walkpath.path_len];
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if(dir&1)
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i-=14;
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else
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i-=10;
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ud->to_x -= dirx[dir];
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ud->to_y -= diry[dir];
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}
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}
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ud->state.change_walk_target=0;
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if (bl->type == BL_PC) {
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((TBL_PC *)bl)->head_dir = 0;
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clif_walkok((TBL_PC*)bl);
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}
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clif_move(bl);
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if(ud->walkpath.path_pos>=ud->walkpath.path_len)
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i = -1;
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else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
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i = status_get_speed(bl)*14/10;
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else
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i = status_get_speed(bl);
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if( i > 0)
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ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
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return 1;
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}
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static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
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{
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int i;
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int x,y,dx,dy,dir;
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struct block_list *bl;
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struct map_session_data *sd = NULL;
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struct mob_data *md = NULL;
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struct unit_data *ud = NULL;
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bl=map_id2bl(id);
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if(bl == NULL)
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return 0;
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if( BL_CAST( BL_PC, bl, sd ) ) {
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ud = &sd->ud;
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} else if( BL_CAST( BL_MOB, bl, md ) ) {
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ud = &md->ud;
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} else
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ud = unit_bl2ud(bl);
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if(ud == NULL) return 0;
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if(ud->walktimer != tid){
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if(battle_config.error_log)
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ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
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return 0;
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}
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ud->walktimer=-1;
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if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する
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if(ud->walkpath.path_pos>=ud->walkpath.path_len)
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return 0;
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if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
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return 1;
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x = bl->x;
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y = bl->y;
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dir = ud->walkpath.path[ud->walkpath.path_pos];
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ud->dir = dir;
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dx = dirx[(int)dir];
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dy = diry[(int)dir];
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if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
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return unit_walktoxy_sub(bl);
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// バシリカ判定
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map_foreachinmovearea(clif_outsight,bl->m,
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x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
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dx,dy,sd?BL_ALL:BL_PC,bl);
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x += dx;
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y += dy;
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map_moveblock(bl, x, y, tick);
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ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
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ud->walktimer = 1;
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map_foreachinmovearea(clif_insight,bl->m,
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x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
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-dx,-dy,sd?BL_ALL:BL_PC,bl);
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ud->walktimer = -1;
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if(sd) {
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if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
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npc_touch_areanpc(sd,bl->m,x,y);
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if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
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return 0;
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} else
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sd->areanpc_id=0;
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if (sd->state.gmaster_flag &&
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(battle_config.guild_aura&(agit_flag?2:1)) &&
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(battle_config.guild_aura&(map_flag_gvg2(bl->m)?8:4))
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)
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{ //Guild Aura: Likely needs to be recoded, this method seems inefficient.
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struct guild *g = sd->state.gmaster_flag;
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int skill, strvit= 0, agidex = 0;
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if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) strvit |= (skill&0xFFFF)<<16;
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if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) strvit |= (skill&0xFFFF);
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if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) agidex |= (skill&0xFFFF)<<16;
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if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) agidex |= skill&0xFFFF;
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if (strvit || agidex)
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map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
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bl->id, sd->status.guild_id, strvit, agidex);
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}
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if (
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(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
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sd->sc.data[SC_MIRACLE].timer==-1 &&
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!(ud->walk_count%WALK_SKILL_INTERVAL) &&
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rand()%10000 < battle_config.sg_miracle_skill_ratio
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) { //SG_MIRACLE [Komurka]
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clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
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sc_start(&sd->bl,SC_MIRACLE,100,1,
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battle_config.sg_miracle_skill_duration_min+
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rand()%battle_config.sg_miracle_skill_duration_max);
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}
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} else if (md) {
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if(battle_config.mob_warp&1 && map_getcell(bl->m,x,y,CELL_CHKNPC) &&
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npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex]
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return 0;
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if (md->min_chase > md->db->range3) md->min_chase--;
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//Walk skills are triggered regardless of target due to the idle-walk mob state.
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//But avoid triggering on stop-walk calls.
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if(tid != -1 &&
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!(ud->walk_count%WALK_SKILL_INTERVAL) &&
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mobskill_use(md, tick, -1))
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{
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if (!(ud->skillid == NPC_SELFDESTRUCTION && ud->skilltimer != -1))
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{ //Skill used, abort walking
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clif_fixpos(bl); //Fix position as walk has been cancelled.
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return 0;
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}
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//Resend walk packet for proper Self Destruction display.
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clif_move(bl);
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}
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}
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if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
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return 0;
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if(ud->state.change_walk_target)
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return unit_walktoxy_sub(bl);
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ud->walkpath.path_pos++;
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if(ud->walkpath.path_pos>=ud->walkpath.path_len)
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i = -1;
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else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
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i = status_get_speed(bl)*14/10;
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else
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i = status_get_speed(bl);
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if(i > 0)
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ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
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else if(ud->state.running) {
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//Keep trying to run.
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if (!unit_run(bl))
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ud->state.running = 0;
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} else if (ud->target) {
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//Update target trajectory.
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struct block_list *tbl = map_id2bl(ud->target);
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if (!tbl || !status_check_visibility(bl, tbl)) { //Cancel chase.
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ud->to_x = bl->x;
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ud->to_y = bl->y;
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return 0;
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}
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if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
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{ //Reached destination.
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if (ud->state.attack_continue) {
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clif_fixpos(bl); //Aegis uses one before every attack, we should
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//only need this one for syncing purposes. [Skotlex]
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unit_attack(bl, tbl->id, ud->state.attack_continue);
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}
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} else { //Update chase-path
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unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
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return 0;
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}
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} else { //Stopped walking. Update to_x and to_y to current location [Skotlex]
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ud->to_x = bl->x;
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ud->to_y = bl->y;
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if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
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mob_script_callback(md, NULL, CALLBACK_WALKACK);
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}
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return 0;
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}
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//Easy parameter: &1 -> 1/0 = easy/hard, &2 -> force walking.
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int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
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struct unit_data *ud = NULL;
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struct status_change *sc = NULL;
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nullpo_retr(0, bl);
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if ( status_isdead(bl) ) //[orn]
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return 0;
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ud = unit_bl2ud(bl);
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if( ud == NULL) return 0;
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if(!(easy&2) && (!status_get_mode(bl)&MD_CANMOVE || !unit_can_move(bl)))
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return 0;
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ud->state.walk_easy = easy&1;
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ud->target = 0;
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ud->to_x = x;
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ud->to_y = y;
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sc = status_get_sc(bl);
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if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
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map_random_dir(bl, &ud->to_x, &ud->to_y);
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if(ud->walktimer != -1) {
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// 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
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// timer関数からunit_walktoxy_subを呼ぶようにする
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ud->state.change_walk_target = 1;
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return 1;
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} else {
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return unit_walktoxy_sub(bl);
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}
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}
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static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
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{
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struct block_list *bl = map_id2bl(id);
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struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
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if (ud && ud->walktimer == -1 && ud->target == data)
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{
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if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
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add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
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else if (unit_can_move(bl))
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unit_walktoxy_sub(bl);
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}
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return 0;
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}
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// Chases a tbl. If the flag&1, use hard-path seek,
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// if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
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int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
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struct unit_data *ud = NULL;
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struct status_change *sc = NULL;
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nullpo_retr(0, bl);
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nullpo_retr(0, tbl);
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ud = unit_bl2ud(bl);
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if( ud == NULL) return 0;
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if (!(status_get_mode(bl)&MD_CANMOVE))
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return 0;
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if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
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ud->to_x = bl->x;
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ud->to_y = bl->y;
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return 0;
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}
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ud->state.walk_easy = flag&1;
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ud->target = tbl->id;
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ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
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ud->state.attack_continue = flag&2?1:0; //Chase to attack.
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sc = status_get_sc(bl);
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if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
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map_random_dir(bl, &ud->to_x, &ud->to_y);
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if(ud->walktimer != -1) {
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ud->state.change_walk_target = 1;
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return 1;
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}
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if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
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{ //Can't move, wait a bit before invoking the movement.
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add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
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return 1;
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} else if (!unit_can_move(bl))
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return 0;
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return unit_walktoxy_sub(bl);
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}
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int unit_run(struct block_list *bl)
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{
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struct status_change *sc = status_get_sc(bl);
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int i,to_x,to_y,dir_x,dir_y;
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if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
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return 0;
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if (!unit_can_move(bl)) {
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if(sc->data[SC_RUN].timer!=-1)
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status_change_end(bl,SC_RUN,-1);
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return 0;
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}
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to_x = bl->x;
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to_y = bl->y;
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dir_x = dirx[sc->data[SC_RUN].val2];
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dir_y = diry[sc->data[SC_RUN].val2];
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for(i=0;i<AREA_SIZE;i++)
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{
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if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
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break;
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to_x += dir_x;
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to_y += dir_y;
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}
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if(to_x == bl->x && to_y == bl->y) {
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//If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
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clif_status_change(bl, SI_BUMP, 1);
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status_change_end(bl,SC_RUN,-1);
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skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
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clif_fixpos(bl); //Why is a clif_slide (skill_blown) AND a fixpos needed? Ask Aegis.
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clif_status_change(bl, SI_BUMP, 0);
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return 0;
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}
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if (unit_walktoxy(bl, to_x, to_y, 1))
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return 1;
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//There must be an obstacle nearby. Attempt walking one cell at a time.
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do {
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to_x -= dir_x;
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to_y -= dir_y;
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} while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1));
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if (i==0) {
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clif_status_change(bl, SI_BUMP, 1);
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status_change_end(bl,SC_RUN,-1);
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skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
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clif_fixpos(bl);
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clif_status_change(bl, SI_BUMP, 0);
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return 0;
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}
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return 1;
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}
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//Instant warp function.
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int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
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{
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int dx,dy,dir;
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struct unit_data *ud = NULL;
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struct map_session_data *sd = NULL;
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struct walkpath_data wpd;
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nullpo_retr(0, bl);
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if( BL_CAST( BL_PC, bl, sd ) ) {
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ud = &sd->ud;
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} else
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ud = unit_bl2ud(bl);
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if( ud == NULL) return 0;
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unit_stop_walking(bl,1);
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unit_stop_attack(bl);
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if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
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return 0;
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dir = map_calc_dir(bl, dst_x,dst_y);
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ud->dir = dir;
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dx = dst_x - bl->x;
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dy = dst_y - bl->y;
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map_foreachinmovearea(clif_outsight,bl->m,
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bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
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dx,dy,sd?BL_ALL:BL_PC,bl);
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|
|
|
map_moveblock(bl, dst_x, dst_y, gettick());
|
|
|
|
ud->walktimer = 1;
|
|
map_foreachinmovearea(clif_insight,bl->m,
|
|
bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
|
|
-dx,-dy,sd?BL_ALL:BL_PC,bl);
|
|
ud->walktimer = -1;
|
|
|
|
if(sd) {
|
|
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 0;
|
|
} else
|
|
sd->areanpc_id=0;
|
|
if(sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0)
|
|
{ //Check if pet needs to be teleported. [Skotlex]
|
|
int flag = 0;
|
|
bl = &sd->pd->bl; //Note that bl now points to the pet!
|
|
if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
|
|
flag = 1;
|
|
else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
|
|
flag = 2;
|
|
if (flag) {
|
|
unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
|
|
clif_slide(bl,bl->x,bl->y);
|
|
}
|
|
//If you want to use bl afterwards, uncomment this:
|
|
//bl = &sd->bl;
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int unit_setdir(struct block_list *bl,unsigned char dir)
|
|
{
|
|
struct unit_data *ud;
|
|
nullpo_retr( 0, 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;
|
|
}
|
|
|
|
int unit_getdir(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud;
|
|
nullpo_retr( 0, bl );
|
|
ud = unit_bl2ud(bl);
|
|
if (!ud) return 0;
|
|
return ud->dir;
|
|
}
|
|
|
|
//Warps a unit/ud to a given map/position.
|
|
//In the case of players, pc_setpos is used.
|
|
//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
|
|
int unit_warp(struct block_list *bl,int m,short x,short y,int type)
|
|
{
|
|
struct unit_data *ud;
|
|
nullpo_retr(0, bl);
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if(bl->prev==NULL || !ud)
|
|
return 1;
|
|
|
|
if (type < 0 || type == 1)
|
|
//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[bl->m].flag.monster_noteleport)
|
|
return 1;
|
|
if (m != bl->m && map[m].flag.nobranch && battle_config.mob_warp&4)
|
|
return 1;
|
|
break;
|
|
case BL_PC:
|
|
if (map[bl->m].flag.noteleport)
|
|
return 1;
|
|
break;
|
|
}
|
|
|
|
if (x<0 || y<0)
|
|
{ //Random map position.
|
|
if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
|
|
if(battle_config.error_log)
|
|
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 (map_getcell(m,x,y,CELL_CHKNOREACH))
|
|
{ //Invalid target cell
|
|
if(battle_config.error_log)
|
|
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
|
|
if(battle_config.error_log)
|
|
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[m].index, 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;
|
|
|
|
map_addblock(bl);
|
|
clif_spawn(bl);
|
|
skill_unit_move(bl,gettick(),1);
|
|
|
|
if(bl->type == BL_MOB){
|
|
TBL_MOB *md = (TBL_MOB *)bl;
|
|
if(md->nd) // Tell the script engine we've warped
|
|
mob_script_callback(md, NULL, CALLBACK_WARPACK);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* 歩行停止
|
|
*------------------------------------------
|
|
*/
|
|
int unit_stop_walking(struct block_list *bl,int type)
|
|
{
|
|
struct unit_data *ud;
|
|
struct TimerData *data;
|
|
unsigned int tick;
|
|
nullpo_retr(0, bl);
|
|
|
|
ud = unit_bl2ud(bl);
|
|
if(!ud || ud->walktimer == -1)
|
|
return 0;
|
|
//NOTE: We are using timer data after deleting it because we know the
|
|
//delete_timer function does not messes with it. If the function's
|
|
//behaviour changes in the future, this code could break!
|
|
data = get_timer(ud->walktimer);
|
|
delete_timer(ud->walktimer, unit_walktoxy_timer);
|
|
ud->walktimer = -1;
|
|
ud->state.change_walk_target = 0;
|
|
tick = gettick();
|
|
if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
|
|
|| (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
|
|
{
|
|
ud->walkpath.path_len = ud->walkpath.path_pos+1;
|
|
unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
|
|
}
|
|
|
|
if(type&0x01)
|
|
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&~0xff)
|
|
ud->canmove_tick = gettick() + (type>>8);
|
|
|
|
if (ud->state.running)
|
|
status_change_end(bl, SC_RUN, -1);
|
|
return 1;
|
|
}
|
|
|
|
int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) {
|
|
|
|
if(skill_num < 0) return 0;
|
|
|
|
return unit_skilluse_id2(
|
|
src, target_id, skill_num, skill_lv,
|
|
skill_castfix(src, skill_num, skill_lv),
|
|
skill_get_castcancel(skill_num)
|
|
);
|
|
}
|
|
|
|
int unit_is_walking(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
nullpo_retr(0, bl);
|
|
if(!ud) return 0;
|
|
return (ud->walktimer != -1);
|
|
}
|
|
|
|
/*==========================================
|
|
* Determines if the bl can move based on status changes. [Skotlex]
|
|
*------------------------------------------
|
|
*/
|
|
int unit_can_move(struct block_list *bl)
|
|
{
|
|
struct map_session_data *sd;
|
|
struct unit_data *ud;
|
|
struct status_change *sc;
|
|
|
|
nullpo_retr(0, bl);
|
|
ud = unit_bl2ud(bl);
|
|
sc = status_get_sc(bl);
|
|
BL_CAST(BL_PC, bl, sd);
|
|
|
|
if (!ud)
|
|
return 0;
|
|
|
|
if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0))
|
|
return 0;
|
|
|
|
if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
|
|
return 0;
|
|
|
|
if (status_isdead(bl))
|
|
return 0;
|
|
|
|
if (sd && (
|
|
pc_issit(sd) ||
|
|
sd->state.blockedmove
|
|
))
|
|
return 0; //Can't move
|
|
|
|
if (sc) {
|
|
if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
|
|
return 0;
|
|
|
|
if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
|
|
return 0;
|
|
|
|
if (sc->count && (
|
|
sc->data[SC_ANKLE].timer != -1
|
|
|| sc->data[SC_AUTOCOUNTER].timer !=-1
|
|
|| sc->data[SC_TRICKDEAD].timer !=-1
|
|
|| sc->data[SC_BLADESTOP].timer !=-1
|
|
|| sc->data[SC_BLADESTOP_WAIT].timer !=-1
|
|
|| sc->data[SC_SPIDERWEB].timer !=-1
|
|
|| (sc->data[SC_DANCING].timer !=-1 && sc->data[SC_DANCING].val4 && (
|
|
sc->data[SC_LONGING].timer == -1 ||
|
|
(sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT ||
|
|
(sc->data[SC_DANCING].val1&0xFFFF) == CG_HERMODE
|
|
))
|
|
|| (sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) // cannot move while gospel is in effect
|
|
|| sc->data[SC_STOP].timer != -1
|
|
|| sc->data[SC_CLOSECONFINE].timer != -1
|
|
|| sc->data[SC_CLOSECONFINE2].timer != -1
|
|
|| (sc->data[SC_CLOAKING].timer != -1 && //Need wall at level 1-2
|
|
sc->data[SC_CLOAKING].val1 < 3 && !(sc->data[SC_CLOAKING].val4&1))
|
|
|| sc->data[SC_MADNESSCANCEL].timer != -1
|
|
))
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/*==========================================
|
|
* Applies walk delay to character, considering that
|
|
* if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
|
|
* if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
|
|
*------------------------------------------
|
|
*/
|
|
int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
if (delay <= 0 || !ud) return 0;
|
|
|
|
if (type) {
|
|
if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
|
|
return 0;
|
|
} else {
|
|
if (DIFF_TICK(ud->canmove_tick, tick) > 0)
|
|
return 0;
|
|
}
|
|
ud->canmove_tick = tick + delay;
|
|
if (ud->walktimer != -1)
|
|
{ //Stop walking, if chasing, readjust timers.
|
|
if (delay == 1)
|
|
{ //Minimal delay (walk-delay) disabled. Just stop walking.
|
|
unit_stop_walking(bl,0);
|
|
} else {
|
|
unit_stop_walking(bl,2);
|
|
if(ud->target)
|
|
add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int 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;
|
|
unsigned int tick = gettick();
|
|
int temp;
|
|
|
|
nullpo_retr(0, src);
|
|
if(status_isdead(src))
|
|
return 0; // 死んでいないか
|
|
|
|
if( BL_CAST( BL_PC, src, sd ) )
|
|
ud = &sd->ud;
|
|
else
|
|
ud = unit_bl2ud(src);
|
|
|
|
if(ud == NULL) return 0;
|
|
sc = status_get_sc(src);
|
|
if (sc && !sc->count)
|
|
sc = NULL; //Unneeded
|
|
//temp: used to signal combo-skills right now.
|
|
temp = (target_id == src->id && !(sd && sd->state.skill_flag)
|
|
&& skill_get_inf(skill_num)&INF_SELF_SKILL
|
|
&& skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
|
|
if (temp)
|
|
target_id = ud->target; //Auto-select skills. [Skotlex]
|
|
|
|
if (sd) {
|
|
//Target_id checking.
|
|
if(skillnotok(skill_num, sd)) // [MouseJstr]
|
|
return 0;
|
|
switch(skill_num)
|
|
{ //Check for skills that auto-select target
|
|
case MO_CHAINCOMBO:
|
|
if (sc && sc->data[SC_BLADESTOP].timer != -1){
|
|
if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
|
|
return 0;
|
|
}
|
|
break;
|
|
case TK_JUMPKICK:
|
|
case TK_COUNTER:
|
|
case HT_POWER:
|
|
if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
|
|
target_id = sc->data[SC_COMBO].val2;
|
|
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_num,0,0);
|
|
return 0;
|
|
}
|
|
break;
|
|
}
|
|
if (target)
|
|
target_id = target->id;
|
|
}
|
|
if (src->type==BL_HOM)
|
|
switch(skill_num)
|
|
{ //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;
|
|
}
|
|
|
|
if(!target && (target=map_id2bl(target_id)) == NULL )
|
|
return 0;
|
|
if(src->m != target->m)
|
|
return 0; // 同じマップかどうか
|
|
if(!src->prev || !target->prev)
|
|
return 0; // map 上に存在するか
|
|
|
|
//Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
|
|
if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
|
|
return 0;
|
|
|
|
if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
|
|
return 0;
|
|
|
|
if(!status_check_skilluse(src, target, skill_num, 0))
|
|
return 0;
|
|
|
|
tstatus = status_get_status_data(target);
|
|
//直前のスキル状況の記録
|
|
if(sd) {
|
|
switch(skill_num){
|
|
case SA_CASTCANCEL:
|
|
if(ud->skillid != skill_num){
|
|
sd->skillid_old = ud->skillid;
|
|
sd->skilllv_old = ud->skilllv;
|
|
break;
|
|
}
|
|
case BD_ENCORE:
|
|
//Prevent using the dance skill if you no longer have the skill in your tree.
|
|
if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
|
|
clif_skill_fail(sd,skill_num,0,0);
|
|
return 0;
|
|
}
|
|
sd->skillid_old = skill_num;
|
|
break;
|
|
case BD_LULLABY:
|
|
case BD_RICHMANKIM:
|
|
case BD_ETERNALCHAOS:
|
|
case BD_DRUMBATTLEFIELD:
|
|
case BD_RINGNIBELUNGEN:
|
|
case BD_ROKISWEIL:
|
|
case BD_INTOABYSS:
|
|
case BD_SIEGFRIED:
|
|
case CG_MOONLIT:
|
|
if (battle_config.player_skill_partner_check &&
|
|
(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
|
|
(skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
|
|
) {
|
|
clif_skill_fail(sd,skill_num,0,0);
|
|
return 0;
|
|
}
|
|
break;
|
|
}
|
|
if (!skill_check_condition(sd, skill_num, skill_lv, 0))
|
|
return 0;
|
|
}
|
|
//TODO: Add type-independant skill_check_condition function.
|
|
if (src->type == BL_MOB) {
|
|
switch (skill_num) {
|
|
case NPC_SUMMONSLAVE:
|
|
case NPC_SUMMONMONSTER:
|
|
case AL_TELEPORT:
|
|
if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//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 && (!temp || ud->attacktimer == -1))
|
|
{
|
|
if (skill_get_state(ud->skillid) == ST_MOVE_ENABLE)
|
|
{
|
|
if (!unit_can_reach_bl(src, target, skill_get_range2(src, skill_num,skill_lv)+1, 1, NULL, NULL))
|
|
return 0; //Walk-path check failed.
|
|
} else
|
|
if (!battle_check_range(src, target, skill_get_range2(src, skill_num,skill_lv)
|
|
+(skill_num==RG_CLOSECONFINE?0:1)))
|
|
//Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
|
|
return 0; //Arrow-path check failed.
|
|
}
|
|
|
|
if (!temp) //Stop attack on non-combo skills [Skotlex]
|
|
unit_stop_attack(src);
|
|
else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
|
|
ud->attackabletime = tick + status_get_adelay(src);
|
|
|
|
ud->state.skillcastcancel = castcancel;
|
|
|
|
//temp: Used to signal force cast now.
|
|
temp = 0;
|
|
|
|
switch(skill_num){
|
|
case ALL_RESURRECTION:
|
|
if(battle_check_undead(tstatus->race,tstatus->def_ele)){
|
|
temp=1;
|
|
casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
|
|
} else if (!status_isdead(target))
|
|
return 0; //Can't cast on non-dead characters.
|
|
break;
|
|
case MO_FINGEROFFENSIVE:
|
|
if(sd)
|
|
casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
|
|
break;
|
|
case MO_EXTREMITYFIST:
|
|
if (sc && sc->data[SC_COMBO].timer != -1 &&
|
|
(sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
|
|
sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
|
|
sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
|
|
casttime = 0;
|
|
temp = 1;
|
|
break;
|
|
case TK_RUN:
|
|
if (sc && sc->data[SC_RUN].timer != -1)
|
|
casttime = 0;
|
|
break;
|
|
case SA_MAGICROD:
|
|
case SA_SPELLBREAKER:
|
|
temp =1;
|
|
break;
|
|
case KN_CHARGEATK:
|
|
//Taken from jA: Casttime is increased by dist/3*100%
|
|
casttime = casttime * ((distance_bl(src,target)-1)/3+1);
|
|
break;
|
|
}
|
|
|
|
if (!(skill_get_castnodex(skill_num, skill_lv)&2))
|
|
casttime = skill_castfix_sc(src, casttime);
|
|
|
|
if( casttime>0 || temp){
|
|
|
|
clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
|
|
|
|
if (sd && target->type == BL_MOB)
|
|
{
|
|
TBL_MOB *md = (TBL_MOB*)target;
|
|
mobskill_event(md, src, tick, -1); //Cast targetted skill event.
|
|
//temp: used to store mob's mode now.
|
|
if (tstatus->mode&MD_CASTSENSOR &&
|
|
battle_check_target(target, src, BCT_ENEMY) > 0)
|
|
{
|
|
switch (md->state.skillstate) {
|
|
case MSS_ANGRY:
|
|
case MSS_RUSH:
|
|
case MSS_FOLLOW:
|
|
if (!(tstatus->mode&(MD_AGGRESSIVE|MD_ANGRY)))
|
|
break; //Only Aggressive mobs change target while chasing.
|
|
case MSS_IDLE:
|
|
case MSS_WALK:
|
|
md->target_id = src->id;
|
|
md->state.aggressive = (temp&MD_ANGRY)?1:0;
|
|
md->min_chase = md->db->range3;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if( casttime<=0 )
|
|
ud->state.skillcastcancel=0;
|
|
|
|
ud->canact_tick = tick + casttime + 100;
|
|
ud->skilltarget = target_id;
|
|
ud->skillx = 0;
|
|
ud->skilly = 0;
|
|
ud->skillid = skill_num;
|
|
ud->skilllv = skill_lv;
|
|
|
|
if(sc && sc->data[SC_CLOAKING].timer != -1 &&
|
|
!(sc->data[SC_CLOAKING].val4&4) && skill_num != AS_CLOAKING)
|
|
status_change_end(src,SC_CLOAKING,-1);
|
|
|
|
if(casttime > 0) {
|
|
ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
|
|
if(sd && pc_checkskill(sd,SA_FREECAST))
|
|
status_freecast_switch(sd);
|
|
else
|
|
unit_stop_walking(src,1);
|
|
}
|
|
else
|
|
skill_castend_id(ud->skilltimer,tick,src->id,0);
|
|
return 1;
|
|
}
|
|
|
|
int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) {
|
|
if(skill_num < 0)
|
|
return 0;
|
|
return unit_skilluse_pos2(
|
|
src, skill_x, skill_y, skill_num, skill_lv,
|
|
skill_castfix(src, skill_num, skill_lv),
|
|
skill_get_castcancel(skill_num)
|
|
);
|
|
}
|
|
|
|
int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int 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;
|
|
unsigned int tick = gettick();
|
|
|
|
nullpo_retr(0, src);
|
|
|
|
if(!src->prev) return 0; // map 上に存在するか
|
|
if(status_isdead(src)) return 0;
|
|
|
|
if( BL_CAST( BL_PC, src, sd ) ) {
|
|
ud = &sd->ud;
|
|
} else
|
|
ud = unit_bl2ud(src);
|
|
if(ud == NULL) return 0;
|
|
|
|
if(ud->skilltimer != -1) //Normally not needed since clif.c 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 (skillnotok(skill_num, sd) ||
|
|
!skill_check_condition(sd, skill_num, skill_lv,0))
|
|
return 0;
|
|
}
|
|
|
|
if (!status_check_skilluse(src, NULL, skill_num, 0))
|
|
return 0;
|
|
|
|
if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
|
|
{ //prevent casting ground targeted spells on non-walkable areas. [Skotlex]
|
|
if (sd) clif_skill_fail(sd,skill_num,0,0);
|
|
return 0;
|
|
}
|
|
|
|
/* 射程と障害物チェック */
|
|
bl.type = BL_NUL;
|
|
bl.m = src->m;
|
|
bl.x = skill_x;
|
|
bl.y = skill_y;
|
|
|
|
if (skill_get_state(ud->skillid) == ST_MOVE_ENABLE)
|
|
{
|
|
if (!unit_can_reach_bl(src, &bl, skill_get_range2(src, skill_num,skill_lv)+1, 1, NULL, NULL))
|
|
return 0; //Walk-path check failed.
|
|
} else
|
|
if (!battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
|
|
return 0; //Arrow-path check failed.
|
|
|
|
unit_stop_attack(src);
|
|
ud->state.skillcastcancel = castcancel;
|
|
|
|
|
|
if (!(skill_get_castnodex(skill_num, skill_lv)&2))
|
|
casttime = skill_castfix_sc(src, casttime);
|
|
|
|
if( casttime>0 ) {
|
|
unit_stop_walking( src, 1);
|
|
clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
|
|
} else
|
|
ud->state.skillcastcancel=0;
|
|
|
|
ud->canact_tick = tick + casttime + 100;
|
|
ud->skillid = skill_num;
|
|
ud->skilllv = skill_lv;
|
|
ud->skillx = skill_x;
|
|
ud->skilly = skill_y;
|
|
ud->skilltarget = 0;
|
|
|
|
if (sc && sc->data[SC_CLOAKING].timer != -1 &&
|
|
!(sc->data[SC_CLOAKING].val4&4))
|
|
status_change_end(src,SC_CLOAKING,-1);
|
|
|
|
if(casttime > 0) {
|
|
ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
|
|
if(sd && pc_checkskill(sd,SA_FREECAST))
|
|
status_freecast_switch(sd);
|
|
else
|
|
unit_stop_walking(src,1);
|
|
}
|
|
else {
|
|
ud->skilltimer = -1;
|
|
skill_castend_pos(ud->skilltimer,tick,src->id,0);
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
|
|
|
|
int unit_stop_attack(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
nullpo_retr(0, bl);
|
|
|
|
if(!ud || ud->attacktimer == -1)
|
|
return 0;
|
|
|
|
delete_timer( ud->attacktimer, unit_attack_timer );
|
|
ud->attacktimer = -1;
|
|
ud->target = 0;
|
|
return 0;
|
|
}
|
|
|
|
//Means current target is unattackable. For now only unlocks mobs.
|
|
int unit_unattackable(struct block_list *bl) {
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
if (ud) {
|
|
ud->target = 0;
|
|
ud->state.attack_continue = 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;
|
|
}
|
|
|
|
/*==========================================
|
|
* 攻撃要求
|
|
* typeが1なら継続攻撃
|
|
*------------------------------------------
|
|
*/
|
|
|
|
int unit_attack(struct block_list *src,int target_id,int type)
|
|
{
|
|
struct block_list *target;
|
|
struct unit_data *ud;
|
|
|
|
nullpo_retr(0, 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); // submitted by leinsirk10 [Celest]
|
|
return 0;
|
|
}
|
|
|
|
if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
|
|
!status_check_skilluse(src, target, 0, 0)
|
|
) {
|
|
unit_unattackable(src);
|
|
return 1;
|
|
}
|
|
|
|
ud->target = target_id;
|
|
ud->state.attack_continue = type;
|
|
if (type) //If you re to attack continously, set to auto-case character
|
|
ud->chaserange = status_get_range(src);
|
|
|
|
//Just change target/type. [Skotlex]
|
|
if(ud->attacktimer != -1)
|
|
return 0;
|
|
|
|
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(-1,gettick(),src->id,0);
|
|
|
|
return 0;
|
|
}
|
|
|
|
//Cancels an ongoing combo, resets attackable time and restarts the
|
|
//attack timer to resume attacking after amotion time. [Skotlex]
|
|
int unit_cancel_combo(struct block_list *bl)
|
|
{
|
|
struct unit_data *ud;
|
|
|
|
if (!status_change_end(bl, SC_COMBO, -1))
|
|
return 0; //Combo wasn't active.
|
|
|
|
ud = unit_bl2ud(bl);
|
|
nullpo_retr(0, ud);
|
|
|
|
ud->attackabletime = gettick() + status_get_amotion(bl);
|
|
|
|
if (ud->attacktimer == -1)
|
|
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;
|
|
}
|
|
/*==========================================
|
|
*
|
|
*------------------------------------------
|
|
*/
|
|
int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
|
|
{
|
|
struct walkpath_data wpd;
|
|
|
|
nullpo_retr(0, bl);
|
|
|
|
if( bl->x==x && bl->y==y ) // 同じマス
|
|
return 1;
|
|
|
|
// 障害物判定
|
|
wpd.path_len=0;
|
|
wpd.path_pos=0;
|
|
wpd.path_half=0;
|
|
return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
|
|
}
|
|
|
|
/*==========================================
|
|
*
|
|
*------------------------------------------
|
|
*/
|
|
int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
|
|
{
|
|
struct walkpath_data wpd;
|
|
int i;
|
|
short dx,dy;
|
|
nullpo_retr(0, bl);
|
|
nullpo_retr(0, tbl);
|
|
|
|
if( bl->m != tbl->m)
|
|
return 0;
|
|
|
|
if( bl->x==tbl->x && bl->y==tbl->y )
|
|
return 1;
|
|
|
|
if(range>0 && !check_distance_bl(bl, tbl, range))
|
|
return 0;
|
|
|
|
wpd.path_len=0;
|
|
wpd.path_pos=0;
|
|
wpd.path_half=0;
|
|
|
|
// 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_CHKNOREACH))
|
|
{ //Look for a suitable cell to place in.
|
|
for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
|
|
if (i==9) return 0; //No valid cells.
|
|
dx = dirx[i];
|
|
dy = diry[i];
|
|
}
|
|
|
|
if (x) *x = tbl->x-dx;
|
|
if (y) *y = tbl->y-dy;
|
|
return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
|
|
}
|
|
|
|
|
|
/*==========================================
|
|
* PCの攻撃 (timer関数)
|
|
*------------------------------------------
|
|
*/
|
|
static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int 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){
|
|
if(battle_config.error_log)
|
|
ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
|
|
return 0;
|
|
}
|
|
BL_CAST( BL_PC , src, sd);
|
|
BL_CAST( BL_MOB, src, md);
|
|
ud->attacktimer=-1;
|
|
target=map_id2bl(ud->target);
|
|
|
|
if(src->prev == NULL || target==NULL || target->prev == NULL)
|
|
return 0;
|
|
|
|
if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
|
|
return 0;
|
|
|
|
if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
|
|
return 0;
|
|
|
|
sstatus = status_get_status_data(src);
|
|
|
|
if(!battle_config.sdelay_attack_enable &&
|
|
DIFF_TICK(ud->canact_tick,tick) > 0 &&
|
|
(!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
|
|
) {
|
|
if (tid == -1) { //requested attack.
|
|
if(sd) clif_skill_fail(sd,1,4,0);
|
|
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;
|
|
}
|
|
|
|
range = sstatus->rhw.range;
|
|
|
|
if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range...
|
|
if(unit_is_walking(target)) range++; //Extra range when chasing
|
|
|
|
if(!check_distance_bl(src,target,range) ) {
|
|
//Chase if required.
|
|
if(ud->state.attack_continue) {
|
|
if(sd)
|
|
clif_movetoattack(sd,target);
|
|
else
|
|
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 == -1 && 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 != -1)
|
|
unit_stop_walking(src,1);
|
|
if(md) {
|
|
if (mobskill_use(md,tick,-1))
|
|
return 1;
|
|
if (sstatus->mode&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->class_, 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,target,0);
|
|
map_freeblock_unlock();
|
|
|
|
ud->attackabletime = tick + sstatus->adelay;
|
|
// You can't move if you can't attack neither.
|
|
if (battle_config.attack_walk_delay)
|
|
unit_set_walkdelay(src, tick,
|
|
sstatus->amotion/battle_config.attack_walk_delay, 1);
|
|
}
|
|
|
|
if(ud->state.attack_continue)
|
|
ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
|
|
|
|
return 1;
|
|
}
|
|
|
|
static int unit_attack_timer(int tid,unsigned int tick,int id,int data) {
|
|
struct block_list *bl;
|
|
bl = map_id2bl(id);
|
|
if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
|
|
unit_unattackable(bl);
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Cancels an ongoing skill cast.
|
|
* flag&1: Cast-Cancel invoked.
|
|
* flag&2: Cancel only if skill is cancellable.
|
|
*------------------------------------------
|
|
*/
|
|
int unit_skillcastcancel(struct block_list *bl,int type)
|
|
{
|
|
struct map_session_data *sd = NULL;
|
|
struct unit_data *ud = unit_bl2ud( bl);
|
|
unsigned int tick=gettick();
|
|
int ret=0, skill;
|
|
|
|
nullpo_retr(0, bl);
|
|
if (!ud || ud->skilltimer==-1)
|
|
return 0; //Nothing to cancel.
|
|
|
|
BL_CAST(BL_PC, bl, sd);
|
|
|
|
if (type&2) {
|
|
//See if it can be cancelled.
|
|
if (!ud->state.skillcastcancel)
|
|
return 0;
|
|
|
|
if (sd && (sd->special_state.no_castcancel2 ||
|
|
(sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
|
|
return 0;
|
|
}
|
|
|
|
ud->canact_tick=tick;
|
|
if(sd && pc_checkskill(sd,SA_FREECAST))
|
|
status_freecast_switch(sd);
|
|
|
|
if(type&1 && sd)
|
|
skill = sd->skillid_old;
|
|
else
|
|
skill = ud->skillid;
|
|
|
|
if (skill_get_inf(skill) & 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 : skillid : %d\n",ret);
|
|
|
|
if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx = -1;
|
|
|
|
ud->skilltimer = -1;
|
|
clif_skillcastcancel(bl);
|
|
return 1;
|
|
}
|
|
|
|
// unit_data の初期化処理
|
|
void unit_dataset(struct block_list *bl) {
|
|
struct unit_data *ud;
|
|
nullpo_retv(ud = unit_bl2ud(bl));
|
|
|
|
malloc_set( ud, 0, sizeof( struct unit_data) );
|
|
ud->bl = bl;
|
|
ud->walktimer = -1;
|
|
ud->skilltimer = -1;
|
|
ud->attacktimer = -1;
|
|
ud->attackabletime =
|
|
ud->canact_tick =
|
|
ud->canmove_tick = gettick();
|
|
}
|
|
|
|
/*==========================================
|
|
* 自分をロックしているユニットの数を数える(foreachclient)
|
|
*------------------------------------------
|
|
*/
|
|
static int unit_counttargeted_sub(struct block_list *bl, va_list ap)
|
|
{
|
|
int id, target_lv;
|
|
struct unit_data *ud;
|
|
id = va_arg(ap,int);
|
|
target_lv = va_arg(ap,int);
|
|
if(bl->id == id)
|
|
return 0;
|
|
|
|
ud = unit_bl2ud(bl);
|
|
|
|
if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
*
|
|
*------------------------------------------
|
|
*/
|
|
int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
|
|
{
|
|
nullpo_retr(0, target);
|
|
|
|
if(damage+damage2 <= 0)
|
|
return 0;
|
|
|
|
return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
|
|
}
|
|
/*==========================================
|
|
* 自分をロックしている対象の数を返す
|
|
* 戻りは整数で0以上
|
|
*------------------------------------------
|
|
*/
|
|
int unit_counttargeted(struct block_list *bl,int target_lv)
|
|
{
|
|
nullpo_retr(0, bl);
|
|
return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
|
|
bl->id, target_lv));
|
|
}
|
|
|
|
/*==========================================
|
|
* 見た目のサイズを変更する
|
|
*------------------------------------------
|
|
*/
|
|
int unit_changeviewsize(struct block_list *bl,short size)
|
|
{
|
|
nullpo_retr(0, bl);
|
|
|
|
size=(size<0)?-1:(size>0)?1:0;
|
|
|
|
if(bl->type == BL_PC) {
|
|
((TBL_PC*)bl)->state.size=size;
|
|
} else if(bl->type == BL_MOB) {
|
|
((TBL_MOB*)bl)->special_state.size=size;
|
|
} else
|
|
return 0;
|
|
if(size!=0)
|
|
clif_misceffect2(bl,421+size);
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Removes a bl/ud from the map.
|
|
* Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
|
|
* if clrtype is 1 (death), appropiate cleanup is performed.
|
|
* Otherwise it is assumed bl is being warped.
|
|
* On-Kill specific stuff is not performed here, look at status_damage for that.
|
|
*------------------------------------------
|
|
*/
|
|
int unit_remove_map(struct block_list *bl, int clrtype) {
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
struct status_change *sc = status_get_sc(bl);
|
|
nullpo_retr(0, ud);
|
|
|
|
if(bl->prev == NULL)
|
|
return 0; //Already removed?
|
|
|
|
map_freeblock_lock();
|
|
|
|
ud->target = 0; //Unlock walk/attack target.
|
|
if (ud->walktimer != -1)
|
|
unit_stop_walking(bl,0);
|
|
if (ud->attacktimer != -1)
|
|
unit_stop_attack(bl);
|
|
if (ud->skilltimer != -1)
|
|
unit_skillcastcancel(bl,0);
|
|
// Do not reset can-act delay. [Skotlex]
|
|
ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
|
|
|
|
if(sc && sc->count ) { //map-change/warp dispells.
|
|
if(sc->data[SC_BLADESTOP].timer!=-1)
|
|
status_change_end(bl,SC_BLADESTOP,-1);
|
|
if(sc->data[SC_BASILICA].timer!=-1)
|
|
status_change_end(bl,SC_BASILICA,-1);
|
|
if(sc->data[SC_ANKLE].timer != -1)
|
|
status_change_end(bl, SC_ANKLE, -1);
|
|
if (sc->data[SC_TRICKDEAD].timer != -1)
|
|
status_change_end(bl, SC_TRICKDEAD, -1);
|
|
if (sc->data[SC_BLADESTOP].timer!=-1)
|
|
status_change_end(bl,SC_BLADESTOP,-1);
|
|
if (sc->data[SC_RUN].timer!=-1)
|
|
status_change_end(bl,SC_RUN,-1);
|
|
if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
|
|
skill_stop_dancing(bl);
|
|
if (sc->data[SC_WARM].timer!=-1)
|
|
status_change_end(bl, SC_WARM, -1);
|
|
if (sc->data[SC_DEVOTION].timer!=-1)
|
|
status_change_end(bl,SC_DEVOTION,-1);
|
|
if (sc->data[SC_MARIONETTE].timer!=-1)
|
|
status_change_end(bl,SC_MARIONETTE,-1);
|
|
if (sc->data[SC_MARIONETTE2].timer!=-1)
|
|
status_change_end(bl,SC_MARIONETTE2,-1);
|
|
if (sc->data[SC_CLOSECONFINE].timer!=-1)
|
|
status_change_end(bl,SC_CLOSECONFINE,-1);
|
|
if (sc->data[SC_CLOSECONFINE2].timer!=-1)
|
|
status_change_end(bl,SC_CLOSECONFINE2,-1);
|
|
if (sc->data[SC_HIDING].timer!=-1)
|
|
status_change_end(bl, SC_HIDING, -1);
|
|
if (sc->data[SC_CLOAKING].timer!=-1)
|
|
status_change_end(bl, SC_CLOAKING, -1);
|
|
if (sc->data[SC_CHASEWALK].timer!=-1)
|
|
status_change_end(bl, SC_CHASEWALK, -1);
|
|
if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
|
|
status_change_end(bl, SC_GOSPEL, -1);
|
|
if (sc->data[SC_CHANGE].timer!=-1)
|
|
status_change_end(bl, SC_CHANGE, -1);
|
|
}
|
|
|
|
if (bl->type&BL_CHAR) {
|
|
skill_unit_move(bl,gettick(),4);
|
|
skill_cleartimerskill(bl); // タイマースキルクリア
|
|
}
|
|
|
|
if(bl->type == BL_PC) {
|
|
struct map_session_data *sd = (struct map_session_data*)bl;
|
|
|
|
//Leave/reject all invitations.
|
|
if(sd->chatID)
|
|
chat_leavechat(sd);
|
|
if(sd->trade_partner)
|
|
trade_tradecancel(sd);
|
|
if(sd->vender_id)
|
|
vending_closevending(sd);
|
|
if(!sd->state.waitingdisconnect)
|
|
{ //when quitting, let the final chrif_save handle storage saving.
|
|
if(sd->state.storage_flag == 1)
|
|
storage_storage_quit(sd,0);
|
|
else if (sd->state.storage_flag == 2)
|
|
storage_guild_storage_quit(sd,0);
|
|
}
|
|
if(sd->party_invite>0)
|
|
party_reply_invite(sd,sd->party_invite_account,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_lv = 0;
|
|
|
|
pc_delinvincibletimer(sd);
|
|
|
|
if(sd->pvp_timer!=-1) {
|
|
delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
|
|
sd->pvp_timer = -1;
|
|
}
|
|
|
|
if(pc_issit(sd)) {
|
|
pc_setstand(sd);
|
|
skill_sit(sd,0);
|
|
}
|
|
party_send_dot_remove(sd);//minimap dot fix [Kevin]
|
|
guild_send_dot_remove(sd);
|
|
} else if(bl->type == BL_MOB) {
|
|
struct mob_data *md = (struct mob_data*)bl;
|
|
md->target_id=0;
|
|
md->attacked_id=0;
|
|
md->state.skillstate= MSS_IDLE;
|
|
} else if (bl->type == BL_PET) {
|
|
struct pet_data *pd = (struct pet_data*)bl;
|
|
if(pd->pet.intimate <= 0 &&
|
|
!(pd->msd && pd->msd->state.waitingdisconnect)
|
|
) { //If logging out, this is deleted on unit_free
|
|
clif_clearchar_area(bl,clrtype);
|
|
map_delblock(bl);
|
|
unit_free(bl,0);
|
|
map_freeblock_unlock();
|
|
return 0;
|
|
}
|
|
} else if (bl->type == BL_HOM) {
|
|
struct homun_data *hd = (struct homun_data *) bl;
|
|
if(!hd->homunculus.intimacy &&
|
|
!(hd->master && hd->master->state.waitingdisconnect)
|
|
) { //If logging out, this is deleted on unit_free
|
|
clif_emotion(bl, 28) ; //sob
|
|
clif_clearchar_area(bl,clrtype);
|
|
map_delblock(bl);
|
|
unit_free(bl,0);
|
|
map_freeblock_unlock();
|
|
return 0;
|
|
}
|
|
}
|
|
clif_clearchar_area(bl,clrtype);
|
|
map_delblock(bl);
|
|
map_freeblock_unlock();
|
|
return 1;
|
|
}
|
|
|
|
/*==========================================
|
|
* Function to free all related resources to the bl
|
|
* if unit is on map, it is removed using the clrtype specified
|
|
*------------------------------------------
|
|
*/
|
|
|
|
int unit_free(struct block_list *bl, int clrtype) {
|
|
struct unit_data *ud = unit_bl2ud( bl );
|
|
nullpo_retr(0, ud);
|
|
|
|
map_freeblock_lock();
|
|
if( bl->prev ) //Players are supposed to logout with a "warp" effect.
|
|
unit_remove_map(bl, clrtype);
|
|
|
|
if( bl->type == BL_PC ) {
|
|
struct map_session_data *sd = (struct map_session_data*)bl;
|
|
if(status_isdead(bl))
|
|
pc_setrestartvalue(sd,2);
|
|
|
|
//Status that are not saved...
|
|
if(sd->sc.count) {
|
|
if(sd->sc.data[SC_SPURT].timer!=-1)
|
|
status_change_end(bl,SC_SPURT,-1);
|
|
if(sd->sc.data[SC_BERSERK].timer!=-1)
|
|
status_change_end(bl,SC_BERSERK,-1);
|
|
if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
|
|
status_change_end(bl,SC_TRICKDEAD,-1);
|
|
if(sd->sc.data[SC_GUILDAURA].timer!=-1)
|
|
status_change_end(bl,SC_GUILDAURA,-1);
|
|
if (battle_config.debuff_on_logout&1) {
|
|
if(sd->sc.data[SC_ORCISH].timer!=-1)
|
|
status_change_end(bl,SC_ORCISH,-1);
|
|
if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
|
|
status_change_end(bl,SC_STRIPWEAPON,-1);
|
|
if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
|
|
status_change_end(bl,SC_STRIPARMOR,-1);
|
|
if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
|
|
status_change_end(bl,SC_STRIPSHIELD,-1);
|
|
if(sd->sc.data[SC_STRIPHELM].timer!=-1)
|
|
status_change_end(bl,SC_STRIPHELM,-1);
|
|
if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
|
|
status_change_end(bl,SC_EXTREMITYFIST,-1);
|
|
if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
|
|
status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
|
|
if(sd->sc.data[SC_REGENERATION].timer!=-1 && sd->sc.data[SC_REGENERATION].val4)
|
|
status_change_end(bl,SC_REGENERATION,-1);
|
|
}
|
|
if (battle_config.debuff_on_logout&2)
|
|
{ //Food items are removed on logout.
|
|
if(sd->sc.data[SC_STRFOOD].timer!=-1)
|
|
status_change_end(bl,SC_STRFOOD,-1);
|
|
if(sd->sc.data[SC_AGIFOOD].timer!=-1)
|
|
status_change_end(bl,SC_AGIFOOD,-1);
|
|
if(sd->sc.data[SC_VITFOOD].timer!=-1)
|
|
status_change_end(bl,SC_VITFOOD,-1);
|
|
if(sd->sc.data[SC_INTFOOD].timer!=-1)
|
|
status_change_end(bl,SC_INTFOOD,-1);
|
|
if(sd->sc.data[SC_DEXFOOD].timer!=-1)
|
|
status_change_end(bl,SC_DEXFOOD,-1);
|
|
if(sd->sc.data[SC_LUKFOOD].timer!=-1)
|
|
status_change_end(bl,SC_LUKFOOD,-1);
|
|
if(sd->sc.data[SC_HITFOOD].timer!=-1)
|
|
status_change_end(bl,SC_HITFOOD,-1);
|
|
if(sd->sc.data[SC_FLEEFOOD].timer!=-1)
|
|
status_change_end(bl,SC_FLEEFOOD,-1);
|
|
if(sd->sc.data[SC_BATKFOOD].timer!=-1)
|
|
status_change_end(bl,SC_BATKFOOD,-1);
|
|
if(sd->sc.data[SC_WATKFOOD].timer!=-1)
|
|
status_change_end(bl,SC_WATKFOOD,-1);
|
|
if(sd->sc.data[SC_MATKFOOD].timer!=-1)
|
|
status_change_end(bl,SC_MATKFOOD,-1);
|
|
}
|
|
}
|
|
if (sd->followtimer != -1)
|
|
pc_stop_following(sd);
|
|
// Force exiting from duel and rejecting
|
|
// all duel invitations when player quit [LuzZza]
|
|
if(sd->duel_group > 0)
|
|
duel_leave(sd->duel_group, sd);
|
|
|
|
if(sd->duel_invite > 0)
|
|
duel_reject(sd->duel_invite, sd);
|
|
|
|
// Notify friends that this char logged out. [Skotlex]
|
|
clif_foreachclient(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_delspiritball(sd,sd->spiritball,1);
|
|
chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
|
|
pc_makesavestatus(sd);
|
|
pc_clean_skilltree(sd);
|
|
} else if( bl->type == BL_PET ) {
|
|
struct pet_data *pd = (struct pet_data*)bl;
|
|
struct map_session_data *sd = pd->msd;
|
|
pet_hungry_timer_delete(pd);
|
|
if (pd->a_skill)
|
|
{
|
|
aFree(pd->a_skill);
|
|
pd->a_skill = NULL;
|
|
}
|
|
if (pd->s_skill)
|
|
{
|
|
if (pd->s_skill->timer != -1) {
|
|
if (pd->s_skill->id)
|
|
delete_timer(pd->s_skill->timer, pet_skill_support_timer);
|
|
else
|
|
delete_timer(pd->s_skill->timer, pet_heal_timer);
|
|
}
|
|
aFree(pd->s_skill);
|
|
pd->s_skill = NULL;
|
|
}
|
|
if(pd->recovery)
|
|
{
|
|
if(pd->recovery->timer != -1)
|
|
delete_timer(pd->recovery->timer, pet_recovery_timer);
|
|
aFree(pd->recovery);
|
|
pd->recovery = NULL;
|
|
}
|
|
if(pd->bonus)
|
|
{
|
|
if (pd->bonus->timer != -1)
|
|
delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
|
|
aFree(pd->bonus);
|
|
pd->bonus = NULL;
|
|
}
|
|
if (pd->loot)
|
|
{
|
|
pet_lootitem_drop(pd,sd);
|
|
if (pd->loot->item)
|
|
aFree(pd->loot->item);
|
|
aFree (pd->loot);
|
|
pd->loot = NULL;
|
|
}
|
|
if(pd->pet.intimate > 0)
|
|
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;
|
|
} else if(bl->type == BL_MOB) {
|
|
struct mob_data *md = (struct mob_data*)bl;
|
|
if(md->deletetimer!=-1) {
|
|
delete_timer(md->deletetimer,mob_timer_delete);
|
|
md->deletetimer=-1;
|
|
}
|
|
if(md->lootitem) {
|
|
aFree(md->lootitem);
|
|
md->lootitem=NULL;
|
|
}
|
|
if (md->guardian_data)
|
|
{
|
|
if (md->guardian_data->number < MAX_GUARDIANS)
|
|
md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
|
|
aFree(md->guardian_data);
|
|
md->guardian_data = NULL;
|
|
}
|
|
if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
|
|
{ //Spawning data is not attached to the map, so free it
|
|
//if this is the last mob who is pointing at it.
|
|
aFree(md->spawn);
|
|
md->spawn = NULL;
|
|
}
|
|
if(md->base_status) {
|
|
aFree(md->base_status);
|
|
md->base_status = NULL;
|
|
}
|
|
if(mob_is_clone(md->class_))
|
|
mob_clone_delete(md->class_);
|
|
} else if(bl->type == BL_HOM) {
|
|
struct homun_data *hd = (TBL_HOM*)bl;
|
|
struct map_session_data *sd = hd->master;
|
|
// Desactive timers
|
|
merc_hom_hungry_timer_delete(hd);
|
|
if (hd->homunculus.intimacy > 0)
|
|
merc_save(hd);
|
|
else
|
|
{
|
|
intif_homunculus_requestdelete(hd->homunculus.hom_id);
|
|
if (sd) sd->status.hom_id = 0;
|
|
}
|
|
if(sd) sd->hd = NULL;
|
|
}
|
|
|
|
skill_clear_unitgroup(bl);
|
|
status_change_clear(bl,1);
|
|
if (bl->type != BL_PC)
|
|
{ //Players are handled by map_quit
|
|
map_deliddb(bl);
|
|
map_freeblock(bl);
|
|
}
|
|
map_freeblock_unlock();
|
|
return 0;
|
|
}
|
|
|
|
int 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");
|
|
|
|
return 0;
|
|
}
|
|
|
|
int do_final_unit(void) {
|
|
// nothing to do
|
|
return 0;
|
|
}
|