rathena/src/map/unit.c
skotlex b286e0af1e - Some cleaning of the mob_ai. Mobs should stop chasing once you are beyond their min_chase range. Improved rude-attacked checking when mobs can't move.
- range3 is now used as min-chase value of mobs.
- Added a debug message when status_change_timer fails.
- Fixed tick direct modifications increasing duration instead of decreasing it.
- Fixed inf2 of Jump-Kick to make it a "combo-skill" so that it may do a BCT_ENEMY check.
- When sd->state.skill_flag is set, auto-targetting through combo-skills is disabled. 
- You can't SG_FEEL maps already memorized.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@5796 54d463be-8e91-2dee-dedb-b68131a5f0ec
2006-03-29 14:53:22 +00:00

1694 lines
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// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
// Merged originally from jA by Skotlex
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "../common/showmsg.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/db.h"
#include "../common/malloc.h"
#include "unit.h"
#include "map.h"
#include "pc.h"
#include "mob.h"
#include "pet.h"
#include "skill.h"
#include "clif.h"
#include "npc.h"
#include "guild.h"
#include "status.h"
#include "battle.h"
#include "chat.h"
#include "trade.h"
#include "vending.h"
#include "party.h"
#include "intif.h"
#include "chrif.h"
static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};
struct unit_data* unit_bl2ud(struct block_list *bl) {
if( bl == NULL) return NULL;
if( bl->type == BL_PC) return &((struct map_session_data*)bl)->ud;
if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
return NULL;
}
static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
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))
return 0;
memcpy(&ud->walkpath,&wpd,sizeof(wpd));
switch (bl->type) {
case BL_PC:
clif_walkok((TBL_PC*)bl);
clif_movechar((TBL_PC*)bl);
break;
case BL_MOB:
clif_movemob((TBL_MOB*)bl);
break;
case BL_PET:
clif_movepet((TBL_PET*)bl);
break;
case BL_NPC:
clif_movenpc((TBL_NPC*)bl);
break;
}
ud->state.change_walk_target=0;
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
i = status_get_speed(bl)*14/10;
else
i = status_get_speed(bl);
if( i > 0) {
i = i>>1;
ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,0);
}
return 1;
}
static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
{
int i;
int x,y,dx,dy,dir;
struct block_list *bl;
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
struct unit_data *ud = NULL;
bl=map_id2bl(id);
if(bl == NULL)
return 0;
if( BL_CAST( BL_PC, bl, sd ) ) {
ud = &sd->ud;
} else if( BL_CAST( BL_MOB, bl, md ) ) {
ud = &md->ud;
} else
ud = unit_bl2ud(bl);
if(ud == NULL) return 0;
if(ud->walktimer != tid){
if(battle_config.error_log)
ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
return 0;
}
ud->walktimer=-1;
if( bl->prev == NULL ) return 0; // block_list <20><><EFBFBD><EFBFBD><E794B2><EFBFBD>Ă<EFBFBD><C482><EFBFBD><EFBFBD>̂ňړ<C588><DA93><EFBFBD><EFBFBD>~<7E><><EFBFBD><EFBFBD>
if(ud->walkpath.path_pos>=ud->walkpath.path_len || ud->walkpath.path_pos!=data)
return 0;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̂ő<CC82><C591><EFBFBD><EFBFBD>̃^<5E>C<EFBFBD>}<7D>[<5B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if(sd) {
sd->inchealspirithptick = 0;
sd->inchealspiritsptick = 0;
}
ud->walkpath.path_half ^= 1;
if(ud->walkpath.path_half==0){ // <20>}<7D>X<EFBFBD>ڒ<EFBFBD><DA92>S<EFBFBD>֓<EFBFBD><D693><EFBFBD>
ud->walkpath.path_pos++;
if(ud->state.change_walk_target) {
unit_walktoxy_sub(bl);
return 0;
}
} else { // <20>}<7D>X<EFBFBD>ڋ<EFBFBD><DA8B>E<EFBFBD>֓<EFBFBD><D693><EFBFBD>
if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
return 1;
x = bl->x;
y = bl->y;
dir = ud->walkpath.path[ud->walkpath.path_pos];
ud->dir = dir;
if (sd)
sd->head_dir = dir;
dx = dirx[(int)dir];
dy = diry[(int)dir];
if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
return unit_walktoxy_sub(bl);
// <20>o<EFBFBD>V<EFBFBD><56><EFBFBD>J<EFBFBD><4A><EFBFBD><EFBFBD>
ud->walktimer = 1;
switch (bl->type) {
case BL_PC:
map_foreachinmovearea(clif_pcoutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_ALL,sd);
break;
case BL_MOB:
map_foreachinmovearea(clif_moboutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
break;
case BL_PET:
map_foreachinmovearea(clif_petoutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,(TBL_PET*)bl);
break;
case BL_NPC:
map_foreachinmovearea(clif_npcoutsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,(TBL_NPC*)bl);
break;
}
ud->walktimer = -1;
if(md && md->min_chase > md->db->range2)
md->min_chase--;
x += dx;
y += dy;
map_moveblock(bl, x, y, tick);
ud->walktimer = 1;
switch (bl->type) {
case BL_PC:
map_foreachinmovearea(clif_pcinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_ALL,sd);
break;
case BL_MOB:
map_foreachinmovearea(clif_mobinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,md);
break;
case BL_PET:
map_foreachinmovearea(clif_petinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_PET*)bl);
break;
case BL_NPC:
map_foreachinmovearea(clif_npcinsight,bl->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_NPC*)bl);
break;
}
ud->walktimer = -1;
if(sd) {
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_id=0;
if (sd->state.gmaster_flag)
{ //Guild Aura: Likely needs to be recoded, this method seems inefficient.
struct guild *g = sd->state.gmaster_flag;
int skill, guildflag = 0;
if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12;
if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8;
if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4;
if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill;
if (guildflag)
map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
bl->id, sd->status.guild_id, &guildflag);
}
if (
(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
sd->sc.data[SC_MIRACLE].timer==-1 &&
rand()%100000 < battle_config.sg_miracle_skill_ratio
) { //SG_MIRACLE [Komurka]
clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
}
}
}
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
i = status_get_speed(bl)*14/10;
else
i = status_get_speed(bl);
if(i > 0) {
i = i>>1;
// if(i < 1 && ud->walkpath.path_half == 0)
// i = 1;
ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,ud->walkpath.path_pos);
} else if(sd && sd->sc.count && sd->sc.data[SC_RUN].timer!=-1) //Keep trying to run.
pc_run(sd, sd->sc.data[SC_RUN].val1, sd->sc.data[SC_RUN].val2);
else
{ //Stopped walking. Update to_x and to_y to current location [Skotlex]
ud->to_x = bl->x;
ud->to_y = bl->y;
// if (bl->type == BL_NPC) //Original eA code had this one only for BL_NPCs
// clif_fixpos(bl);
}
return 0;
}
int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
struct unit_data *ud = NULL;
struct status_change *sc = NULL;
nullpo_retr(0, bl);
ud = unit_bl2ud(bl);
if( ud == NULL) return 0;
// <20>ړ<EFBFBD><DA93>o<EFBFBD><6F><EFBFBD>Ȃ<EFBFBD><C882><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>͒e<CD92><65>
if(!unit_can_move(bl) || !(status_get_mode(bl)&MD_CANMOVE) )
return 0;
ud->state.walk_easy = easy;
ud->to_x = x;
ud->to_y = y;
sc = status_get_sc(bl);
if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
map_random_dir(bl, &ud->to_x, &ud->to_y);
if(ud->walktimer != -1) {
// <20><><EFBFBD>ݕ<EFBFBD><DD95><EFBFBD><EFBFBD>Ă<EFBFBD><C482><EFBFBD><EFBFBD>Œ<EFBFBD><C592>̖ړI<DA93>n<EFBFBD>ύX<CF8D>Ȃ̂Ń}<7D>X<EFBFBD>ڂ̒<DA82><CC92>S<EFBFBD>ɗ<EFBFBD><C997><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// timer<65>֐<EFBFBD><D690><EFBFBD><EFBFBD><EFBFBD>unit_walktoxy_sub<75><62><EFBFBD>ĂԂ悤<D482>ɂ<EFBFBD><C982><EFBFBD>
ud->state.change_walk_target = 1;
return 1;
} else {
return unit_walktoxy_sub(bl);
}
}
//Instant warp function.
int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
{
int dx,dy,dir;
struct unit_data *ud = NULL;
struct map_session_data *sd = NULL;
struct mob_data *md = NULL;
struct walkpath_data wpd;
nullpo_retr(0, bl);
if( BL_CAST( BL_PC, bl, sd ) ) {
ud = &sd->ud;
} else if( BL_CAST( BL_MOB, bl, md ) ) {
ud = &md->ud;
} else
ud = unit_bl2ud(bl);
if( ud == NULL) return 0;
unit_stop_walking(bl,1);
unit_stop_attack(bl);
if(checkpath && (map_getcell(bl->m,bl->x,bl->y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
return 0;
dir = map_calc_dir(bl, dst_x,dst_y);
ud->dir = dir;
if(sd) sd->head_dir = dir;
dx = dst_x - bl->x;
dy = dst_y - bl->y;
switch (bl->type) {
case BL_PC:
map_foreachinmovearea(clif_pcoutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_ALL,sd);
break;
case BL_MOB:
map_foreachinmovearea(clif_moboutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_PC,md);
break;
case BL_PET:
map_foreachinmovearea(clif_petoutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_PC,(TBL_PET*)bl);
break;
case BL_NPC:
map_foreachinmovearea(clif_petoutsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,dx,dy,BL_PC,(TBL_NPC*)bl);
break;
}
map_moveblock(bl, dst_x, dst_y, gettick());
ud->walktimer = 1;
switch (bl->type) {
case BL_PC:
map_foreachinmovearea(clif_pcinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_ALL,sd);
break;
case BL_MOB:
map_foreachinmovearea(clif_mobinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_PC,md);
break;
case BL_PET:
map_foreachinmovearea(clif_petinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_PET*)bl);
break;
case BL_NPC:
map_foreachinmovearea(clif_npcinsight,bl->m,bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,-dx,-dy,BL_PC,(TBL_NPC*)bl);
break;
}
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->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 = dir;
clif_changed_dir(bl);
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,int x,int 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;
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;
bl->x=ud->to_x=x;
bl->y=ud->to_y=y;
bl->m=m;
map_addblock(bl);
switch (bl->type) {
case BL_PC:
clif_spawnpc((TBL_PC*)bl);
break;
case BL_MOB:
clif_spawnmob((TBL_MOB*)bl);
mob_warpslave(bl,AREA_SIZE);
break;
case BL_PET:
clif_spawnpet((TBL_PET*)bl);
break;
case BL_NPC:
clif_spawnnpc((TBL_NPC*)bl);
break;
}
skill_unit_move(bl,gettick(),1);
return 0;
}
/*==========================================
* <20><><EFBFBD>s<EFBFBD><73><EFBFBD>~
*------------------------------------------
*/
int unit_stop_walking(struct block_list *bl,int type)
{
struct unit_data *ud;
struct status_change *sc;
nullpo_retr(0, bl);
ud = unit_bl2ud(bl);
if(!ud || ud->walktimer == -1)
return 0;
sc = status_get_sc(bl);
if (sc && sc->count && sc->data[SC_RUN].timer != -1)
status_change_end(bl, SC_RUN, -1);
// if(md) { md->state.skillstate = MSS_IDLE; }
if(type&0x01) // <20>ʒu<CA92><EFBFBD><E290B3><EFBFBD>M<EFBFBD><4D><EFBFBD>K<EFBFBD>v
clif_fixpos(bl);
if(type&0x02 && unit_can_move(bl)) {
int dx=ud->to_x-bl->x;
int dy=ud->to_y-bl->y;
if(dx<0) dx=-1; else if(dx>0) dx=1;
if(dy<0) dy=-1; else if(dy>0) dy=1;
if(dx || dy) {
return unit_walktoxy( bl, bl->x+dx, bl->y+dy, 1);
}
}
ud->walkpath.path_len = 0;
ud->walkpath.path_pos = 0;
ud->to_x = bl->x;
ud->to_y = bl->y;
delete_timer(ud->walktimer, unit_walktoxy_timer);
ud->walktimer = -1;
if(bl->type == BL_PET) {
if(type&~0xff)
ud->canmove_tick = gettick() + (type>>8);
}
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_cast(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 (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_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 == CG_HERMODE //cannot move while Hermod is active.
)) ||
(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
))
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;
return 1;
}
static int unit_walkdelay_sub(int tid, unsigned int tick, int id, int data)
{
struct block_list *bl = map_id2bl(id);
if (!bl || status_isdead(bl))
return 0;
if (unit_set_walkdelay(bl, tick, data, 0))
unit_stop_walking(bl,3);
return 0;
}
/*==========================================
* Applies walk delay based on attack type. [Skotlex]
*------------------------------------------
*/
int unit_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int delay, int div_) {
if (status_isdead(bl))
return 0;
if (bl->type == BL_PC) {
if (battle_config.pc_walk_delay_rate != 100)
delay = delay*battle_config.pc_walk_delay_rate/100;
} else
if (battle_config.walk_delay_rate != 100)
delay = delay*battle_config.walk_delay_rate/100;
if (div_ > 1) //Multi-hit skills mean higher delays.
delay += battle_config.multihit_delay*(div_-1);
if (delay <= 0)
return 0;
if (adelay > 0)
add_timer(tick+adelay, unit_walkdelay_sub, bl->id, delay);
else
unit_set_walkdelay(bl, tick, delay, 0);
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_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; // <20><><EFBFBD><EFBFBD><EFBFBD>ł<EFBFBD><C582>Ȃ<EFBFBD><C882><EFBFBD>
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->attacktarget; //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(!target && (target=map_id2bl(target_id)) == NULL )
return 0;
if(src->m != target->m)
return 0; // <20><><EFBFBD><EFBFBD><EFBFBD>}<7D>b<EFBFBD>v<EFBFBD><76><EFBFBD>ǂ<EFBFBD><C782><EFBFBD>
if(!src->prev || !target->prev)
return 0; // map <20><><EFBFBD>ɑ<EFBFBD><C991>݂<EFBFBD><DD82>
//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;
//<2F><><EFBFBD>O<EFBFBD>̃X<CC83>L<EFBFBD><4C><EFBFBD>󋵂̋L<CC8B>^
if(sd) {
switch(skill_num){
case SA_CASTCANCEL:
if(ud->skillid != skill_num){ //<2F>L<EFBFBD><4C><EFBFBD>X<EFBFBD>g<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>Z<EFBFBD><5A><EFBFBD><EFBFBD><EFBFBD>̂͊o<CD8A><6F><EFBFBD>Ȃ<EFBFBD>
sd->skillid_old = ud->skillid;
sd->skilllv_old = ud->skilllv;
break;
}
case BD_ENCORE: /* <20>A<EFBFBD><41><EFBFBD>R<EFBFBD>[<5B><> */
//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: /* <20>q<EFBFBD><71><EFBFBD><EFBFBD> */
case BD_RICHMANKIM: /* <20>j<EFBFBD><6A><EFBFBD><EFBFBD><EFBFBD>h<EFBFBD>̉<EFBFBD> */
case BD_ETERNALCHAOS: /* <20>i<EFBFBD><69><EFBFBD><EFBFBD>?<3F><><EFBFBD> */
case BD_DRUMBATTLEFIELD: /* ?<3F><><EFBFBD>ۂ̋<DB82><CC8B><EFBFBD> */
case BD_RINGNIBELUNGEN: /* <20>j?<3F>x<EFBFBD><78><EFBFBD><EFBFBD><EFBFBD>O<EFBFBD>̎w<CC8E><77> */
case BD_ROKISWEIL: /* <20>?<3F>L<EFBFBD>̋<EFBFBD><CC8B><EFBFBD> */
case BD_INTOABYSS: /* ?[<5B><><EFBFBD>̒<EFBFBD><CC92><EFBFBD> */
case BD_SIEGFRIED: /* <20>s<EFBFBD><73>?g<>̃W?<3F>N<EFBFBD>t<EFBFBD><74>?<3F>h */
case CG_MOONLIT: /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?<3F><>ɗ<EFBFBD><C997><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԃт<D482> */
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:
if (((TBL_MOB*)src)->master_id)
return 0;
}
}
if(src->id != target_id &&
!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;
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;
/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȏ<EFBFBD><C88F><EFBFBD><EFBFBD><EFBFBD><EFBFBD>K<EFBFBD>v */
// <20><><EFBFBD>s<EFBFBD><73><EFBFBD><EFBFBD><EFBFBD><EFBFBD>skill_check_condition() <20>ɏ<EFBFBD><C98F><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
switch(skill_num){
case ALL_RESURRECTION: /* <20><><EFBFBD>U<EFBFBD><55><EFBFBD>N<EFBFBD>V<EFBFBD><56><EFBFBD><EFBFBD> */
if(battle_check_undead(status_get_race(target),status_get_elem_type(target))){ /* <20>G<EFBFBD><47><EFBFBD>A<EFBFBD><41><EFBFBD>f<EFBFBD>b<EFBFBD>h<EFBFBD>Ȃ<EFBFBD> */
temp=1; /* <20>^<5E>[<5B><><EFBFBD>A<EFBFBD><41><EFBFBD>f<EFBFBD>b<EFBFBD>g<EFBFBD>Ɠ<EFBFBD><C693><EFBFBD><EFBFBD>r<EFBFBD><72><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv, skill_get_cast(PR_TURNUNDEAD, skill_lv));
}
break;
case MO_FINGEROFFENSIVE: /* <20>w<EFBFBD>e */
if(sd)
casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
break;
case MO_EXTREMITYFIST: /*<2A><>?C<><43><EFBFBD>e<EFBFBD>P<EFBFBD>?*/
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 SA_MAGICROD:
case SA_SPELLBREAKER:
temp =1;
break;
case KN_CHARGEATK: //<2F>`<60><><EFBFBD>[<5B>W<EFBFBD>A<EFBFBD>^<5E>b<EFBFBD>N
//Taken from jA: Casttime is increased by dist/3*100%
casttime = casttime * ((distance_bl(src,target)-1)/3+1);
break;
}
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>Y<EFBFBD><59><EFBFBD>ԂȂ<D482><C882>L<EFBFBD><4C><EFBFBD>X<EFBFBD>g<EFBFBD>^<5E>C<EFBFBD><43><EFBFBD><EFBFBD>1/2
if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
casttime = casttime/2;
if ((--sc->data[SC_MEMORIZE].val2) <= 0)
status_change_end(src, SC_MEMORIZE, -1);
}
if( casttime>0 || temp){ /* <20>r<EFBFBD><72><EFBFBD><EFBFBD><EFBFBD>K<EFBFBD>v */
if(sd && sd->disguise) { // [Valaris]
clif_skillcasting(src, src->id, target_id, 0,0, skill_num,0);
clif_skillcasting(src,-src->id, target_id, 0,0, skill_num,casttime);
} else
clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
/* <20>r<EFBFBD><72><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD>^<5E>[ */
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 ((temp=status_get_mode(target))&MD_CASTSENSOR &&
battle_check_target(target, src, BCT_ENEMY) > 0)
{
switch (md->state.skillstate) {
case MSS_ANGRY:
case MSS_RUSH:
case MSS_FOLLOW:
if (!(temp&(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(
(sd && !(battle_config.pc_cloak_check_type&2) ) ||
(src->type == BL_MOB && !(battle_config.monster_cloak_check_type&2) )
) {
if( sc && sc->data[SC_CLOAKING].timer != -1 && 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 );
//temp: used to hold FreeCast's level
if(sd && (temp = pc_checkskill(sd,SA_FREECAST)) > 0)
status_quick_recalc_speed (sd, SA_FREECAST, temp, 1);
else
unit_stop_walking(src,1);
}
else {
// if(skill_num != SA_CASTCANCEL)
// ud->skilltimer = -1; //This check is done above...
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_cast(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 <20><><EFBFBD>ɑ<EFBFBD><C991>݂<EFBFBD><DD82>
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;
}
/* <20>˒<EFBFBD><CB92>Ə<EFBFBD><C68F>Q<EFBFBD><51><EFBFBD>`<60>F<EFBFBD>b<EFBFBD>N */
bl.type = BL_NUL;
bl.m = src->m;
bl.x = skill_x;
bl.y = skill_y;
if(skill_num != TK_HIGHJUMP &&
!battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
return 0;
unit_stop_attack(src);
ud->state.skillcastcancel = castcancel;
//<2F>?<3F><><EFBFBD><EFBFBD><EFBFBD>C<EFBFBD>Y?<3F>ԂȂ<D482><C882>L<EFBFBD><4C><EFBFBD>X<EFBFBD>g<EFBFBD>^<5E>C<EFBFBD><43><EFBFBD><EFBFBD>1/3
if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
casttime = casttime/3;
if ((--sc->data[SC_MEMORIZE].val2)<=0)
status_change_end(src, SC_MEMORIZE, -1);
}
if( casttime>0 ) {
/* <20>r<EFBFBD><72><EFBFBD><EFBFBD><EFBFBD>K<EFBFBD>v */
unit_stop_walking( src, 1); // <20><><EFBFBD>s<EFBFBD><73><EFBFBD>~
if(sd && sd->disguise) { // [Valaris]
clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,0);
clif_skillcasting(src,-src->id, 0, skill_x,skill_y, skill_num,casttime);
}
else
clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
}
if( casttime<=0 ) /* <20>r<EFBFBD><72><EFBFBD>̖<EFBFBD><CC96><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̂̓L<CD83><4C><EFBFBD><EFBFBD><EFBFBD>Z<EFBFBD><5A><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD> */
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((sd && !(battle_config.pc_cloak_check_type&2)) ||
(src->type==BL_MOB && !(battle_config.monster_cloak_check_type&2))
) {
if (sc && sc->data[SC_CLOAKING].timer != -1)
status_change_end(src,SC_CLOAKING,-1);
}
if(casttime > 0) {
ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
//castcancel recylced to store FREECAST lv.
if(sd && (castcancel = pc_checkskill(sd,SA_FREECAST)) > 0)
status_quick_recalc_speed (sd, SA_FREECAST, castcancel, 1);
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);
// <20>U<EFBFBD><55><EFBFBD><EFBFBD><EFBFBD>~
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->state.attack_continue = 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->attacktarget = 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;
}
/*==========================================
* <20>U<EFBFBD><55><EFBFBD>v<EFBFBD><76>
* type<70><65>1<EFBFBD>Ȃ<EFBFBD><C882>p<EFBFBD><70><EFBFBD>U<EFBFBD><55>
*------------------------------------------
*/
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,target_id); // 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->attacktarget = target_id;
ud->state.attack_continue = type;
//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;
}
/*==========================================
*
*------------------------------------------
*/
int unit_can_reach(struct block_list *bl,int x,int y)
{
struct walkpath_data wpd;
nullpo_retr(0, bl);
if( bl->x==x && bl->y==y ) // <20><><EFBFBD><EFBFBD><EFBFBD>}<7D>X
return 1;
// <20><><EFBFBD>Q<EFBFBD><51><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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,0,CELL_CHKNOREACH)!=-1)?1:0;
}
/*==========================================
* PC<50>̍U<CC8D><55> (timer<65>֐<EFBFBD>)
*------------------------------------------
*/
static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
{
struct block_list *target;
struct unit_data *ud;
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)
printf("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->attacktarget);
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;
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 = status_get_range( src );
if(ud->walktimer != -1) range++; //Extra range when walking.
if(!sd || sd->status.weapon != 11) 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) ) {
if(!unit_can_reach(src,target->x,target->y))
return 0;
if(sd) clif_movetoattack(sd,target);
return 1;
}
if(!battle_check_range(src,target,range)) { //Within range, but no direct line of attack
if(unit_can_reach(src,target->x,target->y))
unit_walktoxy(src,target->x,target->y, ud->state.walk_easy);
if(ud->state.attack_continue)
ud->attacktimer = add_timer(tick + status_get_adelay(src),unit_attack_timer,src->id,0);
return 1;
}
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 (sd) sd->head_dir = ud->dir;
}
if(ud->walktimer != -1)
unit_stop_walking(src,1);
if(md) {
if (mobskill_use(md,tick,-1))
return 1;
if (status_get_mode(src)&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 && !(battle_config.pc_cloak_check_type&2)) ||
(!sd && !(battle_config.monster_cloak_check_type&2))
) {
struct status_change *sc = status_get_sc(src);
if (sc && sc->count && sc->data[SC_CLOAKING].timer != -1)
status_change_end(src,SC_CLOAKING,-1);
}
if(sd && sd->status.pet_id > 0 && sd->pd && sd->petDB && battle_config.pet_attack_support)
pet_target_check(sd,target,0);
map_freeblock_unlock();
if(ud->skilltimer != -1 && sd && (range = pc_checkskill(sd,SA_FREECAST)) > 0 ) // <20>t<EFBFBD><74><EFBFBD>[<5B>L<EFBFBD><4C><EFBFBD>X<EFBFBD>g
ud->attackabletime = tick + (status_get_adelay(src)*(150 - range*5)/100);
else
ud->attackabletime = tick + status_get_adelay(src);
// You can't move if you can't attack neither.
// Only for non-players, since it makes it near impossible to run away when you are on auto-attack.
if (src->type != BL_PC)
unit_set_walkdelay(src, tick, status_get_amotion(src), 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 && (skill = pc_checkskill(sd,SA_FREECAST)) > 0)
status_quick_recalc_speed(sd, SA_FREECAST, skill, 0); //Updated to use calc_speed [Skotlex]
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)
printf("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 <20>̏<EFBFBD><CC8F><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void unit_dataset(struct block_list *bl) {
struct unit_data *ud;
int i;
nullpo_retv(ud = unit_bl2ud(bl));
memset( 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();
for(i=0;i<MAX_SKILLTIMERSKILL;i++)
ud->skilltimerskill[i].timer=-1;
}
/*==========================================
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>b<EFBFBD>N<EFBFBD><4E><EFBFBD>Ă<EFBFBD><C482><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>̐<EFBFBD><CC90>𐔂<EFBFBD><F0909482><EFBFBD>(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->attacktarget == 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;
clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2);
return battle_damage(src,target,damage+damage2,0);
}
/*==========================================
* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>b<EFBFBD>N<EFBFBD><4E><EFBFBD>Ă<EFBFBD><C482><EFBFBD><EFBFBD>Ώۂ̐<DB82><CC90><EFBFBD><EFBFBD>Ԃ<EFBFBD>
* <20>߂<EFBFBD><DF82>͐<EFBFBD><CD90><EFBFBD><EFBFBD><EFBFBD>0<EFBFBD>ȏ<EFBFBD>
*------------------------------------------
*/
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));
}
/*==========================================
* id<69><64><EFBFBD>U<EFBFBD><55><EFBFBD><EFBFBD><EFBFBD>Ă<EFBFBD><C482><EFBFBD>PC<50>̍U<CC8D><55><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>~
* clif_foreachclient<6E><74>callback<63>֐<EFBFBD>
*------------------------------------------
*/
int unit_mobstopattacked(struct map_session_data *sd,va_list ap)
{
int id=va_arg(ap,int);
if(sd->ud.attacktarget==id)
unit_stop_attack(&sd->bl);
return 0;
}
/*==========================================
* <20><><EFBFBD><EFBFBD><EFBFBD>ڂ̃T<CC83>C<EFBFBD>Y<EFBFBD><59><EFBFBD>ύX<CF8D><58><EFBFBD><EFBFBD>
*------------------------------------------
*/
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.
*------------------------------------------
*/
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();
unit_stop_walking(bl,1); // <20><><EFBFBD>s<EFBFBD><73><EFBFBD>f
unit_stop_attack(bl); // <20>U<EFBFBD><55><EFBFBD><EFBFBD><EFBFBD>f
unit_skillcastcancel(bl,0); // <20>r<EFBFBD><72><EFBFBD><EFBFBD><EFBFBD>f
clif_clearchar_area(bl,clrtype);
if (clrtype == 1) //Death. Remove all status changes.
status_change_clear(bl,0);
else 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_DEVOTION].timer!=-1)
status_change_end(bl,SC_DEVOTION,-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 (battle_config.clear_unit_ondeath || clrtype != 1) //Clrtype 1 = died.
skill_clear_unitgroup(bl); // <20>X<EFBFBD>L<EFBFBD><4C><EFBFBD><EFBFBD><EFBFBD>j<EFBFBD>b<EFBFBD>g<EFBFBD>O<EFBFBD><4F><EFBFBD>[<5B>v<EFBFBD>̍폜
if (bl->type&BL_CHAR) {
skill_unit_move(bl,gettick(),4);
skill_cleartimerskill(bl); // <20>^<5E>C<EFBFBD>}<7D>[<5B>X<EFBFBD>L<EFBFBD><4C><EFBFBD>N<EFBFBD><4E><EFBFBD>A
}
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.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);
pc_stop_following(sd);
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_gangsterparadise(sd,0);
skill_rest(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= clrtype==1?MSS_DEAD:MSS_IDLE;
if (md->master_id) md->master_dist = 0;
if (clrtype == 1) { //Death.
md->last_deadtime=gettick();
// Isn't this too much? Why not let the attack-timer fail when the mob is dead? [Skotlex]
// clif_foreachclient(unit_mobstopattacked,md->bl.id);
if(md->deletetimer!=-1)
delete_timer(md->deletetimer,mob_timer_delete);
md->deletetimer=-1;
md->hp=0;
if(pcdb_checkid(mob_get_viewclass(md->class_))) //Player mobs are not removed automatically by the client.
clif_clearchar_delay(gettick()+3000,bl,0);
mob_deleteslave(md);
if(!md->spawn) {
map_delblock(bl);
unit_free(bl); //Mob does not respawn.
map_freeblock_unlock();
return 0;
}
mob_setdelayspawn(md); //Set respawning.
}
} else if (bl->type == BL_PET) {
struct pet_data *pd = (struct pet_data*)bl;
struct map_session_data *sd = pd->msd;
if(!sd) {
map_delblock(bl);
unit_free(bl);
map_freeblock_unlock();
return 0;
}
if (sd->bl.m != bl->m && sd->pet.intimate <= 0)
{ //Remove pet.
intif_delete_petdata(sd->status.pet_id);
sd->status.pet_id = 0;
sd->pd = NULL;
sd->petDB = NULL;
pd->msd = NULL;
if(battle_config.pet_status_support)
status_calc_pc(sd,2);
map_delblock(bl);
unit_free(bl);
map_freeblock_unlock();
return 0;
}
}
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 clrtype 0.
*------------------------------------------
*/
int unit_free(struct block_list *bl) {
struct unit_data *ud = unit_bl2ud( bl );
nullpo_retr(0, ud);
map_freeblock_lock();
if( bl->prev )
unit_remove_map(bl, 0);
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 (battle_config.debuff_on_logout) {
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);
}
}
// 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]
storage_delete(sd->status.account_id);
pc_makesavestatus(sd);
sd->state.waitingdisconnect = 1;
} else if( bl->type == BL_PET ) {
struct pet_data *pd = (struct pet_data*)bl;
struct map_session_data *sd = pd->msd;
if(sd && sd->pet_hungry_timer != -1)
pet_hungry_timer_delete(sd);
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)
{
if (pd->loot->item)
aFree(pd->loot->item);
aFree (pd->loot);
pd->loot = NULL;
}
if (pd->status)
{
aFree(pd->status);
pd->status = NULL;
}
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(mob_is_clone(md->class_))
mob_clone_delete(md->class_);
}
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_walkdelay_sub, "unit_walkdelay_sub");
return 0;
}
int do_final_unit(void) {
// nothing to do
return 0;
}