From 2b092c150e1226decc48160316070fc44d5fbba0 Mon Sep 17 00:00:00 2001 From: Ben Longbons Date: Thu, 20 Dec 2012 18:32:32 -0800 Subject: Enumify option, opt1, opt2, and opt3 --- src/map/skill.cpp | 197 ++++++++++++++++++++++++++++++------------------------ 1 file changed, 109 insertions(+), 88 deletions(-) (limited to 'src/map/skill.cpp') diff --git a/src/map/skill.cpp b/src/map/skill.cpp index c090102..a283073 100644 --- a/src/map/skill.cpp +++ b/src/map/skill.cpp @@ -23,8 +23,6 @@ #define SKILLUNITTIMER_INVERVAL 100 -#define STATE_BLIND 0x10 - // This table appears to be wrong /* スキル番号=>ステータス異常番号変換テーブル */ earray SkillStatusChangeTable = @@ -3642,7 +3640,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, case SA_REVERSEORCISH: clif_skill_nodamage(src, bl, skillid, skilllv, 1); if (dstsd) - pc_setoption(dstsd, dstsd->status.option | 0x0800); + pc_setoption(dstsd, dstsd->status.option | Option::ORC_HEAD); break; case SA_FORTUNE: clif_skill_nodamage(src, bl, skillid, skilllv, 1); @@ -5689,7 +5687,8 @@ int skill_castend_map(struct map_session_data *sd, SkillID skill_num, if (sd->bl.prev == NULL || pc_isdead(sd)) return 0; - if (sd->opt1 > 0 || sd->status.option & 2) + if (bool(sd->opt1) + || bool(sd->status.option & Option::HIDE2)) return 0; if (sd->sc_data[SC_DIVINA].timer != -1 @@ -7494,7 +7493,7 @@ int skill_check_condition(struct map_session_data *sd, int type) return 1; } - if (sd->opt1 > 0) + if (bool(sd->opt1)) { clif_skill_fail(sd, sd->skillid, 0, 0); sd->skillitem = SkillID::NEGATIVE; @@ -7529,7 +7528,7 @@ int skill_check_condition(struct map_session_data *sd, int type) } return 1; } - if (sd->opt1 > 0) + if (bool(sd->opt1)) { clif_skill_fail(sd, sd->skillid, 0, 0); return 0; @@ -7781,14 +7780,14 @@ int skill_check_condition(struct map_session_data *sd, int type) switch (state) { case ST_HIDING: - if (!(sd->status.option & 2)) + if (!bool(sd->status.option & Option::HIDE2)) { clif_skill_fail(sd, skill, 0, 0); return 0; } break; case ST_CLOAKING: - if (!(sd->status.option & 4)) + if (!bool(sd->status.option & Option::CLOAK)) { clif_skill_fail(sd, skill, 0, 0); return 0; @@ -8076,7 +8075,7 @@ int skill_use_id(struct map_session_data *sd, int target_id, sc_data = sd->sc_data; /* 沈黙や異常(ただし、グリムなどの判定をする) */ - if (sd->opt1 > 0) + if (bool(sd->opt1)) return 0; if (sc_data[SC_CHASEWALK].timer != -1) @@ -8122,10 +8121,13 @@ int skill_use_id(struct map_session_data *sd, int target_id, return 0; } - if (sd->status.option & 4 && skill_num == TF_HIDING) + if (bool(sd->status.option & Option::CLOAK) + && skill_num == TF_HIDING) return 0; - if (sd->status.option & 2 && skill_num != TF_HIDING - && skill_num != AS_GRIMTOOTH && skill_num != RG_BACKSTAP + if (bool(sd->status.option & Option::HIDE2) + && skill_num != TF_HIDING + && skill_num != AS_GRIMTOOTH + && skill_num != RG_BACKSTAP && skill_num != RG_RAID) return 0; @@ -8419,7 +8421,7 @@ int skill_use_pos(struct map_session_data *sd, sc_data = sd->sc_data; - if (sd->opt1 > 0) + if (bool(sd->opt1)) return 0; if (sc_data) { @@ -8432,7 +8434,7 @@ int skill_use_pos(struct map_session_data *sd, return 0; /* 状態異常や沈黙など */ } - if (sd->status.option & 2) + if (bool(sd->status.option & Option::HIDE2)) return 0; sd->skillid = skill_num; @@ -9150,14 +9152,14 @@ void skill_status_change_timer_sub(struct block_list *bl, { case SC_SIGHT: /* サイト */ case SC_CONCENTRATE: - if ((*battle_get_option(bl)) & 6) + if (bool((*battle_get_option(bl)) & (Option::HIDE2 | Option::CLOAK))) { skill_status_change_end(bl, SC_HIDING, -1); skill_status_change_end(bl, SC_CLOAKING, -1); } break; case SC_RUWACH: /* ルアフ */ - if ((*battle_get_option(bl)) & 6) + if (bool((*battle_get_option(bl)) & (Option::HIDE2 | Option::CLOAK))) { skill_status_change_end(bl, SC_HIDING, -1); skill_status_change_end(bl, SC_CLOAKING, -1); @@ -9199,7 +9201,11 @@ int skill_status_change_end(struct block_list *bl, StatusChange type, int tid) { eptr sc_data; int opt_flag = 0, calc_flag = 0; - short *sc_count, *option, *opt1, *opt2, *opt3; + short *sc_count; + Option *option; + Opt1 *opt1; + Opt2 *opt2; + Opt3 *opt3; nullpo_retr(0, bl); if (bl->type != BL_PC && bl->type != BL_MOB) @@ -9393,73 +9399,77 @@ int skill_status_change_end(struct block_list *bl, StatusChange type, int tid) case SC_FREEZE: case SC_STAN: case SC_SLEEP: - *opt1 = 0; + *opt1 = Opt1::ZERO; opt_flag = 1; break; case SC_POISON: - *opt2 &= ~0x0001; + *opt2 &= ~Opt2::_poison; opt_flag = 1; break; case SC_CURSE: - *opt2 &= ~0x0002; + *opt2 &= ~Opt2::_curse; opt_flag = 1; break; case SC_SILENCE: - *opt2 &= ~0x0004; + *opt2 &= ~Opt2::_silence; opt_flag = 1; break; case SC_BLIND: - *opt2 &= ~0x0010; + *opt2 &= ~Opt2::BLIND; opt_flag = 1; break; case SC_SLOWPOISON: if (sc_data[SC_POISON].timer != -1) - *opt2 |= 0x1; - *opt2 &= ~0x200; + *opt2 |= Opt2::_poison; + *opt2 &= ~Opt2::_slowpoison; opt_flag = 1; break; case SC_SIGNUMCRUCIS: - *opt2 &= ~0x40; + *opt2 &= ~Opt2::_signumcrucis; opt_flag = 1; break; case SC_SPEEDPOTION0: - *opt2 &= ~0x20; + *opt2 &= ~Opt2::_speedpotion0; opt_flag = 1; break; case SC_ATKPOT: - *opt2 &= ~0x80; + *opt2 &= ~Opt2::_atkpot; opt_flag = 1; break; case SC_HIDING: + *option &= ~Option::HIDE2; + opt_flag = 1; + break; + case SC_CLOAKING: - *option &= ~((type == SC_HIDING) ? 2 : 4); + *option &= ~Option::CLOAK; opt_flag = 1; break; case SC_CHASEWALK: - *option &= ~16388; + *option &= ~Option::CHASEWALK; opt_flag = 1; break; case SC_SIGHT: - *option &= ~1; + *option &= ~Option::SIGHT; opt_flag = 1; break; case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) - *option &= ~4096; + *option &= ~Option::_wedding; opt_flag = 1; break; case SC_RUWACH: - *option &= ~8192; + *option &= ~Option::_ruwach; opt_flag = 1; break; @@ -9467,38 +9477,39 @@ int skill_status_change_end(struct block_list *bl, StatusChange type, int tid) case SC_TWOHANDQUICKEN: /* 2HQ */ case SC_SPEARSQUICKEN: /* スピアクイッケン */ case SC_CONCENTRATION: /* コンセントレーション */ - *opt3 &= ~1; + *opt3 &= ~Opt3::_concentration; break; case SC_OVERTHRUST: /* オーバースラスト */ - *opt3 &= ~2; + *opt3 &= ~Opt3::_overthrust; break; case SC_ENERGYCOAT: /* エナジーコート */ - *opt3 &= ~4; + *opt3 &= ~Opt3::_energycoat; break; case SC_EXPLOSIONSPIRITS: // 爆裂波動 - *opt3 &= ~8; + *opt3 &= ~Opt3::_explosionspirits; break; case SC_STEELBODY: // 金剛 - *opt3 &= ~16; + *opt3 &= ~Opt3::_steelbody; break; case SC_BLADESTOP: /* 白刃取り */ - *opt3 &= ~32; + *opt3 &= ~Opt3::_bladestop; break; case SC_BERSERK: /* バーサーク */ - *opt3 &= ~128; + *opt3 &= ~Opt3::_berserk; break; case SC_MARIONETTE: /* マリオネットコントロール */ - *opt3 &= ~1024; + *opt3 &= ~Opt3::_marionette; break; case SC_ASSUMPTIO: /* アスムプティオ */ - *opt3 &= ~2048; + *opt3 &= ~Opt3::_assumptio; break; } - if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 + if (night_flag == 1 + && !bool(*opt2 & Opt2::BLIND) && bl->type == BL_PC) { // by [Yor] - *opt2 |= STATE_BLIND; + *opt2 |= Opt2::BLIND; opt_flag = 1; } @@ -9514,15 +9525,13 @@ int skill_status_change_end(struct block_list *bl, StatusChange type, int tid) int skill_update_heal_animation(struct map_session_data *sd) { - const int mask = 0x100; - int was_active; - int is_active; + const Opt2 mask = Opt2::_heal; nullpo_retr(0, sd); - was_active = sd->opt2 & mask; - is_active = sd->quick_regeneration_hp.amount > 0; + bool was_active = bool(sd->opt2 & mask); + bool is_active = sd->quick_regeneration_hp.amount > 0; - if ((was_active && is_active) || (!was_active && !is_active)) + if (was_active == is_active) return 0; // no update if (is_active) @@ -9744,13 +9753,13 @@ void skill_status_change_timer(timer_id tid, tick_t tick, custom_id_t id, custom case SC_STONE: if (sc_data[type].val2 != 0) { - short *opt1 = battle_get_opt1(bl); + Opt1 *opt1 = battle_get_opt1(bl); sc_data[type].val2 = 0; sc_data[type].val4 = 0; battle_stopwalking(bl, 1); if (opt1) { - *opt1 = 1; + *opt1 = Opt1::_stone1; clif_changeoption(bl); } sc_data[type].timer = @@ -10034,7 +10043,11 @@ int skill_status_effect(struct block_list *bl, StatusChange type, { struct map_session_data *sd = NULL; eptr sc_data; - short *sc_count, *option, *opt1, *opt2, *opt3; + short *sc_count; + Option *option; + Opt1 *opt1; + Opt2 *opt2; + Opt3 *opt3; int opt_flag = 0, calc_flag = 0, updateflag = 0, race, mode, elem, undead_flag; int scdef = 0; @@ -10212,7 +10225,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type, return 0; break; case SC_TWOHANDQUICKEN: /* 2HQ */ - *opt3 |= 1; + *opt3 |= Opt3::_concentration; calc_flag = 1; break; case SC_ADRENALINE: /* アドレナリンラッシュ */ @@ -10223,7 +10236,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type, tick /= 5; break; case SC_OVERTHRUST: /* オーバースラスト */ - *opt3 |= 2; + *opt3 |= Opt3::_overthrust; if (battle_config.party_skill_penaly && !val2) tick /= 10; break; @@ -10252,7 +10265,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type, case SC_AETERNA: /* エーテルナ */ break; case SC_ENERGYCOAT: /* エナジーコート */ - *opt3 |= 4; + *opt3 |= Opt3::_energycoat; break; case SC_MAGICROD: val2 = val1 * 20; @@ -10364,7 +10377,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type, case SC_SPEARSQUICKEN: /* スピアクイッケン */ calc_flag = 1; val2 = 20 + val1; - *opt3 |= 1; + *opt3 |= Opt3::_concentration; break; case SC_COMBO: break; @@ -10374,7 +10387,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type, if (val2 == 2) clif_bladestop((struct block_list *) val3, (struct block_list *) val4, 1); - *opt3 |= 32; + *opt3 |= Opt3::_bladestop; break; case SC_LULLABY: /* 子守唄 */ @@ -10458,11 +10471,11 @@ int skill_status_effect(struct block_list *bl, StatusChange type, case SC_EXPLOSIONSPIRITS: // 爆裂波動 calc_flag = 1; val2 = 75 + 25 * val1; - *opt3 |= 8; + *opt3 |= Opt3::_explosionspirits; break; case SC_STEELBODY: // 金剛 calc_flag = 1; - *opt3 |= 16; + *opt3 |= Opt3::_steelbody; break; case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ break; @@ -10471,7 +10484,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type, break; case SC_SPEEDPOTION0: /* 増速ポーション */ - *opt2 |= 0x20; + *opt2 |= Opt2::_speedpotion0; case SC_SPEEDPOTION1: case SC_SPEEDPOTION2: calc_flag = 1; @@ -10481,7 +10494,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type, /* atk & matk potions [Valaris] */ case SC_ATKPOT: - *opt2 |= 0x80; + *opt2 |= Opt2::_atkpot; case SC_MATKPOT: calc_flag = 1; tick = 1000 * tick; @@ -10668,7 +10681,7 @@ int skill_status_effect(struct block_list *bl, StatusChange type, case SC_HALLUCINATION: break; case SC_CONCENTRATION: /* コンセントレーション */ - *opt3 |= 1; + *opt3 |= Opt3::_concentration; calc_flag = 1; break; case SC_TENSIONRELAX: /* テンションリラックス */ @@ -10724,15 +10737,15 @@ int skill_status_effect(struct block_list *bl, StatusChange type, clif_updatestatus(sd, SP_SP); clif_status_change(bl, SC_INCREASEAGI, 1); /* アイコン表示 */ } - *opt3 |= 128; + *opt3 |= Opt3::_berserk; tick = 1000; calc_flag = 1; break; case SC_ASSUMPTIO: /* アスムプティオ */ - *opt3 |= 2048; + *opt3 |= Opt3::_assumptio; break; case SC_MARIONETTE: /* マリオネットコントロール */ - *opt3 |= 1024; + *opt3 |= Opt3::_marionette; break; case SC_MELTDOWN: /* メルトダウン */ case SC_CARTBOOST: /* カートブースト */ @@ -10797,64 +10810,68 @@ int skill_status_effect(struct block_list *bl, StatusChange type, } switch (type) { - case SC_STONE: *opt1 = 6; break; - case SC_FREEZE: *opt1 = 2; break; - case SC_STAN: *opt1 = 3; break; - case SC_SLEEP: *opt1 = 4; break; + case SC_STONE: *opt1 = Opt1::_stone6; break; + case SC_FREEZE: *opt1 = Opt1::_freeze; break; + case SC_STAN: *opt1 = Opt1::_stan; break; + case SC_SLEEP: *opt1 = Opt1::_sleep; break; } opt_flag = 1; break; case SC_POISON: if (sc_data[SC_SLOWPOISON].timer == -1) { - *opt2 |= 0x1; + *opt2 |= Opt2::_poison; opt_flag = 1; } break; case SC_CURSE: - *opt2 |= 0x0002; + *opt2 |= Opt2::_curse; opt_flag = 1; break; case SC_SILENCE: - *opt2 |= 0x0004; + *opt2 |= Opt2::_silence; opt_flag = 1; break; case SC_BLIND: - *opt2 |= 0x0010; + *opt2 |= Opt2::BLIND; opt_flag = 1; break; case SC_SLOWPOISON: - *opt2 &= ~0x1; - *opt2 |= 0x200; + *opt2 &= ~Opt2::_poison; + *opt2 |= Opt2::_slowpoison; opt_flag = 1; break; case SC_SIGNUMCRUCIS: - *opt2 |= 0x40; + *opt2 |= Opt2::_signumcrucis; opt_flag = 1; break; case SC_HIDING: + battle_stopattack(bl); /* 攻撃停止 */ + *option |= Option::HIDE2; + opt_flag = 1; + break; case SC_CLOAKING: battle_stopattack(bl); /* 攻撃停止 */ - *option |= ((type == SC_HIDING) ? 2 : 4); + *option |= Option::CLOAK; opt_flag = 1; break; case SC_CHASEWALK: battle_stopattack(bl); /* 攻撃停止 */ - *option |= 16388; + *option |= Option::CHASEWALK | Option::CLOAK; opt_flag = 1; break; case SC_SIGHT: - *option |= 1; + *option |= Option::SIGHT; opt_flag = 1; break; case SC_RUWACH: - *option |= 8192; + *option |= Option::_ruwach; opt_flag = 1; break; case SC_WEDDING: - *option |= 4096; + *option |= Option::_wedding; opt_flag = 1; } @@ -10894,7 +10911,11 @@ int skill_status_effect(struct block_list *bl, StatusChange type, int skill_status_change_clear(struct block_list *bl, int type) { eptr sc_data; - short *sc_count, *option, *opt1, *opt2, *opt3; + short *sc_count; + Option *option; + Opt1 *opt1; + Opt2 *opt2; + Opt3 *opt3; nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); @@ -10924,13 +10945,13 @@ int skill_status_change_clear(struct block_list *bl, int type) } } *sc_count = 0; - *opt1 = 0; - *opt2 = 0; - *opt3 = 0; - *option &= OPTION_MASK; + *opt1 = Opt1::ZERO; + *opt2 = Opt2::ZERO; + *opt3 = Opt3::ZERO; + *option &= Option::MASK; if (night_flag == 1 && type == BL_PC) // by [Yor] - *opt2 |= STATE_BLIND; + *opt2 |= Opt2::BLIND; if (!type || type & 2) clif_changeoption(bl); @@ -10963,7 +10984,7 @@ int skill_check_cloaking(struct block_list *bl) if (end) { skill_status_change_end(bl, SC_CLOAKING, -1); - *battle_get_option(bl) &= ~4; /* 念のための処理 */ + *battle_get_option(bl) &= ~Option::CLOAK; /* 念のための処理 */ } return end; } -- cgit v1.2.3-70-g09d2