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authorskyleo <skyleo@skyleo.de>2019-09-08 02:53:24 +0200
committerHaru <haru@dotalux.com>2020-03-08 20:56:27 +0100
commitd13b24a62ac933364839c7ece1f70eba001e7c2d (patch)
treec10d9f953cf017579a22c9d58b9fc74fefc2956e /src/map/skill.c
parentfeb1f9d96a9cfc12602c96235106397b67f2aeb4 (diff)
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Refactor code using directions to use enum unit_dir
This removes a lot of duplicated code, especially related to people not using the arrays dirx and diry. Assertions for whenever these arrays are used have been added as well, to ensure valid index range. Some trailing white space has been removed as well.
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c225
1 files changed, 105 insertions, 120 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index a8dbefbd7..668c1849c 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1180,7 +1180,6 @@ static int skillnotok_mercenary(uint16 skill_id, struct mercenary_data *md)
static struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list *src, int x, int y)
{
int pos = skill->get_unit_layout_type(skill_id,skill_lv);
- uint8 dir;
nullpo_retr(&skill->dbs->unit_layout[0], src);
if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
@@ -1191,7 +1190,9 @@ static struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16
if (pos != -1) // simple single-definition layout
return &skill->dbs->unit_layout[pos];
- dir = (src->x == x && src->y == y) ? 6 : map->calc_dir(src,x,y); // 6 - default aegis direction
+ enum unit_dir dir = UNIT_DIR_EAST; // default aegis direction
+ if (src->x != x || src->y != y)
+ dir = map->calc_dir(src, x, y);
if (skill_id == MG_FIREWALL)
return &skill->dbs->unit_layout [skill->firewall_unit_pos + dir];
@@ -2626,11 +2627,11 @@ static int skill_strip_equip(struct block_list *bl, unsigned short where, int ra
/*=========================================================================
* Used to knock back players, monsters, traps, etc
* 'count' is the number of squares to knock back
- * 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
+ * 'direction' indicates the way OPPOSITE to the knockback direction (or UNIT_DIR_UNDEFINED for default behavior)
* if 'flag&0x1', position update packets must not be sent.
* if 'flag&0x2', skill blown ignores players' special_state.no_knockback
*/
-static int skill_blown(struct block_list *src, struct block_list *target, int count, int8 dir, int flag)
+static int skill_blown(struct block_list *src, struct block_list *target, int count, enum unit_dir dir, int flag)
{
int dx = 0, dy = 0;
struct status_change *tsc = status->get_sc(target);
@@ -2672,10 +2673,10 @@ static int skill_blown(struct block_list *src, struct block_list *target, int co
break;
}
- if (dir == -1) // <optimized>: do the computation here instead of outside
+ if (dir == UNIT_DIR_UNDEFINED) // <optimized>: do the computation here instead of outside
dir = map->calc_dir(target, src->x, src->y); // direction from src to target, reversed
- if (dir >= 0 && dir < 8) {
+ if (dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX) {
// take the reversed 'direction' and reverse it
dx = -dirx[dir];
dy = -diry[dir];
@@ -3297,7 +3298,7 @@ static int skill_attack(int attack_type, struct block_list *src, struct block_li
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
if (dmg.blewcount > 0 && bl!=dsrc && !status->isdead(bl)) {
- int8 dir = -1; // default
+ enum unit_dir dir = UNIT_DIR_UNDEFINED; // default
switch(skill_id) {//direction
case MG_FIREWALL:
case PR_SANCTUARY:
@@ -3310,16 +3311,16 @@ static int skill_attack(int attack_type, struct block_list *src, struct block_li
// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
case WZ_STORMGUST:
if(!battle_config.stormgust_knockback)
- dir = rnd()%8;
+ dir = rnd() % UNIT_DIR_MAX;
break;
case WL_CRIMSONROCK:
dir = map->calc_dir(bl,skill->area_temp[4],skill->area_temp[5]);
break;
case MC_CARTREVOLUTION:
- dir = 6; // Official servers push target to the West
+ dir = UNIT_DIR_EAST; // Official servers push target to the West
break;
default:
- dir = skill->attack_dir_unknown(&attack_type, src, dsrc, bl, &skill_id, &skill_lv, &tick, &flag);
+ dir = UNIT_DIR_UNDEFINED;
break;
}
@@ -3337,8 +3338,9 @@ static int skill_attack(int attack_type, struct block_list *src, struct block_li
case SR_KNUCKLEARROW:
if( skill->blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
short dir_x, dir_y;
- dir_x = dirx[(dir+4)%8];
- dir_y = diry[(dir+4)%8];
+ Assert_ret(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX);
+ dir_x = dirx[unit_get_opposite_dir(dir)];
+ dir_y = diry[unit_get_opposite_dir(dir)];
if (map->getcell(bl->m, bl, bl->x + dir_x, bl->y + dir_y, CELL_CHKNOPASS) != 0)
skill->addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
}
@@ -3496,12 +3498,9 @@ static int skill_attack_copy_unknown(int *attack_type, struct block_list *src, s
return *skill_id;
}
-static int skill_attack_dir_unknown(int *attack_type, struct block_list *src, struct block_list *dsrc, struct block_list *bl, uint16 *skill_id, uint16 *skill_lv, int64 *tick, int *flag)
-{
- return -1;
-}
-
-static void skill_attack_blow_unknown(int *attack_type, struct block_list *src, struct block_list *dsrc, struct block_list *bl, uint16 *skill_id, uint16 *skill_lv, int64 *tick, int *flag, int *type, struct Damage *dmg, int64 *damage, int8 *dir)
+static void skill_attack_blow_unknown(int *attack_type, struct block_list *src, struct block_list *dsrc, struct block_list *bl,
+ uint16 *skill_id, uint16 *skill_lv, int64 *tick, int *flag, int *type,
+ struct Damage *dmg, int64 *damage, enum unit_dir *dir)
{
nullpo_retv(bl);
nullpo_retv(dmg);
@@ -3512,7 +3511,7 @@ static void skill_attack_blow_unknown(int *attack_type, struct block_list *src,
if (!dmg->blewcount && bl->type == BL_SKILL && *damage > 0){
struct skill_unit *su = BL_UCAST(BL_SKILL, bl);
if (su->group && su->group->skill_id == HT_BLASTMINE)
- skill->blown(src, bl, 3, -1, 0);
+ skill->blown(src, bl, 3, UNIT_DIR_UNDEFINED, 0);
}
}
@@ -4406,7 +4405,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
case KN_CHARGEATK: {
bool path_exists = path->search_long(NULL, src, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
unsigned int dist = distance_bl(src, bl);
- uint8 dir = map->calc_dir(bl, src->x, src->y);
+ enum unit_dir dir = map->calc_dir(bl, src->x, src->y);
// teleport to target (if not on WoE grounds)
if( !map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground && unit->movepos(src, bl->x, bl->y, 0, 1) )
@@ -4418,7 +4417,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
skill->blown(src, bl, dist, dir, 0);
//HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
// make the caster look in the direction of the target
- unit->setdir(src, (dir+4)%8);
+ unit->setdir(src, unit_get_opposite_dir(dir));
}
}
@@ -4457,11 +4456,12 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
case RG_BACKSTAP:
{
- uint8 dir = map->calc_dir(src, bl->x, bl->y), t_dir = unit->getdir(bl);
- if ((!check_distance_bl(src, bl, 0) && !map->check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
+ enum unit_dir dir = map->calc_dir(src, bl->x, bl->y);
+ enum unit_dir t_dir = unit->getdir(bl);
+ if ((!check_distance_bl(src, bl, 0) && map->check_dir(dir, t_dir) == 0) || bl->type == BL_SKILL) {
status_change_end(src, SC_HIDING, INVALID_TIMER);
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
- dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
+ dir = unit_get_opposite_dir(dir); // change direction [Celest]
unit->setdir(bl,dir);
}
else if (sd)
@@ -4489,7 +4489,6 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
{
short x, y, i = 2; // Move 2 cells for Issen(from target)
struct block_list *mbl = bl;
- short dir = 0;
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
@@ -4511,13 +4510,13 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
status->set_hp(src, 1, STATUS_HEAL_DEFAULT);
#endif // RENEWAL
}
- dir = map->calc_dir(src,bl->x,bl->y);
- if( dir > 0 && dir < 4) x = -i;
- else if( dir > 4 ) x = i;
- else x = 0;
- if( dir > 2 && dir < 6 ) y = -i;
- else if( dir == 7 || dir < 2 ) y = i;
- else y = 0;
+ enum unit_dir dir = map->calc_dir(src, bl->x, bl->y);
+ if (Assert_chk(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX)) {
+ map->freeblock_unlock(); // unblock before assert-returning
+ return 0;
+ }
+ x = i * dirx[dir];
+ y = i * diry[dir];
if ((mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground))) { // only NJ_ISSEN don't have slide effect in GVG
if (!(unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1))) {
// The cell is not reachable (wall, object, ...), move next to the target
@@ -4744,12 +4743,12 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
if(idb_exists(skill->bowling_db, bl->id))
break;
// Random direction
- dir = rnd()%8;
+ dir = rnd() % UNIT_DIR_MAX;
} else {
// Create an empty list of already hit targets
db_clear(skill->bowling_db);
// Direction is walkpath
- dir = (unit->getdir(src)+4)%8;
+ dir = unit_get_opposite_dir(unit->getdir(src));
}
// Add current target to the list of already hit targets
idb_put(skill->bowling_db, bl->id, bl);
@@ -4758,6 +4757,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
ty = bl->y;
for(i=0;i<c;i++) {
// Target coordinates (get changed even if knockback fails)
+ Assert_ret(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX);
tx -= dirx[dir];
ty -= diry[dir];
// If target cell is a wall then break
@@ -4786,18 +4786,21 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
if (bl->id==skill->area_temp[1])
break;
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
- skill->blown(src,bl,skill->area_temp[2],-1,0);
+ skill->blown(src, bl, skill->area_temp[2], UNIT_DIR_UNDEFINED, 0);
} else {
- int x=bl->x,y=bl->y,i,dir;
- dir = map->calc_dir(bl,src->x,src->y);
+ int x = bl->x;
+ int y = bl->y;
+ int i;
+ enum unit_dir dir = map->calc_dir(bl, src->x, src->y);
skill->area_temp[1] = bl->id;
skill->area_temp[2] = skill->get_blewcount(skill_id,skill_lv);
// all the enemies between the caster and the target are hit, as well as the target
if (skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
- skill->blown(src,bl,skill->area_temp[2],-1,0);
+ skill->blown(src, bl, skill->area_temp[2], UNIT_DIR_UNDEFINED, 0);
for (i=0;i<4;i++) {
map->foreachincell(skill->area_sub,bl->m,x,y,BL_CHAR,src,skill_id,skill_lv,
tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
+ Assert_ret(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX);
x += dirx[dir];
y += diry[dir];
}
@@ -5019,7 +5022,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
if(rnd()%100 < (10 + 3*skill_lv)) {
if( !sd || pc->checkskill(sd,KN_SPEARBOOMERANG) == 0 )
break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
- skill->blown(src,bl,6,-1,0);
+ skill->blown(src, bl, 6, UNIT_DIR_UNDEFINED, 0);
skill->addtimerskill(src,tick+800,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
skill->castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
}
@@ -5041,16 +5044,10 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
case KO_JYUMONJIKIRI:
case GC_DARKILLUSION:
{
- short x, y;
- short dir = map->calc_dir(bl, src->x, src->y);
-
- if ( dir < 4 ) {
- x = bl->x + 2 * (dir > 0) - 3 * (dir > 0);
- y = bl->y + 1 - (dir / 2) - (dir > 2);
- } else {
- x = bl->x + 2 * (dir > 4) - 1 * (dir > 4);
- y = bl->y + (dir / 6) - 1 + (dir > 6);
- }
+ enum unit_dir dir = map->calc_dir(bl, src->x, src->y);
+ Assert_ret(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX);
+ short x = bl->x + dirx[dir];
+ short y = bl->y + diry[dir];
if ( unit->movepos(src, x, y, 1, 1) ) {
clif->slide(src, x, y);
@@ -5207,14 +5204,13 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
break;
case RA_WUGSTRIKE:
- if( sd && pc_isridingwug(sd) ){
- short x[8]={0,-1,-1,-1,0,1,1,1};
- short y[8]={1,1,0,-1,-1,-1,0,1};
- uint8 dir = map->calc_dir(bl, src->x, src->y);
-
- if( unit->movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
- {
- clif->slide(src, bl->x+x[dir], bl->y+y[dir]);
+ if (sd != NULL && pc_isridingwug(sd)) {
+ enum unit_dir dir = map->calc_dir(bl, src->x, src->y);
+ Assert_ret(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX);
+ short x = bl->x + dirx[dir];
+ short y = bl->y + diry[dir];
+ if (unit->movepos(src, x, y, 1, 1) != 0) {
+ clif->slide(src, x, y);
clif->fixpos(src);
skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
}
@@ -5657,8 +5653,9 @@ static int skill_castend_id(int tid, int64 tick, int id, intptr_t data)
}
if(ud->skill_id == RG_BACKSTAP) {
- uint8 dir = map->calc_dir(src,target->x,target->y),t_dir = unit->getdir(target);
- if(check_distance_bl(src, target, 0) || map->check_dir(dir,t_dir)) {
+ enum unit_dir dir = map->calc_dir(src, target->x, target->y);
+ enum unit_dir t_dir = unit->getdir(target);
+ if (check_distance_bl(src, target, 0) || map->check_dir(dir, t_dir) != 0) {
break;
}
}
@@ -5877,25 +5874,13 @@ static int skill_castend_id(int tid, int64 tick, int id, intptr_t data)
}
if (target && target->m == src->m) {
//Move character to target anyway.
- int dir, x, y;
+ enum unit_dir dir = map->calc_dir(src, target->x, target->y);
+ Assert_ret(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX);
int dist = 3; // number of cells that asura caster will walk
+ int x = dist * dirx[dir];
+ int y = dist * diry[dir];
- dir = map->calc_dir(src,target->x,target->y);
- if (dir > 0 && dir < 4)
- x = -dist;
- else if (dir > 4)
- x = dist;
- else
- x = 0;
-
- if (dir > 2 && dir < 6)
- y = -dist;
- else if (dir == 7 || dir < 2)
- y = dist;
- else
- y = 0;
-
- if (unit->movepos(src, src->x + x, src->y + y, 1, 1) == 1) {
+ if (unit->movepos(src, src->x + x, src->y + y, 1, 1) != 0) {
//Display movement + animation.
clif->slide(src, src->x, src->y);
clif->spiritball(src);
@@ -7835,7 +7820,9 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
case TK_HIGHJUMP:
{
- int x,y, dir = unit->getdir(src);
+ int x;
+ int y;
+ enum unit_dir dir = unit->getdir(src);
//Fails on noteleport maps, except for GvG and BG maps [Skotlex]
if( map->list[src->m].flag.noteleport
@@ -8084,11 +8071,16 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
case NPC_RUN:
{
- const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
- uint8 dir = (bl == src)?unit->getdir(src):map->calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
+ enum unit_dir dir;
+ if (bl == src) //If cast on self, run forward, else run away.
+ dir = unit->getdir(src);
+ else
+ dir = map->calc_dir(src, bl->x, bl->y);
+ Assert_ret(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX);
unit->stop_attack(src);
//Run skillv tiles overriding the can-move check.
- if (unit->walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
+ if (unit->walktoxy(src, (src->x + skill_lv * -dirx[dir]),
+ (src->y + skill_lv * -diry[dir]), 2) != 0 && md != NULL)
md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the AI.
}
break;
@@ -9449,7 +9441,9 @@ static int skill_castend_nodamage_id(struct block_list *src, struct block_list *
case NC_F_SIDESLIDE:
case NC_B_SIDESLIDE:
{
- uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit->getdir(src)+4)%8 : unit->getdir(src);
+ enum unit_dir dir = unit->getdir(src);
+ if (skill_id == NC_F_SIDESLIDE)
+ dir = unit_get_opposite_dir(dir);
skill->blown(src,bl,skill->get_blewcount(skill_id,skill_lv),dir,0);
clif->slide(src,src->x,src->y);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -11606,17 +11600,16 @@ static int skill_castend_pos2(struct block_list *src, int x, int y, uint16 skill
case WL_EARTHSTRAIN:
{
- int i, wave = skill_lv + 4, dir = map->calc_dir(src,x,y);
+ int i;
+ int wave = skill_lv + 4;
+ enum unit_dir dir = map->calc_dir(src, x, y);
+ Assert_ret(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX);
int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
- for( i = 1; i <= wave; i++ )
- {
- switch( dir ){
- case 0: case 1: case 7: sy = y + i; break;
- case 3: case 4: case 5: sy = y - i; break;
- case 2: sx = x - i; break;
- case 6: sx = x + i; break;
- }
+ for (i = 1; i <= wave; i++) {
+ sy = y + i * diry[dir];
+ if (dir == UNIT_DIR_WEST || dir == UNIT_DIR_EAST)
+ sx = x + i * dirx[dir];
skill->addtimerskill(src,timer->gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
}
}
@@ -13835,12 +13828,14 @@ static int skill_check_condition_char_sub(struct block_list *bl, va_list ap)
} else {
switch(skill_id) {
- case PR_BENEDICTIO: {
- uint8 dir = map->calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
- dir = (unit->getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
- if ((tsd->job & MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
- && sd->status.sp >= 10)
+ case PR_BENEDICTIO:
+ {
+ enum unit_dir dir = map->calc_dir(&sd->bl, tsd->bl.x, tsd->bl.y);
+ dir = (unit->getdir(&sd->bl) + dir) % UNIT_DIR_MAX; //This adjusts dir to account for the direction the sd is facing.
+ if ((tsd->job & MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == UNIT_DIR_WEST || dir == UNIT_DIR_EAST) //Must be standing to the left/right of Priest.
+ && sd->status.sp >= 10) {
p_sd[(*c)++]=tsd->bl.id;
+ }
return 1;
}
case AB_ADORAMUS:
@@ -15976,11 +15971,11 @@ struct square {
int val2[5];
};
-static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int16 y)
+static void skill_brandishspear_first(struct square *tc, enum unit_dir dir, int16 x, int16 y)
{
nullpo_retv(tc);
- if(dir == 0){
+ if (dir == UNIT_DIR_NORTH) {
tc->val1[0]=x-2;
tc->val1[1]=x-1;
tc->val1[2]=x;
@@ -15991,7 +15986,7 @@ static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int
tc->val2[2]=
tc->val2[3]=
tc->val2[4]=y-1;
- } else if(dir==2){
+ } else if (dir == UNIT_DIR_WEST) {
tc->val1[0]=
tc->val1[1]=
tc->val1[2]=
@@ -16002,7 +15997,7 @@ static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int
tc->val2[2]=y;
tc->val2[3]=y-1;
tc->val2[4]=y-2;
- } else if(dir==4){
+ } else if (dir == UNIT_DIR_SOUTH) {
tc->val1[0]=x-2;
tc->val1[1]=x-1;
tc->val1[2]=x;
@@ -16013,7 +16008,7 @@ static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int
tc->val2[2]=
tc->val2[3]=
tc->val2[4]=y+1;
- } else if(dir==6){
+ } else if (dir == UNIT_DIR_EAST) {
tc->val1[0]=
tc->val1[1]=
tc->val1[2]=
@@ -16024,7 +16019,7 @@ static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int
tc->val2[2]=y;
tc->val2[3]=y-1;
tc->val2[4]=y-2;
- } else if(dir==1){
+ } else if (dir == UNIT_DIR_NORTHWEST) {
tc->val1[0]=x-1;
tc->val1[1]=x;
tc->val1[2]=x+1;
@@ -16035,7 +16030,7 @@ static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int
tc->val2[2]=y-1;
tc->val2[3]=y;
tc->val2[4]=y+1;
- } else if(dir==3){
+ } else if (dir == UNIT_DIR_SOUTHWEST) {
tc->val1[0]=x+3;
tc->val1[1]=x+2;
tc->val1[2]=x+1;
@@ -16046,7 +16041,7 @@ static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int
tc->val2[2]=y+1;
tc->val2[3]=y+2;
tc->val2[4]=y+3;
- } else if(dir==5){
+ } else if (dir == UNIT_DIR_SOUTHEAST) {
tc->val1[0]=x+1;
tc->val1[1]=x;
tc->val1[2]=x-1;
@@ -16057,7 +16052,7 @@ static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int
tc->val2[2]=y+1;
tc->val2[3]=y;
tc->val2[4]=y-1;
- } else if(dir==7){
+ } else if (dir == UNIT_DIR_NORTHEAST) {
tc->val1[0]=x-3;
tc->val1[1]=x-2;
tc->val1[2]=x-1;
@@ -16072,36 +16067,27 @@ static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int
}
-static void skill_brandishspear_dir(struct square *tc, uint8 dir, int are)
+static void skill_brandishspear_dir(struct square *tc, enum unit_dir dir, int are)
{
- int c;
nullpo_retv(tc);
+ Assert_retv(dir >= UNIT_DIR_FIRST && dir < UNIT_DIR_MAX);
- for( c = 0; c < 5; c++ ) {
- switch( dir ) {
- case 0: tc->val2[c]+=are; break;
- case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
- case 2: tc->val1[c]-=are; break;
- case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
- case 4: tc->val2[c]-=are; break;
- case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
- case 6: tc->val1[c]+=are; break;
- case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
- }
+ for (int c = 0; c < 5; c++) {
+ tc->val1[c] += dirx[dir] * are;
+ tc->val2[c] += diry[dir] * are;
}
}
static void skill_brandishspear(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag)
{
int c,n=4;
- uint8 dir;
struct square tc;
int x, y;
nullpo_retv(bl);
x = bl->x;
y = bl->y;
- dir = map->calc_dir(src, x, y);
+ enum unit_dir dir = map->calc_dir(src, x, y);
skill->brandishspear_first(&tc,dir,x,y);
skill->brandishspear_dir(&tc,dir,4);
skill->area_temp[1] = bl->id;
@@ -21764,7 +21750,6 @@ void skill_defaults(void)
skill->attack_combo2_unknown = skill_attack_combo2_unknown;
skill->attack_display_unknown = skill_attack_display_unknown;
skill->attack_copy_unknown = skill_attack_copy_unknown;
- skill->attack_dir_unknown = skill_attack_dir_unknown;
skill->attack_blow_unknown = skill_attack_blow_unknown;
skill->attack_post_unknown = skill_attack_post_unknown;
skill->timerskill_dead_unknown = skill_timerskill_dead_unknown;