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authorHaru <haru@dotalux.com>2013-09-25 00:29:15 +0200
committerHaru <haru@dotalux.com>2013-09-25 00:29:15 +0200
commit44c9ba35b0bc2d9f4dc82db20be824e6e0d320e7 (patch)
tree1c1e300503d99ecbe8b41355daa716858aaece5d /src/map/skill.c
parentb9c8f57b92d2935db971a38e144529682712dc82 (diff)
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Renamed more forgotten variables during interface conversions
(related: b9c8f57) Most renames are trivial (just to avoid shadowing global variables, even if they currently did no harm), but there were some cases of partly renamed variables that caused some NULL checks to always pass and who knows what could have been happened when they were too subtle to make the application crash. Also corrected some potentially unsafe macro definitions Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'src/map/skill.c')
-rw-r--r--src/map/skill.c471
1 files changed, 231 insertions, 240 deletions
diff --git a/src/map/skill.c b/src/map/skill.c
index 6ec9d2fec..75df03b1b 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -366,7 +366,7 @@ int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
}
int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
- int skill, hp;
+ int skill2_lv, hp;
struct map_session_data *sd = BL_CAST(BL_PC, src);
struct map_session_data *tsd = BL_CAST(BL_PC, target);
struct status_change* sc;
@@ -399,21 +399,21 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
#else
hp = ( iStatus->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
#endif
- if( sd && ((skill = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
- hp += hp * skill * 2 / 100;
- else if( src->type == BL_HOM && (skill = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
- hp += hp * skill * 2 / 100;
+ if( sd && ((skill2_lv = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
+ hp += hp * skill2_lv * 2 / 100;
+ else if( src->type == BL_HOM && (skill2_lv = homun->checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
+ hp += hp * skill2_lv * 2 / 100;
break;
}
if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
hp >>= 1;
- if( sd && (skill = pc->skillheal_bonus(sd, skill_id)) )
- hp += hp*skill/100;
+ if( sd && (skill2_lv = pc->skillheal_bonus(sd, skill_id)) )
+ hp += hp*skill2_lv/100;
- if( tsd && (skill = pc->skillheal2_bonus(tsd, skill_id)) )
- hp += hp*skill/100;
+ if( tsd && (skill2_lv = pc->skillheal2_bonus(tsd, skill_id)) )
+ hp += hp*skill2_lv/100;
sc = iStatus->get_sc(target);
if( sc && sc->count ) {
@@ -2837,19 +2837,19 @@ int skill_area_sub (struct block_list *bl, va_list ap) {
}
int skill_check_unit_range_sub (struct block_list *bl, va_list ap) {
- struct skill_unit *unit;
+ struct skill_unit *su;
uint16 skill_id,g_skill_id;
- unit = (struct skill_unit *)bl;
+ su = (struct skill_unit *)bl;
if(bl->prev == NULL || bl->type != BL_SKILL)
return 0;
- if(!unit->alive)
+ if(!su->alive)
return 0;
skill_id = va_arg(ap,int);
- g_skill_id = unit->group->skill_id;
+ g_skill_id = su->group->skill_id;
switch (skill_id) {
case MH_STEINWAND:
@@ -3945,10 +3945,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
int maxlv = skill->get_max(skill_id); // learnable level
int count = 0;
int x, y;
- struct skill_unit* unit;
+ struct skill_unit *su;
- if( skill_lv > maxlv )
- {
+ if( skill_lv > maxlv ) {
if( src->type == BL_MOB && skill_lv == 10 )
range = 4;
else
@@ -3956,16 +3955,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}
for( y = src->y - range; y <= src->y + range; ++y )
- for( x = src->x - range; x <= src->x + range; ++x )
- {
- if( !iMap->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
- {
+ for( x = src->x - range; x <= src->x + range; ++x ) {
+ if( !iMap->find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) ) {
if( src->type != BL_PC || iMap->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
count++; // natural water cell
- else if( (unit = iMap->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = iMap->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
- {
+ else if( (su = iMap->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL
+ || (su = iMap->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) {
count++; // skill-induced water cell
- skill->delunit(unit); // consume cell
+ skill->delunit(su); // consume cell
}
}
}
@@ -9036,9 +9033,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
skill->attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
} else //Otherwise, it fails, shows animation and removes items.
clif->skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
- } else if( itemdb_is_GNthrowable(ammo_id) ){
+ } else if( itemdb_is_GNthrowable(ammo_id) ) {
struct script_code *scriptroot = sd->inventory_data[i]->script;
- if( !script )
+ if( !scriptroot )
break;
if( dstsd )
script->run(scriptroot,0,dstsd->bl.id,npc->fake_nd->bl.id);
@@ -10410,30 +10407,30 @@ int skill_dance_overlap_sub(struct block_list* bl, va_list ap) {
//Does the song/dance overlapping -> dissonance check. [Skotlex]
//When flag is 0, this unit is about to be removed, cancel the dissonance effect
//When 1, this unit has been positioned, so start the cancel effect.
-int skill_dance_overlap(struct skill_unit* unit, int flag) {
- if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
+int skill_dance_overlap(struct skill_unit* su, int flag) {
+ if (!su || !su->group || !(su->group->state.song_dance&0x1))
return 0;
- if (unit->val1 != unit->group->skill_id) {
+ if (su->val1 != su->group->skill_id) {
//Reset state
- unit->val1 = unit->group->skill_id;
- unit->val2 &= ~UF_ENSEMBLE;
+ su->val1 = su->group->skill_id;
+ su->val2 &= ~UF_ENSEMBLE;
}
- return iMap->foreachincell(skill->dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
+ return iMap->foreachincell(skill->dance_overlap_sub, su->bl.m,su->bl.x,su->bl.y,BL_SKILL, su,flag);
}
/*==========================================
* Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
* Flag: 0 - Convert, 1 - Revert.
*------------------------------------------*/
-bool skill_dance_switch(struct skill_unit* unit, int flag) {
+bool skill_dance_switch(struct skill_unit* su, int flag) {
static int prevflag = 1; // by default the backup is empty
static struct skill_unit_group backup;
- struct skill_unit_group* group = unit->group;
+ struct skill_unit_group* group = su->group;
// val2&UF_ENSEMBLE is a hack to indicate dissonance
- if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
+ if ( !(group->state.song_dance&0x1 && su->val2&UF_ENSEMBLE) )
return false;
if( flag == prevflag ) {
@@ -10446,7 +10443,7 @@ bool skill_dance_switch(struct skill_unit* unit, int flag) {
prevflag = flag;
if( !flag ) { //Transform
- uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
+ uint16 skill_id = su->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
// backup
backup.skill_id = group->skill_id;
@@ -10885,7 +10882,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
limit = group->limit;
for( i = 0; i < layout->count; i++ ) {
- struct skill_unit *unit;
+ struct skill_unit *su;
int ux = x + layout->dx[i];
int uy = y + layout->dy[i];
int val1 = skill_lv;
@@ -10964,19 +10961,19 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
if( !alive )
continue;
- nullpo_retr(NULL, unit=skill->initunit(group,i,ux,uy,val1,val2));
- unit->limit=limit;
- unit->range=range;
+ nullpo_retr(NULL, su=skill->initunit(group,i,ux,uy,val1,val2));
+ su->limit=limit;
+ su->range=range;
if (skill_id == PF_FOGWALL && alive == 2) {
//Double duration of cells on top of Deluge/Suiton
- unit->limit *= 2;
- group->limit = unit->limit;
+ su->limit *= 2;
+ group->limit = su->limit;
}
// execute on all targets standing on this cell
if (range==0 && active_flag)
- iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),1);
+ iMap->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,iTimer->gettick(),1);
}
if (!group->alive_count) { //No cells? Something that was blocked completely by Land Protector?
@@ -12085,37 +12082,37 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
* flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
*------------------------------------------*/
int skill_unit_effect (struct block_list* bl, va_list ap) {
- struct skill_unit* unit = va_arg(ap,struct skill_unit*);
- struct skill_unit_group* group = unit->group;
+ struct skill_unit* su = va_arg(ap,struct skill_unit*);
+ struct skill_unit_group* group = su->group;
unsigned int tick = va_arg(ap,unsigned int);
unsigned int flag = va_arg(ap,unsigned int);
uint16 skill_id;
bool dissonance;
- if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
+ if( (!su->alive && !(flag&4)) || bl->prev == NULL )
return 0;
nullpo_ret(group);
- dissonance = skill->dance_switch(unit, 0);
+ dissonance = skill->dance_switch(su, 0);
//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
skill_id = group->skill_id;
//Target-type check.
- if( !(group->bl_flag&bl->type && battle->check_target(&unit->bl,bl,group->target_flag)>0) ) {
+ if( !(group->bl_flag&bl->type && battle->check_target(&su->bl,bl,group->target_flag)>0) ) {
if( (flag&4) && ( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) ) )
skill->unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
} else {
if( flag&1 )
- skill->unit_onplace(unit,bl,tick);
+ skill->unit_onplace(su,bl,tick);
else
- skill->unit_onout(unit,bl,tick);
+ skill->unit_onout(su,bl,tick);
if( flag&4 )
skill->unit_onleft(skill_id, bl, tick);
}
- if( dissonance ) skill->dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(su, 1);
return 0;
}
@@ -12304,15 +12301,15 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16
*
*------------------------------------------*/
int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap) {
- int *c,src_id,mob_class,skill;
+ int *c,src_id,mob_class,skill_id;
struct mob_data *md;
md=(struct mob_data*)bl;
src_id=va_arg(ap,int);
mob_class=va_arg(ap,int);
- skill=va_arg(ap,int);
+ skill_id=va_arg(ap,int);
c=va_arg(ap,int *);
- if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:skill == MH_SUMMON_LEGION?1:3) )
+ if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill_id == AM_SPHEREMINE?2:skill_id == KO_ZANZOU?4:skill_id == MH_SUMMON_LEGION?1:3) )
return 0; //Non alchemist summoned mobs have nothing to do here.
if(md->class_==mob_class)
(*c)++;
@@ -14674,16 +14671,16 @@ struct skill_unit_group *skill_locate_element_field(struct block_list *bl) {
// for graffiti cleaner [Valaris]
int skill_graffitiremover (struct block_list *bl, va_list ap) {
- struct skill_unit *unit=NULL;
+ struct skill_unit *su=NULL;
nullpo_ret(bl);
nullpo_ret(ap);
- if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
+ if(bl->type!=BL_SKILL || (su=(struct skill_unit *)bl) == NULL)
return 0;
- if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
- skill->delunit(unit);
+ if((su->group) && (su->group->unit_id == UNT_GRAFFITI))
+ skill->delunit(su);
return 0;
}
@@ -14702,9 +14699,8 @@ int skill_greed (struct block_list *bl, va_list ap) {
return 0;
}
//For Ranger's Detonator [Jobbie/3CeAM]
-int skill_detonator(struct block_list *bl, va_list ap)
-{
- struct skill_unit *unit=NULL;
+int skill_detonator(struct block_list *bl, va_list ap) {
+ struct skill_unit *su=NULL;
struct block_list *src;
int unit_id;
@@ -14712,14 +14708,14 @@ int skill_detonator(struct block_list *bl, va_list ap)
nullpo_ret(ap);
src = va_arg(ap,struct block_list *);
- if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
+ if( bl->type != BL_SKILL || (su = (struct skill_unit *)bl) == NULL || !su->group )
return 0;
- if( unit->group->src_id != src->id )
+ if( su->group->src_id != src->id )
return 0;
- unit_id = unit->group->unit_id;
- switch( unit_id )
- { //List of Hunter and Ranger Traps that can be detonate.
+ unit_id = su->group->unit_id;
+ switch( unit_id ) {
+ //List of Hunter and Ranger Traps that can be detonate.
case UNT_BLASTMINE:
case UNT_SANDMAN:
case UNT_CLAYMORETRAP:
@@ -14727,23 +14723,23 @@ int skill_detonator(struct block_list *bl, va_list ap)
case UNT_CLUSTERBOMB:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
- switch(unit_id){
+ switch(unit_id) {
case UNT_TALKIEBOX:
- clif->talkiebox(bl,unit->group->valstr);
- unit->group->val2 = -1;
+ clif->talkiebox(bl,su->group->valstr);
+ su->group->val2 = -1;
break;
case UNT_CLAYMORETRAP:
case UNT_FIRINGTRAP:
case UNT_ICEBOUNDTRAP:
- iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
+ iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag|BL_SKILL|~BCT_SELF,bl,su->group->tick);
break;
default:
- iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
+ iMap->foreachinrange(skill->trap_splash,bl,skill->get_splash(su->group->skill_id,su->group->skill_lv),su->group->bl_flag,bl,su->group->tick);
}
clif->changetraplook(bl, UNT_USED_TRAPS);
- unit->group->limit = DIFF_TICK(iTimer->gettick(),unit->group->tick) +
+ su->group->limit = DIFF_TICK(iTimer->gettick(),su->group->tick) +
(unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
- unit->group->unit_id = UNT_USED_TRAPS;
+ su->group->unit_id = UNT_USED_TRAPS;
break;
}
return 0;
@@ -14755,31 +14751,31 @@ int skill_detonator(struct block_list *bl, va_list ap)
int skill_cell_overlap(struct block_list *bl, va_list ap) {
uint16 skill_id;
int *alive;
- struct skill_unit *unit;
+ struct skill_unit *su;
skill_id = va_arg(ap,int);
alive = va_arg(ap,int *);
- unit = (struct skill_unit *)bl;
+ su = (struct skill_unit *)bl;
- if( unit == NULL || unit->group == NULL || (*alive) == 0 )
+ if( su == NULL || su->group == NULL || (*alive) == 0 )
return 0;
switch (skill_id) {
case SA_LANDPROTECTOR:
- if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
+ if( su->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
(*alive) = 0;
- skill->delunit(unit);
+ skill->delunit(su);
return 1;
}
- if( !(skill->get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || unit->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps
- skill->delunit(unit);
+ if( !(skill->get_inf2(su->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) || su->group->skill_id == WZ_FIREPILLAR ) { //It deletes everything except songs/dances and traps
+ skill->delunit(su);
return 1;
}
break;
case HW_GANBANTEIN:
case LG_EARTHDRIVE:
- if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
- skill->delunit(unit);
+ if( !(su->group->state.song_dance&0x1) ) {// Don't touch song/dance.
+ skill->delunit(su);
return 1;
}
break;
@@ -14789,14 +14785,13 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) {
// The official implementation makes them fail to appear when casted on top of ANYTHING
// but I wonder if they didn't actually meant to fail when casted on top of each other?
// hence, I leave the alternate implementation here, commented. [Skotlex]
- if (unit->range <= 0)
- {
+ if (su->range <= 0) {
(*alive) = 0;
return 1;
}
/*
- switch (unit->group->skill_id)
- { //These cannot override each other.
+ switch (su->group->skill_id) {
+ //These cannot override each other.
case SA_VOLCANO:
case SA_DELUGE:
case SA_VIOLENTGALE:
@@ -14806,7 +14801,7 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) {
*/
break;
case PF_FOGWALL:
- switch(unit->group->skill_id) {
+ switch(su->group->skill_id) {
case SA_VOLCANO: //Can't be placed on top of these
case SA_VIOLENTGALE:
(*alive) = 0;
@@ -14819,14 +14814,15 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) {
}
break;
case HP_BASILICA:
- if (unit->group->skill_id == HP_BASILICA)
- { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
+ if (su->group->skill_id == HP_BASILICA) {
+ //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
(*alive) = 0;
return 1;
}
break;
case GN_CRAZYWEED_ATK:
- switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
+ switch(su->group->unit_id) {
+ //TODO: look for other ground skills that are affected.
case UNT_WALLOFTHORN:
case UNT_THORNS_TRAP:
case UNT_BLOODYLUST:
@@ -14839,13 +14835,14 @@ int skill_cell_overlap(struct block_list *bl, va_list ap) {
case UNT_VIOLENTGALE:
case UNT_SAFETYWALL:
case UNT_PNEUMA:
- skill->delunit(unit);
+ skill->delunit(su);
return 1;
}
break;
}
- if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
+ if (su->group->skill_id == SA_LANDPROTECTOR && !(skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_TRAP))) {
+ //It deletes everything except songs/dances/traps
(*alive) = 0;
return 1;
}
@@ -14880,17 +14877,17 @@ int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
int skill_trap_splash (struct block_list *bl, va_list ap) {
struct block_list *src;
int tick;
- struct skill_unit *unit;
+ struct skill_unit *su;
struct skill_unit_group *sg;
struct block_list *ss;
src = va_arg(ap,struct block_list *);
- unit = (struct skill_unit *)src;
+ su = (struct skill_unit *)src;
tick = va_arg(ap,int);
- if( !unit->alive || bl->prev == NULL )
+ if( !su->alive || bl->prev == NULL )
return 0;
- nullpo_ret(sg = unit->group);
+ nullpo_ret(sg = su->group);
nullpo_ret(ss = iMap->id2bl(sg->src_id));
if(battle->check_target(src,bl,sg->target_flag) <= 0)
@@ -14977,22 +14974,22 @@ int skill_trap_splash (struct block_list *bl, va_list ap) {
int skill_maelstrom_suction(struct block_list *bl, va_list ap) {
uint16 skill_id, skill_lv;
- struct skill_unit *unit;
+ struct skill_unit *su;
skill_id = va_arg(ap,int);
skill_lv = va_arg(ap,int);
- unit = (struct skill_unit *)bl;
+ su = (struct skill_unit *)bl;
- if( unit == NULL || unit->group == NULL )
+ if( su == NULL || su->group == NULL )
return 0;
if( skill->get_inf2(skill_id)&INF2_TRAP )
return 0;
- if( unit->group->skill_id == SC_MAELSTROM ){
+ if( su->group->skill_id == SC_MAELSTROM ) {
struct block_list *src;
- if( (src = iMap->id2bl(unit->group->src_id)) ){
- int sp = unit->group->skill_lv * skill_lv;
+ if( (src = iMap->id2bl(su->group->src_id)) ) {
+ int sp = su->group->skill_lv * skill_lv;
if( src->type == BL_PC )
sp += ((TBL_PC*)src)->status.job_level / 5;
iStatus->heal(src, 0, sp/2, 1);
@@ -15085,81 +15082,80 @@ bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *s
/*==========================================
*
*------------------------------------------*/
-struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
-{
- struct skill_unit *unit;
+struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2) {
+ struct skill_unit *su;
nullpo_retr(NULL, group);
nullpo_retr(NULL, group->unit); // crash-protection against poor coding
- nullpo_retr(NULL, unit=&group->unit[idx]);
+ nullpo_retr(NULL, su=&group->unit[idx]);
if( iMap->getcell(iMap->id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
- return unit;
+ return su;
- if(!unit->alive)
+ if(!su->alive)
group->alive_count++;
- unit->bl.id=iMap->get_new_object_id();
- unit->bl.type=BL_SKILL;
- unit->bl.m=group->map;
- unit->bl.x=x;
- unit->bl.y=y;
- unit->group=group;
- unit->alive=1;
- unit->val1=val1;
- unit->val2=val2;
+ su->bl.id=iMap->get_new_object_id();
+ su->bl.type=BL_SKILL;
+ su->bl.m=group->map;
+ su->bl.x=x;
+ su->bl.y=y;
+ su->group=group;
+ su->alive=1;
+ su->val1=val1;
+ su->val2=val2;
- idb_put(skillunit_db, unit->bl.id, unit);
- iMap->addiddb(&unit->bl);
- iMap->addblock(&unit->bl);
+ idb_put(skillunit_db, su->bl.id, su);
+ iMap->addiddb(&su->bl);
+ iMap->addblock(&su->bl);
// perform oninit actions
switch (group->skill_id) {
case WZ_ICEWALL:
- iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
- clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
- skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
- map[unit->bl.m].icewall_num++;
+ iMap->setgatcell(su->bl.m,su->bl.x,su->bl.y,5);
+ clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,5,AREA);
+ skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
+ map[su->bl.m].icewall_num++;
break;
case SA_LANDPROTECTOR:
- skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
+ skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
break;
case HP_BASILICA:
- skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
+ skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
break;
case SC_MAELSTROM:
- skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
+ skill->unitsetmapcell(su,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
break;
default:
if (group->state.song_dance&0x1) //Check for dissonance.
- skill->dance_overlap(unit, 1);
+ skill->dance_overlap(su, 1);
break;
}
- clif->skill_setunit(unit);
+ clif->skill_setunit(su);
- return unit;
+ return su;
}
/*==========================================
*
*------------------------------------------*/
-int skill_delunit (struct skill_unit* unit) {
+int skill_delunit (struct skill_unit* su) {
struct skill_unit_group *group;
- nullpo_ret(unit);
- if( !unit->alive )
+ nullpo_ret(su);
+ if( !su->alive )
return 0;
- unit->alive=0;
+ su->alive=0;
- nullpo_ret(group=unit->group);
+ nullpo_ret(group=su->group);
if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
- skill->dance_overlap(unit, 0);
+ skill->dance_overlap(su, 0);
// invoke onout event
- if( !unit->range )
- iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),4);
+ if( !su->range )
+ iMap->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,iTimer->gettick(),4);
// perform ondelete actions
switch (group->skill_id) {
@@ -15170,16 +15166,16 @@ int skill_delunit (struct skill_unit* unit) {
}
break;
case WZ_ICEWALL:
- iMap->setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
- clif->changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
- skill->unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
- map[unit->bl.m].icewall_num--;
+ iMap->setgatcell(su->bl.m,su->bl.x,su->bl.y,su->val2);
+ clif->changemapcell(0,su->bl.m,su->bl.x,su->bl.y,su->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
+ skill->unitsetmapcell(su,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
+ map[su->bl.m].icewall_num--;
break;
case SA_LANDPROTECTOR:
- skill->unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
+ skill->unitsetmapcell(su,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
break;
case HP_BASILICA:
- skill->unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
+ skill->unitsetmapcell(su,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
break;
case RA_ELECTRICSHOCKER: {
struct block_list* target = iMap->id2bl(group->val2);
@@ -15188,7 +15184,7 @@ int skill_delunit (struct skill_unit* unit) {
}
break;
case SC_MAELSTROM:
- skill->unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
+ skill->unitsetmapcell(su,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
break;
case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
if( group->val2 ) { // Someone Traped
@@ -15199,12 +15195,12 @@ int skill_delunit (struct skill_unit* unit) {
break;
}
- clif->skill_delunit(unit);
+ clif->skill_delunit(su);
- unit->group=NULL;
- iMap->delblock(&unit->bl); // don't free yet
- iMap->deliddb(&unit->bl);
- idb_remove(skillunit_db, unit->bl.id);
+ su->group=NULL;
+ iMap->delblock(&su->bl); // don't free yet
+ iMap->deliddb(&su->bl);
+ idb_remove(skillunit_db, su->bl.id);
if(--group->alive_count==0)
skill->del_unitgroup(group,ALC_MARK);
@@ -15496,11 +15492,11 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis
*
*------------------------------------------*/
int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
- struct skill_unit* unit = va_arg(ap,struct skill_unit *);
- struct skill_unit_group* group = unit->group;
+ struct skill_unit* su = va_arg(ap,struct skill_unit *);
+ struct skill_unit_group* group = su->group;
unsigned int tick = va_arg(ap,unsigned int);
- if( !unit->alive || bl->prev == NULL )
+ if( !su->alive || bl->prev == NULL )
return 0;
nullpo_ret(group);
@@ -15508,10 +15504,10 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
return 0; //AoE skills are ineffective. [Skotlex]
- if( battle->check_target(&unit->bl,bl,group->target_flag) <= 0 )
+ if( battle->check_target(&su->bl,bl,group->target_flag) <= 0 )
return 0;
- skill->unit_onplace_timer(unit,bl,tick);
+ skill->unit_onplace_timer(su,bl,tick);
return 1;
}
@@ -15520,22 +15516,21 @@ int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
* @see DBApply
*/
int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
- struct skill_unit* unit = DB->data2ptr(data);
- struct skill_unit_group* group = unit->group;
+ struct skill_unit* su = DB->data2ptr(data);
+ struct skill_unit_group* group = su->group;
unsigned int tick = va_arg(ap,unsigned int);
bool dissonance;
- struct block_list* bl = &unit->bl;
+ struct block_list* bl = &su->bl;
- if( !unit->alive )
+ if( !su->alive )
return 0;
nullpo_ret(group);
// check for expiration
- if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
- {// skill unit expired (inlined from skill_unit_onlimit())
- switch( group->unit_id )
- {
+ if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= su->limit) ) {
+ // skill unit expired (inlined from skill_unit_onlimit())
+ switch( group->unit_id ) {
case UNT_BLASTMINE:
#ifdef RENEWAL
case UNT_CLAYMORETRAP:
@@ -15548,14 +15543,14 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
group->unit_id = UNT_USED_TRAPS;
//clif->changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
group->limit=DIFF_TICK(tick+1500,group->tick);
- unit->limit=DIFF_TICK(tick+1500,group->tick);
+ su->limit=DIFF_TICK(tick+1500,group->tick);
break;
case UNT_ANKLESNARE:
case UNT_ELECTRICSHOCKER:
if( group->val2 > 0 || group->val3 == SC_ESCAPE ) {
// Used Trap don't returns back to item
- skill->delunit(unit);
+ skill->delunit(su);
break;
}
case UNT_SKIDTRAP:
@@ -15578,27 +15573,27 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
{
struct block_list* src;
- if( unit->val1 > 0 && (src = iMap->id2bl(group->src_id)) != NULL && src->type == BL_PC )
- { // revert unit back into a trap
+ if( su->val1 > 0 && (src = iMap->id2bl(group->src_id)) != NULL && src->type == BL_PC ) {
+ // revert unit back into a trap
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
item_tmp.identify = 1;
iMap->addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
}
- skill->delunit(unit);
+ skill->delunit(su);
}
break;
case UNT_WARP_ACTIVE:
// warp portal opens (morph to a UNT_WARP_WAITING cell)
group->unit_id = skill->get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
- clif->changelook(&unit->bl, LOOK_BASE, group->unit_id);
+ clif->changelook(&su->bl, LOOK_BASE, group->unit_id);
// restart timers
group->limit = skill->get_time(group->skill_id,group->skill_lv);
- unit->limit = skill->get_time(group->skill_id,group->skill_lv);
+ su->limit = skill->get_time(group->skill_id,group->skill_lv);
// apply effect to all units standing on it
- iMap->foreachincell(skill->unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,iTimer->gettick(),1);
+ iMap->foreachincell(skill->unit_effect,su->bl.m,su->bl.x,su->bl.y,group->bl_flag,&su->bl,iTimer->gettick(),1);
break;
case UNT_CALLFAMILY:
@@ -15608,35 +15603,35 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
sd = iMap->charid2sd(group->val1);
group->val1 = 0;
if (sd && !map[sd->bl.m].flag.nowarp)
- pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
+ pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT);
}
if(group->val2) {
sd = iMap->charid2sd(group->val2);
group->val2 = 0;
if (sd && !map[sd->bl.m].flag.nowarp)
- pc->setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
+ pc->setpos(sd,map_id2index(su->bl.m),su->bl.x,su->bl.y,CLR_TELEPORT);
}
- skill->delunit(unit);
+ skill->delunit(su);
}
break;
case UNT_REVERBERATION:
- if( unit->val1 <= 0 ) { // If it was deactivated.
- skill->delunit(unit);
+ if( su->val1 <= 0 ) { // If it was deactivated.
+ skill->delunit(su);
break;
}
clif->changetraplook(bl,UNT_USED_TRAPS);
iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
group->limit = DIFF_TICK(tick,group->tick)+1000;
- unit->limit = DIFF_TICK(tick,group->tick)+1000;
+ su->limit = DIFF_TICK(tick,group->tick)+1000;
group->unit_id = UNT_USED_TRAPS;
break;
case UNT_FEINTBOMB: {
struct block_list *src = iMap->id2bl(group->src_id);
if( src )
- iMap->foreachinrange(skill->area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
- skill->delunit(unit);
+ iMap->foreachinrange(skill->area_sub, &group->unit->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id);
+ skill->delunit(su);
break;
}
@@ -15644,27 +15639,26 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
{
struct block_list *src = iMap->id2bl(group->src_id);
struct status_change *sc;
- if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] )
- {
- skill->delunit(unit);
+ if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
+ skill->delunit(su);
break;
}
// This unit isn't removed while SC_BANDING is active.
group->limit = DIFF_TICK(tick+group->interval,group->tick);
- unit->limit = DIFF_TICK(tick+group->interval,group->tick);
+ su->limit = DIFF_TICK(tick+group->interval,group->tick);
}
break;
default:
- skill->delunit(unit);
+ skill->delunit(su);
}
} else {// skill unit is still active
switch( group->unit_id ) {
case UNT_ICEWALL:
// icewall loses 50 hp every second
- unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
- if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
- unit->limit = DIFF_TICK(tick+700,group->tick);
+ su->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
+ if( su->val1 <= 0 && su->limit + group->tick > tick + 700 )
+ su->limit = DIFF_TICK(tick+700,group->tick);
break;
case UNT_BLASTMINE:
case UNT_SKIDTRAP:
@@ -15676,9 +15670,9 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
case UNT_FREEZINGTRAP:
case UNT_TALKIEBOX:
case UNT_ANKLESNARE:
- if( unit->val1 <= 0 ) {
+ if( su->val1 <= 0 ) {
if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
- skill->delunit(unit);
+ skill->delunit(su);
else {
clif->changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
group->limit = DIFF_TICK(tick, group->tick) + 1500;
@@ -15687,16 +15681,16 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
}
break;
case UNT_REVERBERATION:
- if( unit->val1 <= 0 ){
+ if( su->val1 <= 0 ) {
clif->changetraplook(bl,UNT_USED_TRAPS);
iMap->foreachinrange(skill->trap_splash, bl, skill->get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
group->limit = DIFF_TICK(tick,group->tick)+1000;
- unit->limit = DIFF_TICK(tick,group->tick)+1000;
+ su->limit = DIFF_TICK(tick,group->tick)+1000;
group->unit_id = UNT_USED_TRAPS;
}
break;
case UNT_WALLOFTHORN:
- if( unit->val1 <= 0 ) {
+ if( su->val1 <= 0 ) {
group->unit_id = UNT_USED_TRAPS;
group->limit = DIFF_TICK(tick, group->tick) + 1500;
}
@@ -15705,22 +15699,21 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
}
//Don't continue if unit or even group is expired and has been deleted.
- if( !group || !unit->alive )
+ if( !group || !su->alive )
return 0;
- dissonance = skill->dance_switch(unit, 0);
+ dissonance = skill->dance_switch(su, 0);
- if( unit->range >= 0 && group->interval != -1 )
- {
+ if( su->range >= 0 && group->interval != -1 ) {
if( battle_config.skill_wall_check )
- iMap->foreachinshootrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
+ iMap->foreachinshootrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick);
else
- iMap->foreachinrange(skill->unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
+ iMap->foreachinrange(skill->unit_timer_sub_onplace, bl, su->range, group->bl_flag, bl,tick);
- if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
+ if(su->range == -1) //Unit disabled, but it should not be deleted yet.
group->unit_id = UNT_USED_TRAPS;
else if( group->unit_id == UNT_TATAMIGAESHI ) {
- unit->range = -1; //Disable processed cell.
+ su->range = -1; //Disable processed cell.
if (--group->val1 <= 0) { // number of live cells
//All tiles were processed, disable skill.
group->target_flag=BCT_NOONE;
@@ -15729,7 +15722,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
}
}
- if( dissonance ) skill->dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(su, 1);
return 0;
}
@@ -15751,8 +15744,8 @@ static int skill_unit_temp[20]; // temporary storage for tracking skill unit sk
*
*------------------------------------------*/
int skill_unit_move_sub (struct block_list* bl, va_list ap) {
- struct skill_unit* unit = (struct skill_unit *)bl;
- struct skill_unit_group* group = unit->group;
+ struct skill_unit* su = (struct skill_unit *)bl;
+ struct skill_unit_group* group = su->group;
struct block_list* target = va_arg(ap,struct block_list*);
unsigned int tick = va_arg(ap,unsigned int);
@@ -15764,25 +15757,25 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) {
nullpo_ret(group);
- if( !unit->alive || target->prev == NULL )
+ if( !su->alive || target->prev == NULL )
return 0;
- if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
+ if( flag&1 && ( su->group->skill_id == PF_SPIDERWEB || su->group->skill_id == GN_THORNS_TRAP ) )
return 0; // Fiberlock is never supposed to trigger on skill->unit_move. [Inkfish]
- dissonance = skill->dance_switch(unit, 0);
+ dissonance = skill->dance_switch(su, 0);
//Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
- skill_id = unit->group->skill_id;
+ skill_id = su->group->skill_id;
- if( unit->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
+ if( su->group->interval != -1 && !(skill->get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
{ //Non-dualmode unit skills with a timer don't trigger when walking, so just return
- if( dissonance ) skill->dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(su, 1);
return 0;
}
//Target-type check.
- if( !(group->bl_flag&target->type && battle->check_target(&unit->bl,target,group->target_flag) > 0) ) {
+ if( !(group->bl_flag&target->type && battle->check_target(&su->bl,target,group->target_flag) > 0) ) {
if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
if( flag&1 ) {
if( flag&2 ) { //Clear this skill id.
@@ -15805,19 +15798,19 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) {
skill->unit_onleft(skill_id,target,tick);
}
- if( dissonance ) skill->dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(su, 1);
return 0;
} else {
if( flag&1 ) {
- int result = skill->unit_onplace(unit,target,tick);
+ int result = skill->unit_onplace(su,target,tick);
if( flag&2 && result ) { //Clear skill ids we have stored in onout.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
if( i < ARRAYLENGTH(skill_unit_temp) )
skill_unit_temp[i] = 0;
}
} else {
- int result = skill->unit_onout(unit,target,tick);
+ int result = skill->unit_onout(su,target,tick);
if( flag&2 && result ) { //Store this unit id.
ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
if( i < ARRAYLENGTH(skill_unit_temp) )
@@ -15830,7 +15823,7 @@ int skill_unit_move_sub (struct block_list* bl, va_list ap) {
//TODO: Normally, this is dangerous since the unit and group could be freed
//inside the onout/onplace functions. Currently it is safe because we know song/dance
//cells do not get deleted within them. [Skotlex]
- if( dissonance ) skill->dance_switch(unit, 1);
+ if( dissonance ) skill->dance_switch(su, 1);
if( flag&4 )
skill->unit_onleft(skill_id,target,tick);
@@ -15877,8 +15870,8 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
int i,j;
unsigned int tick = iTimer->gettick();
int *m_flag;
- struct skill_unit *unit1;
- struct skill_unit *unit2;
+ struct skill_unit *su1;
+ struct skill_unit *su2;
if (group == NULL)
return 0;
@@ -15899,49 +15892,47 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
// 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
// 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
// 3: Both 1+2.
- for(i=0;i<group->unit_count;i++){
- unit1=&group->unit[i];
- if (!unit1->alive || unit1->bl.m!=m)
+ for(i=0;i<group->unit_count;i++) {
+ su1=&group->unit[i];
+ if (!su1->alive || su1->bl.m!=m)
continue;
- for(j=0;j<group->unit_count;j++){
- unit2=&group->unit[j];
- if (!unit2->alive)
+ for(j=0;j<group->unit_count;j++) {
+ su2=&group->unit[j];
+ if (!su2->alive)
continue;
- if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
+ if (su1->bl.x+dx==su2->bl.x && su1->bl.y+dy==su2->bl.y) {
m_flag[i] |= 0x1;
}
- if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
+ if (su1->bl.x-dx==su2->bl.x && su1->bl.y-dy==su2->bl.y) {
m_flag[i] |= 0x2;
}
}
}
j = 0;
for (i=0;i<group->unit_count;i++) {
- unit1=&group->unit[i];
- if (!unit1->alive)
+ su1=&group->unit[i];
+ if (!su1->alive)
continue;
if (!(m_flag[i]&0x2)) {
if (group->state.song_dance&0x1) //Cancel dissonance effect.
- skill->dance_overlap(unit1, 0);
- iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
+ skill->dance_overlap(su1, 0);
+ iMap->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,4);
}
//Move Cell using "smart" criteria (avoid useless moving around)
- switch(m_flag[i])
- {
+ switch(m_flag[i]) {
case 0:
//Cell moves independently, safely move it.
- iMap->moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
+ iMap->moveblock(&su1->bl, su1->bl.x+dx, su1->bl.y+dy, tick);
break;
case 1:
//Cell moves unto another cell, look for a replacement cell that won't collide
//and has no cell moving into it (flag == 2)
- for(;j<group->unit_count;j++)
- {
+ for(;j<group->unit_count;j++) {
if(m_flag[j]!=2 || !group->unit[j].alive)
continue;
//Move to where this cell would had moved.
- unit2 = &group->unit[j];
- iMap->moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
+ su2 = &group->unit[j];
+ iMap->moveblock(&su1->bl, su2->bl.x+dx, su2->bl.y+dy, tick);
j++; //Skip this cell as we have used it.
break;
}
@@ -15952,9 +15943,9 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 d
}
if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
if (group->state.song_dance&0x1) //Check for dissonance effect.
- skill->dance_overlap(unit1, 1);
- clif->skill_setunit(unit1);
- iMap->foreachincell(skill->unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
+ skill->dance_overlap(su1, 1);
+ clif->skill_setunit(su1);
+ iMap->foreachincell(skill->unit_effect,su1->bl.m,su1->bl.x,su1->bl.y,group->bl_flag,&su1->bl,tick,1);
}
}
aFree(m_flag);
@@ -16168,9 +16159,9 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
+ pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ (status->int_/2)*10 + status->dex*10+status->luk*10;
if(homun_alive(sd->hd)) {//Player got a homun
- int skill;
- if((skill=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
- make_per += skill*100; //+1% bonus per level
+ int skill2_lv;
+ if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
+ make_per += skill2_lv*100; //+1% bonus per level
}
switch(nameid){
case 501: // Red Potion