diff options
author | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-10-03 12:58:52 +0000 |
---|---|---|
committer | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2007-10-03 12:58:52 +0000 |
commit | b61a1f62f63da6ff26f8913bc58573e480ac436b (patch) | |
tree | 7c3d469e3c5ce864c33bfe79c74c1aeac310d6e4 /src/map/skill.c | |
parent | 87b8959a622f960225abea168894cb28a7a342de (diff) | |
download | hercules-b61a1f62f63da6ff26f8913bc58573e480ac436b.tar.gz hercules-b61a1f62f63da6ff26f8913bc58573e480ac436b.tar.bz2 hercules-b61a1f62f63da6ff26f8913bc58573e480ac436b.tar.xz hercules-b61a1f62f63da6ff26f8913bc58573e480ac436b.zip |
* Cleaned up parts of skill.c related to skill units
- removed some nonsense code in skill_dance_switch() (from r8876)
- removed 'security system to prevent forgetting timer removal' (r1213)
- renamed some skill-related data structs (had same name as variables)
- commented out custom Venom Splasher countdown messaging code
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@11347 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 383 |
1 files changed, 187 insertions, 196 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 6343f98d6..8541bc01c 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -663,12 +663,12 @@ const struct skill_name_db skill_names[] = { static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex] static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex] -struct skill_db skill_db[MAX_SKILL_DB]; -struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; -struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; -struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; +struct s_skill_db skill_db[MAX_SKILL_DB]; +struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; +struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; +struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; -struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; +struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; @@ -995,7 +995,7 @@ int skillnotok_hom (int skillid, struct homun_data *hd) return skillnotok(skillid, hd->master); } -struct skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y) +struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y) { int pos = skill_get_unit_layout_type(skillid,skilllv); int dir; @@ -6106,11 +6106,11 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data) /*========================================== * *------------------------------------------*/ -int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag) +int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag) { - struct map_session_data *sd=NULL; - struct status_change *sc; - struct skill_unit_group *sg; + struct map_session_data* sd; + struct status_change* sc; + struct skill_unit_group* sg; int i,type; //if(skilllv <= 0) return 0; @@ -6121,12 +6121,9 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s if(status_isdead(src)) return 0; - if(src->type==BL_PC) - sd=(struct map_session_data *)src; + BL_CAST(BL_PC, src, sd); sc = status_get_sc(src); - if (sc && !sc->count) - sc = NULL; //Unneeded. type = SkillStatusChangeTable(skillid); switch (skillid) { //Skill effect. @@ -6141,6 +6138,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int s else clif_skill_poseffect(src,skillid,skilllv,x,y,tick); } + switch(skillid) { case PR_BENEDICTIO: @@ -6611,92 +6609,92 @@ int skill_castend_map (struct map_session_data *sd, int skill_num, const char *m #undef skill_failed } -static int skill_dance_overlap_sub(struct block_list *bl, va_list ap) +/// transforms 'target' skill unit into dissonance (if conditions are met) +static int skill_dance_overlap_sub(struct block_list* bl, va_list ap) { - struct skill_unit *target = (struct skill_unit*)bl, - *src = va_arg(ap, struct skill_unit*); + struct skill_unit* target = (struct skill_unit*)bl; + struct skill_unit* src = va_arg(ap, struct skill_unit*); int flag = va_arg(ap, int); + if (src == target) return 0; if (!target->group || !(target->group->state.song_dance&0x1)) return 0; if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid. return 0; + if (flag) //Set dissonance target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping. else //Remove dissonance target->val2 &= ~UF_ENSEMBLE; + clif_skill_setunit(target); //Update look of affected cell. + return 1; } //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) +int skill_dance_overlap(struct skill_unit* unit, int flag) { if (!unit || !unit->group || !(unit->group->state.song_dance&0x1)) return 0; if (!flag && !(unit->val2&UF_ENSEMBLE)) return 0; //Nothing to remove, this unit is not overlapped. + if (unit->val1 != unit->group->skill_id) { //Reset state unit->val1 = unit->group->skill_id; unit->val2 &= ~UF_ENSEMBLE; } - return map_foreachincell(skill_dance_overlap_sub, - unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag); + + return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag); } /*========================================== - * Converts this group information so that it is handled - * as a Dissonance or Ugly Dance cell. - * Flag: 0 - Convert, 1 - Revert, 2 - Initialize. + * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell. + * Flag: 0 - Convert, 1 - Revert. *------------------------------------------*/ -#define skill_dance_switch(unit, group, flag) (((group)->state.song_dance&0x1 && (unit)->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0) -static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag) +static int skill_dance_switch(struct skill_unit* unit, struct skill_unit_group* group, int flag) { - static struct skill_unit_group original, dissonance, uglydance, *group2; - - if (flag&2) { //initialize - memset(&dissonance, 0, sizeof(dissonance)); - memset(&uglydance, 0, sizeof(uglydance)); - group2 = &dissonance; - group2->skill_id = BA_DISSONANCE; - group2->skill_lv = 1; - group2->unit_id = skill_get_unit_id(group2->skill_id,0); - group2->target_flag = skill_get_unit_target(group2->skill_id); - group2->bl_flag= skill_get_unit_bl_target(group2->skill_id); - group2->interval = skill_get_unit_interval(group2->skill_id); - - group2 = &uglydance; - group2->skill_id = DC_UGLYDANCE; - group2->skill_lv = 1; - group2->unit_id = skill_get_unit_id(group2->skill_id,0); - group2->target_flag = skill_get_unit_target(group2->skill_id); - group2->bl_flag= skill_get_unit_bl_target(group2->skill_id); - group2->interval = skill_get_unit_interval(group2->skill_id); + static struct skill_unit_group backup; + + //TODO: add protection against attempts to read an empty backup / write to a full backup + + if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) ) return 0; - } - if (!flag) + if( !flag ) { //Transform - memcpy(&original, group, sizeof(struct skill_unit_group)); //Backup - group2 = unit->val2&UF_SONG?&dissonance:&uglydance; - group->skill_id = group2->skill_id; - group->skill_lv = group2->skill_lv; - group->unit_id = group2->unit_id; - group->target_flag = group2->target_flag; - group->bl_flag= group2->bl_flag; - group->interval = group2->interval; - } else { //Restore only relevant values (should the backup be 5 ints rather than the whole structure?) - group->skill_id = original.skill_id; - group->skill_lv = original.skill_lv; - group->unit_id = original.unit_id; - group->target_flag = original.target_flag; - group->bl_flag = original.bl_flag; - group->interval = original.interval; + int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE; + + // backup + backup.skill_id = group->skill_id; + backup.skill_lv = group->skill_lv; + backup.unit_id = group->unit_id; + backup.target_flag = group->target_flag; + backup.bl_flag = group->bl_flag; + backup.interval = group->interval; + + // replace + group->skill_id = skillid; + group->skill_lv = 1; + group->unit_id = skill_get_unit_id(skillid,0); + group->target_flag = skill_get_unit_target(skillid); + group->bl_flag = skill_get_unit_bl_target(skillid); + group->interval = skill_get_unit_interval(skillid); + } + else + { //Restore + group->skill_id = backup.skill_id; + group->skill_lv = backup.skill_lv; + group->unit_id = backup.unit_id; + group->target_flag = backup.target_flag; + group->bl_flag = backup.bl_flag; + group->interval = backup.interval; } + return 1; } @@ -6710,7 +6708,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, struct skill_unit_group *group; int i,limit,val1=0,val2=0,val3=0; int target,interval,range,unit_flag; - struct skill_unit_layout *layout; + struct s_skill_unit_layout *layout; struct map_session_data *sd; struct status_data *status; struct status_change *sc; @@ -7187,7 +7185,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned if (sc && sc->data[type].timer==-1) sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit); break; - + case UNT_ICEWALL: //Destroy the cell. [Skotlex] src->val1 = 0; if(src->limit + sg->tick > tick + 700) @@ -7195,8 +7193,8 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned break; case UNT_MOONLIT: - //Knockback out of area if affected char isn't in Moonlit effect - if (sc && sc->data[SC_DANCING].timer!=-1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT) + //Knockback out of area if affected char isn't in Moonlit effect + if (sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT) break; if (ss == bl) //Also needed to prevent infinite loop crash. break; @@ -7652,9 +7650,6 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in nullpo_retr(0, bl); nullpo_retr(0, sg=src->group); sc = status_get_sc(bl); - if (sc && !sc->count) - sc = NULL; - type = SkillStatusChangeTable(sg->skill_id); if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died. @@ -7785,48 +7780,45 @@ static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int * flag&1: Invoke onplace function (otherwise invoke onout) * flag&4: Invoke a onleft call (the unit might be scheduled for deletion) *------------------------------------------*/ -int skill_unit_effect (struct block_list *bl, va_list ap) +int skill_unit_effect (struct block_list* bl, va_list ap) { - struct skill_unit *unit; - struct skill_unit_group *group; - int flag,skill_id; - unsigned int tick; - - unit=va_arg(ap,struct skill_unit*); - tick = va_arg(ap,unsigned int); - flag = va_arg(ap,unsigned int); + struct skill_unit* unit = va_arg(ap,struct skill_unit*); + struct skill_unit_group* group = unit->group; + unsigned int flag = va_arg(ap,unsigned int); + unsigned int tick = va_arg(ap,unsigned int); + int skill_id; - if (!unit->alive || bl->prev==NULL) + if( !unit->alive || bl->prev == NULL ) return 0; - nullpo_retr(0, group=unit->group); + nullpo_retr(0, group); - if (skill_dance_switch(unit, group, 0)) + if( skill_dance_switch(unit, group, 0) ) flag|=64; //Converted cell, remember to restore it. //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(&unit->bl,bl,group->target_flag)>0) ) { - if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2) + if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 ) skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it. - if (flag&64) - skill_dance_switch(unit, group, 1); - return 0; } - - if (flag&1) - skill_unit_onplace(unit,bl,tick); else - skill_unit_onout(unit,bl,tick); + { + if( flag&1 ) + skill_unit_onplace(unit,bl,tick); + else + skill_unit_onout(unit,bl,tick); - if (flag&4) - skill_unit_onleft(skill_id, bl, tick); + if( flag&4 ) + skill_unit_onleft(skill_id, bl, tick); + } - if (flag&64) + if( flag&64 ) skill_dance_switch(unit, group, 1); + return 0; } @@ -9061,29 +9053,23 @@ void skill_brandishspear_first (struct square *tc, int dir, int x, int y) /*========================================= * *-----------------------------------------*/ -void skill_brandishspear_dir (struct square *tc, int dir, int are) +void skill_brandishspear_dir (struct square* tc, int dir, int are) { int c; - nullpo_retv(tc); - for(c=0;c<5;c++){ - if(dir==0){ - tc->val2[c]+=are; - }else if(dir==1){ - tc->val1[c]-=are; tc->val2[c]+=are; - }else if(dir==2){ - tc->val1[c]-=are; - }else if(dir==3){ - tc->val1[c]-=are; tc->val2[c]-=are; - }else if(dir==4){ - tc->val2[c]-=are; - }else if(dir==5){ - tc->val1[c]+=are; tc->val2[c]-=are; - }else if(dir==6){ - tc->val1[c]+=are; - }else if(dir==7){ - tc->val1[c]+=are; tc->val2[c]+=are; + 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; } } } @@ -10131,6 +10117,7 @@ int skill_clear_unitgroup (struct block_list *src) while (ud->skillunit[0]) skill_delunitgroup(src, ud->skillunit[0], 1); + return 1; } @@ -10180,70 +10167,67 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_lis /*========================================== * *------------------------------------------*/ -int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap) +int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) { - struct skill_unit *unit; - struct skill_unit_group *group; - unsigned int tick; - - unit = va_arg(ap,struct skill_unit *); - tick = va_arg(ap,unsigned int); + struct skill_unit* unit = va_arg(ap,struct skill_unit *); + struct skill_unit_group* group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); - if (!unit->alive || bl->prev==NULL) + if( !unit->alive || bl->prev == NULL ) return 0; - nullpo_retr(0, group=unit->group); + nullpo_retr(0, group); - if (!(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) - && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) + if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_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(&unit->bl,bl,group->target_flag) <= 0 ) return 0; skill_unit_onplace_timer(unit,bl,tick); + return 1; } /*========================================== * *------------------------------------------*/ -int skill_unit_timer_sub (struct block_list *bl, va_list ap) +int skill_unit_timer_sub (struct block_list* bl, va_list ap) { - struct skill_unit *unit; - struct skill_unit_group *group; - unsigned int tick; + struct skill_unit* unit = (struct skill_unit *)bl; + struct skill_unit_group* group = unit->group; + unsigned int tick = va_arg(ap,unsigned int); int flag; - unit=(struct skill_unit *)bl; - tick=va_arg(ap,unsigned int); - - if(!unit->alive) + if( !unit->alive ) return 0; - group=unit->group; nullpo_retr(0, group); flag = skill_dance_switch(unit, group, 0); - if (unit->range>=0 && group->interval!=-1) + if( unit->range >= 0 && group->interval != -1 ) { - if (battle_config.skill_wall_check) + if( battle_config.skill_wall_check ) map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); else map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick); - if (!unit->alive) + if( !unit->alive ) { - if (flag) + if( flag ) skill_dance_switch(unit, group, 1); + return 0; } } + if (flag) skill_dance_switch(unit, group, 1); - if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)) + // check for expiration + if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) ) { - switch(group->unit_id){ + switch( group->unit_id ) + { case UNT_BLASTMINE: case UNT_GROUNDDRIFT_WIND: case UNT_GROUNDDRIFT_DARK: @@ -10265,9 +10249,10 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) case UNT_CLAYMORETRAP: case UNT_TALKIEBOX: { - struct block_list *src=map_id2bl(group->src_id); - if(src && src->type==BL_PC && !group->state.into_abyss) - { //Avoid generating trap items when it did not cost to create them. [Skotlex] + struct block_list* src = map_id2bl(group->src_id); + // revert unit back into a trap + if( src && src->type == BL_PC && !group->state.into_abyss ) // but only when it cost a trap to deploy it + { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); item_tmp.nameid=1065; @@ -10281,21 +10266,27 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) skill_delunit(unit, 0); } } - - if(group->unit_id == UNT_ICEWALL) - { - unit->val1 -= 5; - if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700) - unit->limit = DIFF_TICK(tick+700,group->tick); - } else - if (group->unit_id == UNT_TATAMIGAESHI && unit->range>=0) - { //Disable processed cell. - unit->range = -1; - if (--group->val1 <= 0) - { //All tiles were processed, disable skill. - group->target_flag=BCT_NOONE; - group->bl_flag= BL_NUL; + { + switch( group->unit_id ) + { + case UNT_ICEWALL: + // icewall loses 50 hp every second (and this executes every 100ms, so...) + unit->val1 -= 5; // trap's hp + if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 ) + unit->limit = DIFF_TICK(tick+700,group->tick); + break; + case UNT_TATAMIGAESHI: + if( unit->range >= 0 ) + { //Disable processed cell. + unit->range = -1; + if (--group->val1 <= 0) // number of live cells + { //All tiles were processed, disable skill. + group->target_flag=BCT_NOONE; + group->bl_flag= BL_NUL; + } + } + break; } } @@ -10318,91 +10309,91 @@ int skill_unit_timer (int tid, unsigned int tick, int id, int data) /*========================================== * *------------------------------------------*/ -int skill_unit_move_sub (struct block_list *bl, va_list ap) +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; - struct block_list *target; - unsigned int tick,flag,result; - int skill_id; + struct skill_unit* unit = (struct skill_unit *)bl; + struct skill_unit_group* group = unit->group; + + struct block_list* target = va_arg(ap,struct block_list*); + unsigned int tick = va_arg(ap,unsigned int); + int flag = va_arg(ap,int); - target=va_arg(ap,struct block_list*); - tick = va_arg(ap,unsigned int); - flag = va_arg(ap,int); + int skill_id; - nullpo_retr(0, group=unit->group); + nullpo_retr(0, group); - if (!unit->alive || target->prev==NULL) + if( !unit->alive || target->prev == NULL ) return 0; - if (skill_dance_switch(unit, group, 0)) + if( skill_dance_switch(unit, group, 0) ) flag|=64; //Signal to remember to restore it. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex] skill_id = unit->group->skill_id; - if (unit->group->interval!=-1 && - !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) + if( unit->group->interval!=-1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) ) { //Skills in dual mode have to trigger both. [Skotlex] - if (flag&64) + if( flag&64 ) skill_dance_switch(unit, group, 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(&unit->bl,target,group->target_flag) > 0) ) { - if(group->src_id == target->id && group->state.song_dance&0x2) + 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&1 ) { - if (flag&2) + if( flag&2 ) { //Clear skill ids we have stored in onout. int i; - for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) && - skill_unit_temp[i]!=skill_id; i++); - if (i < (sizeof(skill_unit_temp)/sizeof(int))) + ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id ); + if( i < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[i] = 0; } } else { - if (flag&2) { //Store this unit id. - if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int))) + if( flag&2 ) + { //Store this unit id. + if( skill_unit_index < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[skill_unit_index++] = skill_id; - else if (battle_config.error_log) + else if( battle_config.error_log ) ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } - if (flag&4) + if( flag&4 ) skill_unit_onleft(skill_id,target,tick); } - if (flag&64) + if( flag&64 ) skill_dance_switch(unit, group, 1); + return 0; } - if (flag&1) + if( flag&1 ) { - result = skill_unit_onplace(unit,target,tick); - if (flag&2 && result) + unsigned int result = skill_unit_onplace(unit,target,tick); + if( flag&2 && result ) { //Clear skill ids we have stored in onout. int i; - for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) && - skill_unit_temp[i]!=result; i++); - if (i < (sizeof(skill_unit_temp)/sizeof(int))) + 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 { - result = skill_unit_onout(unit,target,tick); - if (flag&2 && result) { //Store this unit id. - if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int))) + unsigned int result = skill_unit_onout(unit,target,tick); + if( flag&2 && result ) + { //Store this unit id. + if( skill_unit_index < ARRAYLENGTH(skill_unit_temp) ) skill_unit_temp[skill_unit_index++] = result; - else if (battle_config.error_log) + else if( battle_config.error_log ) ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n"); } } @@ -10410,11 +10401,12 @@ 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 (flag&64) + if( flag&64 ) skill_dance_switch(unit, group, 1); - if (flag&4) + if( flag&4 ) skill_unit_onleft(skill_id,target,tick); + return 1; } @@ -11794,7 +11786,6 @@ void skill_reload (void) int do_init_skill (void) { skill_readdb(); - skill_dance_switch_sub(NULL, NULL, 2); //Initialize Song/Dance overlap switch code. skill_unit_ers = ers_new(sizeof(struct skill_unit_group)); skill_timer_ers = ers_new(sizeof(struct skill_timerskill)); |