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author | Andrei Karas <akaras@inbox.ru> | 2016-09-30 18:21:14 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2016-09-30 20:37:26 +0300 |
commit | 2000a698da35915afb1a598433337a735d27ae24 (patch) | |
tree | 119c8d409657cee1d90cd0c072ef3b7e846fa3f0 /src/map/status.c | |
parent | 84ecefb4db23bbd98194a43a592cfe313477a1ab (diff) | |
download | hercules-2000a698da35915afb1a598433337a735d27ae24.tar.gz hercules-2000a698da35915afb1a598433337a735d27ae24.tar.bz2 hercules-2000a698da35915afb1a598433337a735d27ae24.tar.xz hercules-2000a698da35915afb1a598433337a735d27ae24.zip |
Add different fixes for gcc 7 warnings.
Some possible buffer overflows.
Add attribute for mark fallthrough cases.
Skipped libconfig warnings.
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 35 |
1 files changed, 34 insertions, 1 deletions
diff --git a/src/map/status.c b/src/map/status.c index f10f5fd9f..5e65244ef 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1821,9 +1821,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin switch (sc->data[SC_BLADESTOP]->val1) { case 5: if (skill_id == MO_EXTREMITYFIST) break; + FALLTHROUGH case 4: if (skill_id == MO_CHAINCOMBO) break; + FALLTHROUGH case 3: if (skill_id == MO_INVESTIGATE) break; + FALLTHROUGH case 2: if (skill_id == MO_FINGEROFFENSIVE) break; + FALLTHROUGH default: return 0; } } @@ -1987,6 +1991,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin return 0; // Can't use Weapon endow skills on Mercenary (only Master) if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) ) return 0; // Can't use Potion Pitcher on Mercenaries + FALLTHROUGH default: //Check for chase-walk/hiding/cloaking opponents. if( tsc ) { @@ -7457,8 +7462,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_GOLDENE_FERSE: if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS]) || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE]) - ) + ) { return 0; + } + FALLTHROUGH case SC_VACUUM_EXTREME: if(sc->data[SC_HALLUCINATIONWALK]) return 0; @@ -7466,10 +7473,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_STONE: if(sc->data[SC_POWER_OF_GAIA]) return 0; + FALLTHROUGH case SC_FREEZE: //Undead are immune to Freeze/Stone if (undead_flag && !(flag&SCFLAG_NOAVOID)) return 0; + FALLTHROUGH case SC_SLEEP: case SC_STUN: case SC_FROSTMISTY: @@ -7502,6 +7511,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_OVERTHRUST: if (sc->data[SC_OVERTHRUSTMAX]) return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex] + FALLTHROUGH case SC_OVERTHRUSTMAX: if (sc->option&OPTION_MADOGEAR) return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind] @@ -7527,6 +7537,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_TWOHANDQUICKEN: if (sc->data[SC_DEC_AGI]) return 0; + FALLTHROUGH case SC_CONCENTRATION: case SC_SPEARQUICKEN: case SC_TRUESIGHT: @@ -7535,6 +7546,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_ASSNCROS: if (sc->option&OPTION_MADOGEAR) return 0; // Mado is immune to wind walk, cart boost, etc (others above) [Ind] + FALLTHROUGH case SC_INC_AGI: if (sc->data[SC_QUAGMIRE]) return 0; @@ -7799,11 +7811,13 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + FALLTHROUGH //Also blocks the ones below... case SC_DEC_AGI: case SC_ADORAMUS: status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); //Also blocks the ones below... + FALLTHROUGH case SC_DONTFORGETME: status_change_end(bl, SC_INC_AGI, INVALID_TIMER); status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); @@ -8124,6 +8138,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_LERADS_DEW: if (sc && sc->data[SC_BERSERK]) return 0; + FALLTHROUGH case SC_SHAPESHIFT: case SC_PROPERTYWALK: break; @@ -8136,6 +8151,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t break; case SC_JOINTBEAT: val2 |= sce->val2; // stackable ailments + FALLTHROUGH default: if(sce->val1 > val1) return 1; //Return true to not mess up skill animations. [Skotlex] @@ -8149,6 +8165,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_ADORAMUS: sc_start(src,bl,SC_BLIND,100,val1,skill->get_time(status->sc2skill(type),val1)); // Fall through to SC_INC_AGI + FALLTHROUGH case SC_DEC_AGI: case SC_INC_AGI: val2 = 2 + val1; //Agi change @@ -8232,6 +8249,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t break; case SC_ENCHANTPOISON: val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate + FALLTHROUGH case SC_ASPERSIO: case SC_PROPERTYFIRE: case SC_PROPERTYWATER: @@ -8738,6 +8756,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t switch (val1) { case 3: //33*3 + 1 -> 100% val2++; + FALLTHROUGH case 1: case 2: //33, 66% val2 += 33*val1; @@ -8818,6 +8837,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_ADRENALINE2: case SC_ADRENALINE: val3 = (val2) ? 300 : 200; // aspd increase + FALLTHROUGH case SC_WEAPONPERFECT: if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; @@ -9513,17 +9533,20 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_WILD_STORM: case SC_UPHEAVAL: val2 += 10; + FALLTHROUGH case SC_HEATER: case SC_COOLER: case SC_BLAST: case SC_CURSED_SOIL: val2 += 10; + FALLTHROUGH case SC_PYROTECHNIC: case SC_AQUAPLAY: case SC_GUST: case SC_PETROLOGY: val2 += 5; val3 += 9000; + FALLTHROUGH case SC_CIRCLE_OF_FIRE: case SC_WATER_SCREEN: case SC_WIND_STEP: @@ -9605,6 +9628,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t break; case SC_KAGEMUSYA: val3 = val1 * 2; + FALLTHROUGH case SC_IZAYOI: val2 = tick/1000; tick_time = 1000; @@ -9911,14 +9935,17 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_DEEP_SLEEP: if (sd && pc_issit(sd)) //Avoid sprite sync problems. pc->setstand(sd); + FALLTHROUGH case SC_TRICKDEAD: status_change_end(bl, SC_DANCING, INVALID_TIMER); // Cancel cast when get status [LuzZza] if (battle_config.sc_castcancel&bl->type) unit->skillcastcancel(bl, 0); + FALLTHROUGH case SC_FALLENEMPIRE: case SC_WHITEIMPRISON: unit->stop_attack(bl); + FALLTHROUGH case SC_STOP: case SC_CONFUSION: case SC_RG_CCONFINE_M: @@ -10010,6 +10037,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t opt_flag = 0; break; } + FALLTHROUGH case SC_EXPLOSIONSPIRITS: sc->opt3 |= OPT3_EXPLOSIONSPIRITS; opt_flag = 0; @@ -10323,6 +10351,7 @@ int status_change_clear(struct block_list* bl, int type) case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) break; + FALLTHROUGH default: continue; } @@ -10403,6 +10432,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const //trigger when it also removed one case SC_STONE: sce->val3 = 0; //Petrify time counter. + FALLTHROUGH case SC_FREEZE: case SC_STUN: case SC_SLEEP: @@ -10971,6 +11001,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const opt_flag = 0; break; } + FALLTHROUGH case SC_EXPLOSIONSPIRITS: sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS; opt_flag = 0; @@ -11256,6 +11287,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) case SC_POISON: if(st->hp <= max(st->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. break; + FALLTHROUGH case SC_DPOISON: if (--(sce->val3) > 0) { if (!sc->data[SC_SLOWPOISON]) { @@ -11386,6 +11418,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) //Moonlit's cost is 4sp*skill_lv [Skotlex] sp= 4*(sce->val1>>16); //Upkeep is also every 10 secs. + FALLTHROUGH case DC_DONTFORGETME: s=10; break; |