diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index cb8708d52..ecd672319 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -3266,12 +3266,12 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) { case WZ_METEOR: if( skl->type >= 0 ) { int x = skl->type>>16, y = skl->type&0xFFFF; - if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) + if( path->search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) ) skill->unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag); - if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) clif->skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); } - else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) + else if( path->search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) ) skill->unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag); break; case GN_CRAZYWEED_ATK: { @@ -3574,7 +3574,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case KN_CHARGEATK: { - bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); + bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL); unsigned int dist = distance_bl(src, bl); uint8 dir = iMap->calc_dir(bl, src->x, src->y); @@ -3583,7 +3583,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint clif->slide(src, bl->x, bl->y); // cause damage and knockback if the path to target was a straight one - if( path ) { + if( path_exists ) { skill->attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist); skill->blown(src, bl, dist, dir, 0); //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore, @@ -4257,7 +4257,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; case WL_FROSTMISTY: // Doesn't deal damage through non-shootable walls. - if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) + if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) ) skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION); break; case WL_HELLINFERNO: @@ -4279,7 +4279,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint break; } case RA_WUGBITE: - if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { + if( path->search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) { skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message. clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0); @@ -4681,7 +4681,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) } if( ud->skill_id == RA_WUGSTRIKE ){ - if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) + if( !path->search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH)) break; } @@ -4769,7 +4769,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data) skill->consume_requirement(sd,ud->skill_id,ud->skill_lv,1); } #ifdef OFFICIAL_WALKPATH - if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) + if( !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) ) break; #endif if( (src->type == BL_MER || src->type == BL_HOM) && !skill->check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) ) @@ -9941,7 +9941,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui tmpx = x - area + rnd()%(area * 2 + 1); tmpy = y - area + rnd()%(area * 2 + 1); - if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) + if( i == 0 && path->search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) ) clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick); if( i > 0 ) @@ -10486,7 +10486,7 @@ int skill_icewall_block(struct block_list *bl,va_list ap) { if( !md->target_id || ( target = iMap->id2bl(md->target_id) ) == NULL ) return 0; - if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) ) + if( path->search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) ) return 0; if( !check_distance_bl(bl, target, status_get_range(bl) ) ) { @@ -10894,7 +10894,7 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill if( !group->state.song_dance && !iMap->getcell(src->m,ux,uy,CELL_CHKREACH) ) continue; // don't place skill units on walls (except for songs/dances/encores) - if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) + if( battle_config.skill_wall_check && skill->get_unit_flag(skill_id)&UF_PATHCHECK && !path->search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) ) continue; // no path between cell and center of casting. switch( skill_id ) { |