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-rw-r--r--src/map/battle.c2
-rw-r--r--src/map/map.c6
-rw-r--r--src/map/mob.c2
-rw-r--r--src/map/path.c6
-rw-r--r--src/map/path.h6
-rw-r--r--src/map/skill.c20
-rw-r--r--src/map/unit.c20
7 files changed, 31 insertions, 31 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 6536e54c4..6a6924aa3 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -6689,7 +6689,7 @@ bool battle_check_range(struct block_list *src, struct block_list *bl, int range
if( d > AREA_SIZE )
return false; // Avoid targeting objects beyond your range of sight.
- return path->search_long(NULL,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
+ return path->search_long(NULL,src,src->m,src->x,src->y,bl->x,bl->y,CELL_CHKWALL);
}
static const struct battle_data {
diff --git a/src/map/map.c b/src/map/map.c
index 6e35e6bb6..ab34799ee 100644
--- a/src/map/map.c
+++ b/src/map/map.c
@@ -840,7 +840,7 @@ static int bl_vgetall_inshootrange(struct block_list *bl, va_list args)
if (!check_distance_bl(center, bl, range))
return 0;
#endif
- if (!path->search_long(NULL, center->m, center->x, center->y, bl->x, bl->y, CELL_CHKWALL))
+ if (!path->search_long(NULL, center, center->m, center->x, center->y, bl->x, bl->y, CELL_CHKWALL))
return 0;
return 1;
}
@@ -1195,7 +1195,7 @@ static int bl_vgetall_inpath(struct block_list *bl, va_list args)
if ( k < 0 || k > len_limit ) //Since more skills use this, check for ending point as well.
return 0;
- if ( k > magnitude2 && !path->search_long(NULL, m, x0, y0, xi, yi, CELL_CHKWALL) )
+ if ( k > magnitude2 && !path->search_long(NULL, NULL, m, x0, y0, xi, yi, CELL_CHKWALL) )
return 0; //Targets beyond the initial ending point need the wall check.
//All these shifts are to increase the precision of the intersection point and distance considering how it's
@@ -2567,7 +2567,7 @@ int map_random_dir(struct block_list *bl, int16 *x, int16 *y)
xi = bl->x + segment*dirx[j];
segment = (short)sqrt((float)(dist2 - segment*segment)); //The complement of the previously picked segment
yi = bl->y + segment*diry[j];
- } while ( (map->getcell(bl->m,xi,yi,CELL_CHKNOPASS) || !path->search(NULL,bl->m,bl->x,bl->y,xi,yi,1,CELL_CHKNOREACH))
+ } while ( (map->getcell(bl->m,xi,yi,CELL_CHKNOPASS) || !path->search(NULL,bl,bl->m,bl->x,bl->y,xi,yi,1,CELL_CHKNOREACH))
&& (++i)<100 );
if (i < 100) {
diff --git a/src/map/mob.c b/src/map/mob.c
index f64c7e582..8c5e398b7 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -1079,7 +1079,7 @@ int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
) { //Pick closest target?
#ifdef ACTIVEPATHSEARCH
struct walkpath_data wpd;
- if (!path->search(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0, CELL_CHKNOPASS)) // Count walk path cells
+ if (!path->search(&wpd, &md->bl, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0, CELL_CHKNOPASS)) // Count walk path cells
return 0;
//Standing monsters use range2, walking monsters use range3
if ((md->ud.walktimer == INVALID_TIMER && wpd.path_len > md->db->range2)
diff --git a/src/map/path.c b/src/map/path.c
index 723fd8e8f..d56994fb4 100644
--- a/src/map/path.c
+++ b/src/map/path.c
@@ -69,7 +69,7 @@ static const unsigned char walk_choices [3][3] =
* Find the closest reachable cell, 'count' cells away from (x0,y0) in direction (dx,dy).
* Income after the coordinates of the blow
*------------------------------------------*/
-int path_blownpos(int16 m,int16 x0,int16 y0,int16 dx,int16 dy,int count)
+int path_blownpos(struct block_list *bl, int16 m,int16 x0,int16 y0,int16 dx,int16 dy,int count)
{
struct map_data *md;
@@ -102,7 +102,7 @@ int path_blownpos(int16 m,int16 x0,int16 y0,int16 dx,int16 dy,int count)
/*==========================================
* is ranged attack from (x0,y0) to (x1,y1) possible?
*------------------------------------------*/
-bool path_search_long(struct shootpath_data *spd,int16 m,int16 x0,int16 y0,int16 x1,int16 y1,cell_chk cell)
+bool path_search_long(struct shootpath_data *spd,struct block_list *bl,int16 m,int16 x0,int16 y0,int16 x1,int16 y1,cell_chk cell)
{
int dx, dy;
int wx = 0, wy = 0;
@@ -236,7 +236,7 @@ static int add_path(struct node_heap *heap, struct path_node *tp, int16 x, int16
* flag: &1 = easy path search only
* cell: type of obstruction to check for
*------------------------------------------*/
-bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int flag, cell_chk cell)
+bool path_search(struct walkpath_data *wpd, struct block_list *bl, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int flag, cell_chk cell)
{
register int i, j, x, y, dx, dy;
struct map_data *md;
diff --git a/src/map/path.h b/src/map/path.h
index 2ece8f84b..14885d566 100644
--- a/src/map/path.h
+++ b/src/map/path.h
@@ -42,11 +42,11 @@ struct shootpath_data {
struct path_interface {
// calculates destination cell for knockback
- int (*blownpos) (int16 m, int16 x0, int16 y0, int16 dx, int16 dy, int count);
+ int (*blownpos) (struct block_list *bl, int16 m, int16 x0, int16 y0, int16 dx, int16 dy, int count);
// tries to find a walkable path
- bool (*search) (struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int flag, cell_chk cell);
+ bool (*search) (struct walkpath_data *wpd, struct block_list *bl, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, int flag, cell_chk cell);
// tries to find a shootable path
- bool (*search_long) (struct shootpath_data *spd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, cell_chk cell);
+ bool (*search_long) (struct shootpath_data *spd, struct block_list *bl, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, cell_chk cell);
bool (*check_distance) (int dx, int dy, int distance);
unsigned int (*distance) (int dx, int dy);
bool (*check_distance_client) (int dx, int dy, int distance);
diff --git a/src/map/skill.c b/src/map/skill.c
index 2582ca2b6..6e50a3116 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -3374,13 +3374,13 @@ int skill_timerskill(int tid, int64 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, 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, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
&& !map->getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
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, 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: {
@@ -3724,7 +3724,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
break;
case KN_CHARGEATK: {
- bool path_exists = path->search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
+ 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);
@@ -4492,7 +4492,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
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,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:
@@ -4514,7 +4514,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1
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,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);
@@ -4945,7 +4945,7 @@ int skill_castend_id(int tid, int64 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,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
break;
}
@@ -5037,7 +5037,7 @@ int skill_castend_id(int tid, int64 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, 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) )
@@ -10460,7 +10460,7 @@ 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, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
&& !map->getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
clif->skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
@@ -11453,7 +11453,7 @@ struct skill_unit_group* skill_unitsetting(struct block_list *src, uint16 skill_
if( !group->state.song_dance && !map->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,src->m,ux,uy,x,y,CELL_CHKWALL) )
continue; // no path between cell and center of casting.
switch( skill_id ) {
diff --git a/src/map/unit.c b/src/map/unit.c
index 33360584a..02d1f4c1a 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -98,11 +98,11 @@ int unit_walktoxy_sub(struct block_list *bl)
memset(&wpd, 0, sizeof(wpd));
- if( !path->search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy,CELL_CHKNOPASS) )
+ if( !path->search(&wpd,bl,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy,CELL_CHKNOPASS) )
return 0;
#ifdef OFFICIAL_WALKPATH
- if( !path->search_long(NULL, bl->m, bl->x, bl->y, ud->to_x, ud->to_y, CELL_CHKNOPASS) // Check if there is an obstacle between
+ if( !path->search_long(NULL, bl, bl->m, bl->x, bl->y, ud->to_x, ud->to_y, CELL_CHKNOPASS) // Check if there is an obstacle between
&& wpd.path_len > 14 // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett]
&& (bl->type != BL_NPC) ) // If type is a NPC, please disregard.
return 0;
@@ -497,11 +497,11 @@ int unit_walktoxy( struct block_list *bl, short x, short y, int flag)
if (battle_config.check_occupied_cells && (flag&8) && !map->closest_freecell(bl->m, &x, &y, BL_CHAR|BL_NPC, 1)) //This might change x and y
return 0;
- if (!path->search(&wpd, bl->m, bl->x, bl->y, x, y, flag&1, CELL_CHKNOPASS)) // Count walk path cells
+ if (!path->search(&wpd, bl, bl->m, bl->x, bl->y, x, y, flag&1, CELL_CHKNOPASS)) // Count walk path cells
return 0;
#ifdef OFFICIAL_WALKPATH
- if( !path->search_long(NULL, bl->m, bl->x, bl->y, x, y, CELL_CHKNOPASS) // Check if there is an obstacle between
+ if( !path->search_long(NULL, bl, bl->m, bl->x, bl->y, x, y, CELL_CHKNOPASS) // Check if there is an obstacle between
&& (wpd.path_len > (battle_config.max_walk_path/17)*14) // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett]
&& (bl->type != BL_NPC) ) // If type is a NPC, please disregard.
return 0;
@@ -741,7 +741,7 @@ int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool
unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
unit->stop_attack(bl);
- if( checkpath && (map->getcell(bl->m,dst_x,dst_y,CELL_CHKNOPASS) || !path->search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,easy,CELL_CHKNOREACH)) )
+ if( checkpath && (map->getcell(bl->m,dst_x,dst_y,CELL_CHKNOPASS) || !path->search(NULL,bl,bl->m,bl->x,bl->y,dst_x,dst_y,easy,CELL_CHKNOREACH)) )
return 0; // unreachable
ud->to_x = dst_x;
@@ -775,7 +775,7 @@ int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool
{ // Check if pet needs to be teleported. [Skotlex]
int flag = 0;
struct block_list* pbl = &sd->pd->bl;
- if( !checkpath && !path->search(NULL,pbl->m,pbl->x,pbl->y,dst_x,dst_y,0,CELL_CHKNOPASS) )
+ if( !checkpath && !path->search(NULL,pbl,pbl->m,pbl->x,pbl->y,dst_x,dst_y,0,CELL_CHKNOPASS) )
flag = 1;
else if (!check_distance_bl(&sd->bl, pbl, AREA_SIZE)) //Too far, teleport.
flag = 2;
@@ -829,7 +829,7 @@ int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag)
sd = BL_CAST(BL_PC, bl);
su = BL_CAST(BL_SKILL, bl);
- result = path->blownpos(bl->m, bl->x, bl->y, dx, dy, count);
+ result = path->blownpos(bl, bl->m, bl->x, bl->y, dx, dy, count);
nx = result>>16;
ny = result&0xffff;
@@ -1940,7 +1940,7 @@ bool unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
if (bl->x == x && bl->y == y) //Same place
return true;
- return path->search(NULL,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH);
+ return path->search(NULL,bl,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH);
}
/*==========================================
@@ -1978,7 +1978,7 @@ bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range,
if (x) *x = tbl->x-dx;
if (y) *y = tbl->y-dy;
- return path->search(NULL,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH);
+ return path->search(NULL,bl,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH);
}
/*==========================================
* Calculates position of Pet/Mercenary/Homunculus/Elemental
@@ -2064,7 +2064,7 @@ int unit_attack_timer_sub(struct block_list* src, int tid, int64 tick) {
if( status->isdead(src) || status->isdead(target)
|| battle->check_target(src,target,BCT_ENEMY) <= 0 || !status->check_skilluse(src, target, 0, 0)
#ifdef OFFICIAL_WALKPATH
- || !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL)
+ || !path->search_long(NULL, src, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL)
#endif
|| (sd && !pc->can_attack(sd, ud->target) )
)