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authorBen Longbons <b.r.longbons@gmail.com>2013-05-25 13:49:50 -0700
committerBen Longbons <b.r.longbons@gmail.com>2013-05-25 13:49:50 -0700
commit1d0e18a186f67844ccd873eabb56ebdaa3f47f11 (patch)
tree94199c6dbcb6b4a86584c303f6e1e72073873f01 /src/map/skill.hpp
parent87218e07b2bc89593eae1cb4abe859cd1a7eaa0f (diff)
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Switch block_list and subclasses to dumb_ptr
Now we're well-defined, since we're actually calling ctors and dtors. Most of this code will not survive long ...
Diffstat (limited to 'src/map/skill.hpp')
-rw-r--r--src/map/skill.hpp48
1 files changed, 24 insertions, 24 deletions
diff --git a/src/map/skill.hpp b/src/map/skill.hpp
index a724781..ec354e2 100644
--- a/src/map/skill.hpp
+++ b/src/map/skill.hpp
@@ -63,40 +63,40 @@ int skill_get_inf2(SkillID id);
int skill_get_maxcount(SkillID id);
// 追加効果
-int skill_additional_effect(struct block_list *src, struct block_list *bl,
+int skill_additional_effect(dumb_ptr<block_list> src, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv);
-interval_t skill_castfix(struct block_list *bl, interval_t time);
-interval_t skill_delayfix(struct block_list *bl, interval_t time);
+interval_t skill_castfix(dumb_ptr<block_list> bl, interval_t time);
+interval_t skill_delayfix(dumb_ptr<block_list> bl, interval_t time);
-void skill_stop_dancing(struct block_list *src, int flag);
+void skill_stop_dancing(dumb_ptr<block_list> src, int flag);
// 詠唱キャンセル
-int skill_castcancel(struct block_list *bl, int type);
+int skill_castcancel(dumb_ptr<block_list> bl, int type);
-int skill_gangsterparadise(struct map_session_data *sd, int type);
-void skill_devotion(struct map_session_data *md, int target);
-int skill_devotion3(struct block_list *bl, int target);
+int skill_gangsterparadise(dumb_ptr<map_session_data> sd, int type);
+void skill_devotion(dumb_ptr<map_session_data> md, int target);
+int skill_devotion3(dumb_ptr<block_list> bl, int target);
// ステータス異常
-int skill_status_effect(struct block_list *bl, StatusChange type,
+int skill_status_effect(dumb_ptr<block_list> bl, StatusChange type,
int val1,
interval_t tick, int spell_invocation);
-int skill_status_change_start(struct block_list *bl, StatusChange type,
+int skill_status_change_start(dumb_ptr<block_list> bl, StatusChange type,
int val1,
interval_t tick);
-int skill_status_change_active(struct block_list *bl, StatusChange type); // [fate]
-void skill_status_change_end(struct block_list *bl, StatusChange type, TimerData *tid);
-int skill_status_change_clear(struct block_list *bl, int type);
+int skill_status_change_active(dumb_ptr<block_list> bl, StatusChange type); // [fate]
+void skill_status_change_end(dumb_ptr<block_list> bl, StatusChange type, TimerData *tid);
+int skill_status_change_clear(dumb_ptr<block_list> bl, int type);
// mobスキルのため
-int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl,
+int skill_castend_nodamage_id(dumb_ptr<block_list> src, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv);
-int skill_castend_damage_id(struct block_list *src, struct block_list *bl,
+int skill_castend_damage_id(dumb_ptr<block_list> src, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv, tick_t tick,
BCT flag);
-int skill_update_heal_animation(struct map_session_data *sd); // [Fate] Check whether the healing flag must be updated, do so if needed
+int skill_update_heal_animation(dumb_ptr<map_session_data> sd); // [Fate] Check whether the healing flag must be updated, do so if needed
void skill_reload(void);
@@ -111,15 +111,15 @@ extern SkillID skill_pool_skills[MAX_POOL_SKILLS]; // All pool skills
extern int skill_pool_skills_size; // Number of entries in skill_pool_skills
// Yields all active skills in the skill pool; no more than MAX_SKILL_POOL. Return is number of skills.
-int skill_pool(struct map_session_data *sd, SkillID *skills);
-int skill_pool_size(struct map_session_data *sd);
-int skill_pool_max(struct map_session_data *sd); // Max. number of pool skills
+int skill_pool(dumb_ptr<map_session_data> sd, SkillID *skills);
+int skill_pool_size(dumb_ptr<map_session_data> sd);
+int skill_pool_max(dumb_ptr<map_session_data> sd); // Max. number of pool skills
// Skill into skill pool. Return is zero iff okay.
-int skill_pool_activate(struct map_session_data *sd, SkillID skill);
+int skill_pool_activate(dumb_ptr<map_session_data> sd, SkillID skill);
// Skill into skill pool. Return is zero when activated.
-bool skill_pool_is_activated(struct map_session_data *sd, SkillID skill);
+bool skill_pool_is_activated(dumb_ptr<map_session_data> sd, SkillID skill);
// Skill out of skill pool. Return is zero iff okay.
-int skill_pool_deactivate(struct map_session_data *sd, SkillID skill);
+int skill_pool_deactivate(dumb_ptr<map_session_data> sd, SkillID skill);
// Yield configurable skill name
inline
const char *skill_name(SkillID skill)
@@ -130,8 +130,8 @@ const char *skill_name(SkillID skill)
// This is zero if the skill is unknown
// or if it's a pool skill that is outside of the skill pool,
// otherwise a value from 0 to 255 (with 200 being the `normal maximum')
-int skill_power(struct map_session_data *sd, SkillID skill);
-int skill_power_bl(struct block_list *bl, SkillID skill);
+int skill_power(dumb_ptr<map_session_data> sd, SkillID skill);
+int skill_power_bl(dumb_ptr<block_list> bl, SkillID skill);
// [Fate] Remember that a certain skill ID belongs to a pool skill
void skill_pool_register(SkillID id);