diff options
Diffstat (limited to 'src/map/skill.c')
-rw-r--r-- | src/map/skill.c | 54 |
1 files changed, 25 insertions, 29 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index 40626fa57..b6010f151 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -608,8 +608,8 @@ int skillnotok(int skillid, struct map_session_data *sd) return 1; } - if (pc_isGM(sd) >= 20) - return 0; // gm's can do anything damn thing they want + if (pc_isGM(sd) >= 20) + return 0; // gm's can do anything damn thing they want // Check skill restrictions [Celest] if(!map[sd->bl.m].flag.pvp && !map[sd->bl.m].flag.gvg && skill_get_nocast (skillid) & 1) @@ -630,7 +630,7 @@ int skillnotok(int skillid, struct map_session_data *sd) case MC_IDENTIFY: return 0; // always allowed default: - return(map[sd->bl.m].flag.noskill); + return (map[sd->bl.m].flag.noskill); } } @@ -639,9 +639,9 @@ static int distance(int x0,int y0,int x1,int y1) { int dx,dy; - dx=abs(x0-x1); - dy=abs(y0-y1); - return dx>dy ? dx : dy; + dx = abs(x0 - x1); + dy = abs(y0 - y1); + return dx > dy ? dx : dy; } /* スキルユニットの配置情報を返す */ @@ -649,26 +649,25 @@ struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT]; int firewall_unit_pos; int icewall_unit_pos; -struct skill_unit_layout *skill_get_unit_layout(int skillid,int skilllv,struct block_list *src,int x,int y) -{ - +struct 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; - if (pos!=-1) + if (pos != -1) return &skill_unit_layout[pos]; - if (src->x==x && src->y==y) + if (src->x == x && src->y == y) dir = 2; else dir = map_calc_dir(src,x,y); - if (skillid==MG_FIREWALL) - return &skill_unit_layout[firewall_unit_pos+dir]; - else if (skillid==WZ_ICEWALL) - return &skill_unit_layout[icewall_unit_pos+dir]; + if (skillid == MG_FIREWALL) + return &skill_unit_layout [firewall_unit_pos + dir]; + else if (skillid == WZ_ICEWALL) + return &skill_unit_layout [icewall_unit_pos + dir]; - printf("unknown unit layout for skill %d, %d\n",skillid,skilllv); + printf("Unknown unit layout for skill %d, %d\n",skillid,skilllv); return &skill_unit_layout[0]; } @@ -691,7 +690,7 @@ struct skill_unit_layout *skill_get_unit_layout(int skillid,int skilllv,struct b * スキル追加?果 *------------------------------------------ */ -int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick) +int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick) { /* MOB追加?果スキル用 */ const int sc[]={ @@ -825,8 +824,9 @@ int skill_additional_effect( struct block_list* src, struct block_list *bl,int s case WZ_FROSTNOVA: /* フロストノヴァ */ { struct status_change *sc_data = status_get_sc_data(bl); - rate=(skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15; - rate=rate<=5?5:rate; + rate = (skilllv*3+35)*sc_def_mdef/100-(status_get_int(bl)+status_get_luk(bl))/15; + if (rate <= 5) + rate = 5; if(sc_data && sc_data[SC_FREEZE].timer == -1 && rand()%100 < rate) status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv)*(1-sc_def_mdef/100),0); else if (sd && skillid == MG_FROSTDIVER) @@ -2384,9 +2384,7 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s case SM_MAGNUM: /* マグナムブレイク [celest] */ if(flag&1 && bl->id != skill_area_temp[1]){ - int dx = abs( bl->x - skill_area_temp[2] ); - int dy = abs( bl->y - skill_area_temp[3] ); - int dist = ((dx>dy)?dx:dy); + int dist = distance (bl->x, bl->y, skill_area_temp[2], skill_area_temp[3]); skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick, 0x0500|dist); } else { @@ -2514,18 +2512,16 @@ int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int s case MG_NAPALMBEAT: /* ナパ?ムビ?ト */ case MG_FIREBALL: /* ファイヤ?ボ?ル */ case WZ_SIGHTRASHER: /* サイトラッシャー */ - if(flag&1){ + if (flag & 1) { /* 個別にダメ?ジを?える */ - if(bl->id!=skill_area_temp[1]){ - if(skillid==MG_FIREBALL){ /* ファイヤ?ボ?ルなら中心からの距離を計算 */ - int dx=abs( bl->x - skill_area_temp[2] ); - int dy=abs( bl->y - skill_area_temp[3] ); - skill_area_temp[0]=((dx>dy)?dx:dy); + if (bl->id != skill_area_temp[1]){ + if(skillid == MG_FIREBALL){ /* ファイヤ?ボ?ルなら中心からの距離を計算 */ + skill_area_temp[0] = distance(bl->x, bl->y, skill_area_temp[2], skill_area_temp[3]); } skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]| 0x0500); } - }else{ + } else { int ar; skill_area_temp[0]=0; skill_area_temp[1]=bl->id; |