Fixing a few logical mistakes, also applying my curly brace love on the way.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16809 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
shennetsind 2012-09-30 01:17:25 +00:00
parent 98887e4025
commit 252474ec24

View File

@ -40,24 +40,23 @@ int attr_fix_table[4][ELE_MAX][ELE_MAX];
struct Battle_Config battle_config; struct Battle_Config battle_config;
static struct eri *delay_damage_ers; //For battle delay damage structures. static struct eri *delay_damage_ers; //For battle delay damage structures.
int battle_getcurrentskill(struct block_list *bl) int battle_getcurrentskill(struct block_list *bl) { //Returns the current/last skill in use by this bl.
{ //Returns the current/last skill in use by this bl.
struct unit_data *ud; struct unit_data *ud;
if( bl->type == BL_SKILL ) if( bl->type == BL_SKILL ) {
{
struct skill_unit * su = (struct skill_unit*)bl; struct skill_unit * su = (struct skill_unit*)bl;
return su->group?su->group->skill_id:0; return su->group?su->group->skill_id:0;
} }
ud = unit_bl2ud(bl); ud = unit_bl2ud(bl);
return ud?ud->skillid:0; return ud?ud->skillid:0;
} }
/*========================================== /*==========================================
* Get random targetting enemy * Get random targetting enemy
*------------------------------------------*/ *------------------------------------------*/
static int battle_gettargeted_sub(struct block_list *bl, va_list ap) static int battle_gettargeted_sub(struct block_list *bl, va_list ap) {
{
struct block_list **bl_list; struct block_list **bl_list;
struct unit_data *ud; struct unit_data *ud;
int target_id; int target_id;
@ -69,38 +68,40 @@ static int battle_gettargeted_sub(struct block_list *bl, va_list ap)
if (bl->id == target_id) if (bl->id == target_id)
return 0; return 0;
if (*c >= 23)
if (*c >= 24)
return 0; return 0;
ud = unit_bl2ud(bl); if ( !(ud = unit_bl2ud(bl)) )
if (!ud) return 0; return 0;
if (ud->target == target_id || ud->skilltarget == target_id) { if (ud->target == target_id || ud->skilltarget == target_id) {
bl_list[(*c)++] = bl; bl_list[(*c)++] = bl;
return 1; return 1;
} }
return 0; return 0;
} }
struct block_list* battle_gettargeted(struct block_list *target) struct block_list* battle_gettargeted(struct block_list *target) {
{
struct block_list *bl_list[24]; struct block_list *bl_list[24];
int c = 0; int c = 0;
nullpo_retr(NULL, target); nullpo_retr(NULL, target);
memset(bl_list, 0, sizeof(bl_list)); memset(bl_list, 0, sizeof(bl_list));
map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id); map_foreachinrange(battle_gettargeted_sub, target, AREA_SIZE, BL_CHAR, bl_list, &c, target->id);
if (c == 0 || c > 23) if ( c == 0 )
return NULL; return NULL;
if( c > 24 )
c = 24;
return bl_list[rnd()%c]; return bl_list[rnd()%c];
} }
//Returns the id of the current targetted character of the passed bl. [Skotlex] //Returns the id of the current targetted character of the passed bl. [Skotlex]
int battle_gettarget(struct block_list* bl) int battle_gettarget(struct block_list* bl) {
{
switch (bl->type) switch (bl->type) {
{
case BL_PC: return ((struct map_session_data*)bl)->ud.target; case BL_PC: return ((struct map_session_data*)bl)->ud.target;
case BL_MOB: return ((struct mob_data*)bl)->target_id; case BL_MOB: return ((struct mob_data*)bl)->target_id;
case BL_PET: return ((struct pet_data*)bl)->target_id; case BL_PET: return ((struct pet_data*)bl)->target_id;
@ -108,11 +109,11 @@ int battle_gettarget(struct block_list* bl)
case BL_MER: return ((struct mercenary_data*)bl)->ud.target; case BL_MER: return ((struct mercenary_data*)bl)->ud.target;
case BL_ELEM: return ((struct elemental_data*)bl)->ud.target; case BL_ELEM: return ((struct elemental_data*)bl)->ud.target;
} }
return 0; return 0;
} }
static int battle_getenemy_sub(struct block_list *bl, va_list ap) static int battle_getenemy_sub(struct block_list *bl, va_list ap) {
{
struct block_list **bl_list; struct block_list **bl_list;
struct block_list *target; struct block_list *target;
int *c; int *c;
@ -123,32 +124,38 @@ static int battle_getenemy_sub(struct block_list *bl, va_list ap)
if (bl->id == target->id) if (bl->id == target->id)
return 0; return 0;
if (*c >= 23)
if (*c >= 24)
return 0; return 0;
if (status_isdead(bl)) if (status_isdead(bl))
return 0; return 0;
if (battle_check_target(target, bl, BCT_ENEMY) > 0) { if (battle_check_target(target, bl, BCT_ENEMY) > 0) {
bl_list[(*c)++] = bl; bl_list[(*c)++] = bl;
return 1; return 1;
} }
return 0; return 0;
} }
// Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex] // Picks a random enemy of the given type (BL_PC, BL_CHAR, etc) within the range given. [Skotlex]
struct block_list* battle_getenemy(struct block_list *target, int type, int range) struct block_list* battle_getenemy(struct block_list *target, int type, int range) {
{
struct block_list *bl_list[24]; struct block_list *bl_list[24];
int c = 0; int c = 0;
memset(bl_list, 0, sizeof(bl_list)); memset(bl_list, 0, sizeof(bl_list));
map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target); map_foreachinrange(battle_getenemy_sub, target, range, type, bl_list, &c, target);
if ( c == 0 ) if ( c == 0 )
return NULL; return NULL;
if( c >= 24 )
c = 23; if( c > 24 )
c = 24;
return bl_list[rnd()%c]; return bl_list[rnd()%c];
} }
static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) static int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
{
struct block_list **bl_list, *src; struct block_list **bl_list, *src;
int *c, ignore_id; int *c, ignore_id;
@ -159,29 +166,34 @@ static int battle_getenemyarea_sub(struct block_list *bl, va_list ap)
if( bl->id == src->id || bl->id == ignore_id ) if( bl->id == src->id || bl->id == ignore_id )
return 0; // Ignores Caster and a possible pre-target return 0; // Ignores Caster and a possible pre-target
if( *c >= 23 ) if( *c >= 23 )
return 0; return 0;
if( status_isdead(bl) ) if( status_isdead(bl) )
return 0; return 0;
if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
{ // Is Enemy!... if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
bl_list[(*c)++] = bl; bl_list[(*c)++] = bl;
return 1; return 1;
} }
return 0; return 0;
} }
// Pick a random enemy // Pick a random enemy
struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) struct block_list* battle_getenemyarea(struct block_list *src, int x, int y, int range, int type, int ignore_id) {
{
struct block_list *bl_list[24]; struct block_list *bl_list[24];
int c = 0; int c = 0;
memset(bl_list, 0, sizeof(bl_list)); memset(bl_list, 0, sizeof(bl_list));
map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id); map_foreachinarea(battle_getenemyarea_sub, src->m, x - range, y - range, x + range, y + range, type, bl_list, &c, src, ignore_id);
if( c == 0 ) if( c == 0 )
return NULL; return NULL;
if( c >= 24 ) if( c >= 24 )
c = 23; c = 23;
return bl_list[rnd()%c]; return bl_list[rnd()%c];
} }
@ -212,7 +224,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
src = map_id2bl(dat->src_id); src = map_id2bl(dat->src_id);
if( src && target && target->m == src->m && if( src && target->m == src->m &&
(target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) && (target->type != BL_PC || ((TBL_PC*)target)->invincible_timer == INVALID_TIMER) &&
check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex] check_distance_bl(src, target, dat->distance) ) //Check to see if you haven't teleported. [Skotlex]
{ {
@ -223,7 +235,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
if( dat->dmg_lv > ATK_BLOCK && dat->attack_type ) if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick); skill_counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
map_freeblock_unlock(); map_freeblock_unlock();
} else if( target && !src && dat->skill_id == CR_REFLECTSHIELD ) { } else if( !src && dat->skill_id == CR_REFLECTSHIELD ) {
/** /**
* it was monster reflected damage, and the monster died, we pass the damage to the character as expected * it was monster reflected damage, and the monster died, we pass the damage to the character as expected
**/ **/