Restructured Arrays to Vectors

This commit is contained in:
Jade 2020-11-27 23:29:44 +00:00 committed by Gent S
parent 6fb652f642
commit b836952356
2 changed files with 9 additions and 9 deletions

View File

@ -1468,7 +1468,7 @@ void MobManager::followToCombat(Mob *mob) {
void MobManager::useAbilities(Mob *mob, time_t currTime) { void MobManager::useAbilities(Mob *mob, time_t currTime) {
if (mob->skillStyle >= 0) { // corruption hit if (mob->skillStyle >= 0) { // corruption hit
int skillID = (int)mob->data["m_iCorruptionType"]; int skillID = (int)mob->data["m_iCorruptionType"];
int targetData[5] = {1, mob->target->plr->iID, 0, 0, 0}; std::vector<int> targetData = {1, mob->target->plr->iID, 0, 0, 0};
int temp = mob->skillStyle; int temp = mob->skillStyle;
mob->skillStyle = -3; // corruption cooldown mob->skillStyle = -3; // corruption cooldown
mob->nextAttack = currTime + 1000; mob->nextAttack = currTime + 1000;
@ -1478,7 +1478,7 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
if (mob->skillStyle == -2) { // eruption hit if (mob->skillStyle == -2) { // eruption hit
int skillID = (int)mob->data["m_iMegaType"]; int skillID = (int)mob->data["m_iMegaType"];
int targetData[5] = {0, 0, 0, 0, 0}; std::vector<int> targetData = {0, 0, 0, 0, 0};
// find the players within range of eruption // find the players within range of eruption
for (auto it = mob->viewableChunks->begin(); it != mob->viewableChunks->end(); it++) { for (auto it = mob->viewableChunks->begin(); it != mob->viewableChunks->end(); it++) {
@ -1519,7 +1519,7 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
if (random < prob1) { // active skill hit if (random < prob1) { // active skill hit
int skillID = (int)mob->data["m_iActiveSkill1"]; int skillID = (int)mob->data["m_iActiveSkill1"];
int targetData[5] = {1, mob->target->plr->iID, 0, 0, 0}; std::vector<int> targetData = {1, mob->target->plr->iID, 0, 0, 0};
for (auto& pwr : MobPowers) for (auto& pwr : MobPowers)
if (pwr.skillType == NanoManager::SkillTable[skillID].skillType) if (pwr.skillType == NanoManager::SkillTable[skillID].skillType)
pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]); pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
@ -1563,7 +1563,7 @@ void MobManager::useAbilities(Mob *mob, time_t currTime) {
return; return;
} }
void MobManager::dealCorruption(Mob *mob, int targetData[], int skillID, int style) { void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style) {
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult); size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
// validate response packet // validate response packet
@ -1629,7 +1629,7 @@ void MobManager::dealCorruption(Mob *mob, int targetData[], int skillID, int sty
if (plr->Nanos[plr->activeNano].iStamina > 150) if (plr->Nanos[plr->activeNano].iStamina > 150)
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150; respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
// fire damage power disguised as a corruption attack back at the enemy // fire damage power disguised as a corruption attack back at the enemy
int targetData2[5] = {1, mob->appearanceData.iNPC_ID, 0, 0, 0}; std::vector<int> targetData2 = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
for (auto& pwr : NanoManager::NanoPowers) for (auto& pwr : NanoManager::NanoPowers)
if (pwr.skillType == EST_DAMAGE) if (pwr.skillType == EST_DAMAGE)
pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 100); pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 100);
@ -1850,7 +1850,7 @@ bool doBatteryDrain(Mob *mob, sSkillResult_BatteryDrain *respdata, int i, int32_
template<class sPAYLOAD, template<class sPAYLOAD,
bool (*work)(Mob*,sPAYLOAD*,int,int32_t,int32_t,int16_t,int16_t,int16_t)> bool (*work)(Mob*,sPAYLOAD*,int,int32_t,int32_t,int16_t,int16_t,int16_t)>
void mobPower(Mob *mob, int targetData[], void mobPower(Mob *mob, std::vector<int> targetData,
int16_t skillID, int16_t duration, int16_t amount, int16_t skillID, int16_t duration, int16_t amount,
int16_t skillType, int32_t bitFlag, int16_t timeBuffID) { int16_t skillType, int32_t bitFlag, int16_t timeBuffID) {
size_t resplen; size_t resplen;

View File

@ -123,7 +123,7 @@ struct Bullet {
int bulletType; int bulletType;
}; };
typedef void (*MobPowerHandler)(Mob*, int*, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t); typedef void (*MobPowerHandler)(Mob*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
struct MobPower { struct MobPower {
int16_t skillType; int16_t skillType;
@ -133,7 +133,7 @@ struct MobPower {
MobPower(int16_t s, int32_t b, int16_t t, MobPowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {} MobPower(int16_t s, int32_t b, int16_t t, MobPowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
void handle(Mob *mob, int* targetData, int16_t skillID, int16_t duration, int16_t amount) { void handle(Mob *mob, std::vector<int> targetData, int16_t skillID, int16_t duration, int16_t amount) {
if (handler == nullptr) if (handler == nullptr)
return; return;
@ -189,5 +189,5 @@ namespace MobManager {
void followToCombat(Mob *mob); void followToCombat(Mob *mob);
void useAbilities(Mob *mob, time_t currTime); void useAbilities(Mob *mob, time_t currTime);
void dealCorruption(Mob *mob, int *targetData, int skillID, int style); void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style);
} }