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@@ -76,7 +76,7 @@ static DBMap* barricade_db;
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* Local prototype declaration (only required thing)
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*------------------------------------------*/
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static int mob_makedummymobdb(int);
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-static int mob_spawn_guardian_sub(int,unsigned int,int,int);
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+static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr data);
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int mobskill_use(struct mob_data *md,unsigned int tick,int event);
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int mob_skillid2skillidx(int class_,int skillid);
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@@ -672,7 +672,7 @@ void mod_barricade_clearall(void)
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/*==========================================
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* Set a Guardian's guild data [Skotlex]
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*------------------------------------------*/
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-static int mob_spawn_guardian_sub(int tid,unsigned int tick,int id,int data)
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+static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr data)
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{ //Needed because the guild_data may not be available at guardian spawn time.
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struct block_list* bl = map_id2bl(id);
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struct mob_data* md;
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@@ -690,11 +690,11 @@ static int mob_spawn_guardian_sub(int tid,unsigned int tick,int id,int data)
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md = (struct mob_data*)bl;
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nullpo_retr(0, md->guardian_data);
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- g = guild_search(data);
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+ g = guild_search((int)data);
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if (g == NULL)
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{ //Liberate castle, if the guild is not found this is an error! [Skotlex]
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- ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n",data);
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+ ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int)data);
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if (md->class_ == MOBID_EMPERIUM)
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{ //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
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md->guardian_data->guild_id = 0;
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@@ -887,9 +887,9 @@ int mob_linksearch(struct block_list *bl,va_list ap)
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/*==========================================
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* mob spawn with delay (timer function)
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*------------------------------------------*/
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-static int mob_delayspawn(int tid, unsigned int tick, int m, int n)
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+static int mob_delayspawn(int tid, unsigned int tick, int id, intptr data)
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{
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- struct block_list *bl = map_id2bl(m);
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+ struct block_list *bl = map_id2bl(id);
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if (bl && bl->type == BL_MOB)
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mob_spawn((TBL_MOB*)bl);
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return 0;
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@@ -1751,7 +1751,7 @@ static int mob_ai_sub_lazy(DBKey key,void * data,va_list ap)
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/*==========================================
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* Negligent processing for mob outside PC field of view (interval timer function)
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*------------------------------------------*/
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-static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
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+static int mob_ai_lazy(int tid, unsigned int tick, int id, intptr data)
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{
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map_foreachmob(mob_ai_sub_lazy,tick);
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return 0;
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@@ -1760,7 +1760,7 @@ static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
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/*==========================================
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* Serious processing for mob in PC field of view (interval timer function)
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*------------------------------------------*/
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-static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
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+static int mob_ai_hard(int tid, unsigned int tick, int id, intptr data)
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{
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if (battle_config.mob_ai&0x20)
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@@ -1799,7 +1799,7 @@ static struct item_drop* mob_setlootitem(struct item* item)
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/*==========================================
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* item drop with delay (timer function)
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*------------------------------------------*/
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-static int mob_delay_item_drop(int tid, unsigned int tick, int id, int data)
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+static int mob_delay_item_drop(int tid, unsigned int tick, int id, intptr data)
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{
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struct item_drop_list *list;
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struct item_drop *ditem, *ditem_prev;
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@@ -1858,7 +1858,7 @@ static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, str
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dlist->item = ditem;
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}
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-int mob_timer_delete(int tid, unsigned int tick, int id, int data)
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+int mob_timer_delete(int tid, unsigned int tick, int id, intptr data)
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{
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struct block_list *bl=map_id2bl(id);
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nullpo_retr(0, bl);
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@@ -1927,12 +1927,12 @@ int mob_deleteslave(struct mob_data *md)
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return 0;
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}
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// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
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-int mob_respawn(int tid, unsigned int tick, int id,int data )
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+int mob_respawn(int tid, unsigned int tick, int id, intptr data)
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{
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struct block_list *bl = map_id2bl(id);
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if(!bl) return 0;
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- status_revive(bl, data, 0);
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+ status_revive(bl, (uint8)data, 0);
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return 1;
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}
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