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authorfusion32 <marcopuzziello@gmail.com>2025-05-28 18:51:06 -0300
committerfusion32 <marcopuzziello@gmail.com>2025-05-28 18:51:06 -0300
commit565d28e480a5a320682f87cb598404f1a34bbc5d (patch)
treec0a728eb7d2192707f3460dbc063cb4ab00de9ee /src/crskill.cc
parent02d243c531a5c7886c89024e592a2ccdeab3d3b3 (diff)
downloadgame-565d28e480a5a320682f87cb598404f1a34bbc5d.tar.gz
game-565d28e480a5a320682f87cb598404f1a34bbc5d.zip
rename/create some files
The most annoying thing with C++ classes being in their "own" header file is that it makes it easy to create cyclic dependencies. We might end up merging all creature related header files into the original `cr.hh` that shows up in the original's debug information.
Diffstat (limited to 'src/crskill.cc')
-rw-r--r--src/crskill.cc1249
1 files changed, 1249 insertions, 0 deletions
diff --git a/src/crskill.cc b/src/crskill.cc
new file mode 100644
index 0000000..ce12cad
--- /dev/null
+++ b/src/crskill.cc
@@ -0,0 +1,1249 @@
+#include "creature.hh"
+#include "monster.hh"
+
+#include "stubs.hh"
+
+#include <math.h>
+
+// TSkill REGULAR FUNCTIONS
+//==============================================================================
+TSkill::TSkill(int SkNr, TCreature *Master){
+ // TODO(fusion): I'm not sure we're calling `Reset` here but the decompiled
+ // function sets the same values as `TSkill::Reset` which makes me wonder
+ // whether it is inlined. It's probably using `TSkill::Reset()` directly
+ // instead of virtual dispatch, if that is the case.
+ this->Reset();
+
+ this->SkNr = (uint16)SkNr;
+ this->Master = Master;
+}
+
+int TSkill::Get(void){
+ int Value = this->Act;
+ if(Value < this->Min)
+ Value = this->Min;
+ Value += this->MDAct + this->DAct;
+ return Value;
+}
+
+int TSkill::GetProgress(void){
+ int Result = 0;
+ if(this->NextLevel > this->LastLevel){
+ Result = (this->Exp - this->LastLevel) * 100 / (this->NextLevel - this->LastLevel);
+
+ // TODO(fusion): This feels too much for reporting a mostly *impossible* error.
+ if(Result < 0 || Result > 100){
+ error("TSkill::GetProgress: Berechnungsfehler Exp %d, Last %d, Next %d, Prozent %d.\n",
+ this->Exp, this->LastLevel, this->NextLevel, Result);
+
+ const char *MasterName = "(Unknown";
+ if(this->Master != NULL){
+ MasterName = this->Master->Name;
+ }
+ error("# Spieler %s - Skill %d\n", MasterName, this->SkNr);
+ Result = 0;
+ }
+ }
+ return Result;
+}
+
+void TSkill::Check(void){
+ if(this->Act > this->Max){
+ this->Act = this->Max;
+ }
+}
+
+void TSkill::Change(int Amount){
+ this->Set(this->Act + Amount);
+
+ // TODO(fusion): Probably `TSkill::Check` inlined? It doesn't make a whole
+ // lot of sense because `TSkill::Set` also checks the value. Maybe a custom
+ // version of it does something differently?
+ if(this->Act > this->Max){
+ this->Act = this->Max;
+ }
+}
+
+void TSkill::SetMDAct(int MDAct){
+ this->MDAct = MDAct;
+ if(this->SkNr == SKILL_GO_STRENGTH && this->Master && this->Master->Type == PLAYER){
+ // TODO(fusion): Same as `TSkill::Process`.
+ ((TPlayer*)this->Master)->CheckState();
+ }
+}
+
+void TSkill::Load(int Act, int Max, int Min, int DAct, int MDAct,
+ int Cycle, int MaxCycle, int Count, int MaxCount, int AddLevel,
+ int Exp, int FactorPercent, int NextLevel, int Delta){
+ this->Act = Act;
+ this->Max = Max;
+ this->Min = Min;
+ this->DAct = DAct;
+ this->MDAct = MDAct;
+ this->Cycle = Cycle;
+ this->MaxCycle = MaxCycle;
+ this->Count = Count;
+ this->MaxCount = MaxCount;
+ this->AddLevel = AddLevel;
+ this->Exp = Exp;
+ this->FactorPercent = FactorPercent;
+ this->NextLevel = NextLevel;
+ this->Delta = Delta;
+
+ // TODO(fusion): Shouldn't we also do the same for `NextLevel`?
+ this->LastLevel = this->GetExpForLevel(Act);
+
+ TCreature *Master = this->Master;
+ if(Master && Cycle != 0){
+ // NOTE(fusion): It seems we had `TSkillBase::SetTimer` inlined here.
+ // For whatever reason I hadn't noticed the error message referencing
+ // it, LOL.
+ Master->SetTimer(this->SkNr, Cycle, Count, MaxCount, FactorPercent);
+ }
+}
+
+
+void TSkill::Save(int *Act, int *Max, int *Min, int *DAct, int *MDAct,
+ int *Cycle, int *MaxCycle, int *Count, int *MaxCount, int *AddLevel,
+ int *Exp, int *FactorPercent, int *NextLevel, int *Delta){
+ *Act = this->Act;
+ *Max = this->Max;
+ *Min = this->Min;
+ *DAct = this->DAct;
+ *MDAct = this->MDAct;
+ *Cycle = this->Cycle;
+ *MaxCycle = this->MaxCycle;
+ *Count = this->Count;
+ *MaxCount = this->MaxCount;
+ *AddLevel = this->AddLevel;
+ *Exp = this->Exp;
+ *FactorPercent = this->FactorPercent;
+ *NextLevel = this->NextLevel;
+ *Delta = this->Delta;
+}
+
+// TSkill VIRTUAL FUNCTIONS
+//==============================================================================
+TSkill::~TSkill(void){
+ if(this->Master != NULL){
+ this->Master->DelTimer(this->SkNr);
+ }
+}
+
+void TSkill::Set(int Value){
+ if(Value > this->Max)
+ Value = this->Max;
+ this->Act = Value;
+}
+
+void TSkill::Increase(int Amount){
+ // no-op
+}
+
+void TSkill::Decrease(int Amount){
+ // no-op
+}
+
+int TSkill::GetExpForLevel(int Level){
+ return 0;
+}
+
+void TSkill::Advance(int Range){
+ // no-op
+}
+
+void TSkill::ChangeSkill(int FactorPercent, int Delta){
+ // no-op
+}
+
+int TSkill::ProbeValue(int Max, bool Increase){
+ return 0;
+}
+
+bool TSkill::Probe(int Diff, int Prob, bool Increase){
+ return false;
+}
+
+bool TSkill::Process(void){
+ bool Result = this->Cycle == 0;
+ if(Result){
+ if(this->Master && this->Master->Type == PLAYER){
+ // TODO(fusion): Verify if a simple pointer cast works. Maybe `dynamic_cast`?
+ ((TPlayer*)this->Master)->CheckState();
+ }
+ }else if(this->Count <= 0){
+ this->Count = this->MaxCount;
+ // NOTE(fusion): `Range` should move `Cycle` towards ZERO.
+ int Range = (this->Cycle < 0) ? +1 : -1;
+ this->Cycle += Range;
+ this->Event(Range);
+ }else{
+ this->Count -= 1;
+ }
+ return Result;
+}
+
+bool TSkill::SetTimer(int Cycle, int Count, int MaxCount, int AdditionalValue){
+ this->Cycle = Cycle;
+ this->Count = Count;
+ this->MaxCount = MaxCount;
+ if(this->Master && this->Master->Type == PLAYER){
+ // TODO(fusion): Same as `TSkill::Process`.
+ ((TPlayer*)this->Master)->CheckState();
+ }
+ return true;
+}
+
+bool TSkill::DelTimer(void){
+ this->Cycle = 0;
+ this->Count = 0;
+ this->MaxCount = 0;
+ if(this->Master && this->Master->Type == PLAYER){
+ // TODO(fusion): Same as `TSkill::Process`.
+ ((TPlayer*)this->Master)->CheckState();
+ }
+ return true;
+}
+
+int TSkill::TimerValue(void){
+ return this->Cycle;
+}
+
+bool TSkill::Jump(int Range){
+ return true;
+}
+
+void TSkill::Event(int Range){
+ // no-op
+}
+
+void TSkill::Reset(void){
+ this->Act = 0;
+ this->Max = INT_MAX;
+ this->Min = 0;
+ this->DAct = 0;
+ this->MDAct = 0;
+ this->FactorPercent = 1000;
+ this->LastLevel = 0;
+ this->NextLevel = INT_MAX;
+ this->Exp = 0;
+ this->Delta = INT_MAX;
+ this->Cycle = 0;
+ this->MaxCycle = 0;
+ this->Count = 0;
+ this->MaxCount = 0;
+ this->AddLevel = 0;
+}
+
+// TSkillLevel
+//==============================================================================
+void TSkillLevel::Increase(int Amount){
+ if(Amount < 0){
+ error("TSkillLevel::Increase: Amount negativ (%d).\n", Amount);
+ return;
+ }
+
+ // BUG(fusion): No bounds check as in `TSkillLevel::Decrease`?
+
+ // TODO(fusion): This could probably be an oversight but the decompiled
+ // function was calling `GetExpForLevel` twice instead of using `NextLevel`
+ // which makes me wonder whether `NextLevel` is properly initialized.
+ int Range = 0;
+ this->Exp += Amount;
+ while(this->Exp >= this->NextLevel){
+ this->Act += 1;
+ this->LastLevel = this->NextLevel;
+ this->NextLevel = this->GetExpForLevel(this->Act + 1);
+ if(this->NextLevel < 0){
+ // BUG(fusion): We don't check if `Master` is valid here?
+ error("TSkillLevel::Increase: Skill vor Überlauf (%s, Skill %d).\n", this->Master->Name, this->SkNr);
+ this->NextLevel = this->Exp;
+ this->Exp -= 1000000;
+ break;
+ }
+ Range += 1;
+ }
+
+ if(Range != 0){
+ this->Jump(Range);
+ }
+
+ if(this->Master == NULL){
+ error("TSkillLevel::Increase: GetMaster liefert NULL zurueck.\n");
+ return;
+ }
+
+ if(this->Master->Type == PLAYER){
+ SendPlayerData(this->Master->Connection);
+ }
+}
+
+void TSkillLevel::Decrease(int Amount){
+ if(Amount < 0){
+ error("TSkillLevel::Decrease: Amount negativ (%d).\n", Amount);
+ return;
+ }
+
+ // TODO(fusion): This is some weird ass comparison.
+ if(Amount > this->Exp && this->Exp > 100000){
+ error("TSkillLevel::Decrease: Amount zu gross(%d).\n", Amount);
+ return;
+ }
+
+ if(Amount < this->Exp){
+ this->Exp -= Amount;
+ }else{
+ this->Exp = 0;
+ }
+
+ // TODO(fusion): This could probably be an oversight but the decompiled
+ // function was calling `GetExpForLevel` twice instead of using `LastLevel`
+ // which makes me wonder whether `LastLevel` is properly initialized.
+ int Range = 0;
+ while(this->Exp < this->LastLevel){
+ this->Act -= 1;
+ this->NextLevel = this->LastLevel;
+ this->LastLevel = this->GetExpForLevel(this->Act);
+ Range -= 1;
+ }
+
+ if(Range != 0){
+ this->Jump(Range);
+ }
+
+ if(this->Master == NULL){
+ error("TSkillLevel::Decrease: GetMaster liefert NULL zurueck.\n");
+ return;
+ }
+
+ if(this->Master->Type == PLAYER){
+ SendPlayerData(this->Master->Connection);
+ }
+}
+
+int TSkillLevel::GetExpForLevel(int Level){
+ if(Level < 1){
+ error("TSkillLevel::GetExpForLevel: Ungültiger Level %d.\n", Level);
+ return 0;
+ }
+
+ if(this->Delta <= 0){
+ error("TSkillLevel::GetExpForLevel: Ungültiger Delta-Wert %d.\n", this->Delta);
+ return 0;
+ }
+
+ if(Level > 500){
+ error("TSkillLevel::GetExpForLevel: Level=%d; Formel gegen Überlauf sichern.\n", Level);
+ return -1; // TODO(fusion): Shouldn't this be 0?
+ }
+
+ return ((((Level - 6) * Level + 17) * Level - 12) / 6) * this->Delta;
+}
+
+bool TSkillLevel::Jump(int Range){
+ if(this->Master == NULL){
+ error("TSkillLevel::Jump: GetMaster liefert NULL zurueck!\n");
+ return false;
+ }
+
+ this->Master->Skills[SKILL_HITPOINTS ]->Advance(Range);
+ this->Master->Skills[SKILL_MANA ]->Advance(Range);
+ this->Master->Skills[SKILL_GO_STRENGTH ]->Advance(Range);
+ this->Master->Skills[SKILL_CARRY_WEIGHT]->Advance(Range);
+
+ AnnounceChangedCreature(this->Master->ID, 4);
+ this->Master->Combat.CheckCombatValues();
+
+ if(this->Master->Type == PLAYER){
+ int ToLevel = this->Get();
+ int FromLevel = ToLevel - Range;
+ if(Range > 0){
+ SendMessage(this->Master->Connection, TALK_EVENT_MESSAGE,
+ "You advanced from Level %d to Level %d.", FromLevel, ToLevel);
+ }else if(Range < 0){
+ SendMessage(this->Master->Connection, TALK_EVENT_MESSAGE,
+ "You were downgraded from Level %d to Level %d.", FromLevel, ToLevel);
+ }
+ }
+
+ return true;
+}
+
+// TSkillProbe
+//==============================================================================
+void TSkillProbe::Increase(int Amount){
+ if(Amount < 0){
+ error("TSkillProbe::Increase: Amount negativ (%d).\n", Amount);
+ return;
+ }
+
+ int OldProgress = this->GetProgress();
+
+ // TODO(fusion): This could probably be an oversight but the decompiled
+ // function was calling `GetExpForLevel` twice instead of using `NextLevel`
+ // which makes me wonder whether `NextLevel` is properly initialized.
+ int Range = 0;
+ this->Exp += Amount;
+ while(this->Exp >= this->NextLevel){
+ this->Act += 1;
+ this->LastLevel = this->NextLevel;
+ this->NextLevel = this->GetExpForLevel(this->Act + 1);
+ if(this->NextLevel < 0){
+ // BUG(fusion): We don't check if `Master` is valid here?
+ error("TSkillProbe::Increase: Skill vor Überlauf (%s, Skill %d).\n", this->Master->Name, this->SkNr);
+ this->NextLevel = this->Exp;
+ this->Exp -= 1000;
+ break;
+ }
+ Range += 1;
+ }
+
+ if(Range != 0){
+ this->Jump(Range);
+ }else{
+ TCreature *Master = this->Master;
+ if(Master && Master->Type == PLAYER){
+ int NewProgress = this->GetProgress();
+ if(NewProgress != OldProgress){
+ if(this->SkNr == SKILL_MAGIC_LEVEL){
+ SendPlayerData(Master->Connection);
+ }else{
+ SendPlayerSkills(Master->Connection);
+ }
+ }
+ }
+ }
+}
+
+void TSkillProbe::Decrease(int Amount){
+ if(Amount < 0){
+ error("TSkillProbe::Decrease: Amount negativ (%d).\n", Amount);
+ return;
+ }
+
+ int OldProgress = this->GetProgress();
+
+ if(Amount < this->Exp){
+ this->Exp -= Amount;
+ }else{
+ this->Exp = 0;
+ }
+
+ // TODO(fusion): This could probably be an oversight but the decompiled
+ // function was calling `GetExpForLevel` twice instead of using `LastLevel`
+ // which makes me wonder whether `LastLevel` is properly initialized.
+ int Range = 0;
+ while(this->Exp < this->LastLevel && this->Act > this->Min){
+ this->Act -= 1;
+ this->NextLevel = this->LastLevel;
+ this->LastLevel = this->GetExpForLevel(this->Act);
+ Range -= 1;
+ }
+
+ if(Range != 0){
+ this->Jump(Range);
+ }else{
+ TCreature *Master = this->Master;
+ if(Master && Master->Type == PLAYER){
+ int NewProgress = this->GetProgress();
+ if(NewProgress != OldProgress){
+ if(this->SkNr == SKILL_MAGIC_LEVEL){
+ SendPlayerData(Master->Connection);
+ }else{
+ SendPlayerSkills(Master->Connection);
+ }
+ }
+ }
+ }
+}
+
+int TSkillProbe::GetExpForLevel(int Level){
+ if(Level < 0 || Level < this->Min){
+ error("TSkillProbe::GetExpForLevel: Ungültiger Level %d.\n", Level);
+ return 0;
+ }
+
+ if(this->Delta <= 0){
+ error("TSkillProbe::GetExpForLevel: Ungültiger Delta-Wert %d.\n", this->Delta);
+ return 0;
+ }
+
+ // TODO(fusion): This part of the decompiled code was a bit weird. I had to
+ // look into the disassembly to figure the string parameter of `error` below
+ // and it is weird that we keep going even with invalid values of `FactorPercent`.
+ int FactorPercent = this->FactorPercent;
+ if(FactorPercent < 1000){
+ const char *MasterName = "---";
+ if(this->Master != NULL){
+ MasterName = this->Master->Name;
+ }
+ error("TSkillProbe::GetExpForLevel: Ungültiger FactorPercent-Wert %d bei %s.\n", FactorPercent, MasterName);
+ }
+
+ if(FactorPercent < 1050){
+ error("TSkillProbe::GetExpForLevel: Ungültiger FactorPercent-Wert %d. Rechne mit 1000 weiter.\n", FactorPercent);
+ return (Level - this->Min) * this->Delta;
+ }
+
+ double Base = (double)FactorPercent / 1000.0;
+ double Power = pow(Base, (double)(Level - this->Min));
+ double Result = (double)this->Delta * ((Power - 1.0) / (Base - 1.0));
+ return (int)Result;
+}
+
+void TSkillProbe::ChangeSkill(int FactorPercent, int Delta){
+ double Progress = 0.0;
+ if(this->LastLevel < this->NextLevel){
+ Progress = (double)(this->Exp - this->LastLevel)
+ / (double)(this->NextLevel - this->LastLevel);
+ }
+
+ double Base = (double)FactorPercent / 1000.0;
+
+ // NOTE(fusion): Similar to `this->GetExpForLevel(this->Act)` but inlined?
+ double LastLevelPower = pow(Base, (double)(this->Act - this->Min));
+ double LastLevel = (double)Delta * ((LastLevelPower - 1.0) / (Base - 1.0));
+
+ // NOTE(fusion): Similar to `this->GetExpForLevel(this->Act + 1)` but inlined?
+ double NextLevelPower = pow(Base, (double)(this->Act - this->Min + 1));
+ double NextLevel = (double)Delta * ((NextLevelPower - 1.0) / (Base - 1.0));
+
+ // NOTE(fusion): Renormalize experience.
+ double Exp = LastLevel + Progress * (NextLevel - LastLevel);
+
+ this->FactorPercent = FactorPercent;
+ this->LastLevel = (int)LastLevel;
+ this->NextLevel = (int)NextLevel;
+ this->Delta = Delta;
+ this->Exp = (int)Exp;
+
+ TCreature *Master = this->Master;
+ if(Master != NULL && Master->Type == PLAYER){
+ if(this->SkNr == SKILL_MAGIC_LEVEL){
+ SendPlayerData(Master->Connection);
+ }else{
+ SendPlayerSkills(Master->Connection);
+ }
+ }
+}
+
+int TSkillProbe::ProbeValue(int Max, bool Increase){
+ if(Increase){
+ this->Increase(1);
+ }
+
+ // TODO(fusion): Some optimizations made the decompilation output for this
+ // `RandomFactor` look very weird. It looks correct but we should come back
+ // to it.
+ int RandomFactor = ((rand() % 100) + (rand() % 100)) / 2;
+ int MaxValue = Max * (this->Get() * 5 + 50);
+ int Result = (RandomFactor * MaxValue) / 10000;
+ return Result;
+}
+
+bool TSkillProbe::Probe(int Diff, int Prob, bool Increase){
+ if(Increase){
+ this->Increase(1);
+ }
+
+ // TODO(fusion): Not sure what's going on here.
+ bool Result = true;
+ if(Diff != 0){
+ if(this->Act >= (rand() % Diff)){
+ Result = (rand() % 100) <= Prob;
+ }else{
+ Result = false;
+ }
+ }
+ return Result;
+}
+
+bool TSkillProbe::SetTimer(int Cycle, int Count, int MaxCount, int AdditionalValue){
+ this->Cycle = Cycle;
+ this->Count = Count;
+ this->MaxCount = MaxCount;
+
+ if(this->Master == NULL){
+ error("TSkillProbe::SetTimer: GetMaster liefert NULL zurueck!\n");
+ return false;
+ }
+
+ if(this->Master->Type == PLAYER){
+ ((TPlayer*)this->Master)->CheckState();
+ SendPlayerData(this->Master->Connection);
+ }
+
+ return true;
+}
+
+bool TSkillProbe::Jump(int Range){
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillProbe::Jump: GetMaster liefert NULL zurueck!\n");
+ return false;
+ }
+
+ if(Master->Type == PLAYER){
+ if(this->SkNr == SKILL_MAGIC_LEVEL){
+ SendPlayerData(Master->Connection);
+ }else{
+ SendPlayerSkills(Master->Connection);
+ }
+
+ if(Range > 0){
+ switch(this->SkNr){
+ case SKILL_MAGIC_LEVEL:{
+ SendMessage(Master->Connection, TALK_EVENT_MESSAGE,
+ "You advanced to magic level %d.", this->Get());
+ break;
+ }
+ case SKILL_SHIELDING:{
+ SendMessage(Master->Connection, TALK_EVENT_MESSAGE, "You advanced in shielding.");
+ break;
+ }
+ case SKILL_DISTANCE:{
+ SendMessage(Master->Connection, TALK_EVENT_MESSAGE, "You advanced in distance fighting.");
+ break;
+ }
+ case SKILL_SWORD:{
+ SendMessage(Master->Connection, TALK_EVENT_MESSAGE, "You advanced in sword fighting.");
+ break;
+ }
+ case SKILL_CLUB:{
+ SendMessage(Master->Connection, TALK_EVENT_MESSAGE, "You advanced in club fighting.");
+ break;
+ }
+ case SKILL_AXE:{
+ SendMessage(Master->Connection, TALK_EVENT_MESSAGE, "You advanced in axe fighting.");
+ break;
+ }
+ case SKILL_FIST:{
+ SendMessage(Master->Connection, TALK_EVENT_MESSAGE, "You advanced in fist fighting.");
+ break;
+ }
+ case SKILL_FISHING:{
+ SendMessage(Master->Connection, TALK_EVENT_MESSAGE, "You advanced in fishing.");
+ break;
+ }
+ }
+ }
+ }
+
+ return true;
+}
+
+void TSkillProbe::Event(int Range){
+ if(this->Cycle == 0){
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillProbe::Event: GetMaster liefert NULL zurueck!\n");
+ return;
+ }
+
+ this->MDAct = 0;
+ if(Master->Type == PLAYER){
+ // TODO(fusion): This is weird because `SKILL_GO_STRENGTH` should
+ // be TSkillGoStrength, instead of TSkillProbe.
+ if(this->SkNr == SKILL_GO_STRENGTH){
+ ((TPlayer*)Master)->CheckState();
+ }
+
+ SendPlayerSkills(Master->Connection);
+ }
+ }
+}
+
+// TSkillAdd
+//==============================================================================
+void TSkillAdd::Advance(int Range){
+ int Increment = Range * this->AddLevel;
+ int Max = this->Max + Increment;
+ int Act = this->Act + Increment;
+
+ // TODO(fusion): I'm not sure this is right. Do we fill health and mana when
+ // the player levels up?
+ if(Act < Max){
+ Act = Max;
+ }
+
+ this->Act = Act;
+ this->Max = Max;
+}
+
+// TSkillHitpoints
+//==============================================================================
+void TSkillHitpoints::Set(int Value){
+ TCreature *Master = this->Master;
+ if(Master != NULL && Master->IsDead && Value > 0){
+ error("TSkillHitpoints::Set: HP von toter Kreatur sollen erhöht werden.\n");
+ return;
+ }
+
+ if(Value > this->Max){
+ Value = this->Max;
+ }
+ this->Act = Value;
+
+ if(Master != NULL){
+ if(Master->Type == PLAYER){
+ SendPlayerData(Master->Connection);
+ }
+ AnnounceChangedCreature(Master->ID, 1);
+ }
+}
+
+// TSkillMana
+//==============================================================================
+void TSkillMana::Set(int Value){
+ if(Value > this->Max){
+ Value = this->Max;
+ }
+ this->Act = Value;
+
+ TCreature *Master = this->Master;
+ if(Master != NULL && Master->Type == PLAYER){
+ SendPlayerData(Master->Connection);
+ }
+}
+
+// TSkillGoStrength
+//==============================================================================
+bool TSkillGoStrength::SetTimer(int Cycle, int Count, int MaxCount, int AdditionalValue){
+ // TODO(fusion): The decompiled version of this function was kind of confusing
+ // with `Master` being checked multiple times and `CheckState` being called up
+ // to two times. I've done some cleanup that should keep the same behavior but
+ // we should always keep an eye out for bugs.
+
+ this->Cycle = Cycle;
+ this->Count = Count;
+ this->MaxCount = MaxCount;
+
+ if(Cycle == 0){
+ this->MDAct = 0;
+ }
+
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillGoStrength::SetTimer: GetMaster liefert NULL zurueck!\n");
+ return false;
+ }
+
+ if(Master->Type == PLAYER){
+ ((TPlayer*)Master)->CheckState();
+ }
+ AnnounceChangedCreature(Master->ID, 4);
+ return true;
+}
+
+void TSkillGoStrength::Event(int Range){
+ if(this->Cycle != 0){
+ return;
+ }
+
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillGoStrength::Event: GetMaster liefert NULL zurueck!\n");
+ return;
+ }
+
+ // TODO(fusion): Again, shouldn't `SkNr` always refer to `GO_STRENGTH` here?
+ this->MDAct = 0;
+ if(this->SkNr == SKILL_GO_STRENGTH && Master->Type == PLAYER){
+ ((TPlayer*)Master)->CheckState();
+ }
+ AnnounceChangedCreature(Master->ID, 4);
+}
+
+// TSkillCarryStrength
+//==============================================================================
+void TSkillCarryStrength::Set(int Value){
+ if(Value > this->Max){
+ Value = this->Max;
+ }
+ this->Act = Value;
+
+ TCreature *Master = this->Master;
+ if(Master != NULL && Master->Type == PLAYER){
+ SendPlayerData(Master->Connection);
+ }
+}
+
+// TSkillSoulpoints
+//==============================================================================
+void TSkillSoulpoints::Set(int Value){
+ if(Value > this->Max){
+ Value = this->Max;
+ }
+ this->Act = Value;
+
+ TCreature *Master = this->Master;
+ if(Master != NULL && Master->Type == PLAYER){
+ SendPlayerData(Master->Connection);
+ }
+}
+
+int TSkillSoulpoints::TimerValue(void){
+ return (this->Cycle - 1) * this->MaxCount + this->Count;
+}
+
+void TSkillSoulpoints::Event(int Range){
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillSoulpoints::Event: GetMaster liefert NULL zurueck!\n");
+ return;
+ }
+
+ // TODO(fusion): Shouldn't this be the same as `Master->Skills[SKILL_SOUL]`?
+ // Not sure what's going on here.
+ if(!Master->IsDead){
+ Master->Skills[SKILL_SOUL]->Change(1);
+ }
+}
+
+// TSkillFed
+//==============================================================================
+void TSkillFed::Event(int Range){
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillFed::Event: GetMaster liefert NULL zurueck!\n");
+ return;
+ }
+
+ if(Master->IsDead || IsProtectionZone(Master->posx, Master->posy, Master->posz)){
+ return;
+ }
+
+ uint8 Profession = 0;
+ if(Master->Type == PLAYER){
+ Profession = ((TPlayer*)Master)->GetActiveProfession();
+ }
+
+ int SecsPerHP = 12;
+ int SecsPerMana = 6;
+ switch(Profession){
+ case PROFESSION_NONE:
+ case PROFESSION_KNIGHT:{
+ SecsPerHP = 6;
+ SecsPerMana = 6;
+ break;
+ }
+
+ case PROFESSION_PALADIN:{
+ SecsPerHP = 8;
+ SecsPerMana = 4;
+ break;
+ }
+
+ case PROFESSION_SORCERER:
+ case PROFESSION_DRUID:{
+ SecsPerHP = 12;
+ SecsPerMana = 3;
+ break;
+ }
+
+ case PROFESSION_ELITE_KNIGHT:{
+ SecsPerHP = 4;
+ SecsPerMana = 6;
+ break;
+ }
+
+ case PROFESSION_ROYAL_PALADIN:{
+ SecsPerHP = 6;
+ SecsPerMana = 3;
+ break;
+ }
+
+ case PROFESSION_MASTER_SORCERER:
+ case PROFESSION_ELDER_DRUID:{
+ SecsPerHP = 12;
+ SecsPerMana = 2;
+ break;
+ }
+
+ default:{
+ error("TSkillFed::Event: Unbekannter Beruf %d.\n", Profession);
+ break;
+ }
+ }
+
+ // TODO(fusion): Not sure about this.
+ int Timer = this->TimerValue();
+
+ if(Timer % SecsPerHP == 0){
+ Master->Skills[SKILL_HITPOINTS]->Change(1);
+ }
+
+ if(Timer % SecsPerMana == 0){
+ Master->Skills[SKILL_MANA]->Change(2);
+ }
+}
+
+// TSkillLight
+//==============================================================================
+bool TSkillLight::SetTimer(int Cycle, int Count, int MaxCount, int AdditionalValue){
+ // TODO(fusion): I think the decompiled version of most `SetTimer` functions
+ // look weird because they're calling the base class method `TSkill::SetTimer()`
+ // which is getting inlined.
+ this->Cycle = Cycle;
+ this->Count = Count;
+ this->MaxCount = MaxCount;
+
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillLight::SetTimer: GetMaster liefert NULL zurueck!\n");
+ return false;
+ }
+
+ if(Master->Type == PLAYER){
+ ((TPlayer*)Master)->CheckState();
+ }
+
+ // TODO(fusion): The decompiled function had this logic, but WTF.
+ // if(GetCreature(Master->ID) != NULL){
+ // AnnounceChangedCreature(Master->ID, 2);
+ // }
+ AnnounceChangedCreature(Master->ID, 2);
+ return true;
+}
+
+void TSkillLight::Event(int Range){
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillLight::Event: GetMaster liefert NULL zurueck!\n");
+ return;
+ }
+
+ AnnounceChangedCreature(Master->ID, 2);
+}
+
+// TSkillIllusion
+//==============================================================================
+bool TSkillIllusion::SetTimer(int Cycle, int Count, int MaxCount, int AdditionalValue){
+ this->Cycle = Cycle;
+ this->Count = Count;
+ this->MaxCount = MaxCount;
+
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillIllusion::SetTimer: GetMaster liefert NULL zurueck!\n");
+ return false;
+ }
+
+ if(Master->Type == PLAYER){
+ ((TPlayer*)Master)->CheckState();
+ }
+
+ // TODO(fusion): The decompiled function had this logic, but WTF.
+ // if(GetCreature(Master->ID) != NULL){
+ // AnnounceChangedCreature(Master->ID, 3);
+ // }
+ AnnounceChangedCreature(Master->ID, 3);
+ return true;
+}
+
+void TSkillIllusion::Event(int Range){
+ if(this->Cycle == 0){
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillIllusion::Event: GetMaster liefert NULL zurueck!\n");
+ return;
+ }
+
+ if(this->Get() <= 0){
+ Master->Outfit = Master->OrgOutfit;
+ AnnounceChangedCreature(Master->ID, 3);
+ NotifyAllCreatures(Master->CrObject, 2, NONE);
+ }
+ }
+}
+
+// TSkillPoison
+//==============================================================================
+bool TSkillPoison::Process(void){
+ bool Result = this->Cycle == 0;
+ if(Result){
+ TCreature *Master = this->Master;
+ if(Master != NULL && Master->Type == PLAYER){
+ ((TPlayer*)Master)->CheckState();
+ }
+ }else if(this->Count <= 0){
+ this->Count = this->MaxCount;
+
+ // NOTE(fusion): Not sure what's going on here.
+ int Range = (this->Cycle * this->FactorPercent) / 1000;
+ if(Range == 0){
+ // NOTE(fusion): This seems the opposite from `TSkill::Process`.
+ Range = (this->Cycle > 0) ? + 1 : -1;
+ }
+
+ this->Cycle -= Range;
+ this->Event(Range);
+ }else{
+ this->Count -= 1;
+ }
+ return Result;
+}
+
+bool TSkillPoison::SetTimer(int Cycle, int Count, int MaxCount, int AdditionalValue){
+ this->Cycle = Cycle;
+ this->Count = Count;
+ this->MaxCount = MaxCount;
+
+ TCreature *Master = this->Master;
+ if(Master != NULL && Master->Type == PLAYER){
+ ((TPlayer*)Master)->CheckState();
+ }
+
+ if(AdditionalValue == -1){
+ AdditionalValue = 50;
+ }
+
+ if(AdditionalValue < 10){
+ AdditionalValue = 10;
+ }
+
+ if(AdditionalValue > 1000){
+ AdditionalValue = 1000;
+ }
+
+ this->FactorPercent = AdditionalValue;
+ return true;
+}
+
+void TSkillPoison::Event(int Range){
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillPoison::Event: GetMaster liefert NULL zurueck!\n");
+ return;
+ }
+
+ if(Range < 0){
+ Range = -Range;
+ }
+
+ Master->Damage(GetCreature(Master->PoisonDamageOrigin), Range, 2);
+
+ // NOTE(fusion): I think this is checking whether `Master` is still upon some
+ // poison field to determine whether we should extend the poison effect?
+ Object Obj = GetFirstObject(Master->posx, Master->posy, Master->posz);
+ while(Obj != NONE){
+ // NOTE(fusion): I think `ObjectType` is analogous to `ItemType` in
+ // OpenTibia terms.
+ ObjectType ObjType = Obj.getObjectType();
+ if(ObjType.getFlag(AVOID)){
+ if(ObjType.getAttribute(AVOIDDAMAGETYPES) == 2){
+ this->Cycle += 1;
+ }
+ }
+
+ Obj = Obj.getNextObject();
+ }
+}
+
+void TSkillPoison::Reset(void){
+ TSkill::Reset();
+ this->FactorPercent = 0x32;
+}
+
+// TSkillBurning
+//==============================================================================
+void TSkillBurning::Event(int Range){
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillBurning::Event: GetMaster liefert NULL zurueck!\n");
+ return;
+ }
+
+ Master->Damage(GetCreature(Master->FireDamageOrigin), 10, 4);
+
+ // NOTE(Fusion): Something similar to `TSkillPoison::Event` except we're
+ // looking for a different field type.
+ Object Obj = GetFirstObject(Master->posx, Master->posy, Master->posz);
+ while(Obj != NONE){
+ ObjectType ObjType = Obj.getObjectType();
+ if(ObjType.getFlag(AVOID)){
+ if(ObjType.getAttribute(AVOIDDAMAGETYPES) == 4){
+ this->Cycle += 1;
+ }
+ }
+
+ Obj = Obj.getNextObject();
+ }
+}
+
+// TSkillEnergy
+//==============================================================================
+void TSkillEnergy::Event(int Range){
+ TCreature *Master = this->Master;
+ if(Master == NULL){
+ error("TSkillEnergy::Event: GetMaster liefert NULL zurueck!\n");
+ return;
+ }
+
+ Master->Damage(GetCreature(Master->EnergyDamageOrigin), 25, 8);
+
+ // NOTE(Fusion): Something similar to `TSkillPoison::Event` except we're
+ // looking for a different field type.
+ Object Obj = GetFirstObject(Master->posx, Master->posy, Master->posz);
+ while(Obj != NONE){
+ ObjectType ObjType = Obj.getObjectType();
+ if(ObjType.getFlag(AVOID)){
+ if(ObjType.getAttribute(AVOIDDAMAGETYPES) == 8){
+ this->Cycle += 1;
+ }
+ }
+
+ Obj = Obj.getNextObject();
+ }
+}
+
+// TSkillBase
+//==============================================================================
+TSkillBase::TSkillBase(void){
+ STATIC_ASSERT(NARRAY(this->Skills) == NARRAY(this->TimerList));
+ for(int i = 0; i < NARRAY(this->Skills); i += 1){
+ this->Skills[i] = NULL;
+ this->TimerList[i] = NULL;
+ }
+ this->FirstFreeTimer = 0;
+}
+
+TSkillBase::~TSkillBase(void){
+ for(int i = 0; i < NARRAY(this->Skills); i += 1){
+ delete this->Skills[i];
+ }
+}
+
+bool TSkillBase::NewSkill(uint16 SkillNo, TCreature *Creature){
+ if(SkillNo >= NARRAY(this->Skills)){
+ error("TSkillBase::NewSkill: unbekannte SkillNummer %d\n", SkillNo);
+ return false;
+ }
+
+ if(this->Skills[SkillNo] != NULL){
+ delete this->Skills[SkillNo];
+ this->Skills[SkillNo] = NULL;
+ }
+
+ TSkill *Skill = NULL;
+ switch(SkillNo){
+ case SKILL_LEVEL: Skill = new TSkillLevel(SkillNo, Creature); break;
+ case SKILL_MAGIC_LEVEL: ATTR_FALLTHROUGH;
+ case SKILL_SHIELDING: ATTR_FALLTHROUGH;
+ case SKILL_DISTANCE: ATTR_FALLTHROUGH;
+ case SKILL_SWORD: ATTR_FALLTHROUGH;
+ case SKILL_CLUB: ATTR_FALLTHROUGH;
+ case SKILL_AXE: ATTR_FALLTHROUGH;
+ case SKILL_FIST: ATTR_FALLTHROUGH;
+ case SKILL_FISHING: Skill = new TSkillProbe(SkillNo, Creature); break;
+ case SKILL_HITPOINTS: Skill = new TSkillHitpoints(SkillNo, Creature); break;
+ case SKILL_MANA: Skill = new TSkillMana(SkillNo, Creature); break;
+ case SKILL_GO_STRENGTH: Skill = new TSkillGoStrength(SkillNo, Creature); break;
+ case SKILL_CARRY_WEIGHT: Skill = new TSkillCarryStrength(SkillNo, Creature); break;
+ case SKILL_FED: Skill = new TSkillFed(SkillNo, Creature); break;
+ case SKILL_LIGHT: Skill = new TSkillLight(SkillNo, Creature); break;
+ case SKILL_ILLUSION: Skill = new TSkillIllusion(SkillNo, Creature); break;
+ case SKILL_POISON: Skill = new TSkillPoison(SkillNo, Creature); break;
+ case SKILL_BURNING: Skill = new TSkillBurning(SkillNo, Creature); break;
+ case SKILL_ENERGY: Skill = new TSkillEnergy(SkillNo, Creature); break;
+ case SKILL_SOUL: Skill = new TSkillSoulpoints(SkillNo, Creature); break;
+ default: Skill = new TSkill(SkillNo, Creature); break;
+ }
+
+ ASSERT(Skill != NULL);
+ this->Skills[SkillNo] = Skill;
+ return true;
+}
+
+bool TSkillBase::SetSkills(int Race){
+ if(Race < 0 || Race >= NARRAY(RaceData)){
+ error("TSkillBase::SetSkills: Ungültige Rassennummer %d.\n", Race);
+ return false;
+ }
+
+ // TODO(fusion): This is referencing some global table with probably all
+ // types of creatures.
+ int NumSkills = RaceData[Race].Skills;
+ for(int i = 0; i < NumSkills; i += 1){
+ TSkillData *SkillData = RaceData[Race].Skill.at(i);
+
+ // BUG(fusion): We don't check if `Skill` is valid? Could be NULL. We
+ // don't seem to set all `Skill` fields either so there is something
+ // else going on, probably.
+ TSkill *Skill = this->Skills[SkillData->Nr];
+ Skill->Act = SkillData->Actual;
+ Skill->Min = SkillData->Minimum;
+ Skill->Max = SkillData->Maximum;
+ Skill->LastLevel = 0;
+ Skill->NextLevel = SkillData->NextLevel;
+ Skill->Delta = SkillData->NextLevel;
+ Skill->FactorPercent = SkillData->FactorPercent;
+ Skill->MaxCount = 0;
+ Skill->AddLevel = SkillData->AddLevel;
+ }
+
+ return true;
+}
+
+void TSkillBase::ProcessSkills(void){
+ int Index = 0;
+ int End = this->FirstFreeTimer;
+ while(Index < End){
+ // TODO(fusion): Probably remove if `Skill == NULL`?
+ TSkill *Skill = this->TimerList[Index];
+ if(Skill && !Skill->Process()){
+ // NOTE(fusion): A little swap and pop action.
+ End -= 1;
+ this->TimerList[Index] = this->TimerList[End];
+ this->TimerList[End] = NULL;
+ }else{
+ Index += 1;
+ }
+ }
+ this->FirstFreeTimer = (uint16)End;
+}
+
+bool TSkillBase::SetTimer(uint16 SkNr, int Cycle, int Count, int MaxCount, int AdditionalValue){
+ if(SkNr >= NARRAY(this->Skills)){
+ error("TSkillBase::SetTimer: Ungueltige SkNr: %d\n", SkNr);
+ return false;
+ }
+
+ this->DelTimer(SkNr);
+
+ // BUG(fusion): We don't check if `Skill` is valid here.
+ TSkill *Skill = this->Skills[SkNr];
+ bool Result = Skill->SetTimer(Cycle, Count, MaxCount, AdditionalValue);
+ if(Result){
+ // NOTE(fusion): A little push back action.
+ // BUG(fusion): We don't check if there is room in `TimerList`. I'd assume
+ // it is naturally bound by the maximum number of skills?
+ this->TimerList[this->FirstFreeTimer] = Skill;
+ this->FirstFreeTimer += 1;
+ }
+
+ return Result;
+}
+
+void TSkillBase::DelTimer(uint16 SkNr){
+ if(SkNr >= NARRAY(this->Skills)){
+ error("TSkillBase::DelTimer: Ungueltige SkNr: %d\n", SkNr);
+ return;
+ }
+
+ TSkill *Skill = this->Skills[SkNr];
+ if(Skill != NULL){
+ Skill->DelTimer();
+
+ int End = this->FirstFreeTimer;
+ for(int Index = 0; Index < End; Index += 1){
+ if(Skill == this->TimerList[Index]){
+ // NOTE(fusion): A little swap and pop action.
+ End -= 1;
+ this->TimerList[Index] = this->TimerList[End];
+ this->TimerList[End] = NULL;
+ break;
+ }
+ }
+ }
+}