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-rw-r--r--src/creature.cc1249
1 files changed, 0 insertions, 1249 deletions
diff --git a/src/creature.cc b/src/creature.cc
index b6d2147..f3acdb8 100644
--- a/src/creature.cc
+++ b/src/creature.cc
@@ -1,1255 +1,6 @@
#include "creature.hh"
#include "enums.hh"
-#include "player.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 == 4 && 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]->Set(Other->Act + 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);
- // TODO(fusion): I'm not sure this is correct.
- 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 >= 512){
- 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){
- // TODO(fusion): We'd need to implement the `vector` container being used
- // across the codebase.
- //TSkillData *SkillData = RaceData[Race].Skill(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; i += 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;
- }
- }
- }
-}
// Creature Functions
//==============================================================================