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#include "creature.hh"
#include "enums.hh"
// TSkill REGULAR FUNCTIONS
//==============================================================================
TSkill::TSkill(int SkNr, TCreature *Master){
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->NextLevel - this->Exp) * 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){
int SkNr = this->SkNr;
if(SkNr >= NARRAY(Master->Skills)){
error("TSkillBase::SetTimer: Ungueltige SkNr: %d\n", SkNr);
return;
}
// TODO(fusion): I'm not entirely sure wtf is going on here.
TSkill *Other = Master->Skills[SkNr];
Master->DelTimer(SkNr);
if(Other->SetTimer(Cycle, Count, MaxCount, FactorPercent)){
Master->TimerList[Master->FirstFreeTimer] = Other;
Master->FirstFreeTimer += 1;
}
}
}
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 < 1) ? +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
//==============================================================================
TSkillLevel::~TSkillLevel(void){
if(this->Master != NULL){
this->Master->DelTimer(this->SkNr);
}
}
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`?
int Range = 0;
this->Exp += Amount;
while(this->Exp >= this->NextLevel){
this->Act += 1;
this->LastLevel = this->GetExpForLevel(this->Act);
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;
}
int Range = 0;
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` instead of using `LastLevel`
// which makes me wonder whether `LastLevel` is properly initialized.
while(this->Exp < this->LastLevel){
this->Act -= 1;
this->NextLevel = this->LastLevel;
this->LastLevel = this->GetExpForLevel(this->Act);
}
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(Level > 500){
error("TSkillLevel::GetExpForLevel: Level=%d; Formel gegen Überlauf sichern.\n", Level);
return -1;
}
if(this->Delta <= 0){
error("TSkillLevel::GetExpForLevel: Ungültiger Delta-Wert %d.\n", this->Delta);
return 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){
// TODO(fusion): Probably `TSkill::Get` inlined?
int Level = this->Act;
if(Level < this->Min)
Level = this->Min;
Level += this->MDAct + this->DAct;
// ==
int FromLevel = Level - Range;
int ToLevel = Level;
if(Range > 0){
SendMessage(this->Master->Connection, TALK_ANONYMOUS_BROADCAST,
"You advanced from Level %d to Level %d.", FromLevel, ToLevel);
}else if(Range < 0){
SendMessage(this->Master->Connection, TALK_ANONYMOUS_BROADCAST,
"You were downgraded from Level %d to Level %d.", FromLevel, ToLevel);
}
}
return true;
}
// Creature Functions
//==============================================================================
// TODO(fusion): This was the first function I attempted to cleanup but soon
// realized we should start with the building blocks of the codebase, namely
// TSkill, TSkillBase, etc...
// We should probably come back to this once we start doing creature functions
// again.
void CheckMana(TCreature *Creature, int ManaPoints, int SoulPoints, int Delay){
if(Creature == NULL){
error("CheckMana: Übergebene Kreatur existiert nicht.\n");
throw ERROR;
}
if(Creature->Type != PLAYER || ManaPoints < 0)
return;
TSkill *Mana = Creature->Skills[SKILL_MANA];
if(Mana == NULL){
error("CheckMana: Kein Skill MANA!\n");
throw ERROR;
}
TSkill *Soul = Creature->Skills[SKILL_SOUL];
if(Soul == NULL){
error("CheckMana: Kein Skill SOULPOINTS!\n");
throw ERROR;
}
if(!CheckRight(Creature->ID, UNLIMITED_MANA)){
if(Mana->Get() < ManaPoints)
throw NOTENOUGHMANA;
if(Soul->Get() < SoulPoints)
throw NOTENOUGHSOULPOINTS;
Mana->Change(-ManaPoints);
Soul->Change(-SoulPoints);
}
if(ManaPoints > 0){
Creature->Skills[SKILL_MAGIC_LEVEL]->Increase(ManaPoints);
}
// NOTE(fusion): Maintain largest exhaust?
int EarliestSpellTime = Delay + ServerMilliseconds;
if(Creature->EarliestSpellTime < EarliestSpellTime)
Creature->EarliestSpellTime = EarliestSpellTime;
}
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