uox3/source/calcfuncs.cpp
Xoduz 5fbeb04f2b Misc Fixes and Updates
Added support for MAXWEIGHTBONUS DFN tag for races, to allow increasing weight that can be carried by specific race, and a new GetWeightMax() code function to do the necessary calculations on demand
Updated [default race bonuses] UOX.INI section with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn):
	HUMANMAXWEIGHTBONUS=0
	ELFMAXWEIGHTBONUS=0
	GARGOYLEMAXWEIGHTBONUS=0
Added support for ALLSKILLSG and ALLSKILLSL DFN tags for races, which allow defining skill bonus or loss across all skills for a given race
Added new Character JS Method for adding skill points without triggering skillchange JS Events:
	.AddSkill( skillID, skillAmt, triggerEvents[true/false] )
Added new Boat JS Property to allow getting/setting movement types for Boats via scripts:
	.moveType // See UOX3 JS Engine Docs > JS Object Properties > Multi Properties for a detailed list of all supported movement types
Added new Boat JS Method to allow turning boats via scripts:
	.TurnBoat( turnDir ) // 0 = straight (no turning), 1 = turn left, 2 = turn right, 3 = flip around
Updated IterateOver/OnIterate JS Function/Event to support passing in optional socket parameter. New syntax:
	IterateOver( objectType[, socket ]);
	.OnIterate( sourceObject, targetObject, socket )
Updated Character/Item JS Method .Refresh() to support an optional socket argument, to specify which player to refresh the object for. New syntax:
	.Refresh( [socket] )
Added support for new region setting that can define a region as disabled/enabled via DFN (tag) or script (JS property). Disabled regions will be ignored by UOX3:
	DISABLED=0/1 // Region DFN tag
	.isDisabled // Region JS Property
Fixed issue where JS tags and temporary JS tags would not be copied over when duplicating a character or item
Removed strength requirements from base shield definitions - stats like these are handled per era (dfndata/items/gear/armor/base_armor.dfn)
Fixed an issue where necromancer newbie armor would incorrectly inherit base versions of leather armor without stats (dfndata/items/gear/armor/leather_armor/leather.dfn)
Fixed an issue where players would not correctly leave combat after hiding (js/skill/hiding.js)
Fixed an issue with Healing skill where skill-checks for healing/veterinary would fail due to a misspelled variable (js/skill/healing.js)
Updated smart-turn furniture script to prevent players from being able to turn furnitures that are occupied by characters (js/server/misc/furniture_smartturn.js)
Updated Buff-bar script to only add buffs for client versions higher than 5.0.2, the client patch where this feature was added (js/server/network/0xDF_buffBar.js)
Updated Vendor BDO Dispenser script to add alternative reward-table for AoS era (js/npc/ai/vendor_bdo_dispenser.js)
Cleaned up some code (spaces to tabs, indentation, spacing)
2025-04-23 00:01:53 +08:00

121 lines
4.2 KiB
C++

//o------------------------------------------------------------------------------------------------o
//| File - calcfuncs.cpp
//o------------------------------------------------------------------------------------------------o
//| Purpose - Various functions to calculate objects from serials
//o------------------------------------------------------------------------------------------------o
#include "uox3.h"
#include "townregion.h"
#include "network.h"
#include "ObjectFactory.h"
//o------------------------------------------------------------------------------------------------o
//| Function - CalcCharObjFromSer()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculate the character object based on the calling serial
//o------------------------------------------------------------------------------------------------o
CChar *CalcCharObjFromSer( SERIAL targSerial )
{
CBaseObject *findItem = ObjectFactory::GetSingleton().FindObject( targSerial );
CChar *toRet = nullptr;
if( findItem != nullptr )
{
if( findItem->CanBeObjType( OT_CHAR ))
{
toRet = static_cast<CChar *>( findItem );
}
}
return toRet;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CalcItemObjFromSer()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculate the item object based on the calling serial
//o------------------------------------------------------------------------------------------------o
CItem *CalcItemObjFromSer( SERIAL targSerial )
{
CBaseObject *findItem = ObjectFactory::GetSingleton().FindObject( targSerial );
CItem *toRet = nullptr;
if( findItem != nullptr )
{
if( findItem->CanBeObjType( OT_ITEM ))
{
toRet = static_cast<CItem *>( findItem );
}
}
return toRet;
}
CMultiObj *CalcMultiFromSer( SERIAL targSerial )
{
CBaseObject *findMulti = ObjectFactory::GetSingleton().FindObject( targSerial );
CMultiObj *toRet = nullptr;
if( findMulti != nullptr )
{
if( findMulti->CanBeObjType( OT_MULTI ))
{
toRet = static_cast<CMultiObj *>( findMulti );
}
}
return toRet;
}
//o--------------------------------------------------------------------------
//| Function - CalcRegionFromXY()
//o--------------------------------------------------------------------------
//| Purpose - Find what region x and y are in. This should be done for all items on world load, and when any of the
//| item's location and/or container properties change
//o--------------------------------------------------------------------------
CTownRegion *CalcRegionFromXY( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceId, CBaseObject *mObj )
{
// Reset sub region of character
if( ValidateObject( mObj ))
{
mObj->SetSubRegion( 0 );
// Check if object is an item, and if it's in a container
if( mObj->GetObjType() == OT_ITEM && static_cast<CItem *>( mObj )->GetContSerial() != INVALIDSERIAL )
{
// Item is in a container, so find the root container (whether character or item) and use its coordinates to calculate region
CBaseObject *rootContainer = FindItemOwner( static_cast<CItem *>( mObj ));
if( ValidateObject( rootContainer ))
{
x = rootContainer->GetX();
y = rootContainer->GetY();
worldNumber = rootContainer->WorldNumber();
instanceId = rootContainer->GetInstanceId();
}
}
}
const RegLocs_st *getLoc = nullptr;
for( auto &[townId, myReg] : cwmWorldState->townRegions )
{
if( myReg != nullptr && !myReg->IsDisabled() && myReg->WorldNumber() == worldNumber && myReg->GetInstanceId() == instanceId )
{
for( size_t j = 0; j < myReg->GetNumLocations(); ++j )
{
getLoc = myReg->GetLocation( j );
if( getLoc != nullptr )
{
// Calculate the region/subregion of the object
if( getLoc->x1 <= x && getLoc->y1 <= y && getLoc->x2 >= x && getLoc->y2 >= y )
{
// If object is in a subregion, store a reference to it
if( myReg->IsSubRegion() && ValidateObject( mObj ))
{
mObj->SetSubRegion( myReg->GetRegionNum() );
continue;
}
return myReg;
}
}
}
}
}
return cwmWorldState->townRegions[0xFF];
}