uox3/source/weight.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

524 lines
21 KiB
C++

#include "uox3.h"
#include "weight.h"
#include "mapstuff.h"
#include "cRaces.h"
//o------------------------------------------------------------------------------------------------o
//| File - weight.cpp
//| Date - Pre-1999
//o------------------------------------------------------------------------------------------------o
//| Purpose - Weight Calculations
//o------------------------------------------------------------------------------------------------o
//| Changes - Version History
//|
//| 1.0 Pre - 1999
//| Initial implimentation
//|
//| 1.1 23rd February, 2003
//| New Weight Design
//| Purpose (Goals):
//| Basically, the old weight system is entirely screwy, so here's my idea, and how the system will work
//|
//| Firstly we need to state some parameters
//| All weight is dealt with in the hundreths, so a GetWeight() of 1000 is actually 10.00 stones
//| Wieght limits:
//| Each Pack needs to have a weight limit, this is currently hardcapped to 400 stones, but should be scriptable and based upon container type
//| Characters must also have a total weight limit, for now we will hardcap it at 65535 stones.
//| Script-based Weight Settings:
//| Every item should have a base weight, this weight will be (100 * actual weight), if there is not one, we will try to grab weight from the MUL files, otherwise assume 0
//| NPC's should likewise have a base weight, so if someone was so inclined to make advanced AI that pickup and drop
//| items, they can also overload themselves.
//| Character Base Weight and Weight Per Strength
//| All PC's should have a base weight calculated on their bulk (body weight, IE strength)
//| Also their ability to hold items (take on more weight) should increase with their strength.
//| Currently this offset is ((Strength * WEIGHT_PER_STR) + 30), where a Weight value greater than this value overloads them
//| We will leave this value alone, for now, until we can find a better method of basing their total ability to hold items on their str
//|
//| Next lets talk about how we handle weight for our in-game objects
//| Items:
//| On Item creation, grab its weight from the scripts and store it.
//| If the item is a normal item, its weight should never change, unless purposely changed by user
//| A special case would be pileable items, where the weight should be updated when the amount changes
//| If the item is a pack, then we will increase and decrease its weight as items are added/removed
//| from the pack. We will accomplish this as much as possible by adding/removing weight in the
//| CItem::SetCont() function. This information will be stored as the items weight on worldsave,
//| and we should never need to recalc weight unless it becomes invalid.
//| Packs should also display the total weight of themselves and their contents on single-click
//| Characters:
//| Character has a base weight, setup by scripts and whatnot, once again this information is stored for the character.
//| Just like packs, weight will be added and removed as items enter and leave his person (equipped or in a pack he owns).
//| A Characters total weight will be saved in the worldfile and should never need to be recalced unless it becomes invalid.
//| Special Cases:
//| getItem, wearItem, packItem, and dropItem functions, will require special treatment, mostly due to the setting
//| of an items container to INVALIDSERIAL apon grabbing it, and the sporadic way in which theese functions have been
//| organized, hopefully the current implementation works, but special care will need to be taken in theese functions.
//|
//| How we accomplish this:
//| CalcWeight() will calc and return the total weight of a pack based upon all items inside, their amounts, etc
//| CalcCharWeight() will calc and return the total weight of a Character, using CalcWeight() to recurse his packs, and ignoring
//| items/layers we don't want to add weight for (bank box, etc)
//| CalcAddWeight() Calculates the total weight of adding the new item to the container, returns false if it is over the weight limit
//| CalcSubtractWeight() Calculates the total weight of subtracting the item from the container, returns false if it's over the weight limit
//| AddItemWeight() this function will have two overloads, basically it adds the weight of CItem *i to the total weight of CItem *pack or CChar *mChar
//| SubtractItemWeight() this function will have two overloads, basically it subtracts the weight of CItem *i to the total weight of CItem *pack or CChar *mChar
//| IsOverloaded() returns true if a character can move or false if not (based upon his strength and weight)
//| CheckPackWeight() returns false if a pack is at its maximum weight or not based upon MAX_PACKWEIGHT
//| CheckCharWeight() returns false if a character is at their maximum weight or not based upon MAX_CHARWEIGHT
//o------------------------------------------------------------------------------------------------o
CWeight *Weight = nullptr;
//const SI32 MAX_PACKWEIGHT = 400000; // Lets have maximum weight of packs be 400 stones for now
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::CalcWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculate the total weight of a pack based upon all items inside,
//| their amounts, etc. This function should never need to be called
//| but is available for bruteforce weight updating
//o------------------------------------------------------------------------------------------------o
SI32 CWeight::CalcWeight( CItem *pack )
{
SI32 totalWeight = 0;
SI32 contWeight = 0;
GenericList<CItem *> *pCont = pack->GetContainsList();
for( CItem *i = pCont->First(); !pCont->Finished(); i = pCont->Next() )
{
if( !ValidateObject( i ))
continue;
if( i->IsContType() ) // Item is a container
{
/* // Code grabs weight of container based on tile-weight to get the "real" weight of the container
// This only works if the weight gotten from the tiledata is correct, however. If it's undefined it defaults to 255 stones!
// Instead, the code should maybe subtract the weight of all items contained in the container before re-adding them?*/
contWeight = i->GetBaseWeight(); // Find the base container weight, stored when item was created
if( contWeight == 0 ) // If they have no weight grab the tiledata weight for the item
{
CTile& tile = Map->SeekTile( i->GetId() );
contWeight = static_cast<SI32>( tile.Weight() * 100 ); // Add the weight of the container
}
contWeight += CalcWeight( i ); // Find and add the weight of the items in the container
i->SetWeight( contWeight, false ); // Also update the weight property of the container
totalWeight += contWeight;
if( totalWeight >= MAX_WEIGHT )
{
return MAX_WEIGHT;
}
}
else
{
if( !CalcAddWeight( i, totalWeight ))
{
return MAX_WEIGHT;
}
}
}
return totalWeight;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::CalcCharWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculate the total weight of a character based upon all items he owns,
//| This function should never need to be called but is available for
//| bruteforce weight updating
//o------------------------------------------------------------------------------------------------o
SI32 CWeight::CalcCharWeight( CChar *mChar )
{
SI32 totalWeight = 0;
SI32 contWeight = 0;
for( CItem *i = mChar->FirstItem(); !mChar->FinishedItems(); i = mChar->NextItem() )
{
if( !ValidateObject( i ))
continue;
if( IsWeightedContainer( i ))
{
if( i->GetLayer() == IL_PACKITEM )
{
contWeight = i->GetBaseWeight(); // Find the base container weight, stored when item was created
if( contWeight == 0 ) // If they have no weight grab the tiledata weight for the item
{
CTile& tile = Map->SeekTile( i->GetId() );
contWeight = static_cast<SI32>( tile.Weight() * 100 ); // Add the weight of the container
}
contWeight += CalcWeight( i ); // Find and add the weight of the items in the container
i->SetWeight( contWeight, false ); // Also update the weight property of the container
totalWeight += contWeight;
}
else
{
totalWeight += i->GetWeight(); // Normal item, just add its weight
}
}
if( totalWeight >= MAX_WEIGHT )
{
return MAX_WEIGHT;
}
}
return totalWeight;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::CalcAddWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculate the total weight of adding an item to a container, returns
//| false if the item is over the max weight limit
//o------------------------------------------------------------------------------------------------o
bool CWeight::CalcAddWeight( CItem *item, SI32 &totalWeight )
{
SI32 itemWeight = item->GetWeight();
if( itemWeight == 0 ) // If they have no weight find the weight of the tile
{
CTile& tile = Map->SeekTile( item->GetId() );
itemWeight = static_cast<SI32>( tile.Weight() * 100 );
}
if( item->GetAmount() > 1 )
{
// Stackable items weight is Amount * Weight
totalWeight += ( item->GetAmount() * itemWeight );
}
else
{
// Else just the items weight
totalWeight += itemWeight;
}
if( totalWeight > MAX_WEIGHT ) // Don't let them go over the weight limit
return false;
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::CalcSubtractWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculate the total weight of removing an item from a container, returns
//| false if the item is over the max weight limit or less than 0
//o------------------------------------------------------------------------------------------------o
bool CWeight::CalcSubtractWeight( CItem *item, SI32 &totalWeight )
{
SI32 itemWeight = item->GetWeight();
if( itemWeight == 0 ) // If they have no weight find the weight of the tile
{
CTile& tile = Map->SeekTile( item->GetId() );
itemWeight = static_cast<SI32>( tile.Weight() * 100 );
}
if( item->GetAmount() > 1 )
{
// Stackable items weight is Amount * Weight
totalWeight -= ( item->GetAmount() * itemWeight );
}
else
{
// Else just the items weight
totalWeight -= itemWeight;
}
if( totalWeight < 0 || totalWeight > MAX_WEIGHT ) // Don't let them go under 0 or over the weight limit
return false;
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::AddItemWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds an items weight to the total weight of the object
//o------------------------------------------------------------------------------------------------o
void CWeight::AddItemWeight( CBaseObject *getObj, CItem *item )
{
if( getObj->GetObjType() == OT_CHAR )
{
AddItemWeight( static_cast<CChar *>( getObj ), item );
}
else
{
AddItemWeight( static_cast<CItem *>( getObj ), item );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::AddItemWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds an items weight to the total weight of the character
//o------------------------------------------------------------------------------------------------o
void CWeight::AddItemWeight( CChar *mChar, CItem *item )
{
SI32 totalWeight = mChar->GetWeight();
if( item->GetCont() != mChar || IsWeightedContainer( item ))
{
if( CalcAddWeight( item, totalWeight ))
{
mChar->SetWeight( totalWeight );
}
else
{
mChar->SetWeight( MAX_WEIGHT );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::AddItemWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds an items weight to the total weight of the pack updating
//| the packs container in the process
//o------------------------------------------------------------------------------------------------o
void CWeight::AddItemWeight( CItem *pack, CItem *item )
{
SI32 totalWeight = pack->GetWeight();
if( CalcAddWeight( item, totalWeight ))
{
pack->SetWeight( totalWeight, false ); // why false?
}
else
{
pack->SetWeight( MAX_WEIGHT, false );
}
CBaseObject *pCont = pack->GetCont();
if( ValidateObject( pCont ))
{
if( pCont->CanBeObjType( OT_ITEM ))
{
CItem *pPack = static_cast<CItem *>( pCont );
if( ValidateObject( pPack ))
{
AddItemWeight( pPack, item );
}
}
else
{
CChar *packOwner = static_cast<CChar *>( pCont );
if( ValidateObject( packOwner ))
{
if( IsWeightedContainer( pack ))
{
AddItemWeight( packOwner, item );
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::IsWeightedContainer()
//| Date - 3/11/2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Helper function to handle most of our layer checks in one place
//o------------------------------------------------------------------------------------------------o
bool CWeight::IsWeightedContainer( CItem *toCheck )
{
switch( toCheck->GetLayer() )
{
case IL_NONE: // Trade Window
case IL_HAIR: // hair
case IL_FACIALHAIR: // beard
case IL_MOUNT: // steed
case IL_BANKBOX: // bank box
case IL_BUYCONTAINER: //Contains items that NPC is interested in buying from
case IL_BOUGHTCONTAINER: //Contains items shopkeepers have bought from players
case IL_SELLCONTAINER: //Contains items shopkeepers sell to players
return false; // no weight for any of these
default:
break;
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::SubtractItemWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Subtracts an items weight from the total weight of the object
//o------------------------------------------------------------------------------------------------o
void CWeight::SubtractItemWeight( CBaseObject *getObj, CItem *item )
{
if( getObj->GetObjType() == OT_CHAR )
{
SubtractItemWeight( static_cast<CChar *>( getObj ), item );
}
else
{
SubtractItemWeight( static_cast<CItem *>( getObj ), item );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::SubtractItemWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Subtracts an items weight from the total weight of the character
//o------------------------------------------------------------------------------------------------o
void CWeight::SubtractItemWeight( CChar *mChar, CItem *item )
{
SI32 totalWeight = mChar->GetWeight();
if( item->GetCont() != mChar || IsWeightedContainer( item ))
{
if( CalcSubtractWeight( item, totalWeight ))
{
mChar->SetWeight( totalWeight );
}
else
{
mChar->SetWeight( 0 );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::SubtractItemWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Subtracts an items weight from the total weight of the pack updating
//| the packs container in the process
//o------------------------------------------------------------------------------------------------o
void CWeight::SubtractItemWeight( CItem *pack, CItem *item )
{
SI32 totalWeight = pack->GetWeight();
if( CalcSubtractWeight( item, totalWeight ))
{
pack->SetWeight( totalWeight, false );
}
else
{
pack->SetWeight( 0, false );
}
CBaseObject *pCont = pack->GetCont();
if( ValidateObject( pCont ))
{
if( pCont->CanBeObjType( OT_ITEM ))
{
CItem *pPack = static_cast<CItem *>( pCont );
if( ValidateObject( pPack ))
{
SubtractItemWeight( pPack, item );
}
}
else
{
CChar *packOwner = static_cast<CChar *>( pCont );
if( ValidateObject( packOwner ))
{
if( IsWeightedContainer( pack ))
{
SubtractItemWeight( packOwner, item );
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::IsOverloaded()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if the character is overloaded based upon his strength
//o------------------------------------------------------------------------------------------------o
bool CWeight::IsOverloaded( CChar *mChar ) const
{
SI16 weightBonus = Races->Race( mChar->GetRace() )->MaxWeightBonus();
if( static_cast<R32>( mChar->GetWeight() / 100 ) > mChar->GetWeightMax() )
return true;
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::CheckPackWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns false if a pack will be overloaded when items weight is added
//| or true if not based upon MAX_PACKWEIGHT
//o------------------------------------------------------------------------------------------------o
bool CWeight::CheckPackWeight( CChar *ourChar, CItem *pack, CItem *item )
{
if( !ValidateObject( pack ))
return true;
if( pack->GetContSerial() < BASEITEMSERIAL ) // If the pack's container is a character, (it's his root pack), we don't have a container weight limit
return CheckCharWeight( ourChar, static_cast<CChar *>( pack->GetCont() ), item );
const SI32 packWeight = pack->GetWeight();
SI32 packWeightMax = pack->GetWeightMax();
SI32 itemWeight = item->GetWeight();
if( item->GetAmount() > 1 )
{
itemWeight *= item->GetAmount();
}
if(( itemWeight + packWeight ) <= packWeightMax ) // <= MAX_PACKWEIGHT )
{
// Calc the weight and compare to packWeightMax //MAX_PACKWEIGHT
if( pack->GetCont() == nullptr ) // No container above pack
return true;
if( pack->GetContSerial() >= BASEITEMSERIAL ) // pack is in another pack, lets ensure it won't overload that pack
return CheckPackWeight( ourChar, static_cast<CItem *>( pack->GetCont() ), item );
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWeight::CheckCharWeight()
//| Date - 2/23/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns false if a character will be overloaded when items weight is added
//| or true if not based upon MAX_CHARWEIGHT
//o------------------------------------------------------------------------------------------------o
bool CWeight::CheckCharWeight( CChar *ourChar, CChar *mChar, CItem *item, UI16 amount )
{
if( !ValidateObject( mChar ))
return true;
SI32 MAX_CHARWEIGHT = 0;
if( mChar->IsGM() )
{
MAX_CHARWEIGHT = ( MAX_WEIGHT - 1 ); // Weight on GM maxes only at our logical limit
}
else
{
MAX_CHARWEIGHT = 200000; // Normal characters have hardcap of 2,000 stones
}
const SI32 charWeight = mChar->GetWeight();
SI32 itemWeight = 0;
if( ourChar != mChar ) // Item weight has already been added to the character if we picked it up
{
itemWeight = item->GetWeight();
}
if( amount > 0 )
{
// Calculate weight based on amount of items (supplied as function parameter) picked up from pile
itemWeight *= amount;
}
else if( item->GetAmount() > 1 )
{
itemWeight *= item->GetAmount();
}
if(( itemWeight + charWeight ) <= MAX_CHARWEIGHT )
return true;
return false;
}