* use uoexpansion enums for A9, B9 flags
added TOL to uoexpansion
currently unsure where this will end
simplified account initialisation, added errorcheck
* Expansion classes for server and account
fixed flags
* use of AccountExpansion,ServerExpansion
extended tests
splitted unittest file
added missing test for Min/MaxAttackRange
* more micro performance for world saving
use all 4 cores in CI builds
fix compiler flag warning on windows
* save test for weight_multiplier
* enable gothic,rustictiles when using HSA expansion
* removed ancient unused files
* addressed comments
renamed ServerExpansion to ServerFeatures
added method for expansion name
* got rid of client UOExpansionFlag which is the same as the accout
expansion
* updated core-changes and docs
* updated generated ssopt
* test for tooltips
changed method names
removed/clarified comments
* npc hitchance was never saved
added missing npc save tests
* hitchance bug exists also for items...
added missing test for movemode
* added multi prop/itemdesc items_decay
added region cfg entry NoDecay
misc cleanup eg chr->equip sets position instead of calling side
* docs
* added future pos refactoring comment
* changed region NoDecay to ItemsDecay so it matches the other props
* removed pol_distance/inrange* functions
replaced lastxyz with Pos4d
* replaced WorldIterator::InVisualRange with InMaxVisualRange returning
all objects in maximum update range. Adapted each caller, they now have
to check in_visual_range
Multis should now be send to clients with its footprint in mind.
added testscript for boat moving in/out of range
* removed non pos InRange/InBox functions
gamestate.update_range doesnt need to be a Vector, renamed
* corrected send_action_to_inrange
* replaced clip methods with general numeric type clamp function
* added Range2d constructor with radius
* splitted update_range. chr has now a los_size (how far can it see) and
an object has a visible_size (0 for objects 1/2 footprint for multis)
* use in_range instead of pol_distance
* corrected order of checks
* fixed warnings
* fixed visual size of multis
testclient added wornitems pkt support
added tests for los
* corechanges
* replaced baseclass x,y,z,realm members with Pos4d.
Adapted the code, no changes except making the compiler happy
* review changes
* Fixed gotten_item
* fixed copy&waste
Authors are not forced to use the clang-format setting, but should
atleast be inspired by the style.
The only thing which is now not allowed are tabs for ident/alignment!
Currently plib/systemstate, pol/uvars, pol/ucfg, pol/multi/multidef
Next step should be to split them based on usage, since its currently a bit of include hell...
Improved the tracking of offline chars in realms, so that shadowrealms
can't be destroyed while chars are still inside.
Next step: do the same for multis and add a command to list the offline
chars.
streamsaver: changed the writer to unique_ptr and move directly into queue
clienttransmit: move transmitdata directly into the queue
itemdesc: removed several external maps, added save_on_exit member
items: added pointer to itemdesc and use it directly
Added: (Tomi) chr priv "runwhilestealth" you can run while you are in stealth for as many stealthsteps you have
Added: (Tomi) new npcdesc entry "SaveOnExit" 0/1 ( defaults to 1 )
Note: this also means that SaveOnExit can be definied in the override_properties struct
Changed: vitals::ApplyDamage( mobile, damage, userepsys := DAMAGE_USE_REPSYS, send_damage := DAMAGE_USE_DEFAULT )
vitals::ApplyRawDamage( character, hits, userepsys := DAMAGE_USE_REPSYS, send_damage := DAMAGE_USE_DEFAULT )
const DAMAGE_NO_SHOW := 0;
const DAMAGE_SHOW := 1;
const DAMAGE_USE_DEFAULT := 2;
DAMAGE_USE_DEFAULT uses the SendDamagePacket setting from combat.cfg (Tomi)
Added: uo::SendOverallSeason( season_id, playsound := 1 )
Used to send the Season packet 0xBC to all clients logged on.
This function doesnt resend the lightlevel or weather after it sends season, that has to be done by scripts.
chr.setseason( season_id, playsound )
Used to send the Season packet 0xBC to a single character.
This method doesnt resend the lightlevel or weather after it sends season, that has to be done by scripts.
(Tomi)
Changed: (Tomi) uo::SpeakPowerWords( who, spellid, font := _DEFAULT_TEXT_FONT, color := _DEFAULT_TEXT_COLOR)
font, color like every speech function