uox3/source/CJSMapping.cpp

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#include "uox3.h"
#include "CJSMapping.h"
#include "cScript.h"
#include "scriptc.h"
#include "ssection.h"
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
#include "StringUtility.hpp"
2022-06-09 08:02:49 -04:00
#include <memory>
using namespace std::string_literals;
2021-06-12 07:30:23 -04:00
CJSMapping *JSMapping = nullptr;
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| File - CJSMapping.cpp
//| Date - Feb 7, 2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - JavaScript File Mapping
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Changes - Version History
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
//| 1.0 Feb 7, 2005
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Initial Implementation
//|
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
//| 1.1 Feb 8, 2005
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Added the ability to reload JS files on a per-script basis
//|
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
//| 1.2 Feb 28, 2005
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Added the ability to reload JS files on a per-section basis
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Class - CJSMapping
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Base global class that holds within it an array of JS Mapping Sections
//o------------------------------------------------------------------------------------------------o
/*
CJSMapping::CJSMapping()
{
}
*/
CJSMapping::~CJSMapping()
{
//Cleanup();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::ResetDefaults()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Resets all parameters of the CJSMapping class to default
//o------------------------------------------------------------------------------------------------o
void CJSMapping::ResetDefaults( void )
{
for( size_t i = SCPT_NORMAL; i < SCPT_COUNT; ++i )
{
mapSection[i] = new CJSMappingSection( static_cast<SCRIPTTYPE>( i ));
}
envokeById = new CEnvoke( "object" );
envokeByType = new CEnvoke( "type" );
Parse();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::Cleanup()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Frees all memory used by CJSMapping
//o------------------------------------------------------------------------------------------------o
void CJSMapping::Cleanup( void )
{
for( size_t i = SCPT_NORMAL; i < SCPT_COUNT; ++i )
{
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if( mapSection[1] != nullptr )
{
delete mapSection[i];
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mapSection[i] = nullptr;
}
}
if( envokeById != nullptr )
{
delete envokeById;
envokeById = nullptr;
}
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if( envokeByType != nullptr )
{
delete envokeByType;
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envokeByType = nullptr;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::Reload()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Reloads the JS Scripts
//o------------------------------------------------------------------------------------------------o
void CJSMapping::Reload( UI16 scriptId )
{
if( scriptId != 0xFFFF )
{
Console.Print( oldstrutil::format( "CMD: Attempting Reload of JavaScript (ScriptId %u)\n", scriptId ));
for( size_t i = SCPT_NORMAL; i < SCPT_COUNT; ++i )
{
if( mapSection[i]->IsInMap( scriptId ))
{
mapSection[i]->Reload( scriptId );
return;
}
}
Console.Warning( oldstrutil::format( "Unable to locate specified JavaScript in the map (ScriptId %u)", scriptId ));
}
else
{
Console.Print( oldstrutil::format( "CMD: Loading JSE Scripts... \n" ));
Cleanup();
ResetDefaults();
envokeById->Parse();
envokeByType->Parse();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::Reload()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/28/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Reloads a specific section of the JS Scripts
//o------------------------------------------------------------------------------------------------o
void CJSMapping::Reload( SCRIPTTYPE sectionId )
{
Console.Print( oldstrutil::format( "CMD: Attempting Reload of JavaScript (SectionId %u)\n", static_cast<SI32>( sectionId )));
if( mapSection[sectionId] != nullptr )
{
delete mapSection[sectionId];
mapSection[sectionId] = new CJSMappingSection( sectionId );
Parse( sectionId );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::Parse()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Parses through jse_fileassociations.scp doling out the work
//| to each CJSMappingSection Parse() routine.
//o------------------------------------------------------------------------------------------------o
void CJSMapping::Parse( SCRIPTTYPE toParse )
{
Console.Print( "Loading JS Scripts\n" );
std::string scpFileName = cwmWorldState->ServerData()->Directory( CSDDP_SCRIPTS ) + "jse_fileassociations.scp";
if( !FileExists( scpFileName ))
{
Console.Error( oldstrutil::format( "Failed to open %s", scpFileName.c_str() ));
return;
}
Script *fileAssocData = new Script( scpFileName, NUM_DEFS, false );
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if( fileAssocData != nullptr )
{
if( toParse != SCPT_COUNT )
{
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if( mapSection[toParse] != nullptr )
{
mapSection[toParse]->Parse( fileAssocData );
}
}
else
{
for( size_t i = SCPT_NORMAL; i < SCPT_COUNT; ++i )
{
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if( mapSection[i] != nullptr )
{
mapSection[i]->Parse( fileAssocData );
}
}
}
delete fileAssocData;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::GetSection()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Returns a pointer to the specified JSMappingSection
//o------------------------------------------------------------------------------------------------o
CJSMappingSection * CJSMapping::GetSection( SCRIPTTYPE toGet )
{
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if( mapSection[toGet] != nullptr )
return mapSection[toGet];
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return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::GetScriptId()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the scriptId relating to the specified JSObject
//o------------------------------------------------------------------------------------------------o
UI16 CJSMapping::GetScriptId( JSObject *toFind )
{
UI16 retVal = 0xFFFF;
for( size_t i = SCPT_NORMAL; i < SCPT_COUNT; ++i )
{
retVal = mapSection[i]->GetScriptId( toFind );
if( retVal != 0xFFFF )
break;
}
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::GetScript()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Returns the cScript relating to the specified JSObject
//o------------------------------------------------------------------------------------------------o
cScript * CJSMapping::GetScript( JSObject *toFind )
{
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cScript *retVal = nullptr;
cScript *toCheck = nullptr;
for( size_t i = SCPT_NORMAL; i < SCPT_COUNT; ++i )
{
toCheck = mapSection[i]->GetScript( toFind );
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if( toCheck != nullptr )
{
retVal = toCheck;
break;
}
}
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::GetScript()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the cScript relating to the specified scriptId
//o------------------------------------------------------------------------------------------------o
cScript * CJSMapping::GetScript( UI16 toFind )
{
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cScript *retVal = nullptr;
cScript *toCheck = nullptr;
for( size_t i = SCPT_NORMAL; i < SCPT_COUNT; ++i )
{
toCheck = mapSection[i]->GetScript( toFind );
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if( toCheck != nullptr )
{
retVal = toCheck;
break;
}
}
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::GetEnvokeById()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Returns a pointer to the CEnvoke class handling EnvokeByID
//o------------------------------------------------------------------------------------------------o
CEnvoke * CJSMapping::GetEnvokeById( void )
{
return envokeById;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMapping::GetEnvokeByType()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Returns a pointer to the CEnvoke class handling EnvokeByType
//o------------------------------------------------------------------------------------------------o
CEnvoke * CJSMapping::GetEnvokeByType( void )
{
return envokeByType;
}
//o------------------------------------------------------------------------------------------------o
//| Class - CJSMappingSection::CJSMappingSection()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Class containing the specified section of jse_fileassociations.scp
//o------------------------------------------------------------------------------------------------o
CJSMappingSection::CJSMappingSection( SCRIPTTYPE sT )
{
scriptType = sT;
scriptIdMap.clear();
scriptJSMap.clear();
scriptIdIter = scriptIdMap.end();
}
CJSMappingSection::~CJSMappingSection()
{
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
for( std::map<UI16, cScript *>::const_iterator sIter = scriptIdMap.begin(); sIter != scriptIdMap.end(); ++sIter )
{
cScript *toDelete = sIter->second;
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if( toDelete != nullptr )
{
delete toDelete;
}
}
scriptIdMap.clear();
scriptJSMap.clear();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMappingSection::Parse()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Parses through specified section of jse_fileassociations.scp
//| populating the map with each entry.
//o------------------------------------------------------------------------------------------------o
auto CJSMappingSection::Parse( Script *fileAssocData ) -> void
{
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auto basePath = cwmWorldState->ServerData()->Directory( CSDDP_SCRIPTS );
auto mSection = fileAssocData->FindEntry( ScriptNames[scriptType] );
UI08 runTime = 0;
if( scriptType == SCPT_CONSOLE )
{
runTime = 1;
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}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
if( mSection )
{
UI16 scriptId = 0xFFFF;
size_t i = 0;
for( const auto &sec :mSection->collection() )
{
auto tag = sec->tag;
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auto data = sec->data;
scriptId = static_cast<UI16>( std::stoul( tag, nullptr, 0 ));
auto fullPath = basePath + data;
if( !FileExists( fullPath ))
{
Console.Error( oldstrutil::format( "SE mapping of %i to %s failed, file does not exist!", scriptId, data.c_str() ));
}
else
{
try
{
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auto toAdd = new cScript( fullPath, runTime, scriptId );
if( toAdd )
{
scriptIdMap[scriptId] = toAdd;
scriptJSMap[toAdd->Object()] = scriptId;
++i;
}
}
catch( std::runtime_error &e )
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
Console.Error( e.what() );
}
}
}
Console.Print( " o Loaded " );
Console.TurnYellow();
Console.Print( oldstrutil::format( "%4u ", i ));
Console.TurnNormal();
Console.Print( "scripts from section " );
Console.TurnYellow();
Console.Print( oldstrutil::format( "%s\n", ScriptNames[scriptType].c_str() ));
Console.TurnNormal();
}
else
{
Console.Warning( oldstrutil::format( "No JS file mappings found in section %s", ScriptNames[scriptType].c_str() ));
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}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMappingSection::Reload()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/8/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Reloads the specified JS file (by its scriptId)
//o------------------------------------------------------------------------------------------------o
auto CJSMappingSection::Reload( UI16 toLoad ) -> void
{
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auto scpFileName = cwmWorldState->ServerData()->Directory( CSDDP_SCRIPTS ) + "jse_fileassociations.scp"s;
if( !FileExists( scpFileName ))
{
Console.Error( oldstrutil::format( "Failed to open %s", scpFileName.c_str() ));
return;
}
auto fileAssocData = std::make_unique<Script>( scpFileName, NUM_DEFS, false );
if( fileAssocData )
{
auto mSection = fileAssocData->FindEntry( ScriptNames[scriptType] );
if( mSection )
{
UI16 scriptId = 0xFFFF;
auto basePath = cwmWorldState->ServerData()->Directory( CSDDP_SCRIPTS );
std::string data, fullPath;
UI08 runTime = 0;
if( scriptType == SCPT_CONSOLE )
{
runTime = 1;
}
for( const auto &sec : mSection->collection() )
{
auto tag = sec->tag;
scriptId = static_cast<UI16>( std::stoul( tag, nullptr, 0 ));
if( scriptId == toLoad )
{
data = sec->data;
fullPath = basePath + data;
if( !FileExists( fullPath ))
{
Console.Error( oldstrutil::format( "SE mapping of %i to %s failed, file does not exist!", scriptId, data.c_str() ));
}
else
{
try
{
std::map<UI16, cScript *>::const_iterator iFind = scriptIdMap.find( toLoad );
if( iFind != scriptIdMap.end() )
{
if( scriptIdMap[toLoad] )
{
JSObject *jsObj = scriptIdMap[toLoad]->Object();
std::map<JSObject *, UI16>::iterator jFind = scriptJSMap.find( jsObj );
if( jFind != scriptJSMap.end() )
{
scriptJSMap.erase( jFind );
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}
delete scriptIdMap[toLoad];
scriptIdMap[toLoad] = nullptr;
}
}
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auto toAdd = new cScript( fullPath, runTime, scriptId );
if( toAdd )
{
scriptIdMap[scriptId] = toAdd;
scriptJSMap[toAdd->Object()] = scriptId;
Console.Print( oldstrutil::format( "Reload of JavaScript (ScriptId %u) Successful\n", toLoad ));
}
}
catch( std::runtime_error &e )
{
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
Console.Error( e.what() );
}
}
return;
}
}
Console.Warning( oldstrutil::format( "Unable to locate the specified JavaScript in the file (ScriptId %u)", toLoad ));
}
else
{
Console.Warning( oldstrutil::format( "No JS file mappings found in section %s", ScriptNames[scriptType].c_str() ));
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMappingSection::IsInMap()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/8/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if the specified scriptId exists in the map
//o------------------------------------------------------------------------------------------------o
bool CJSMappingSection::IsInMap( UI16 scriptId )
{
bool retVal = false;
std::map<UI16, cScript *>::const_iterator sIter = scriptIdMap.find( scriptId );
if( sIter != scriptIdMap.end() )
{
retVal = true;
}
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMappingSection::GetScriptId()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Finds the scriptId associated with the specified JSObject
//o------------------------------------------------------------------------------------------------o
UI16 CJSMappingSection::GetScriptId( JSObject *toFind )
{
UI16 retVal = 0xFFFF;
std::map<JSObject *, UI16>::const_iterator sIter = scriptJSMap.find( toFind );
if( sIter != scriptJSMap.end() )
{
retVal = sIter->second;
}
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMappingSection::GetScript()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Finds the cScript associated with the specified scriptId
//o------------------------------------------------------------------------------------------------o
cScript * CJSMappingSection::GetScript( UI16 toFind )
{
2021-06-12 07:30:23 -04:00
cScript *retVal = nullptr;
std::map<UI16, cScript *>::const_iterator idIter = scriptIdMap.find( toFind );
if( idIter != scriptIdMap.end() )
{
retVal = idIter->second;
}
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMappingSection::GetScript()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Finds the cScript associated with the specified JSObject
//o------------------------------------------------------------------------------------------------o
cScript * CJSMappingSection::GetScript( JSObject *toFind )
{
UI16 scriptId = GetScriptId( toFind );
return GetScript( scriptId );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMappingSection::First()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the first cScript in the scriptIdMap
//o------------------------------------------------------------------------------------------------o
cScript * CJSMappingSection::First( void )
{
scriptIdIter = scriptIdMap.begin();
if( !Finished() )
return scriptIdIter->second;
2021-06-12 07:30:23 -04:00
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMappingSection::Next()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the next cScript in the scriptIdMap
//o------------------------------------------------------------------------------------------------o
cScript * CJSMappingSection::Next( void )
{
if( !Finished() )
{
++scriptIdIter;
if( !Finished() )
return scriptIdIter->second;
}
2021-06-12 07:30:23 -04:00
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CJSMappingSection::Finished()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Tells us when we have reached the end of the scriptIdMap
//o------------------------------------------------------------------------------------------------o
bool CJSMappingSection::Finished( void )
{
return ( scriptIdIter == scriptIdMap.end() );
}
//o------------------------------------------------------------------------------------------------o
//| Class - CEnvoke::CEnvoke()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2005
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
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//| Purpose - Class containing the specified envoke file
//o------------------------------------------------------------------------------------------------o
CEnvoke::CEnvoke( const std::string &eT )
{
envokeType = eT;
envokeList.clear();
}
CEnvoke::~CEnvoke()
{
envokeList.clear();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CEnvoke::Check()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if specified envokeId is in the map
//o------------------------------------------------------------------------------------------------o
bool CEnvoke::Check( UI16 envokeId ) const
{
std::map<UI16, UI16>::const_iterator p = envokeList.find( envokeId );
return ( p != envokeList.end() );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CEnvoke::GetScript()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns specified envokeId
//o------------------------------------------------------------------------------------------------o
UI16 CEnvoke::GetScript( UI16 envokeId ) const
{
std::map<UI16, UI16>::const_iterator p = envokeList.find( envokeId );
if( p != envokeList.end() )
return p->second;
return 0xFFFF;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CEnvoke::Parse()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/7/2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Parses through specific envoke file mapping the scriptId to the envoke type
//o------------------------------------------------------------------------------------------------o
auto CEnvoke::Parse() -> void
{
envokeList.clear();
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auto filename = cwmWorldState->ServerData()->Directory( CSDDP_SCRIPTS ) + "jse_" + envokeType + "associations.scp";
if( !FileExists( filename ))
{
Console << "Unable to open " << filename << " for parsing" << myendl;
return;
}
auto fileAssocData = new Script( filename, NUM_DEFS, false );
if( fileAssocData )
{
auto mSection = fileAssocData->FindEntry( "ENVOKE" );
if( mSection )
{
for( const auto &sec:mSection->collection() )
{
auto tag = sec->tag;
if( !tag.empty() && tag != "\n" && tag != "\r" )
{
auto data = sec->data;
auto envokeId = static_cast<UI16>( std::stoul( tag, nullptr, 0 ));
auto scriptId = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
auto verify = JSMapping->GetScript( scriptId );
if( verify )
{
envokeList[envokeId] = scriptId;
}
else
{
Console.Error( oldstrutil::format( "(ENVOKE) Item %s refers to scriptId %u which does not exist.", tag.c_str(), scriptId ));
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}
}
}
}
else
{
Console.Warning( "Envoke section not found, no hard id->script matching being done" );
}
delete fileAssocData;
}
}