uox3/source/house.cpp

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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files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt)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
// House code for deed creation
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
#include<algorithm>
#include "uox3.h"
#include "mapstuff.h"
Added: -JS Get/Set "vulnerable" handlers for character properties (Abaddon) -willHunger with Get/Set HungerStatus() wrappers to CChar class (can now selectively stop a character/creature from continuing to hunger) -JS Get/Set "willhunger" handlers for character properties Changed: Linux compile fixes (thanks Malketh) Hash.h warning fixed (thanks Philantrop) Fixes to getRootPack() and getPackOwner() Removed many #includes from the global scope, including them in the specific files that need them This should greatly reduce compile time and filesize, along with the need to recompile after altering most headers Removed the linux ifdefs around typedefd function declarations, this should work with gcc 3.2 Moved global loading functions into a new cFileIO() class to take them out of global scope Fixed an issue causing items to not be sent to the client (thanks Malketh) Moved some global structs into the CWorldMain class Fixed a bug causing a crash on character / item creation Moved all effects stuff into its own class to take it out of global scope Changed the variable CChar::region to CChar::regionNum to avoid conflicts with the cTownRegion region[] indexes Moved getbestskill(), isHuman(), and inDungeon() into the CChar class to remove them from global scope Took npcSimpleAttackTarget() out of global scope Rewrote restock() to make use of restockNPC() Changed the typedef'd iterator in hash.h to HASHITERATOR to kill a Linux warning Renamed cEffects::soundeffect() to PlaySound() and removed unneeded overloads Fixed a bug causing executebatch to be set with locationcount data Rewrote cEffects::bgsound() Documented sounds.cpp Misc minor cleanups / fixes Removed: sendItemsInRange() (CChar::Teleport() does the same thing) Many #includes that were not being used deathMenu() respawnnow() and moved all of its code into command_respawn() one instance of cEffects::scpSoundEffect() and renamed the other to PlaySound() 3/13/2003 Changed Fixed an issue allowing the server to not have a dictionary.ZRO (which would cause a crash when a dictionary entry was called with no language) Fixed an issue causing the server to puke when it attempted a restart Moved SpawnRandomItem() into cItem class Moved SpawnRandomMonster() into cCharHandle class Broke necro.dfn into fishing.dfn and digging.dfn Made better use of SpawnRandomItem() and SpawnRandomMonster() 3/12/2003 Added: CPOpenGump and CPSpeech packet class to remove some global vars (Note these are pretty basic classes and someone with a better understanding of how we handle sending/recieving packets could probably expand these to make better use of them) Changed: Moved many global vars into the CWorldMain() class Cleaned ResetVars() in uox3.cpp as ResetDefaults() in CWorldMain() now handles much of that Added a check to ensure text wasn't sent twice in talking(), should fix double-speech Cleaned up cmdtable.cpp removing a couple duplicate entries, etc Changed target() to only require 4 values (as the first two were always 0 and 1) Removed many unneeded typedefs and globals Went through cServerData() and noted unused server.ini entries Moved title1(), title2(), and title3() to cClick.cpp since that is their only usage, made use of MAX_TITLE to ensure we wouldn't overrun the buffers, and renamed them matching what title they were 3/11/2003 Changed: Fixed a potentially very serious bugs with how containers were being set upon loading the world Fixed possible re-adding of weight to containers and characters at load Fixed a bug causing equipped items that were not weapons to take damage in combat Minor cleanups / warning fixes / Linux compatability issues (punt) 3/7/2003 Overhauls/Additions/Major Changes Changed: Tweaks/Object Conversions/Misc Small Changes Changed: Changed CItem::Get/SetLayer() to a UI08 Fixed a bug in speech causing you to see your own text twice Fixed a nasty crash bug
2003-03-23 10:18:02 +00:00
#include "cServerDefinitions.h"
#include "ssection.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "Dictionary.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"
#include "ObjectFactory.h"
using namespace std::string_literals;
bool CreateBoat( CSocket *s, CBoatObj *b, UI08 id2, UI08 boattype );
//o------------------------------------------------------------------------------------------------o
//| Function - DoHouseTarget()
//o------------------------------------------------------------------------------------------------o
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
//| Purpose - Triggered by double clicking a deed-> the deed's moreX is read for the house
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
//| section in house.dfn. Extra items can be added using HOUSE ITEM, (this includes
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
//| all doors!) and locked "LOCK" Space around the house with SPACEX/Y and CHAR
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
//| offset CHARX/Y/Z
//o------------------------------------------------------------------------------------------------o
auto DoHouseTarget( CSocket *mSock, UI16 houseEntry ) -> void
{
UI16 houseId = 0;
std::string tag, data;
2022-06-09 11:41:07 -04:00
auto sect = "HOUSE "s + oldstrutil::number( houseEntry );
auto House = FileLookup->FindEntry( sect, house_def );
if( House )
{
for( const auto &sec : House->collection() )
{
auto tag = sec->tag;
auto data = sec->data;
if( oldstrutil::upper( tag ) == "ID" )
{
houseId = static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 ));
2022-06-09 11:41:07 -04:00
break;
}
}
if( !houseId )
{
Console.Error( oldstrutil::format( "Bad house script: #%u\n", houseEntry ));
}
else
{
mSock->AddId( houseEntry );
if( houseId >= 0x4000 )
{
mSock->mtarget( static_cast<UI16>( houseId - 0x4000 ), 576 ); // Select a location for the building.
2022-06-09 11:41:07 -04:00
}
else
{
mSock->SendTargetCursor( 0, TARGET_BUILDHOUSE, 0, 9184 ); // Select a location for the house addon.
2022-06-09 11:41:07 -04:00
}
}
}
}
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
//| Function - CreateHouseKey()
//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 - Create key for tent/house/boat
//o------------------------------------------------------------------------------------------------o
void CreateHouseKey( CSocket *mSock, CChar *mChar, CMultiObj *house, UI16 houseId )
{
if( houseId >= 0x4000 )
{
std::string scriptName;
if(( houseId % 256 ) >= 0x70 && ( houseId % 256 ) <= 0x73 ) // It's a tent
{
scriptName = "tent_key";
}
else if(( houseId % 256 ) <= 0x18 ) // It's a boat
{
scriptName = "boat_key";
}
else // It's a house
{
scriptName = "house_key";
}
CItem *key = Items->CreateScriptItem( mSock, mChar, scriptName, 1, OT_ITEM, true );
if( ValidateObject( key ))
{
key->SetTempVar( CITV_MORE, house->GetSerial() );
key->SetType( IT_KEY );
}
}
}
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
//| Function - CreateHouseItems()
//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 - Create items for house as defined in house.dfn
//o------------------------------------------------------------------------------------------------o
auto CreateHouseItems( CChar *mChar, std::vector<std::string> houseItems, CItem *house, UI16 houseId, SI16 x, SI16 y, SI08 z, UI08 worldNum ) -> void
{
std::string tag, data, UTag;
CScriptSection *HouseItem = nullptr;
CItem *hItem = nullptr;
if( ValidateObject( mChar ))
{
worldNum = mChar->WorldNumber();
}
for( const auto &entry : houseItems )
{
auto sect = "HOUSE ITEM "s + entry;
HouseItem = FileLookup->FindEntry( sect, house_def );
if( HouseItem )
{
SI16 hiX = x, hiY = y;
SI08 hiZ = z;
UI08 hWorld = house->WorldNumber();
UI16 hInstanceId = house->GetInstanceId();
2021-06-12 07:30:23 -04:00
hItem = nullptr; // clear it out
for( const auto &sec : HouseItem->collection() )
{
tag = sec->tag;
data = sec->data;
UTag = oldstrutil::upper( tag );
data = oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ));
if( UTag == "ITEM" )
{
hItem = Items->CreateBaseScriptItem( nullptr, data, worldNum, 1, hInstanceId );
if( hItem == nullptr )
{
Console << "Error in house creation, item " << data << " could not be made" << myendl;
break;
}
else
{
hItem->SetMovable( 2 );//Non-Moveable by default
hItem->SetLocation( house );
if( ValidateObject( mChar ))
{
hItem->SetOwner( mChar );
}
if( house->GetObjType() == OT_ITEM )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// House is not actually a house, but a house addon! Store reference to addon on item
hItem->SetTempVar( CITV_MORE, house->GetSerial() );
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
// Store a custom tag on addon to mark it as a house addon
TAGMAPOBJECT addonTagObject;
addonTagObject.m_Destroy = false;
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
addonTagObject.m_IntValue = 1;
addonTagObject.m_ObjectType = TAGMAP_TYPE_INT;
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
addonTagObject.m_StringValue = "";
hItem->SetTag( "addon", addonTagObject );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Also add the addon's sub-items to the multi
CMultiObj *mMulti = house->GetMultiObj();
if( ValidateObject( mMulti ))
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
mMulti->AddToMulti( hItem );
}
// Do we need to rotate the addon?
if( hItem->GetTempVar( CITV_MOREZ ) != 0 )
{
// An alternate rotation for item exists, stored in CITV_MOREZ
// Let's assume default rotation is North/South oriented, and check for walls to the left of the addon:
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
[[maybe_unused]] UI16 ignoreMe = 0;
bool wallFound = ( Map->CheckDynamicFlag( hItem->GetX() - 1, hItem->GetY(), hItem->GetZ(), worldNum, hInstanceId, TF_WALL, ignoreMe ));
if( wallFound )
{
// What if it's placed in a corner? Look for north wall too:
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
bool northWallFound = ( Map->CheckDynamicFlag( hItem->GetX(), hItem->GetY() - 1, hItem->GetZ(), worldNum, hInstanceId, TF_WALL, ignoreMe ));
if( northWallFound )
{
// Randomize between the two directions
if( RandomNum( 0, 1 ))
{
hItem->SetId( hItem->GetTempVar( CITV_MOREZ ));
}
}
else
{
// Found a wall west of addon, but none north! Let's rotate addon to face east:
hItem->SetId( hItem->GetTempVar( CITV_MOREZ ));
}
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
}
}
else if( UTag == "DECAY" )
{
if( ValidateObject( hItem ))
{
hItem->SetDecayable( true );
2022-06-09 11:41:07 -04:00
}
}
else if( UTag == "NODECAY" )
{
if( ValidateObject( hItem ))
{
hItem->SetDecayable( false );
2022-06-09 11:41:07 -04:00
}
}
else if( UTag == "PACK" ) // put the item in the Builder's Backpack
{
if( ValidateObject( mChar ) && ValidateObject( hItem ))
{
CItem *pack = mChar->GetPackItem();
hItem->SetCont( pack );
hItem->PlaceInPack();
}
}
else if( UTag == "MOVEABLE" )
{
if( ValidateObject( hItem ))
{
hItem->SetMovable( 1 );
2022-06-09 11:41:07 -04:00
}
}
else if( UTag == "INVISIBLE" )
{
if( ValidateObject( hItem ))
{
hItem->SetVisible( VT_PERMHIDDEN );
2022-06-09 11:41:07 -04:00
}
}
else if( UTag == "LOCK" && houseId >= 0x4000 ) // lock it with the house key
{
if( ValidateObject( hItem ))
{
hItem->SetTempVar( CITV_MORE, house->GetSerial() );
if( hItem->GetType() == IT_HOUSESIGN )
{
// Also store a reference to the sign on the house itself
house->SetTempVar( CITV_MORE, hItem->GetSerial() );
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
}
else if( UTag == "FRONTDOOR" )
{
if( ValidateObject( hItem ))
{
TAGMAPOBJECT frontDoorTag;
frontDoorTag.m_Destroy = false;
frontDoorTag.m_StringValue = "front";
frontDoorTag.m_IntValue = static_cast<SI32>( frontDoorTag.m_StringValue.size() );
frontDoorTag.m_ObjectType = TAGMAP_TYPE_STRING;
hItem->SetTag( "DoorType", frontDoorTag );
// Lock it automatically since house is private when placed initially
hItem->SetType( IT_LOCKEDDOOR );
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
else if( UTag == "INTERIORDOOR" )
{
if( ValidateObject( hItem ))
{
TAGMAPOBJECT frontDoorTag;
frontDoorTag.m_Destroy = false;
frontDoorTag.m_StringValue = "interior";
frontDoorTag.m_IntValue = static_cast<SI32>( frontDoorTag.m_StringValue.size() );
frontDoorTag.m_ObjectType = TAGMAP_TYPE_STRING;
hItem->SetTag( "DoorType", frontDoorTag );
2022-06-09 11:41:07 -04:00
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
else if( UTag == "X" ) //offset + or - from the center of the house:
{
hiX += static_cast<SI16>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "Y" )
{
hiY += static_cast<SI16>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "Z" )
{
hiZ += static_cast<SI16>( std::stoi( data, nullptr, 0 ));
}
}
if( ValidateObject( hItem ))
{
if( hItem->GetCont() == nullptr )
{
hItem->SetLocation( hiX, hiY, hiZ, hWorld, hInstanceId );
}
if( hItem->GetMulti() == INVALIDSERIAL && hItem->GetType() != IT_HOUSESIGN && hItem->GetType() != IT_DOOR )
{
// Add item to multi. It's not a door, nor a sign - could be stairs in a custom foundation!
CMultiObj *mMulti = FindMulti( house );
if( ValidateObject( mMulti ))
{
hItem->SetMulti( mMulti );
mMulti->AddToMulti( hItem );
}
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CheckForValidHouseLocation()
//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 - Check whether the chosen location is valid for house placement
//o------------------------------------------------------------------------------------------------o
2022-06-08 11:40:35 -04:00
auto CheckForValidHouseLocation( CSocket *mSock, CChar *mChar, SI16 x, SI16 y, SI08 z,
SI16 spaceX, SI16 spaceY, UI08 worldNum, UI16 instanceId, bool isBoat, bool isMulti ) -> bool
{
auto [mapWidth, mapHeight] = Map->SizeOfMap(worldNum);
if(( x + spaceX > mapWidth || x - spaceX < 0 || y + spaceY > mapHeight || y - spaceY < 0 ) && !mChar->IsGM() )
{
if( mSock )
{
mSock->SysMessage( 577 ); // =You cannot build your house there!
}
return false;
}
SI16 curX, curY;
if( !isMulti )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// House addon
for( SI16 k = 0; k <= spaceX - 1; ++k )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
curX = x + k;
for( SI16 l = 0; l <= spaceY - 1; ++l )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
curY = y + l;
if( ValidateObject( mChar ) && !mChar->IsGM() )
{
CMultiObj *mMulti = FindMulti( curX, curY, z, worldNum, instanceId );
if( !ValidateObject( mMulti ) || !mMulti->IsOwner( mChar ))
{
if( mSock )
{
mSock->SysMessage( 9027 ); // This object must be placed in your house
}
return false;
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Check that house addon won't block a door/staircase when placed
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auto itemList = mMulti->GetItemsInMultiList();
for( const auto &mItem : itemList->collection() )
{
if( !ValidateObject( mItem ))
continue;
if( mItem->GetType() == 12 || mItem->GetType() == 13 )
{
SI08 mItemZ = mItem->GetZ();
if(( mItemZ > z ) && (( mItemZ - z ) >= 20 )) // Ignore doors on floors above
{
continue;
}
else if(( mItemZ < z ) && ( z - mItemZ ) >= 20 ) // Ignore doors on floors below, too!
{
continue;
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
if( mItem->IsDoorOpen() )
{
// Make sure to check against the distance from the door in it's closed state, rather than it's open state!
auto doorX = mItem->GetTag( "DOOR_X" );
auto doorY = mItem->GetTag( "DOOR_Y" );
UI16 origX = mItem->GetX() - doorX.m_IntValue;
UI16 origY = mItem->GetY() - doorY.m_IntValue;
// Make sure to check absolute values for the distance, since values could be negative
if( abs( x - origX ) < 2 && abs( y - origY ) < 2 )
{
if( mSock )
{
mSock->SysMessage( 9028 ); // You cannot place a house-addon adjacent to a door.
2022-06-08 11:40:35 -04:00
}
return false;
}
}
if( GetDist( Point3_st( x, y, z ), mItem->GetLocation() ) < 2 )
{
if( mSock )
{
mSock->SysMessage( 9028 ); // You cannot place a house-addon adjacent to a door.
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
return false;
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
}
// Don't allow placing addon if it collides with a blocking tile at same height
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
[[maybe_unused]] UI16 ignoreMe = 0;
bool locationBlocked = ( Map->CheckDynamicFlag( curX, curY, z, worldNum, instanceId, TF_BLOCKING, ignoreMe ));
if( locationBlocked )
{
if( mSock )
{
mSock->SysMessage( 9097 ); // You cannot place this house-addon there, location is blocked!
}
return false;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
}
}
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
else
{
// Multi
// Loop through each tile in the multi's affected area, check if it contains any blocking tiles (dynamic, static or map)
spaceX += 1; // Extra space around left and right side of house
spaceY += 5; // Extra space in front and back of house
for( SI16 k = -spaceX; k <= spaceX; ++k )
{
curX = x + k;
for( SI16 l = (-spaceY + 1); l <= spaceY; ++l )
{
curY = y + l;
bool checkOnlyMultis = false;
bool checkOnlyNonMultis = false;
bool checkForRoads = true;
if(( k < ( -spaceX + 1 )) && ( l > -spaceY + 3 && l < spaceY -3 ))
{
// If looking at tiles in the immediate border around house
checkOnlyNonMultis = true;
}
else if(( l < ( -spaceY + 4 )) || ( l > ( spaceY - 5 )))
{
// If looking at extended area behind and/or in front of house
// Check only for other multis in the 4 tiles furthest in the back of the house,
// and in the 4 tiles furthest in front of the house; we don't care about blocking
// statics like trees in this area
checkOnlyMultis = true;
checkForRoads = false;
}
else
{
// check within main boundary of house itself
checkForRoads = true;
}
UI08 retVal1 = Map->ValidMultiLocation( curX, curY, z, worldNum, instanceId, !isBoat, checkOnlyMultis, checkOnlyNonMultis, checkForRoads );
auto retVal2 = FindMulti( curX, curY, z, worldNum, instanceId );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
2021-06-12 07:30:23 -04:00
if( retVal1 != 1 || retVal2 != nullptr )
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
if( isBoat )
{
if( mSock )
{
mSock->SysMessage( 7 ); // You cannot place your boat there.
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
else
{
if( retVal2 )
{
if( mSock )
{
mSock->SysMessage( 577 ); // You cannot build your house there!
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
else
{
switch( retVal1 )
{
case 0: // Blocked by terrain
if( mSock )
{
mSock->SysMessage( 9029 ); // You cannot build your house on the selected terrain!
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
break;
case 2: // Blocked by static item
if( mSock )
{
mSock->SysMessage( 9030 ); // You cannot build your house there - location is blocked by one or more items!
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
break;
case 3: // Blocked by region settings
if( mSock )
{
mSock->SysMessage( 9031 ); // You cannot build your house there - houses not allowed in this region!
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
break;
default:
if( mSock )
{
mSock->SysMessage( 577 ); // You cannot build your house there!
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
break;
}
}
}
return false;
}
}
}
}
return true;
}
auto FindNearbyChars( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceId, UI16 distance ) -> std::vector<CChar *>;
auto FindNearbyItems( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceId, UI16 distance ) -> std::vector<CItem *>;
UI16 AddRandomColor( const std::string& colorlist );
//o------------------------------------------------------------------------------------------------o
//| Function - BuildHouse()
//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 - Called when player attempts to place a tent/house/boat
//o------------------------------------------------------------------------------------------------o
CMultiObj * BuildHouse( CSocket *mSock, UI16 houseEntry, bool checkLocation = true, SI16 xLoc = -1, SI16 yLoc = -1, SI08 zLoc = 127, UI08 worldNumber = 0, UI16 instanceId = 0 )
{
if( mSock && mSock->GetDWord( 11 ) == INVALIDSERIAL )
return nullptr;
if( !houseEntry )
return nullptr;
CChar *mChar = nullptr;
if( mSock )
{
mChar = mSock->CurrcharObj();
if( !ValidateObject( mChar ))
{
return nullptr;
}
else
{
worldNumber = mChar->WorldNumber();
instanceId = mChar->GetInstanceId();
}
}
else
{
// No socket found, do we have coordinates?
if( xLoc == -1 || yLoc == -1 || zLoc == 127 )
{
return nullptr;
}
}
// Use coordinates if provided in arguments, otherwise rely on values stored on socket
const SI16 x = xLoc > -1 ? xLoc : mSock->GetWord( 11 );
const SI16 y = yLoc > -1 ? yLoc : mSock->GetWord( 13 );
SI08 tileHeight = zLoc != 127 ? 0 : Map->TileHeight( mSock->GetWord( 17 ));
SI08 z = zLoc != 127 ? zLoc : static_cast<SI08>( mSock->GetByte( 16 ) + tileHeight );
if( mSock )
{
if( mSock->GetDWord( 7 ) != INVALIDSERIAL || GetDist( mChar->GetLocation(), Point3_st( x, y, z )) >= DIST_BUILDRANGE )
{
mSock->SysMessage( 577 ); // You cannot build your house there!
return nullptr;
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
SI16 sx = 0, sy = 0, cx = 0, cy = 0, bx = 0, by = 0;
SI08 cz = 7;
std::vector<std::string> houseItems;
houseItems.resize( 0 );
bool itemsWillDecay = false;
bool isBoat = false;
First iteration of support for damageable items/multis Removed RemoveFromSight() from CItem::Update() in cItem.cpp, to address flickering issues with animated items, and for smoother updates of items on boats when sailing. Added new flag in CBaseObject - damageable - which determines if an Item or Multi should be considered a damageable object. Added new DFN tag for Items and Multis to mark objects as damageable objects DAMAGEABLE=0/1 // If enabled, allows client to display healthbar for object, using object's hp/maxhp values as basis. Note that any changes to a damageable object's health will not be reflected in the client until a stat update has been sent. Added new JS Property for Items and Multis and Characters to get/set an object's damageable flag .isDamageable // 1 or 0 Added new JS Method for Items, Multis and Characters to force an update of the object's health bar to nearby players: .UpdateStats( statType ) // statType can be 0 (Health, only one that works for items), 1 (Mana) or 2 (Stamina) Updated DFN entries for training dummies (dfndata/items/houseaddons/house_addons.dfn) to include DAMAGEABLE=1 and HP=100 tags, and also updated script for training dummies (js/item/trainingdummy.js) with some extra features for dummies marked as damageable: Show damage numbers over the training dummy when hit Update health of training dummy based on damage received when hit Restore health of training dummy to max after 4 seconds of inactivity Updated 'fullstats and 'heal commands (js/commands/targeting/stats.js) to support restoring the health of a damageable object Updated 'get (js/commands/targeting/get.js) and 'set (js/commands/targeting/set.js) commands to support getting and setting the damageable flag on objects Updated updateStats() in uox3.cpp to work with CBaseObject instead of CChar Updated statwindow() in CSocket.cpp to work with CBaseObject instead of CChar Updated CPUpdateStat in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0xA1 to client for Items/Multis Updated CPStatWindow in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0x11 to client for Items/Multis Fixed an issue with outgoing packet 0x11 where a character's current HP might sometimes incorrectly be displayed as zero Updated CPNewObjectInfo in CPacketSend.cpp to send object information packet 0xF3 to client with datatype set to 0x03 for Items/Multis marked as damageable objects, to enable the client's ability to display health-bars for these items. Fixed an issue with JS Method for Items - .Refresh() - which previously did nothing, but now instead sends an update of item to all sockets in range
2021-06-03 06:14:56 +08:00
bool isDamageable = false;
std::string houseDeed, tag, data, UTag;
UI16 houseId = 0;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Use default values matching a small house if no tags present
UI16 maxLockdowns = 425;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
UI16 maxSecureContainers = 3;
UI16 maxFriends = 50;
UI16 maxGuests = 50;
UI16 maxBans = 50;
UI16 maxOwners = 8;
UI16 maxVendors = 10;
UI16 maxTrashContainers = 1;
UI16 scriptTrigger = 0;
UI16 multiColour = 0;
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
SI32 weightMax = 400; // Default
UI16 maxItems = 125; // Default
std::string customTagName;
std::string customTagStringValue;
TAGMAPOBJECT customTag;
std::map<std::string, TAGMAPOBJECT> customTagMap;
std::string sect = "HOUSE " + oldstrutil::number( houseEntry );
CScriptSection *House = FileLookup->FindEntry( sect, house_def );
2021-06-12 07:30:23 -04:00
if( House == nullptr )
return nullptr; // House entry not found
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptIds;
for( const auto &sec : House->collection() )
{
tag = sec->tag;
data = sec->data;
UTag = oldstrutil::upper( tag );
data = oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ));
if( UTag == "ID" )
{
houseId = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "SPACEX" )
{
sx = static_cast<SI16>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "SPACEY" )
{
sy = static_cast<SI16>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "CHARX" )
{
cx = static_cast<SI16>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "CHARY" )
{
cy =static_cast<SI16>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "CHARZ" )
{
cz = static_cast<SI08>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "BANX" )
{
bx = static_cast<SI16>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "BANY" )
{
by = static_cast<SI16>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "Z" ) //to allow offsetting houses in Z to fix multis like Farmer's Cabin
{
z = z + static_cast<SI08>( std::stoi( data, nullptr, 0 ));
}
else if( UTag == "ITEMSDECAY" )
{
itemsWillDecay = ( static_cast<SI16>( std::stoi( data, nullptr, 0 )) == 1 );
}
else if( UTag == "HOUSE_ITEM" )
{
houseItems.push_back( data );
}
else if( UTag == "HOUSE_DEED" )
{
houseDeed = data;
}
else if( UTag == "BOAT" )
{
isBoat = true; //Boats
}
else if( UTag == "DAMAGEABLE" )
{
isDamageable = ( static_cast<SI16>( std::stoi( data, nullptr, 0 )) == 1 );
First iteration of support for damageable items/multis Removed RemoveFromSight() from CItem::Update() in cItem.cpp, to address flickering issues with animated items, and for smoother updates of items on boats when sailing. Added new flag in CBaseObject - damageable - which determines if an Item or Multi should be considered a damageable object. Added new DFN tag for Items and Multis to mark objects as damageable objects DAMAGEABLE=0/1 // If enabled, allows client to display healthbar for object, using object's hp/maxhp values as basis. Note that any changes to a damageable object's health will not be reflected in the client until a stat update has been sent. Added new JS Property for Items and Multis and Characters to get/set an object's damageable flag .isDamageable // 1 or 0 Added new JS Method for Items, Multis and Characters to force an update of the object's health bar to nearby players: .UpdateStats( statType ) // statType can be 0 (Health, only one that works for items), 1 (Mana) or 2 (Stamina) Updated DFN entries for training dummies (dfndata/items/houseaddons/house_addons.dfn) to include DAMAGEABLE=1 and HP=100 tags, and also updated script for training dummies (js/item/trainingdummy.js) with some extra features for dummies marked as damageable: Show damage numbers over the training dummy when hit Update health of training dummy based on damage received when hit Restore health of training dummy to max after 4 seconds of inactivity Updated 'fullstats and 'heal commands (js/commands/targeting/stats.js) to support restoring the health of a damageable object Updated 'get (js/commands/targeting/get.js) and 'set (js/commands/targeting/set.js) commands to support getting and setting the damageable flag on objects Updated updateStats() in uox3.cpp to work with CBaseObject instead of CChar Updated statwindow() in CSocket.cpp to work with CBaseObject instead of CChar Updated CPUpdateStat in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0xA1 to client for Items/Multis Updated CPStatWindow in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0x11 to client for Items/Multis Fixed an issue with outgoing packet 0x11 where a character's current HP might sometimes incorrectly be displayed as zero Updated CPNewObjectInfo in CPacketSend.cpp to send object information packet 0xF3 to client with datatype set to 0x03 for Items/Multis marked as damageable objects, to enable the client's ability to display health-bars for these items. Fixed an issue with JS Method for Items - .Refresh() - which previously did nothing, but now instead sends an update of item to all sockets in range
2021-06-03 06:14:56 +08:00
}
else if( UTag == "MAXITEMS" )
{
maxItems = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
}
else if( UTag == "WEIGHTMAX" )
{
weightMax = static_cast<SI32>( std::stoi( data, nullptr, 0 ));
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
}
else if( UTag == "MAXBANS" )
{
maxBans = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "MAXFRIENDS" )
{
maxFriends = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "MAXGUESTS" )
{
maxGuests = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "MAXLOCKDOWNS" )
{
maxLockdowns = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "MAXTRASHCONTAINERS" )
{
maxTrashContainers = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "MAXOWNERS" )
{
maxOwners = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "MAXSECURECONTAINERS" )
{
maxSecureContainers = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "MAXVENDORS" )
{
maxVendors = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "SCRIPT" )
{
scriptTrigger = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
if( scriptTrigger > 0 )
{
scriptIds.push_back( scriptTrigger );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
}
}
else if( UTag == "COLOUR" || UTag == "COLOR" )
{
multiColour = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
}
else if( UTag == "COLOURLIST" || UTag == "COLORLIST" )
{
multiColour = AddRandomColor( data );
}
else if( UTag == "CUSTOMSTRINGTAG" )
{
auto ssecs = oldstrutil::sections( data, " " );
auto count = 0;
std::string result;
for( auto &sec : ssecs )
{
if( count > 0 )
{
if( count == 1 )
{
result = oldstrutil::trim( oldstrutil::removeTrailing( sec, "//" ));
}
else
{
result = result + " " + oldstrutil::trim( oldstrutil::removeTrailing( sec, "//" ));
}
}
count++;
}
customTagName = oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" ));
customTagStringValue = result;
if( !customTagName.empty() && !customTagStringValue.empty() )
{
customTag.m_Destroy = false;
customTag.m_StringValue = customTagStringValue;
customTag.m_IntValue = static_cast<SI32>( customTag.m_StringValue.size() );
customTag.m_ObjectType = TAGMAP_TYPE_STRING;
customTagMap.insert( std::pair<std::string, TAGMAPOBJECT>( customTagName, customTag ));
}
else
{
Console.Warning( oldstrutil::format( "Invalid data found in CUSTOMSTRINGTAG tag inside House script [%s] - Supported data format: <tagName> <text>", sect.c_str() ));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
break;
}
else if( UTag == "CUSTOMINTTAG" )
{
auto ssecs = oldstrutil::sections( data, " " );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
auto count = 0;
std::string result;
for( auto &sec : ssecs )
{
if( count > 0 )
{
if( count == 1 )
{
result = oldstrutil::trim( oldstrutil::removeTrailing( sec, "//" ));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
count++;
}
customTagName = oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" ));
customTagStringValue = result;
if( !customTagName.empty() && !customTagStringValue.empty() )
{
customTag.m_Destroy = false;
customTag.m_IntValue = std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( customTagStringValue, "//" )), nullptr, 0 );
customTag.m_ObjectType = TAGMAP_TYPE_INT;
customTag.m_StringValue = "";
customTagMap.insert( std::pair<std::string, TAGMAPOBJECT>( customTagName, customTag ));
if( count > 1 )
{
Console.Warning( oldstrutil::format( "Multiple values detected for CUSTOMINTTAG in House script [%s] - only first value will be used! Supported data format: <tagName> <value>", sect.c_str() ));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
else
{
Console.Warning( oldstrutil::format( "Invalid data found in CUSTOMINTTAG tag in House script [%s] - Supported data format: <tagName> <value>", sect.c_str() ));
}
}
}
if( !houseId )
{
Console.Error( oldstrutil::format( "Bad house script # %u!", houseEntry ));
return nullptr;
}
const bool isMulti = ( houseId >= 0x4000 );
if( !isMulti )
{
// Trying to place a house addon, let's subtract the tileHeight of the targeted tile so it doesn't mess with placement rules
z -= tileHeight;
}
if( checkLocation && !CheckForValidHouseLocation( mSock, mChar, x, y, z, sx, sy, worldNumber, instanceId, isBoat, isMulti ))
{
return nullptr;
}
2022-10-24 23:42:16 +08:00
constexpr UI16 maxSize = 1024;
std::string temp;
2021-06-12 07:30:23 -04:00
CMultiObj *house = nullptr;
CItem *fakeHouse = nullptr;
if( isMulti )
{
if(( houseId % 256 ) > 20 )
{
if( ValidateObject( mChar ))
{
temp = oldstrutil::format( maxSize, "%s's house", mChar->GetName().c_str() ); // This will make the little deed item you see when you have showhs on say the person's name, thought it might be helpful for GMs.
}
else
{
temp = "a house";
}
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
}
else
{
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
// Assign name of boat deed/model ship to newly created boat
temp = "";
if( ValidateObject( mChar ))
{
temp = mChar->GetSpeechItem()->GetTitle();
}
if( temp == "" )
{
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
temp = "a ship";
}
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
}
house = Items->CreateMulti( temp, houseId, isBoat, worldNumber, instanceId );
if( house == nullptr )
{
return nullptr;
}
house->SetLocation( x, y, z );
house->SetDecayable( itemsWillDecay );
house->SetDeed( houseDeed ); // crackerjack 8/9/99 - for converting back *into* deeds
if( ValidateObject( mChar ))
{
house->SetOwner( mChar );
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
// Add all script IDs to multi's list of script IDs
for( auto scriptId : scriptIds )
{
house->AddScriptTrigger( scriptId );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
house->SetMaxBans( maxBans );
house->SetMaxFriends( maxFriends );
house->SetMaxGuests( maxGuests );
house->SetMaxLockdowns( maxLockdowns );
house->SetMaxTrashContainers( maxTrashContainers );
house->SetMaxSecureContainers( maxSecureContainers );
house->SetMaxOwners( maxOwners );
house->SetMaxVendors( maxVendors );
house->SetColour( multiColour );
First iteration of support for damageable items/multis Removed RemoveFromSight() from CItem::Update() in cItem.cpp, to address flickering issues with animated items, and for smoother updates of items on boats when sailing. Added new flag in CBaseObject - damageable - which determines if an Item or Multi should be considered a damageable object. Added new DFN tag for Items and Multis to mark objects as damageable objects DAMAGEABLE=0/1 // If enabled, allows client to display healthbar for object, using object's hp/maxhp values as basis. Note that any changes to a damageable object's health will not be reflected in the client until a stat update has been sent. Added new JS Property for Items and Multis and Characters to get/set an object's damageable flag .isDamageable // 1 or 0 Added new JS Method for Items, Multis and Characters to force an update of the object's health bar to nearby players: .UpdateStats( statType ) // statType can be 0 (Health, only one that works for items), 1 (Mana) or 2 (Stamina) Updated DFN entries for training dummies (dfndata/items/houseaddons/house_addons.dfn) to include DAMAGEABLE=1 and HP=100 tags, and also updated script for training dummies (js/item/trainingdummy.js) with some extra features for dummies marked as damageable: Show damage numbers over the training dummy when hit Update health of training dummy based on damage received when hit Restore health of training dummy to max after 4 seconds of inactivity Updated 'fullstats and 'heal commands (js/commands/targeting/stats.js) to support restoring the health of a damageable object Updated 'get (js/commands/targeting/get.js) and 'set (js/commands/targeting/set.js) commands to support getting and setting the damageable flag on objects Updated updateStats() in uox3.cpp to work with CBaseObject instead of CChar Updated statwindow() in CSocket.cpp to work with CBaseObject instead of CChar Updated CPUpdateStat in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0xA1 to client for Items/Multis Updated CPStatWindow in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0x11 to client for Items/Multis Fixed an issue with outgoing packet 0x11 where a character's current HP might sometimes incorrectly be displayed as zero Updated CPNewObjectInfo in CPacketSend.cpp to send object information packet 0xF3 to client with datatype set to 0x03 for Items/Multis marked as damageable objects, to enable the client's ability to display health-bars for these items. Fixed an issue with JS Method for Items - .Refresh() - which previously did nothing, but now instead sends an update of item to all sockets in range
2021-06-03 06:14:56 +08:00
house->SetDamageable( isDamageable );
time_t buildTimestamp = std::chrono::system_clock::to_time_t( std::chrono::system_clock::now() );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
house->SetBuildTimestamp( buildTimestamp );
// Add custom tags to multi
for( const auto& [key, value] : customTagMap )
{
house->SetTag( key, value );
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Find corners of new house
SI16 multiX1 = 0;
SI16 multiY1 = 0;
SI16 multiX2 = 0;
SI16 multiY2 = 0;
Map->MultiArea( house, multiX1, multiY1, multiX2, multiY2 );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Set ban location X and Y offsets.
if( bx == 0 && by == 0 )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If BANX/BANY were not specified in house DFN, use calculated SE corner of house instead
bx = multiX2;
by = multiY2;
}
else
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Use offset values specified in BANX/BANY
bx = x + bx;
by = y + by;
}
2022-06-09 11:41:07 -04:00
house->SetBanX( bx );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
house->SetBanY( by );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Move characters out of the way
for( auto &ourChar : FindNearbyChars( x, y, worldNumber, instanceId, std::max( sx, sy )))
{
2022-06-09 11:41:07 -04:00
if(( ourChar->GetX() >= multiX1 && ourChar->GetX() <= multiX2 ) &&
( ourChar->GetY() >= multiY1 && ourChar->GetY() <= multiY2 ) &&
( ourChar->GetZ() >= house->GetZ() - 16 ))
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Move character (NPC or PC, online or offline) to corner of multi so they don't get stuck in house!
ourChar->SetLocation( bx, by, house->GetZ() );
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Move items out of the way
for( auto &ourItem : FindNearbyItems( x, y, worldNumber, instanceId, std::max( sx, sy )))
{
if( ourItem->GetVisible() == 0 && ourItem->GetObjType() != OT_MULTI && ourItem->GetObjType() != OT_BOAT )
{
if(( ourItem->GetX() >= multiX1 && ourItem->GetX() <= multiX2 ) &&
2022-06-09 11:41:07 -04:00
( ourItem->GetY() >= multiY1 && ourItem->GetY() <= multiY2 ) &&
( ourItem->GetZ() >= house->GetZ() - 16 ))
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Move item to corner of multi so they don't get stuck underneath the house!
ourItem->SetLocation( bx, by, house->GetZ() );
}
}
}
}
else
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// House addon
if( ValidateObject( mChar ))
{
fakeHouse = Items->CreateItem( mSock, mChar, houseId, 1, 0, OT_ITEM );
}
else
{
fakeHouse = Items->CreateItem( nullptr, nullptr, houseId, 1, 0, OT_ITEM, false, true, worldNumber, instanceId, xLoc, yLoc, zLoc );
}
if( fakeHouse == nullptr )
{
return nullptr;
}
fakeHouse->SetLocation( x, y, z );
CMultiObj *mMulti = FindMulti( fakeHouse );
if( checkLocation && ValidateObject( mMulti ))
{
if( mMulti->GetLockdownCount() < mMulti->GetMaxLockdowns() )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
mMulti->LockDownItem( fakeHouse );
}
else
{
if( mSock )
{
mSock->SysMessage( 9032 ); // This house has reached the limit on locked down items already!
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
fakeHouse->Delete();
return nullptr;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
}
else if( checkLocation )
{
if( mSock )
{
mSock->SysMessage( 9033 ); // House addons can only be placed in houses!
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
fakeHouse->Delete();
return nullptr;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
if( ValidateObject( mChar ))
{
fakeHouse->SetOwner( mChar );
}
else
{
fakeHouse->SetOwner( nullptr );
}
fakeHouse->SetDecayable( false );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
fakeHouse->SetVisible( VT_PERMHIDDEN );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Store name of deed in a custom tag on the addon
TAGMAPOBJECT deedObject;
deedObject.m_Destroy = false;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
deedObject.m_StringValue = houseDeed;
deedObject.m_IntValue = static_cast<SI32>( deedObject.m_StringValue.size() );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
deedObject.m_ObjectType = TAGMAP_TYPE_STRING;
fakeHouse->SetTag( "deed", deedObject );
}
if( isBoat ) // Boats
{
CBoatObj *bObj = static_cast<CBoatObj *>( house );
if( bObj == nullptr || !CreateBoat( mSock, bObj, ( houseId % 256 ), houseEntry ))
{
house->Delete();
return nullptr;
}
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
bObj->SetWeightMax( weightMax );
bObj->SetMaxItems( maxItems );
First iteration of support for damageable items/multis Removed RemoveFromSight() from CItem::Update() in cItem.cpp, to address flickering issues with animated items, and for smoother updates of items on boats when sailing. Added new flag in CBaseObject - damageable - which determines if an Item or Multi should be considered a damageable object. Added new DFN tag for Items and Multis to mark objects as damageable objects DAMAGEABLE=0/1 // If enabled, allows client to display healthbar for object, using object's hp/maxhp values as basis. Note that any changes to a damageable object's health will not be reflected in the client until a stat update has been sent. Added new JS Property for Items and Multis and Characters to get/set an object's damageable flag .isDamageable // 1 or 0 Added new JS Method for Items, Multis and Characters to force an update of the object's health bar to nearby players: .UpdateStats( statType ) // statType can be 0 (Health, only one that works for items), 1 (Mana) or 2 (Stamina) Updated DFN entries for training dummies (dfndata/items/houseaddons/house_addons.dfn) to include DAMAGEABLE=1 and HP=100 tags, and also updated script for training dummies (js/item/trainingdummy.js) with some extra features for dummies marked as damageable: Show damage numbers over the training dummy when hit Update health of training dummy based on damage received when hit Restore health of training dummy to max after 4 seconds of inactivity Updated 'fullstats and 'heal commands (js/commands/targeting/stats.js) to support restoring the health of a damageable object Updated 'get (js/commands/targeting/get.js) and 'set (js/commands/targeting/set.js) commands to support getting and setting the damageable flag on objects Updated updateStats() in uox3.cpp to work with CBaseObject instead of CChar Updated statwindow() in CSocket.cpp to work with CBaseObject instead of CChar Updated CPUpdateStat in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0xA1 to client for Items/Multis Updated CPStatWindow in CPacketSend.cpp to work with CBaseObject instead of CChar, to support sending packet 0x11 to client for Items/Multis Fixed an issue with outgoing packet 0x11 where a character's current HP might sometimes incorrectly be displayed as zero Updated CPNewObjectInfo in CPacketSend.cpp to send object information packet 0xF3 to client with datatype set to 0x03 for Items/Multis marked as damageable objects, to enable the client's ability to display health-bars for these items. Fixed an issue with JS Method for Items - .Refresh() - which previously did nothing, but now instead sends an update of item to all sockets in range
2021-06-03 06:14:56 +08:00
bObj->SetDamageable( isDamageable );
}
if( ValidateObject( mChar ))
{
mChar->GetSpeechItem()->Delete();
mChar->SetSpeechItem( nullptr );
CreateHouseKey( mSock, mChar, house, houseId );
}
if( !houseItems.empty() )
{
if( isMulti )
{
fakeHouse = house;
}
CreateHouseItems( mChar, houseItems, fakeHouse, houseId, x, y, z, worldNumber );
}
if( ValidateObject( mChar ) && ( isMulti || isBoat ))
{
mChar->SetLocation( x + cx, y + cy, z + cz );
Pets and followers mini-revamp Added new protected property for CChar class to track a player's currently controlled pets/followers/summons, and renamed the on tracking all pets owned: GenericList<CChar *> activeFollowers GenericList<CChar *> petsControlled -> petsOwned Added new JS Character Methods to view/manipulate follower list: GetFollowerList() AddFollower( npcObject ) RemoveFollower( npcObject ) Added new JS Character Property to fetch current count of followers character has: .followerCount Added new GM commands for spitting out information on all pets/followers a player has, in the following format: Name: %s | ID: %i | Serial: %i | x: %i | y: %i | z: %i | world: %i | instanceID: %i 'listpets 'listfollowers Replaced most instances of GetPetList in code and scripts with GetFollowerList, as that's what we actually care about for the most part Updated code and relevant scripts to make use of AddFollower and RemoveFollower functions where appropriate Modified code for restoring pet loyalty upon feeding pet; by default it now restores 10/100 loyalty per time pet is fed, while if CoreShardEra setting in UOX.INI is set to AoS expansion or higher, loyalty is instantly restored to max when pet is fed (regardless of amount) Updated AreaCharacterFunction and AreaItemFunction JS Functions to still work if third parameter (socket) is provided as null Modified code and relevant scripts that teleport pets/followers along with player to only do so for pets/followers using the "follow" wandermode with player as follow target Updated some instances of code and script that checked for both controlSlot AND maxFollowers requirements - now only checks maxFollowers if controlSlots is set to 0 in ini Added function _restorecontext_() {} to a couple more scripts: js/commands/targeting/tele.js Updated error message shown when attempts are made to add deleted objects to refreshQueue, to include name, ID and serial of the object in question
2023-06-02 01:44:40 +08:00
// Teleport followers as well
auto myFollowers = mChar->GetFollowerList();
for( const auto &follower : myFollowers->collection() )
{
Pets and followers mini-revamp Added new protected property for CChar class to track a player's currently controlled pets/followers/summons, and renamed the on tracking all pets owned: GenericList<CChar *> activeFollowers GenericList<CChar *> petsControlled -> petsOwned Added new JS Character Methods to view/manipulate follower list: GetFollowerList() AddFollower( npcObject ) RemoveFollower( npcObject ) Added new JS Character Property to fetch current count of followers character has: .followerCount Added new GM commands for spitting out information on all pets/followers a player has, in the following format: Name: %s | ID: %i | Serial: %i | x: %i | y: %i | z: %i | world: %i | instanceID: %i 'listpets 'listfollowers Replaced most instances of GetPetList in code and scripts with GetFollowerList, as that's what we actually care about for the most part Updated code and relevant scripts to make use of AddFollower and RemoveFollower functions where appropriate Modified code for restoring pet loyalty upon feeding pet; by default it now restores 10/100 loyalty per time pet is fed, while if CoreShardEra setting in UOX.INI is set to AoS expansion or higher, loyalty is instantly restored to max when pet is fed (regardless of amount) Updated AreaCharacterFunction and AreaItemFunction JS Functions to still work if third parameter (socket) is provided as null Modified code and relevant scripts that teleport pets/followers along with player to only do so for pets/followers using the "follow" wandermode with player as follow target Updated some instances of code and script that checked for both controlSlot AND maxFollowers requirements - now only checks maxFollowers if controlSlots is set to 0 in ini Added function _restorecontext_() {} to a couple more scripts: js/commands/targeting/tele.js Updated error message shown when attempts are made to add deleted objects to refreshQueue, to include name, ID and serial of the object in question
2023-06-02 01:44:40 +08:00
if( ValidateObject( follower ) && follower->GetNpcAiType() != AI_PLAYERVENDOR )
{
Pets and followers mini-revamp Added new protected property for CChar class to track a player's currently controlled pets/followers/summons, and renamed the on tracking all pets owned: GenericList<CChar *> activeFollowers GenericList<CChar *> petsControlled -> petsOwned Added new JS Character Methods to view/manipulate follower list: GetFollowerList() AddFollower( npcObject ) RemoveFollower( npcObject ) Added new JS Character Property to fetch current count of followers character has: .followerCount Added new GM commands for spitting out information on all pets/followers a player has, in the following format: Name: %s | ID: %i | Serial: %i | x: %i | y: %i | z: %i | world: %i | instanceID: %i 'listpets 'listfollowers Replaced most instances of GetPetList in code and scripts with GetFollowerList, as that's what we actually care about for the most part Updated code and relevant scripts to make use of AddFollower and RemoveFollower functions where appropriate Modified code for restoring pet loyalty upon feeding pet; by default it now restores 10/100 loyalty per time pet is fed, while if CoreShardEra setting in UOX.INI is set to AoS expansion or higher, loyalty is instantly restored to max when pet is fed (regardless of amount) Updated AreaCharacterFunction and AreaItemFunction JS Functions to still work if third parameter (socket) is provided as null Modified code and relevant scripts that teleport pets/followers along with player to only do so for pets/followers using the "follow" wandermode with player as follow target Updated some instances of code and script that checked for both controlSlot AND maxFollowers requirements - now only checks maxFollowers if controlSlots is set to 0 in ini Added function _restorecontext_() {} to a couple more scripts: js/commands/targeting/tele.js Updated error message shown when attempts are made to add deleted objects to refreshQueue, to include name, ID and serial of the object in question
2023-06-02 01:44:40 +08:00
// No need to check if they're following player, just teleport them. Don't let them get stuck under house!
if( !follower->GetMounted() && ObjInRange( mChar, follower, DIST_SAMESCREEN ))
{
Pets and followers mini-revamp Added new protected property for CChar class to track a player's currently controlled pets/followers/summons, and renamed the on tracking all pets owned: GenericList<CChar *> activeFollowers GenericList<CChar *> petsControlled -> petsOwned Added new JS Character Methods to view/manipulate follower list: GetFollowerList() AddFollower( npcObject ) RemoveFollower( npcObject ) Added new JS Character Property to fetch current count of followers character has: .followerCount Added new GM commands for spitting out information on all pets/followers a player has, in the following format: Name: %s | ID: %i | Serial: %i | x: %i | y: %i | z: %i | world: %i | instanceID: %i 'listpets 'listfollowers Replaced most instances of GetPetList in code and scripts with GetFollowerList, as that's what we actually care about for the most part Updated code and relevant scripts to make use of AddFollower and RemoveFollower functions where appropriate Modified code for restoring pet loyalty upon feeding pet; by default it now restores 10/100 loyalty per time pet is fed, while if CoreShardEra setting in UOX.INI is set to AoS expansion or higher, loyalty is instantly restored to max when pet is fed (regardless of amount) Updated AreaCharacterFunction and AreaItemFunction JS Functions to still work if third parameter (socket) is provided as null Modified code and relevant scripts that teleport pets/followers along with player to only do so for pets/followers using the "follow" wandermode with player as follow target Updated some instances of code and script that checked for both controlSlot AND maxFollowers requirements - now only checks maxFollowers if controlSlots is set to 0 in ini Added function _restorecontext_() {} to a couple more scripts: js/commands/targeting/tele.js Updated error message shown when attempts are made to add deleted objects to refreshQueue, to include name, ID and serial of the object in question
2023-06-02 01:44:40 +08:00
follower->SetLocation( mChar );
}
}
}
}
return house;
}
//o------------------------------------------------------------------------------------------------o
//| Function - BuildBaseMulti()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Called when a script attempts to create a base multi from raw multi ID
//o------------------------------------------------------------------------------------------------o
CMultiObj * BuildBaseMulti( UI16 multiId, SI16 xLoc = -1, SI16 yLoc = -1, SI08 zLoc = 127, UI08 worldNumber = 0, UI16 instanceId = 0 )
{
if( !multiId )
return nullptr;
// Do we have coordinates?
if( xLoc == -1 || yLoc == -1 || zLoc == 127 )
return nullptr;
SI16 sx = 0, sy = 0;
[[maybe_unused]] SI16 cx = 0;
[[maybe_unused]] SI16 cy = 0;
[[maybe_unused]] SI16 bx = 0;
[[maybe_unused]] SI16 by = 0;
[[maybe_unused]] SI08 cz = 7;
// If multiId provided was lower than 0x4000, add 0x4000 so we get the ID the system expects
if( multiId < 0x4000 )
{
multiId += 0x4000;
}
CMultiObj *iMulti = nullptr;
std::string temp = "a multi";
iMulti = Items->CreateMulti( temp, multiId, false, worldNumber, instanceId, true );
if( iMulti == nullptr )
{
return nullptr;
}
iMulti->SetLocation( xLoc, yLoc, zLoc );
iMulti->SetDecayable( false );
// Add all script IDs to multi's list of script IDs
iMulti->SetDamageable( false );
time_t buildTimestamp = std::chrono::system_clock::to_time_t( std::chrono::system_clock::now() );
iMulti->SetBuildTimestamp( buildTimestamp );
// Find corners of new iMulti
SI16 multiX1 = 0;
SI16 multiY1 = 0;
SI16 multiX2 = 0;
SI16 multiY2 = 0;
Map->MultiArea( iMulti, multiX1, multiY1, multiX2, multiY2 );
// Move characters out of the way
for( auto &ourChar : FindNearbyChars( xLoc, yLoc, worldNumber, instanceId, std::max( sx, sy )))
{
if(( ourChar->GetX() >= multiX1 && ourChar->GetX() <= multiX2 ) &&
( ourChar->GetY() >= multiY1 && ourChar->GetY() <= multiY2 ) &&
( ourChar->GetZ() >= iMulti->GetZ() - 16 ))
{
// Move character (NPC or PC, online or offline) to corner of multi so they don't get stuck in multi!
ourChar->SetLocation( multiX2, multiY2, iMulti->GetZ() );
}
}
// Move items out of the way
for( auto &ourItem : FindNearbyItems( xLoc, yLoc, worldNumber, instanceId, std::max( sx, sy )))
{
if( ourItem->GetVisible() == 0 && ourItem->GetObjType() != OT_MULTI && ourItem->GetObjType() != OT_BOAT )
{
if(( ourItem->GetX() >= multiX1 && ourItem->GetX() <= multiX2 ) &&
( ourItem->GetY() >= multiY1 && ourItem->GetY() <= multiY2 ) &&
( ourItem->GetZ() >= iMulti->GetZ() - 16 ))
{
// Move item to corner of multi so they don't get stuck underneath the multi!
ourItem->SetLocation( multiX2, multiY2, iMulti->GetZ() );
}
}
}
return iMulti;
}
//o------------------------------------------------------------------------------------------------o
//| Function - KillKeysFunctor()
//| KillKeys()
//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 - Called when turning a house/boat into a deed, or when transferring to new owner
//|
//| Notes - This function is rather CPU-expensive, but AFAIK there is no
//| better way to find all keys than to do it this way.. :/
//o------------------------------------------------------------------------------------------------o
bool KillKeysFunctor( CBaseObject *a, [[maybe_unused]] UI32 &b, void *extraData )
{
UI32 *ourData = (UI32 *)extraData;
SERIAL targSerial = ourData[0];
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
SERIAL charSerial = ourData[1];
if( ValidateObject( a ) && a->CanBeObjType( OT_ITEM ))
{
CItem *i = static_cast<CItem *>( a );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
if( !charSerial )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
if( i->GetType() == IT_KEY && i->GetTempVar( CITV_MORE ) == targSerial )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Delete all copies of the key!
if( ValidateObject( i->GetMultiObj() ))
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Remove from multi before deleting
i->SetMulti( INVALIDSERIAL, false );
}
i->Delete();
}
else if( i->GetId() >= 0x1769 && i->GetId() <= 0x176b ) // Keyrings
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
// Also look in keyrings - first get count of keys in keyring
SI32 keyCount = i->GetTag( "keys" ).m_IntValue;
if( keyCount > 0 )
{
for( SI32 j = 1; j < keyCount + 1; j++ )
{
std::string keyTag = "key" + std::to_string( j ) + "more";
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
TAGMAPOBJECT keyMore = i->GetTag( keyTag );
if( oldstrutil::value<SERIAL>( keyMore.m_StringValue ) == targSerial )
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
// More value of key in keyring matches house serial
TAGMAPOBJECT localObject;
localObject.m_Destroy = false;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
localObject.m_IntValue = 0;
localObject.m_ObjectType = TAGMAP_TYPE_STRING;
localObject.m_StringValue = "0";
i->SetTag( keyTag, localObject );
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
}
}
else
{
if( i->GetType() == IT_KEY && i->GetTempVar( CITV_MORE ) == targSerial )
{
CChar *itemPackOwner = FindItemOwner( i );
if( ValidateObject( itemPackOwner ))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
// Key held somewhere in character's backpack or bankbox
if( itemPackOwner->GetSerial() == charSerial )
{
i->Delete();
}
}
else if( i->GetMovable() == 3 && ValidateObject( i->GetMultiObj() ))
{
// Locked down in character's house.
if( i->GetMultiObj()->GetOwnerObj()->GetSerial() == charSerial )
{
// Remove from multi before deleting! Maybe this should be in Cleanup()?
i->SetMulti( INVALIDSERIAL, false );
}
i->Delete();
}
else if( ValidateObject( i->GetCont() ) && FindRootContainer( i )->GetOwner() == charSerial )
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
// In a container owned by character
i->Delete();
}
else
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
// On the ground, not in a container, not locked down
2021-06-12 07:30:23 -04:00
if( i->GetMovable() != 3 && i->GetCont() == nullptr )
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
i->Delete();
}
}
}
else if( i->GetId() >= 0x1769 && i->GetId() <= 0x176b ) // Keyrings
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
CChar *itemPackOwner = FindItemOwner( i );
// If In backpack or bank, or locked down in character's house, or inside a container in character's house, or
// on the ground of character's house but not locked down
if(( ValidateObject( itemPackOwner ) && itemPackOwner->GetSerial() == charSerial ) ||
( i->GetMovable() == 3 && ValidateObject( i->GetMultiObj() ) && i->GetMultiObj()->GetOwnerObj()->GetSerial() == charSerial ) ||
( ValidateObject( i->GetCont() ) && FindRootContainer( i )->GetOwner() == charSerial ) ||
2021-06-12 07:30:23 -04:00
( i->GetMovable() != 3 && i->GetCont() == nullptr ))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
// Also look in keyrings - first get count of keys in keyring
SI32 keyCount = i->GetTag( "keys" ).m_IntValue;
if( keyCount > 0 )
{
for( SI32 j = 1; j < keyCount + 1; j++ )
{
std::string keyTag = "key" + std::to_string( j ) + "more";
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
TAGMAPOBJECT keyMore = i->GetTag( keyTag );
if( oldstrutil::value<SERIAL>( keyMore.m_StringValue ) == targSerial )
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
// More value of key in keyring matches house serial
TAGMAPOBJECT localObject;
localObject.m_Destroy = false;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
localObject.m_IntValue = 0;
localObject.m_ObjectType = TAGMAP_TYPE_STRING;
localObject.m_StringValue = "0";
i->SetTag( keyTag, localObject );
}
}
}
}
}
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
return true;
}
void KillKeys( SERIAL targSerial, SERIAL charSerial = INVALIDSERIAL )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
if( charSerial == INVALIDSERIAL )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// if no character serial is provided, just kill ALL keys that match the target serial
UI32 toPass[1];
toPass[0] = targSerial;
UI32 b = 0;
ObjectFactory::GetSingleton().IterateOver( OT_ITEM, b, toPass, &KillKeysFunctor );
}
else
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// if character serial is provided, kill only keys belonging to said character, if key matches target serial
UI32 toPass[2];
toPass[0] = targSerial;
toPass[1] = charSerial;
UI32 b = 0;
ObjectFactory::GetSingleton().IterateOver( OT_ITEM, b, toPass, &KillKeysFunctor );
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00