2002-04-07 20:53:41 +00:00
|
|
|
#include "uox3.h"
|
|
|
|
|
#include "cGuild.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
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|
|
#include "speech.h"
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2002-04-07 20:53:41 +00:00
|
|
|
#include "ssection.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 "scriptc.h"
|
2012-11-03 18:11:04 +00:00
|
|
|
#include "classes.h"
|
|
|
|
|
#include "CPacketSend.h"
|
|
|
|
|
#include "Dictionary.h"
|
|
|
|
|
#include "CJSEngine.h"
|
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
|
|
|
#include "StringUtility.hpp"
|
2022-03-05 09:12:21 -05:00
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|
|
#include "osunique.hpp"
|
2002-04-07 20:53:41 +00:00
|
|
|
#ifndef va_start
|
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 <cstdarg>
|
2002-04-07 20:53:41 +00:00
|
|
|
#endif
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
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|
using namespace std::string_literals;
|
2012-11-03 18:11:04 +00:00
|
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|
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|
CGuildCollection *GuildSys;
|
|
|
|
|
|
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
|
|
|
#define DEFAULTCHARTER "UOX3 Guildstone"
|
2012-11-03 18:11:04 +00:00
|
|
|
#define DEFAULTWEBPAGE "http://www.uox3.org/"
|
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|
|
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CGuild::CGuild() : name( "" ), gType( GT_STANDARD ), charter( "" ), webpage( "" ), stone( INVALIDSERIAL ), master( INVALIDSERIAL )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
abbreviation[0] = 0;
|
2012-11-03 18:11:04 +00:00
|
|
|
recruits.resize( 0 );
|
|
|
|
|
members.resize( 0 );
|
|
|
|
|
recruitPtr = recruits.end();
|
|
|
|
|
memberPtr = members.end();
|
|
|
|
|
warPtr = relationList.end();
|
|
|
|
|
allyPtr = relationList.end();
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CGuild::~CGuild()
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
JSEngine->ReleaseObject( IUE_GUILD, this );
|
|
|
|
|
|
|
|
|
|
recruits.clear();
|
|
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|
members.clear();
|
|
|
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|
relationList.clear();
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::FirstWar()
|
|
|
|
|
//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 - Moves to start of the relation list and returns the next
|
|
|
|
|
//| relation which is at war
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID CGuild::FirstWar( void )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
warPtr = relationList.begin();
|
2002-04-07 20:53:41 +00:00
|
|
|
return NextWar();
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::NextWar()
|
|
|
|
|
//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 - Moves through relation list, returning guild ID of next
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| guild at war, or -1 if no war
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID CGuild::NextWar( void )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
while( warPtr != relationList.end() )
|
|
|
|
|
{
|
|
|
|
|
if( warPtr->second == GR_WAR )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return warPtr->first;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
++warPtr;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::FinishedWar()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns true if at end of war list, or false if not
|
|
|
|
|
//| Must iterate through war list if not at end of relation list
|
|
|
|
|
//| Moves back one if it does find something it's at war with
|
|
|
|
|
//| to ensure pointer integrity
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
bool CGuild::FinishedWar( void )
|
|
|
|
|
{
|
|
|
|
|
if( warPtr == relationList.end() )
|
|
|
|
|
return true;
|
|
|
|
|
if( NextWar() == -1 )
|
|
|
|
|
return true;
|
|
|
|
|
else if( warPtr != relationList.begin() ) // we move back if we found it, so NextWar will return a valid warring guild
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
--warPtr;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::FirstAlly()
|
|
|
|
|
//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 - Moves to start of the relation list and returns the next
|
|
|
|
|
//| relation which is at ally
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID CGuild::FirstAlly( void )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
allyPtr = relationList.begin();
|
|
|
|
|
return NextAlly();
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::NextAlly()
|
|
|
|
|
//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 - Moves through relation list, returning guild ID of next
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| guild as ally, or -1 if no ally
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID CGuild::NextAlly( void )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
while( allyPtr != relationList.end() )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( allyPtr->second == GR_ALLY )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return allyPtr->first;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
++allyPtr;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::FinishedAlly()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns true if at end of ally list, or false if not
|
|
|
|
|
//| Must iterate through ally list if not at end of relation list
|
|
|
|
|
//| Moves back one if it does find something it's an ally with
|
|
|
|
|
//| to ensure pointer integrity
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
bool CGuild::FinishedAlly( void )
|
|
|
|
|
{
|
|
|
|
|
if( allyPtr == relationList.end() )
|
|
|
|
|
return true;
|
|
|
|
|
if( NextAlly() == -1 )
|
|
|
|
|
return true;
|
|
|
|
|
else if( allyPtr != relationList.begin() ) // we move back if we found it, so NextWar will return a valid warring guild
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
--allyPtr;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Name()
|
|
|
|
|
//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 - Gets/Sets the name of the guild.
|
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
|
|
|
//| Setting also updates name of guildstone, if it exists
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
const std::string CGuild::Name( void ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
return name;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
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
|
|
|
void CGuild::Name( std::string txt )
|
|
|
|
|
{
|
|
|
|
|
name = txt;
|
|
|
|
|
if( Stone() != INVALIDSERIAL ) // we have a guildstone
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
CItem *gStone = CalcItemObjFromSer( Stone() );
|
|
|
|
|
if( ValidateObject( gStone ))
|
|
|
|
|
{
|
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
|
|
|
gStone->SetName( txt );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
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
|
|
|
}
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Abbreviation()
|
|
|
|
|
//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 - Gets/Sets the abbreviation of the guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
auto CGuild::Abbreviation() const -> const std::string&
|
|
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return abbreviation;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
auto CGuild::Abbreviation( const std::string &value ) -> void
|
|
|
|
|
{
|
|
|
|
|
abbreviation = value;
|
|
|
|
|
if( value.size() > 4 )
|
|
|
|
|
{
|
|
|
|
|
abbreviation = value.substr( 0, 4 );
|
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
|
|
|
}
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Type()
|
|
|
|
|
//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 - Gets/Sets the guild's type
|
2002-04-07 20:53:41 +00:00
|
|
|
//| GT_STANDARD = 0,
|
|
|
|
|
//| GT_ORDER,
|
|
|
|
|
//| GT_CHAOS,
|
|
|
|
|
//| GT_UNKNOWN,
|
|
|
|
|
//| GT_COUNT
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
GuildType CGuild::Type( void ) const
|
|
|
|
|
{
|
|
|
|
|
return gType;
|
|
|
|
|
}
|
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
|
|
|
void CGuild::Type( GuildType nType )
|
|
|
|
|
{
|
|
|
|
|
gType = nType;
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Charter()
|
|
|
|
|
//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 - Gets/Sets the charter of the guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
const std::string CGuild::Charter( void ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
return charter;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
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
|
|
|
void CGuild::Charter( const std::string &txt )
|
|
|
|
|
{
|
|
|
|
|
charter = txt;
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Webpage()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns the webpage of the guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
const std::string CGuild::Webpage( void ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
return webpage;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
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
|
|
|
void CGuild::Webpage( const std::string &txt )
|
|
|
|
|
{
|
|
|
|
|
webpage = txt;
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Stone()
|
|
|
|
|
//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 - Gets/Sets the serial of the guild stone
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
SERIAL CGuild::Stone( void ) const
|
|
|
|
|
{
|
|
|
|
|
return stone;
|
|
|
|
|
}
|
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
|
|
|
void CGuild::Stone( SERIAL newStone )
|
|
|
|
|
{
|
|
|
|
|
stone = newStone;
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Master()
|
|
|
|
|
//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 - Gets/Sets the serial of the guild master (if any)
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
SERIAL CGuild::Master( void ) const
|
|
|
|
|
{
|
|
|
|
|
return master;
|
|
|
|
|
}
|
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
|
|
|
void CGuild::Master( SERIAL newMaster )
|
|
|
|
|
{
|
|
|
|
|
master = newMaster;
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::FirstRecruit()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns the serial of the first recruit in the recruit list
|
|
|
|
|
//| If no recruits, returns INVALIDSERIAL
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
SERIAL CGuild::FirstRecruit( void )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
SERIAL retVal = INVALIDSERIAL;
|
|
|
|
|
recruitPtr = recruits.begin();
|
|
|
|
|
if( !FinishedRecruits() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
retVal = ( *recruitPtr );
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
return retVal;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::NextRecruit()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns the serial of the next recruit in the recruit list
|
|
|
|
|
//| If there are no more, it returns INVALIDSERIAL
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2022-06-06 09:13:35 -04:00
|
|
|
SERIAL CGuild::NextRecruit()
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
SERIAL retVal = INVALIDSERIAL;
|
|
|
|
|
if( !FinishedRecruits() )
|
|
|
|
|
{
|
|
|
|
|
++recruitPtr;
|
|
|
|
|
if( !FinishedRecruits() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
retVal = (*recruitPtr);
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
}
|
|
|
|
|
return retVal;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::FinishedRecruits()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns true if there are no more recruits left
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2022-06-06 09:13:35 -04:00
|
|
|
bool CGuild::FinishedRecruits()
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
return ( recruitPtr == recruits.end() );
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::RecruitNumber()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns the serial of the recruit in slot rNum
|
|
|
|
|
//| If rNum is invalid, it returns INVALIDSERIAL
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
SERIAL CGuild::RecruitNumber( size_t rNum ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
if( rNum >= recruits.size() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return INVALIDSERIAL;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return recruits[rNum];
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::MemberNumber()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns the serial of the member in slot rNum
|
|
|
|
|
//| If rNum is invalid, it returns INVALIDSERIAL
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
SERIAL CGuild::MemberNumber( size_t rNum ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
if( rNum >= members.size() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return INVALIDSERIAL;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return members[rNum];
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::FirstMember()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns the serial of the first member of the guild
|
|
|
|
|
//| If no members, returns INVALIDSERIAL
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
SERIAL CGuild::FirstMember( void )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
SERIAL retVal = INVALIDSERIAL;
|
|
|
|
|
memberPtr = members.begin();
|
|
|
|
|
if( !FinishedMember() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
retVal = ( *memberPtr );
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
return retVal;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::NextMember()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns the serial of the next member of the guild, if any
|
|
|
|
|
//| If none, it returns INVALIDSERIAL
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
SERIAL CGuild::NextMember( void )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
SERIAL retVal = INVALIDSERIAL;
|
|
|
|
|
if( !FinishedMember() )
|
|
|
|
|
{
|
|
|
|
|
++memberPtr; // post ++ forces a copy constructor
|
|
|
|
|
if( !FinishedMember() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
retVal = ( *memberPtr );
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
}
|
|
|
|
|
return retVal;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::FinishedMember()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//| Purpose - Returns true if there are no more members left
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
bool CGuild::FinishedMember( void )
|
|
|
|
|
{
|
|
|
|
|
return ( memberPtr == members.end() );
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Stone()
|
|
|
|
|
//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 - Sets the guild's stone serial to the CItem newStone
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuild::Stone( CItem &newStone )
|
|
|
|
|
{
|
|
|
|
|
stone = newStone.GetSerial();
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Master()
|
|
|
|
|
//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 - Sets the guild's master serial to CChar newMaster's serial
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuild::Master( CChar &newMaster )
|
|
|
|
|
{
|
|
|
|
|
master = newMaster.GetSerial();
|
|
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::NewRecruit()
|
|
|
|
|
//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 - Add new recruit to guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuild::NewRecruit( CChar &newRecruit )
|
|
|
|
|
{
|
|
|
|
|
NewRecruit( newRecruit.GetSerial() );
|
|
|
|
|
}
|
|
|
|
|
void CGuild::NewRecruit( SERIAL newRecruit )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
if( IsMember( newRecruit ))
|
|
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
RemoveMember( newRecruit );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
recruits.push_back( newRecruit );
|
|
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::NewMember()
|
|
|
|
|
//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 - Add new member to guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuild::NewMember( CChar &newMember )
|
|
|
|
|
{
|
|
|
|
|
NewMember( newMember.GetSerial() );
|
|
|
|
|
}
|
|
|
|
|
void CGuild::NewMember( SERIAL newMember )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
if( IsRecruit( newMember ))
|
|
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
RemoveRecruit( newMember );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
members.push_back( newMember );
|
|
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::RemoveRecruit()
|
|
|
|
|
//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 - Remove recruit from guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuild::RemoveRecruit( CChar &newRecruit )
|
|
|
|
|
{
|
|
|
|
|
RemoveRecruit( newRecruit.GetSerial() );
|
|
|
|
|
}
|
|
|
|
|
void CGuild::RemoveRecruit( SERIAL newRecruit )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
auto iter = std::find_if( recruits.begin(), recruits.end(), [newRecruit]( SERIAL &entry )
|
|
|
|
|
{
|
2022-06-06 09:13:35 -04:00
|
|
|
return entry == newRecruit;
|
|
|
|
|
});
|
2022-10-24 18:39:33 +08:00
|
|
|
if( iter != recruits.end() )
|
|
|
|
|
{
|
|
|
|
|
recruits.erase( iter );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::RemoveMember()
|
|
|
|
|
//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 - Remove member from guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuild::RemoveMember( CChar &newMember )
|
|
|
|
|
{
|
|
|
|
|
RemoveMember( newMember.GetSerial() );
|
|
|
|
|
}
|
|
|
|
|
void CGuild::RemoveMember( SERIAL newMember )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
auto iter = std::find_if( members.begin(), members.end(), [newMember]( SERIAL &entry )
|
|
|
|
|
{
|
2022-06-06 09:13:35 -04:00
|
|
|
return entry == newMember;
|
|
|
|
|
});
|
2022-10-24 18:39:33 +08:00
|
|
|
if( iter != members.end() )
|
|
|
|
|
{
|
|
|
|
|
members.erase( iter );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::RecruitToMember()
|
|
|
|
|
//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 - Change guild recruit to member
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuild::RecruitToMember( CChar &newMember )
|
|
|
|
|
{
|
|
|
|
|
RemoveRecruit( newMember );
|
|
|
|
|
NewMember( newMember );
|
|
|
|
|
}
|
|
|
|
|
void CGuild::RecruitToMember( SERIAL newMember )
|
|
|
|
|
{
|
|
|
|
|
RemoveRecruit( newMember );
|
|
|
|
|
NewMember( newMember );
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::IsRecruit()
|
|
|
|
|
//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 if character can be found in list of guild recruits
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
bool CGuild::IsRecruit( CChar &toCheck ) const
|
|
|
|
|
{
|
|
|
|
|
return IsRecruit( toCheck.GetSerial() );
|
|
|
|
|
}
|
2022-06-06 09:13:35 -04:00
|
|
|
|
|
|
|
|
//============================================================================================
|
2022-10-24 18:39:33 +08:00
|
|
|
auto CGuild::IsRecruit( SERIAL toCheck ) const -> bool
|
|
|
|
|
{
|
|
|
|
|
auto rValue = false;
|
|
|
|
|
auto iter = std::find_if( recruits.begin(), recruits.end(), [toCheck]( const SERIAL &entry )
|
|
|
|
|
{
|
|
|
|
|
return toCheck == entry;
|
2022-06-06 09:13:35 -04:00
|
|
|
});
|
2022-10-24 18:39:33 +08:00
|
|
|
if( iter != recruits.end() )
|
|
|
|
|
{
|
|
|
|
|
rValue = true;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
return rValue;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::IsMember()
|
|
|
|
|
//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 if character can be found in list of guild members
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
bool CGuild::IsMember( CChar &toCheck ) const
|
|
|
|
|
{
|
|
|
|
|
return IsMember( toCheck.GetSerial() );
|
|
|
|
|
}
|
2022-06-06 09:13:35 -04:00
|
|
|
//============================================================================================
|
2022-10-24 18:39:33 +08:00
|
|
|
auto CGuild::IsMember( SERIAL toCheck ) const -> bool
|
|
|
|
|
{
|
|
|
|
|
auto rValue = false;
|
|
|
|
|
auto iter = std::find_if( members.begin(), members.end(), [toCheck]( const SERIAL &entry )
|
|
|
|
|
{
|
|
|
|
|
return toCheck == entry;
|
2022-06-06 09:13:35 -04:00
|
|
|
});
|
2022-10-24 18:39:33 +08:00
|
|
|
if( iter != members.end() )
|
|
|
|
|
{
|
|
|
|
|
rValue = true;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
return rValue;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::RelatedToGuild()
|
|
|
|
|
//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 - Determine other guild's relation (Alliance/War) to this guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDRELATION CGuild::RelatedToGuild( GUILDID otherGuild ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
GUILDREL::const_iterator toFind = relationList.find( otherGuild );
|
|
|
|
|
if( toFind == relationList.end() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return GR_UNKNOWN;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return toFind->second;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
bool CGuild::IsAtWar( GUILDID otherGuild ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
GUILDREL::const_iterator toFind = relationList.find( otherGuild );
|
|
|
|
|
if( toFind == relationList.end() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return false;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return ( toFind->second == GR_WAR );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
bool CGuild::IsNeutral( GUILDID otherGuild ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
GUILDREL::const_iterator toFind = relationList.find( otherGuild );
|
|
|
|
|
if( toFind == relationList.end() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return false;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return ( toFind->second == GR_NEUTRAL );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
bool CGuild::IsAlly( GUILDID otherGuild ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
GUILDREL::const_iterator toFind = relationList.find( otherGuild );
|
|
|
|
|
if( toFind == relationList.end() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return false;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
return ( toFind->second == GR_ALLY );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2023-05-21 02:14:17 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::IsAtPeace()
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Determine if this guild is in a state of peace, i.e. NOT at war with anyone
|
|
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
bool CGuild::IsAtPeace() const
|
|
|
|
|
{
|
|
|
|
|
for( auto &relation : relationList )
|
|
|
|
|
{
|
|
|
|
|
if( relation.second == GR_WAR )
|
2023-06-05 23:14:49 +08:00
|
|
|
return false;
|
2023-05-21 02:14:17 +08:00
|
|
|
}
|
2023-06-05 23:14:49 +08:00
|
|
|
|
|
|
|
|
return true;
|
2023-05-21 02:14:17 +08:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::SetGuildRelation()
|
|
|
|
|
//| CGuild::GuildRelationList()
|
|
|
|
|
//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 - Gets/Sets guild's relation to another guild
|
|
|
|
|
//| Notes - NOTE: This is aimed ONLY at menu stuff
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void CGuild::SetGuildRelation( GUILDID otherGuild, GUILDRELATION toSet )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
relationList[otherGuild] = toSet;
|
|
|
|
|
}
|
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
|
|
|
GUILDREL *CGuild::GuildRelationList( void )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
return &relationList;
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Save()
|
|
|
|
|
//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 - Save guild data to worldfiles
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2023-08-27 21:42:47 -04:00
|
|
|
void CGuild::Save( std::ostream &toSave, GUILDID gNum )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
toSave << "[GUILD " << gNum << ']' << '\n' << "{" << '\n';
|
|
|
|
|
toSave << "NAME=" << name << '\n';
|
|
|
|
|
toSave << "ABBREVIATION=" << abbreviation << '\n';
|
|
|
|
|
toSave << "TYPE=" << GTypeNames[gType] << '\n';
|
|
|
|
|
toSave << "CHARTER=" << charter << '\n';
|
|
|
|
|
toSave << "WEBPAGE=" << webpage << '\n';
|
|
|
|
|
toSave << "STONE=" << stone << '\n';
|
|
|
|
|
toSave << "MASTER=" << master << '\n';
|
2022-10-24 18:39:33 +08:00
|
|
|
std::for_each( recruits.begin(), recruits.end(), [&toSave] ( SERIAL entry )
|
|
|
|
|
{
|
2022-06-06 09:13:35 -04:00
|
|
|
toSave << "RECRUIT=" << entry << '\n';
|
|
|
|
|
|
|
|
|
|
});
|
2022-10-24 18:39:33 +08:00
|
|
|
std::for_each( members.begin(), members.end(), [&toSave] ( SERIAL entry )
|
|
|
|
|
{
|
2022-06-06 09:13:35 -04:00
|
|
|
toSave << "MEMBER=" << entry << '\n';
|
|
|
|
|
|
|
|
|
|
});
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDREL::const_iterator relly = relationList.begin();
|
2002-04-07 20:53:41 +00:00
|
|
|
while( relly != relationList.end() )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
toSave << GRelationNames[relly->second] << " " << relly->first <<'\n';
|
|
|
|
|
++relly;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
toSave << "}" << '\n' << '\n';
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::Load()
|
|
|
|
|
//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 - Load guilds from guilds worldfile
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
void CGuild::Load( CScriptSection *toRead )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2021-04-24 04:21:57 +08:00
|
|
|
std::string tag;
|
|
|
|
|
std::string data;
|
|
|
|
|
std::string UTag;
|
2022-10-24 18:39:33 +08:00
|
|
|
for( const auto &sec : toRead->collection() )
|
|
|
|
|
{
|
2022-06-08 21:44:58 -04:00
|
|
|
tag = sec->tag;
|
|
|
|
|
data = sec->data;
|
2012-11-03 18:11:04 +00:00
|
|
|
if( tag.empty() )
|
2002-04-07 20:53:41 +00:00
|
|
|
continue;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
2022-03-04 07:35:46 -05:00
|
|
|
UTag = oldstrutil::upper( tag );
|
2022-10-24 18:39:33 +08:00
|
|
|
switch(( UTag.data()[0] ))
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
case '{':
|
2022-10-24 18:39:33 +08:00
|
|
|
case '/': break; // open section, comment, we don't really care;)
|
2012-11-03 18:11:04 +00:00
|
|
|
case 'A':
|
|
|
|
|
if( UTag == "ABBREVIATION" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Abbreviation( data.c_str() );
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else if( UTag == "ALLY" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
SetGuildRelation( static_cast<SI16>( std::stoi( data, nullptr, 0 )), GR_ALLY );
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
|
|
|
|
case 'C':
|
|
|
|
|
if( UTag == "CHARTER" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Charter( data );
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
|
|
|
|
case 'M':
|
|
|
|
|
if( UTag == "MASTER" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
Master( static_cast<UI32>( std::stoul( data, nullptr, 0 )));
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else if( UTag == "MEMBER" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
NewMember( static_cast<UI32>( std::stoul( data, nullptr, 0 )));
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
|
|
|
|
case 'N':
|
|
|
|
|
if( UTag == "NAME" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Name( data );
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else if( UTag == "NEUTRAL" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
SetGuildRelation( static_cast<SI16>( std::stoi( data, nullptr, 0 )), GR_NEUTRAL );
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
|
|
|
|
case 'R':
|
|
|
|
|
if( UTag == "RECRUIT" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
NewRecruit( static_cast<UI32>( std::stoul( data, nullptr, 0 )));
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
|
|
|
|
break;
|
2012-11-03 18:11:04 +00:00
|
|
|
case 'S':
|
|
|
|
|
if( UTag == "STONE" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
Stone( static_cast<UI32>( std::stoul( data, nullptr, 0 )));
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
|
|
|
|
case 'T':
|
|
|
|
|
if( UTag == "TYPE" )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
for( GuildType gt = GT_STANDARD; gt < GT_COUNT; gt = static_cast<GuildType>( gt + static_cast<GuildType>( 1 )))
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( data == GTypeNames[gt] )
|
|
|
|
|
{
|
|
|
|
|
Type( gt );
|
|
|
|
|
break;
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
|
|
|
|
case 'U':
|
|
|
|
|
if( UTag == "UNKNOWN" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
SetGuildRelation( static_cast<SI16>( std::stoi( data, nullptr, 0 )), GR_UNKNOWN );
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
|
|
|
|
case 'W':
|
|
|
|
|
if( UTag == "WEBPAGE" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Webpage( data );
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else if( UTag == "WAR" )
|
2021-04-24 04:21:57 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
SetGuildRelation( static_cast<SI16>( std::stoi( data, nullptr, 0 )), GR_WAR );
|
2021-04-24 04:21:57 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::NumMembers()
|
|
|
|
|
//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 - Gets number of guild members
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
size_t CGuild::NumMembers( void ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
return members.size();
|
|
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::NumRecruits()
|
|
|
|
|
//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 - Gets number of guild recruits
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
size_t CGuild::NumRecruits( void ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
return recruits.size();
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::CalcMaster()
|
|
|
|
|
//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 - Calculate next guild master based on vote count
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
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|
|
void CGuild::CalcMaster( void )
|
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|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( members.empty() )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
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|
|
Master( INVALIDSERIAL );
|
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|
return;
|
|
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|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
std::vector<SI32> votes;
|
2002-04-07 20:53:41 +00:00
|
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|
votes.resize( members.size() );
|
2012-11-03 18:11:04 +00:00
|
|
|
UI32 maxIndex = 0;
|
2002-04-07 20:53:41 +00:00
|
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|
2012-11-03 18:11:04 +00:00
|
|
|
for( size_t counter = 0; counter < votes.size(); ++counter )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
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|
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|
|
votes[counter] = 0; // init the count before adding
|
2012-11-03 18:11:04 +00:00
|
|
|
for( size_t counter2 = 0; counter2 < votes.size(); ++counter2 )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
CChar *myChar = CalcCharObjFromSer( members[counter2] );
|
2012-11-03 18:11:04 +00:00
|
|
|
if( ValidateObject( myChar ) && myChar->GetGuildFealty() == members[counter] )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
++votes[counter];
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
if( votes[counter] > votes[maxIndex] )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
maxIndex = static_cast<UI32>( counter );
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
Master( members[maxIndex] );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
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|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
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|
|
|
//| Function - CGuild::TellMembers()
|
|
|
|
|
//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 - Tell all guild members a message
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuild::TellMembers( SI32 dictEntry, ... )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
for( auto &member: members )
|
|
|
|
|
{
|
|
|
|
|
CChar *targetChar = CalcCharObjFromSer( member );
|
2012-11-03 18:11:04 +00:00
|
|
|
CSocket *targetSock = targetChar->GetSocket();
|
2021-06-12 07:30:23 -04:00
|
|
|
if( targetSock != nullptr )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
std::string txt = "GUILD: ";
|
|
|
|
|
txt += Dictionary->GetEntry( dictEntry, targetSock->Language() );
|
2002-04-07 20:53:41 +00:00
|
|
|
|
|
|
|
|
va_list argptr;
|
|
|
|
|
va_start( argptr, dictEntry );
|
2012-11-03 18:11:04 +00:00
|
|
|
|
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
|
|
|
if( cwmWorldState->ServerData()->UseUnicodeMessages() )
|
|
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
std::string tempStr = oldstrutil::format( 512, txt, argptr );
|
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
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CPUnicodeMessage unicodeMessage;
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unicodeMessage.Message( tempStr );
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unicodeMessage.Font( FNT_NORMAL );
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unicodeMessage.Colour( 0x000B );
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unicodeMessage.Type( SYSTEM );
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unicodeMessage.Language( "ENG" );
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unicodeMessage.Name( "System" );
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unicodeMessage.ID( INVALIDID );
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unicodeMessage.Serial( INVALIDSERIAL );
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targetSock->Send( &unicodeMessage );
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}
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else
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{
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CSpeechEntry& toAdd = SpeechSys->Add();
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2022-03-04 07:35:46 -05:00
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toAdd.Speech( oldstrutil::format( 512, txt, argptr ));
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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
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toAdd.Font( FNT_NORMAL );
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toAdd.Speaker( INVALIDSERIAL );
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2022-06-06 09:13:35 -04:00
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toAdd.SpokenTo( member );
|
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
|
|
|
toAdd.Colour( 0x000B );
|
|
|
|
|
toAdd.Type( SYSTEM );
|
|
|
|
|
toAdd.At( cwmWorldState->GetUICurrentTime() );
|
|
|
|
|
toAdd.TargType( SPTRG_INDIVIDUAL );
|
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|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
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|
va_end( argptr );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
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|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuild::SetGuildFaction()
|
|
|
|
|
//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
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|
//| Purpose - Sets the guild's faction - neutral, order or chaos
|
2022-10-24 18:39:33 +08:00
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//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
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|
void CGuild::SetGuildFaction( GuildType newFaction )
|
2002-04-07 20:53:41 +00:00
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{
|
2012-11-03 18:11:04 +00:00
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Type( newFaction );
|
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if( newFaction != GT_STANDARD )
|
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{
|
2022-10-24 18:39:33 +08:00
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for( auto &member : members )
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{
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CChar *memberChar = CalcCharObjFromSer( member );
|
2012-11-03 18:11:04 +00:00
|
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|
if( !memberChar->GetGuildToggle() )
|
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|
{
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memberChar->SetGuildToggle( true );
|
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CSocket *memberSock = memberChar->GetSocket();
|
2021-06-12 07:30:23 -04:00
|
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|
if( memberSock != nullptr )
|
2022-10-24 18:39:33 +08:00
|
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{
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memberSock->SysMessage( 154 ); // Let him know about the change
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}
|
2012-11-03 18:11:04 +00:00
|
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|
}
|
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}
|
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}
|
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}
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2022-10-24 18:39:33 +08:00
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//o------------------------------------------------------------------------------------------------o
|
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|
|
|
//| Function - CGuild::TypeName()
|
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|
//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 - Gets guild type as a string
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
const std::string CGuild::TypeName( void )
|
|
|
|
|
{
|
|
|
|
|
return GTypeNames[Type()];
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::NumGuilds()
|
|
|
|
|
//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 - Gets number of guilds on the server
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
size_t CGuildCollection::NumGuilds( void ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
return gList.size();
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::MaximumGuild()
|
|
|
|
|
//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 - Gets the next available guild ID
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID CGuildCollection::MaximumGuild( void )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID maxVal = -1;
|
|
|
|
|
GUILDLIST::const_iterator pFind = gList.begin();
|
2002-04-07 20:53:41 +00:00
|
|
|
while( pFind != gList.end() )
|
|
|
|
|
{
|
|
|
|
|
if( pFind->first > maxVal )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
maxVal = pFind->first;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
++pFind;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
return static_cast<GUILDID>( maxVal + 1 );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::NewGuild()
|
|
|
|
|
//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 a new guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID CGuildCollection::NewGuild( void )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
CGuild *toAdd = new CGuild();
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID gAdd = MaximumGuild();
|
2002-04-07 20:53:41 +00:00
|
|
|
gList[gAdd] = toAdd;
|
|
|
|
|
return gAdd;
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
CGuild *CGuildCollection::Guild( GUILDID num ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
GUILDLIST::const_iterator pFind = gList.find( num );
|
|
|
|
|
if( pFind == gList.end() )
|
2021-06-12 07:30:23 -04:00
|
|
|
return nullptr;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
2002-04-07 20:53:41 +00:00
|
|
|
return pFind->second;
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
CGuild *CGuildCollection::operator[]( GUILDID num )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
return Guild( num );
|
|
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::Save()
|
|
|
|
|
//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 - Saves guild to worldfile
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuildCollection::Save( void )
|
|
|
|
|
{
|
|
|
|
|
Console << "Saving guild data.... ";
|
2012-11-03 18:11:04 +00:00
|
|
|
std::string filename = cwmWorldState->ServerData()->Directory( CSDDP_SHARED ) + "guilds.wsc";
|
|
|
|
|
std::ofstream toSave( filename.c_str() );
|
|
|
|
|
GUILDLIST::const_iterator pMove = gList.begin();
|
2002-04-07 20:53:41 +00:00
|
|
|
while( pMove != gList.end() )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
( pMove->second )->Save( toSave, pMove->first );
|
2012-11-03 18:11:04 +00:00
|
|
|
++pMove;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
Console.PrintDone();
|
|
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::Load()
|
|
|
|
|
//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 - Load guilds from worldfile
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2002-04-07 20:53:41 +00:00
|
|
|
void CGuildCollection::Load( void )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
std::string filename = cwmWorldState->ServerData()->Directory( CSDDP_SHARED ) + "guilds.wsc";
|
|
|
|
|
if( FileExists( filename ))
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Script newScript( filename, NUM_DEFS, false );
|
2022-10-24 18:39:33 +08:00
|
|
|
CScriptSection *testSect = nullptr;
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID guildNum = 0;
|
2021-06-12 07:30:23 -04:00
|
|
|
for( testSect = newScript.FirstEntry(); testSect != nullptr; testSect = newScript.NextEntry() )
|
2012-11-03 18:11:04 +00:00
|
|
|
{
|
2021-04-24 04:21:57 +08:00
|
|
|
std::string text = newScript.EntryName();
|
2012-11-03 18:11:04 +00:00
|
|
|
text = text.substr( 6 );
|
2022-10-24 18:39:33 +08:00
|
|
|
guildNum = static_cast<SI16>( std::stoi( text, nullptr, 0 ));
|
2021-06-12 07:30:23 -04:00
|
|
|
if( gList[guildNum] != nullptr )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
delete gList[guildNum];
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
gList[guildNum] = new CGuild();
|
|
|
|
|
gList[guildNum]->Load( testSect );
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::Compare()
|
|
|
|
|
//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
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//| Purpose - Compare the guild relation between two guilds
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2022-10-24 18:39:33 +08:00
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//o------------------------------------------------------------------------------------------------o
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2012-11-03 18:11:04 +00:00
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GUILDRELATION CGuildCollection::Compare( GUILDID srcGuild, GUILDID trgGuild ) const
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2002-04-07 20:53:41 +00:00
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{
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if( srcGuild == -1 || trgGuild == -1 )
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return GR_UNKNOWN;
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2022-10-24 18:39:33 +08:00
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2002-04-07 20:53:41 +00:00
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if( srcGuild == trgGuild )
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return GR_SAME;
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2022-10-24 18:39:33 +08:00
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2002-04-07 20:53:41 +00:00
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CGuild *mGuild = Guild( srcGuild );
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2021-06-12 07:30:23 -04:00
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if( mGuild == nullptr )
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2002-04-07 20:53:41 +00:00
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return GR_UNKNOWN;
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2022-10-24 18:39:33 +08:00
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2002-04-07 20:53:41 +00:00
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return mGuild->RelatedToGuild( trgGuild );
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}
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2022-10-24 18:39:33 +08:00
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//o------------------------------------------------------------------------------------------------o
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//| Function - CGuildCollection::Compare()
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//o------------------------------------------------------------------------------------------------o
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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
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//| Purpose - Compare the guild relation between two characters
|
2022-10-24 18:39:33 +08:00
|
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|
//o------------------------------------------------------------------------------------------------o
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2012-11-03 18:11:04 +00:00
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GUILDRELATION CGuildCollection::Compare( CChar *src, CChar *trg ) const
|
2002-04-07 20:53:41 +00:00
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{
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2021-06-12 07:30:23 -04:00
|
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if( src == nullptr || trg == nullptr )
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2002-04-07 20:53:41 +00:00
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|
return GR_UNKNOWN;
|
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 srcGuild = src->GetGuildNumber();
|
|
|
|
|
auto trgGuild = trg->GetGuildNumber();
|
|
|
|
|
if( srcGuild == -1 || trgGuild == -1 )
|
2002-04-07 20:53:41 +00:00
|
|
|
return GR_UNKNOWN;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
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
|
|
|
if( srcGuild == trgGuild )
|
2002-04-07 20:53:41 +00:00
|
|
|
return GR_SAME;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
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
|
|
|
return Compare( srcGuild, trgGuild );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::Menu()
|
|
|
|
|
//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 - Send guild menu to player
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
void CGuildCollection::Menu( CSocket *s, SI16 menu, GUILDID trgGuild, SERIAL plId )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2021-06-12 07:30:23 -04:00
|
|
|
if( s == nullptr )
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
2022-10-24 18:39:33 +08:00
|
|
|
if( trgGuild >= static_cast<SI32>( NumGuilds() ))
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
CPSendGumpMenu toSend;
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.GumpId( menu );
|
|
|
|
|
toSend.UserId( INVALIDSERIAL );
|
2012-11-03 18:11:04 +00:00
|
|
|
|
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
|
|
|
toSend.addCommand( "page 0" );
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addCommand( oldstrutil::format( "resizepic 0 0 %u 600 400", cwmWorldState->ServerData()->BackgroundPic() ));
|
|
|
|
|
toSend.addCommand( oldstrutil::format( "button 560 10 %u %i 1 0 1", cwmWorldState->ServerData()->ButtonCancel(), cwmWorldState->ServerData()->ButtonCancel() + 1 )); //OKAY
|
|
|
|
|
toSend.addCommand( oldstrutil::format( "text 120 10 %u 0", cwmWorldState->ServerData()->TitleColour() ));
|
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
|
|
|
toSend.addCommand( "page 1" );
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
SERIAL gMaster = gList[trgGuild]->Master();
|
|
|
|
|
CChar *mChar = s->CurrcharObj();
|
2022-10-24 18:39:33 +08:00
|
|
|
CChar *gMstr = CalcCharObjFromSer( gMaster );
|
2002-04-07 20:53:41 +00:00
|
|
|
UI16 numButtons = 0, numText = 0, numColumns = 1;
|
2022-06-15 19:19:40 -04:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
auto guildFealty = "yourself"s;
|
2002-04-07 20:53:41 +00:00
|
|
|
if( mChar->GetGuildFealty() != mChar->GetSerial() && mChar->GetGuildFealty() != INVALIDSERIAL )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
CChar *fChar = CalcCharObjFromSer( mChar->GetGuildFealty() );
|
|
|
|
|
if( ValidateObject( fChar ))
|
|
|
|
|
{
|
UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
onNameRequest( myObj, requestedBy, requestSource )
Potential values for requestSource:
0 - Speech/System Messages
1 - Guild Menus
2 - Stat Window (self)
3 - Stat Window (other)
4 - Tooltip
5 - Paperdoll Journal
6 - Paperdoll
7 - Single Click / All-Names
8 - System
9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
.GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data:
orePrefData -> [
oreName, // name of ore
color, // color of ore
minskill, // min skill to mine ore
ingotName, // name of ingot created from ore
makemenu, // makemenu entry for crafting something from ingot
oreChance, // default global chance of finding this ore type
scriptID // script attached to mined ore
],
orePrefChance // Chance of finding this ore type in given town region
.GetOreChance() // Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
.totalPlayTime // Account property, total playtime across all chars
.playTime // Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
Added new JS Account property that gets/sets whether player account is considered Young:
.isYoung
Added new Char timers:
TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers
TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld
Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
YOUNGPLAYERSYSTEM=1
If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
Young characters will have [Young] displayed over their head
Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
Account has a total playtime of more than 40 hours
Any character has more than 350 total (base) skill points
Any character has more than 70 skill points in a single skill
Any character has more than 150 total stat points
Any character has more than 80 stat points in a single stat
Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
Young characters get two additional items upon creation:
a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
Young characters cannot target other player characters with hostile spells or skills
Young characters cannot be the target of other player characters' hostile spells or skills
Young characters can only cast beneficial spells upon themselves or other Young characters
Young characters can only be the target of beneficial spells from other Young players
Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
Young players receive a warning upon entering dungeons that monsters there will be hostile
Updated global script (js/server/global.js) to:
Check/Verify Young status of players upon login
Attach young player script on login/creation for players on Young accounts
Give specific items to Young players upon creation
Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
Updated Healer AI in code to heal nearby injured Young players
Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
Restricted Young players from recalling or gating to Felucca facet
Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
|
|
|
guildFealty = fChar->GetNameRequest( mChar, NRS_GUILD );
|
2022-06-15 19:19:40 -04:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
else
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
mChar->SetGuildFealty( mChar->GetSerial() );
|
2022-06-15 19:19:40 -04:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
auto guildt = "INVALID"s;
|
|
|
|
|
switch( gList[trgGuild]->Type() )
|
|
|
|
|
{
|
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
|
|
|
case 0:
|
2022-06-15 19:19:40 -04:00
|
|
|
guildt = " Standard"s;
|
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)
-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 caused by changing an items layer
-Fixed a bug causing NPC's to always be the first attacker
-Armor DEF system overhauled to match OSI system
-Updated Hash Table Remove() calls to remove unrefrenced parameter "index"
-Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against
INVALIDSERIAL and storing large serial numbers
-Changed cSocket::AddID() to a UI32 for the same reason as above
-Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's
-Fixed up calcStealDiff() to match new weight system
-Minor updates to CPStatsWindow to match the new Armor DEF system and Weight
system
-Fixed calls to getTileName() so the names container was set with MAX_NAME
-Fixed up getFieldDir() using direction typedefs
-Changed Get/SetMagic() to Get/SetMovable()
-Cleaned up some unrefrenced params
-Changed some int's to UI16's in books.cpp
-WorldSave Changes:
-XYZ and worldnum to Location=x,y,z,worldnum
-HiDamage and LoDamage into Damage=hidamage,lodamage
-Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2,
Intelligence=int,in2, Dexterity=dex,dx2
-DWord0-3 changed to DWords=0,1,2,3
-FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1
-MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez
-More,More2 changed to More=more,more2
-Type,Type2 changed to Type=type,type2
-Light,Rain,Heat,Cold,Snow,Lightning changed to
RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning
-Fame,Karma,Kills changed to Reputation=fame,karma,kills
-Complete rewrite to the Weight system
-Weight is more permanent, removed need to recalc it constantly
-Packs now show the weight of themselves and all their contents
-Packs now have a weight limit (currently hardcapped to 400, should make it
based on type of container and possibly scriptable)
-All items use the weight value given to them in the scripts unless the entry
is 0 in which case they pull weight from the MUL's
-Better handling of overloaded for teleport / recall / walking
-Weight will max out at 65535 stones and can not go lower than 0 stones
-Items container is now set as a cBaseObject
-Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold
sfx and where an item was dropped (ie in a pack or on the ground)
-Cleaned up goldsfx() and renamed it to goldSound()
-Many fixes to get/drop/wear/packItem functions
-Minor fixes/cleanups in movement.cpp
-Fixed a worldsave crash with tamed creatures
-Pressing 0 in console reloads items as well as everything else
-Made dagger usable for carve again
-Fixed a horse mounting distance check
-Noted (and in some cases fixed) unrefrenced variables throughout the code
-Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the
old make menu system
-Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it
should be used for)
-Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be
used, even by GM, until released
-Also note, items that should be usable if locked: Skill items (looms, training
dummies, etc, Recall runes)
-Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp
from the project
-Moved action() and impaction() to effects.cpp
-Moved isHuman() to npcs.cpp
-Where possible made functions that were part of classes private
-Made use of cCombat::getWeaponTyp
2003-03-13 09:05:58 +00:00
|
|
|
break;
|
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
|
|
|
case 1:
|
2022-06-15 19:19:40 -04:00
|
|
|
guildt = "n Order"s;
|
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)
-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 caused by changing an items layer
-Fixed a bug causing NPC's to always be the first attacker
-Armor DEF system overhauled to match OSI system
-Updated Hash Table Remove() calls to remove unrefrenced parameter "index"
-Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against
INVALIDSERIAL and storing large serial numbers
-Changed cSocket::AddID() to a UI32 for the same reason as above
-Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's
-Fixed up calcStealDiff() to match new weight system
-Minor updates to CPStatsWindow to match the new Armor DEF system and Weight
system
-Fixed calls to getTileName() so the names container was set with MAX_NAME
-Fixed up getFieldDir() using direction typedefs
-Changed Get/SetMagic() to Get/SetMovable()
-Cleaned up some unrefrenced params
-Changed some int's to UI16's in books.cpp
-WorldSave Changes:
-XYZ and worldnum to Location=x,y,z,worldnum
-HiDamage and LoDamage into Damage=hidamage,lodamage
-Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2,
Intelligence=int,in2, Dexterity=dex,dx2
-DWord0-3 changed to DWords=0,1,2,3
-FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1
-MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez
-More,More2 changed to More=more,more2
-Type,Type2 changed to Type=type,type2
-Light,Rain,Heat,Cold,Snow,Lightning changed to
RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning
-Fame,Karma,Kills changed to Reputation=fame,karma,kills
-Complete rewrite to the Weight system
-Weight is more permanent, removed need to recalc it constantly
-Packs now show the weight of themselves and all their contents
-Packs now have a weight limit (currently hardcapped to 400, should make it
based on type of container and possibly scriptable)
-All items use the weight value given to them in the scripts unless the entry
is 0 in which case they pull weight from the MUL's
-Better handling of overloaded for teleport / recall / walking
-Weight will max out at 65535 stones and can not go lower than 0 stones
-Items container is now set as a cBaseObject
-Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold
sfx and where an item was dropped (ie in a pack or on the ground)
-Cleaned up goldsfx() and renamed it to goldSound()
-Many fixes to get/drop/wear/packItem functions
-Minor fixes/cleanups in movement.cpp
-Fixed a worldsave crash with tamed creatures
-Pressing 0 in console reloads items as well as everything else
-Made dagger usable for carve again
-Fixed a horse mounting distance check
-Noted (and in some cases fixed) unrefrenced variables throughout the code
-Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the
old make menu system
-Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it
should be used for)
-Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be
used, even by GM, until released
-Also note, items that should be usable if locked: Skill items (looms, training
dummies, etc, Recall runes)
-Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp
from the project
-Moved action() and impaction() to effects.cpp
-Moved isHuman() to npcs.cpp
-Where possible made functions that were part of classes private
-Made use of cCombat::getWeaponTyp
2003-03-13 09:05:58 +00:00
|
|
|
break;
|
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
|
|
|
case 2:
|
2022-06-15 19:19:40 -04:00
|
|
|
guildt = " Chaos"s;
|
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)
-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 caused by changing an items layer
-Fixed a bug causing NPC's to always be the first attacker
-Armor DEF system overhauled to match OSI system
-Updated Hash Table Remove() calls to remove unrefrenced parameter "index"
-Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against
INVALIDSERIAL and storing large serial numbers
-Changed cSocket::AddID() to a UI32 for the same reason as above
-Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's
-Fixed up calcStealDiff() to match new weight system
-Minor updates to CPStatsWindow to match the new Armor DEF system and Weight
system
-Fixed calls to getTileName() so the names container was set with MAX_NAME
-Fixed up getFieldDir() using direction typedefs
-Changed Get/SetMagic() to Get/SetMovable()
-Cleaned up some unrefrenced params
-Changed some int's to UI16's in books.cpp
-WorldSave Changes:
-XYZ and worldnum to Location=x,y,z,worldnum
-HiDamage and LoDamage into Damage=hidamage,lodamage
-Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2,
Intelligence=int,in2, Dexterity=dex,dx2
-DWord0-3 changed to DWords=0,1,2,3
-FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1
-MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez
-More,More2 changed to More=more,more2
-Type,Type2 changed to Type=type,type2
-Light,Rain,Heat,Cold,Snow,Lightning changed to
RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning
-Fame,Karma,Kills changed to Reputation=fame,karma,kills
-Complete rewrite to the Weight system
-Weight is more permanent, removed need to recalc it constantly
-Packs now show the weight of themselves and all their contents
-Packs now have a weight limit (currently hardcapped to 400, should make it
based on type of container and possibly scriptable)
-All items use the weight value given to them in the scripts unless the entry
is 0 in which case they pull weight from the MUL's
-Better handling of overloaded for teleport / recall / walking
-Weight will max out at 65535 stones and can not go lower than 0 stones
-Items container is now set as a cBaseObject
-Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold
sfx and where an item was dropped (ie in a pack or on the ground)
-Cleaned up goldsfx() and renamed it to goldSound()
-Many fixes to get/drop/wear/packItem functions
-Minor fixes/cleanups in movement.cpp
-Fixed a worldsave crash with tamed creatures
-Pressing 0 in console reloads items as well as everything else
-Made dagger usable for carve again
-Fixed a horse mounting distance check
-Noted (and in some cases fixed) unrefrenced variables throughout the code
-Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the
old make menu system
-Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it
should be used for)
-Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be
used, even by GM, until released
-Also note, items that should be usable if locked: Skill items (looms, training
dummies, etc, Recall runes)
-Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp
from the project
-Moved action() and impaction() to effects.cpp
-Moved isHuman() to npcs.cpp
-Where possible made functions that were part of classes private
-Made use of cCombat::getWeaponTyp
2003-03-13 09:05:58 +00:00
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
auto toggle = "Off"s;
|
2022-06-15 19:19:40 -04:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
if( mChar->GetGuildToggle() )
|
|
|
|
|
{
|
2022-06-15 19:19:40 -04:00
|
|
|
toggle = "On"s;
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
std::string gName = gList[trgGuild]->Name();
|
2003-03-04 14:55:47 +00:00
|
|
|
UI16 tCtr = 0;
|
|
|
|
|
SERIAL tChar = 0;
|
2002-04-07 20:53:41 +00:00
|
|
|
GUILDREL::iterator toCheck;
|
|
|
|
|
GUILDREL *ourList;
|
|
|
|
|
s->TempInt( trgGuild );
|
2003-03-04 14:55:47 +00:00
|
|
|
UnicodeTypes sLang = s->Language();
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
UI32 tCounter = 0;
|
|
|
|
|
|
2002-04-07 20:53:41 +00:00
|
|
|
switch( menu )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
case -1: break;
|
|
|
|
|
case BasePage: break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 1: numButtons = 10; // Main menu
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 102, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 103, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 104, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 105, sLang ));
|
|
|
|
|
toSend.addText( oldstrutil::format( Dictionary->GetEntry( 106, sLang ), guildFealty.c_str() ));
|
|
|
|
|
toSend.addText( oldstrutil::format( Dictionary->GetEntry( 107, sLang ), toggle.c_str() ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 108, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 109, sLang ));
|
|
|
|
|
toSend.addText( oldstrutil::format( Dictionary->GetEntry( 110, sLang ), gName.c_str() ));
|
|
|
|
|
toSend.addText( oldstrutil::format( Dictionary->GetEntry( 111, sLang ), gName.c_str() ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 112, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
if( mChar->GetSerial() == gMaster || mChar->IsGM() ) // Guildmaster Access?
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
++numButtons;
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( oldstrutil::format( Dictionary->GetEntry( 113, sLang ), gMstr->GetGuildTitle().c_str() ));
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 2: numButtons = 16; // Guildmaster menu
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 114, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 115, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 116, sLang ));
|
2022-06-15 19:19:40 -04:00
|
|
|
toSend.addText(oldstrutil::format( Dictionary->GetEntry( 117, sLang ), guildt.c_str() ));
|
2012-11-03 18:11:04 +00:00
|
|
|
for( tCounter = 118; tCounter <= 130; ++tCounter )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( tCounter, sLang ));
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 3: numButtons = 4; // Guild type
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 131, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 133, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 134, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 135, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 4: numButtons = 3; // Set charter
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 136, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 138, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 139, sLang ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 5: numButtons = 3; // View charter
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 140, sLang ));
|
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
|
|
|
toSend.addText( gList[trgGuild]->Charter() );
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( oldstrutil::format( Dictionary->GetEntry( 142, sLang ), gList[trgGuild]->Webpage().c_str() ));
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 6: // List of recruits
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 143, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
for( tChar = gList[trgGuild]->FirstRecruit(); !gList[trgGuild]->FinishedRecruits(); tChar = gList[trgGuild]->NextRecruit() )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
onNameRequest( myObj, requestedBy, requestSource )
Potential values for requestSource:
0 - Speech/System Messages
1 - Guild Menus
2 - Stat Window (self)
3 - Stat Window (other)
4 - Tooltip
5 - Paperdoll Journal
6 - Paperdoll
7 - Single Click / All-Names
8 - System
9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
.GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data:
orePrefData -> [
oreName, // name of ore
color, // color of ore
minskill, // min skill to mine ore
ingotName, // name of ingot created from ore
makemenu, // makemenu entry for crafting something from ingot
oreChance, // default global chance of finding this ore type
scriptID // script attached to mined ore
],
orePrefChance // Chance of finding this ore type in given town region
.GetOreChance() // Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
.totalPlayTime // Account property, total playtime across all chars
.playTime // Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
Added new JS Account property that gets/sets whether player account is considered Young:
.isYoung
Added new Char timers:
TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers
TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld
Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
YOUNGPLAYERSYSTEM=1
If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
Young characters will have [Young] displayed over their head
Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
Account has a total playtime of more than 40 hours
Any character has more than 350 total (base) skill points
Any character has more than 70 skill points in a single skill
Any character has more than 150 total stat points
Any character has more than 80 stat points in a single stat
Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
Young characters get two additional items upon creation:
a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
Young characters cannot target other player characters with hostile spells or skills
Young characters cannot be the target of other player characters' hostile spells or skills
Young characters can only cast beneficial spells upon themselves or other Young characters
Young characters can only be the target of beneficial spells from other Young players
Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
Young players receive a warning upon entering dungeons that monsters there will be hostile
Updated global script (js/server/global.js) to:
Check/Verify Young status of players upon login
Attach young player script on login/creation for players on Young accounts
Give specific items to Young players upon creation
Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
Updated Healer AI in code to heal nearby injured Young players
Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
Restricted Young players from recalling or gating to Felucca facet
Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
|
|
|
toSend.addText( CalcCharObjFromSer( tChar )->GetNameRequest( mChar, NRS_GUILD ));
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr;
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 7: // List of members
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 144, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
for( tChar = gList[trgGuild]->FirstMember(); !gList[trgGuild]->FinishedMember(); tChar = gList[trgGuild]->NextMember() )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
onNameRequest( myObj, requestedBy, requestSource )
Potential values for requestSource:
0 - Speech/System Messages
1 - Guild Menus
2 - Stat Window (self)
3 - Stat Window (other)
4 - Tooltip
5 - Paperdoll Journal
6 - Paperdoll
7 - Single Click / All-Names
8 - System
9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
.GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data:
orePrefData -> [
oreName, // name of ore
color, // color of ore
minskill, // min skill to mine ore
ingotName, // name of ingot created from ore
makemenu, // makemenu entry for crafting something from ingot
oreChance, // default global chance of finding this ore type
scriptID // script attached to mined ore
],
orePrefChance // Chance of finding this ore type in given town region
.GetOreChance() // Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
.totalPlayTime // Account property, total playtime across all chars
.playTime // Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
Added new JS Account property that gets/sets whether player account is considered Young:
.isYoung
Added new Char timers:
TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers
TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld
Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
YOUNGPLAYERSYSTEM=1
If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
Young characters will have [Young] displayed over their head
Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
Account has a total playtime of more than 40 hours
Any character has more than 350 total (base) skill points
Any character has more than 70 skill points in a single skill
Any character has more than 150 total stat points
Any character has more than 80 stat points in a single stat
Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
Young characters get two additional items upon creation:
a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
Young characters cannot target other player characters with hostile spells or skills
Young characters cannot be the target of other player characters' hostile spells or skills
Young characters can only cast beneficial spells upon themselves or other Young characters
Young characters can only be the target of beneficial spells from other Young players
Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
Young players receive a warning upon entering dungeons that monsters there will be hostile
Updated global script (js/server/global.js) to:
Check/Verify Young status of players upon login
Attach young player script on login/creation for players on Young accounts
Give specific items to Young players upon creation
Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
Updated Healer AI in code to heal nearby injured Young players
Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
Restricted Young players from recalling or gating to Felucca facet
Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
|
|
|
toSend.addText( CalcCharObjFromSer( tChar )->GetNameRequest( mChar, NRS_GUILD ));
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr;
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 8: // Member dismiss
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 145, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
for( tChar = gList[trgGuild]->FirstMember(); !gList[trgGuild]->FinishedMember(); tChar = gList[trgGuild]->NextMember() )
|
|
|
|
|
{
|
UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
onNameRequest( myObj, requestedBy, requestSource )
Potential values for requestSource:
0 - Speech/System Messages
1 - Guild Menus
2 - Stat Window (self)
3 - Stat Window (other)
4 - Tooltip
5 - Paperdoll Journal
6 - Paperdoll
7 - Single Click / All-Names
8 - System
9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
.GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data:
orePrefData -> [
oreName, // name of ore
color, // color of ore
minskill, // min skill to mine ore
ingotName, // name of ingot created from ore
makemenu, // makemenu entry for crafting something from ingot
oreChance, // default global chance of finding this ore type
scriptID // script attached to mined ore
],
orePrefChance // Chance of finding this ore type in given town region
.GetOreChance() // Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
.totalPlayTime // Account property, total playtime across all chars
.playTime // Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
Added new JS Account property that gets/sets whether player account is considered Young:
.isYoung
Added new Char timers:
TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers
TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld
Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
YOUNGPLAYERSYSTEM=1
If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
Young characters will have [Young] displayed over their head
Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
Account has a total playtime of more than 40 hours
Any character has more than 350 total (base) skill points
Any character has more than 70 skill points in a single skill
Any character has more than 150 total stat points
Any character has more than 80 stat points in a single stat
Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
Young characters get two additional items upon creation:
a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
Young characters cannot target other player characters with hostile spells or skills
Young characters cannot be the target of other player characters' hostile spells or skills
Young characters can only cast beneficial spells upon themselves or other Young characters
Young characters can only be the target of beneficial spells from other Young players
Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
Young players receive a warning upon entering dungeons that monsters there will be hostile
Updated global script (js/server/global.js) to:
Check/Verify Young status of players upon login
Attach young player script on login/creation for players on Young accounts
Give specific items to Young players upon creation
Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
Updated Healer AI in code to heal nearby injured Young players
Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
Restricted Young players from recalling or gating to Felucca facet
Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
|
|
|
toSend.addText( CalcCharObjFromSer( tChar )->GetNameRequest( mChar, NRS_GUILD ));
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr; break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 9: // Dismiss recruit
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 146, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
for( tChar = gList[trgGuild]->FirstRecruit(); !gList[trgGuild]->FinishedRecruits(); tChar = gList[trgGuild]->NextRecruit() )
|
|
|
|
|
{
|
UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
onNameRequest( myObj, requestedBy, requestSource )
Potential values for requestSource:
0 - Speech/System Messages
1 - Guild Menus
2 - Stat Window (self)
3 - Stat Window (other)
4 - Tooltip
5 - Paperdoll Journal
6 - Paperdoll
7 - Single Click / All-Names
8 - System
9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
.GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data:
orePrefData -> [
oreName, // name of ore
color, // color of ore
minskill, // min skill to mine ore
ingotName, // name of ingot created from ore
makemenu, // makemenu entry for crafting something from ingot
oreChance, // default global chance of finding this ore type
scriptID // script attached to mined ore
],
orePrefChance // Chance of finding this ore type in given town region
.GetOreChance() // Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
.totalPlayTime // Account property, total playtime across all chars
.playTime // Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
Added new JS Account property that gets/sets whether player account is considered Young:
.isYoung
Added new Char timers:
TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers
TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld
Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
YOUNGPLAYERSYSTEM=1
If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
Young characters will have [Young] displayed over their head
Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
Account has a total playtime of more than 40 hours
Any character has more than 350 total (base) skill points
Any character has more than 70 skill points in a single skill
Any character has more than 150 total stat points
Any character has more than 80 stat points in a single stat
Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
Young characters get two additional items upon creation:
a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
Young characters cannot target other player characters with hostile spells or skills
Young characters cannot be the target of other player characters' hostile spells or skills
Young characters can only cast beneficial spells upon themselves or other Young characters
Young characters can only be the target of beneficial spells from other Young players
Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
Young players receive a warning upon entering dungeons that monsters there will be hostile
Updated global script (js/server/global.js) to:
Check/Verify Young status of players upon login
Attach young player script on login/creation for players on Young accounts
Give specific items to Young players upon creation
Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
Updated Healer AI in code to heal nearby injured Young players
Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
Restricted Young players from recalling or gating to Felucca facet
Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
|
|
|
toSend.addText( CalcCharObjFromSer( tChar )->GetNameRequest( mChar, NRS_GUILD ));
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr; break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 10: // Accept recruit
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 147, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
for( tChar = gList[trgGuild]->FirstRecruit(); !gList[trgGuild]->FinishedRecruits(); tChar = gList[trgGuild]->NextRecruit() )
|
|
|
|
|
{
|
UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
onNameRequest( myObj, requestedBy, requestSource )
Potential values for requestSource:
0 - Speech/System Messages
1 - Guild Menus
2 - Stat Window (self)
3 - Stat Window (other)
4 - Tooltip
5 - Paperdoll Journal
6 - Paperdoll
7 - Single Click / All-Names
8 - System
9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
.GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data:
orePrefData -> [
oreName, // name of ore
color, // color of ore
minskill, // min skill to mine ore
ingotName, // name of ingot created from ore
makemenu, // makemenu entry for crafting something from ingot
oreChance, // default global chance of finding this ore type
scriptID // script attached to mined ore
],
orePrefChance // Chance of finding this ore type in given town region
.GetOreChance() // Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
.totalPlayTime // Account property, total playtime across all chars
.playTime // Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
Added new JS Account property that gets/sets whether player account is considered Young:
.isYoung
Added new Char timers:
TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers
TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld
Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
YOUNGPLAYERSYSTEM=1
If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
Young characters will have [Young] displayed over their head
Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
Account has a total playtime of more than 40 hours
Any character has more than 350 total (base) skill points
Any character has more than 70 skill points in a single skill
Any character has more than 150 total stat points
Any character has more than 80 stat points in a single stat
Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
Young characters get two additional items upon creation:
a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
Young characters cannot target other player characters with hostile spells or skills
Young characters cannot be the target of other player characters' hostile spells or skills
Young characters can only cast beneficial spells upon themselves or other Young characters
Young characters can only be the target of beneficial spells from other Young players
Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
Young players receive a warning upon entering dungeons that monsters there will be hostile
Updated global script (js/server/global.js) to:
Check/Verify Young status of players upon login
Attach young player script on login/creation for players on Young accounts
Give specific items to Young players upon creation
Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
Updated Healer AI in code to heal nearby injured Young players
Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
Restricted Young players from recalling or gating to Felucca facet
Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
|
|
|
toSend.addText( CalcCharObjFromSer( tChar )->GetNameRequest( mChar, NRS_GUILD ));
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr; break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 11: // War list
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 148, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
ourList = gList[trgGuild]->GuildRelationList();
|
|
|
|
|
toCheck = ourList->begin();
|
|
|
|
|
while( toCheck != ourList->end() )
|
|
|
|
|
{
|
|
|
|
|
if( toCheck->second == GR_WAR )
|
|
|
|
|
{
|
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
|
|
|
toSend.addText( gList[toCheck->first]->Name() );
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
}
|
|
|
|
|
++toCheck;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr; break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 13: // Declare war list
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 149, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
ourList = gList[trgGuild]->GuildRelationList();
|
|
|
|
|
toCheck = ourList->begin();
|
|
|
|
|
while( toCheck != ourList->end() )
|
|
|
|
|
{
|
|
|
|
|
if( toCheck->second != GR_WAR )
|
|
|
|
|
{
|
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
|
|
|
toSend.addText( gList[toCheck->first]->Name() );
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
}
|
|
|
|
|
++toCheck;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr; break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 14: // Declare peace list
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 150, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
ourList = gList[trgGuild]->GuildRelationList();
|
|
|
|
|
toCheck = ourList->begin();
|
|
|
|
|
while( toCheck != ourList->end() )
|
|
|
|
|
{
|
|
|
|
|
if( toCheck->second == GR_WAR )
|
|
|
|
|
{
|
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
|
|
|
toSend.addText( gList[toCheck->first]->Name() );
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
}
|
|
|
|
|
++toCheck;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr; break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 15: // List of guilds warring on us
|
|
|
|
|
case BasePage + 16: // Display recruit information
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = 1;
|
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
|
|
|
toSend.addText( "Unfilled functionality" );
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 17: // Display member information
|
2012-11-03 18:11:04 +00:00
|
|
|
CChar *kChar;
|
2022-10-24 18:39:33 +08:00
|
|
|
kChar = CalcCharObjFromSer( plId );
|
|
|
|
|
if( ValidateObject( kChar ))
|
2012-11-03 18:11:04 +00:00
|
|
|
{
|
UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
onNameRequest( myObj, requestedBy, requestSource )
Potential values for requestSource:
0 - Speech/System Messages
1 - Guild Menus
2 - Stat Window (self)
3 - Stat Window (other)
4 - Tooltip
5 - Paperdoll Journal
6 - Paperdoll
7 - Single Click / All-Names
8 - System
9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
.GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data:
orePrefData -> [
oreName, // name of ore
color, // color of ore
minskill, // min skill to mine ore
ingotName, // name of ingot created from ore
makemenu, // makemenu entry for crafting something from ingot
oreChance, // default global chance of finding this ore type
scriptID // script attached to mined ore
],
orePrefChance // Chance of finding this ore type in given town region
.GetOreChance() // Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
.totalPlayTime // Account property, total playtime across all chars
.playTime // Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
Added new JS Account property that gets/sets whether player account is considered Young:
.isYoung
Added new Char timers:
TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers
TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld
Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
YOUNGPLAYERSYSTEM=1
If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
Young characters will have [Young] displayed over their head
Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
Account has a total playtime of more than 40 hours
Any character has more than 350 total (base) skill points
Any character has more than 70 skill points in a single skill
Any character has more than 150 total stat points
Any character has more than 80 stat points in a single stat
Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
Young characters get two additional items upon creation:
a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
Young characters cannot target other player characters with hostile spells or skills
Young characters cannot be the target of other player characters' hostile spells or skills
Young characters can only cast beneficial spells upon themselves or other Young characters
Young characters can only be the target of beneficial spells from other Young players
Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
Young players receive a warning upon entering dungeons that monsters there will be hostile
Updated global script (js/server/global.js) to:
Check/Verify Young status of players upon login
Attach young player script on login/creation for players on Young accounts
Give specific items to Young players upon creation
Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
Updated Healer AI in code to heal nearby injured Young players
Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
Restricted Young players from recalling or gating to Felucca facet
Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
|
|
|
auto temp = kChar->GetNameRequest( mChar, NRS_GUILD );
|
2012-11-03 18:11:04 +00:00
|
|
|
if( kChar->IsInnocent() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
temp += std::string(" Innocent" );
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else if( kChar->IsMurderer() )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
temp += std::string(" Murderer" );
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
temp += std::string(" Criminal" );
|
|
|
|
|
}
|
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
|
|
|
toSend.addText( temp );
|
2012-11-03 18:11:04 +00:00
|
|
|
// To display: Name, str, dex, int, # kills, # deaths, status (criminal, murderer, innocent), top x skills
|
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
|
|
|
toSend.addText( "Strength" );
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( oldstrutil::format( "%i", kChar->GetStrength() ));
|
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
|
|
|
toSend.addText( "Dexterity" );
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( oldstrutil::format( "%i", kChar->GetDexterity() ));
|
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
|
|
|
toSend.addText( "Intelligence" );
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( oldstrutil::format( "%i", kChar->GetIntelligence() ));
|
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
|
|
|
toSend.addText( "Kills" );
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( oldstrutil::format( "%i", kChar->GetKills() ));
|
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
|
|
|
toSend.addText( "Deaths" );
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( oldstrutil::format( "%u", kChar->GetDeaths() ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numText = 10;
|
|
|
|
|
numColumns = 2;
|
|
|
|
|
numButtons = 1;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = 1;
|
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
|
|
|
toSend.addText( "Unknown player" );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 18: // Ally list
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 151, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
ourList = gList[trgGuild]->GuildRelationList();
|
|
|
|
|
toCheck = ourList->begin();
|
|
|
|
|
while( toCheck != ourList->end() )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( toCheck->second == GR_ALLY )
|
|
|
|
|
{
|
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
|
|
|
toSend.addText( gList[toCheck->first]->Name() );
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
}
|
|
|
|
|
++toCheck;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr; break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 19: // Declare Ally list
|
|
|
|
|
toSend.addText( Dictionary->GetEntry( 152, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tCtr = 0;
|
|
|
|
|
ourList = gList[trgGuild]->GuildRelationList();
|
|
|
|
|
toCheck = ourList->begin();
|
|
|
|
|
while( toCheck != ourList->end() )
|
|
|
|
|
{
|
|
|
|
|
if( toCheck->second != GR_ALLY )
|
|
|
|
|
{
|
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
|
|
|
toSend.addText( gList[toCheck->first]->Name() );
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
}
|
|
|
|
|
++toCheck;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addText( Dictionary->GetEntry( 130, sLang ));
|
2012-11-03 18:11:04 +00:00
|
|
|
numButtons = ++tCtr; break;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
for( UI16 iCtr = 0; iCtr < numButtons; ++iCtr )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
toSend.addCommand( oldstrutil::format( "button 20 %i %i %i 1 0 %i", 30 + 20 * iCtr, cwmWorldState->ServerData()->ButtonRight(), cwmWorldState->ServerData()->ButtonRight() + 1, iCtr + 2 ));
|
|
|
|
|
toSend.addCommand( oldstrutil::format( "text 50 %i %i %i", 30 + 20 * iCtr, cwmWorldState->ServerData()->LeftTextColour(), iCtr + 1 ));
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
if( numText != 0 )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
for( UI16 iCtr = 0; iCtr < numText; ++iCtr )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
if( numColumns == 1 )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
toSend.addCommand( oldstrutil::format( "text 50 %i %i %i", 30 + 20 * ( iCtr + numButtons ), cwmWorldState->ServerData()->LeftTextColour(), iCtr + numButtons + 1 ));
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
toSend.addCommand( oldstrutil::format( "text %i %i %i %i", 50 + ( iCtr % numColumns ) * 100, 30 + 20 * (( iCtr / 2 ) + numButtons ), cwmWorldState->ServerData()->LeftTextColour(), iCtr + numButtons + 1 ));
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
toSend.Finalize();
|
|
|
|
|
s->Send( &toSend );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
void CGuildCollection::GumpInput( CPIGumpInput *gi )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
UI08 type = gi->Type();
|
|
|
|
|
UI08 index = gi->Index();
|
2021-04-24 04:21:57 +08:00
|
|
|
std::string text = gi->Reply();
|
2012-11-03 18:11:04 +00:00
|
|
|
CSocket *s = gi->GetSocket();
|
2002-04-07 20:53:41 +00:00
|
|
|
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
if( text.empty() )
|
|
|
|
|
return;
|
|
|
|
|
|
2002-04-07 20:53:41 +00:00
|
|
|
if( type != 100 )
|
|
|
|
|
return;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
|
|
|
|
GUILDID trgGuild = static_cast<GUILDID>( s->TempInt() );
|
|
|
|
|
CChar *gMaster = CalcCharObjFromSer( gList[trgGuild]->Master() );
|
2002-04-07 20:53:41 +00:00
|
|
|
switch( index )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
case 1: gList[trgGuild]->Name( text ); break; // set guild name
|
|
|
|
|
case 2: gList[trgGuild]->Abbreviation( text.c_str() ); break; // set guild abbreviation
|
|
|
|
|
case 3: gMaster->SetGuildTitle( text ); break; // set guildmaster title
|
|
|
|
|
case 4: gList[trgGuild]->Charter( text ); break; // new charter
|
|
|
|
|
case 5: gList[trgGuild]->Webpage( text ); break; // new webpage
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
case 6: // set guild member title
|
|
|
|
|
auto gMember = CalcCharObjFromSer( s->TempInt2() );
|
|
|
|
|
if( ValidateObject( gMember ))
|
|
|
|
|
{
|
|
|
|
|
gMember->SetGuildTitle( text );
|
|
|
|
|
auto gSock = gMember->GetSocket();
|
|
|
|
|
if( gSock != nullptr )
|
|
|
|
|
{
|
|
|
|
|
gSock->SysMessage( 1686, text.c_str() ); // You have been granted a guild title of '%s'!
|
|
|
|
|
}
|
|
|
|
|
gMember->Dirty( UT_UPDATE );
|
|
|
|
|
}
|
|
|
|
|
break;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::ToggleAbbreviation()
|
|
|
|
|
//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 - Toggles guild abbreviation on/off - except for order/chaos, which must show
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void CGuildCollection::ToggleAbbreviation( CSocket *s )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
CChar *mChar = s->CurrcharObj();
|
2022-10-24 18:39:33 +08:00
|
|
|
GUILDID guildNumber = mChar->GetGuildNumber();
|
|
|
|
|
if( guildNumber == -1 )
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
if( gList[guildNumber]->Type() != GT_STANDARD ) // Check for Order/Chaos
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->SysMessage( 153 ); // They may not toggle it off!
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
mChar->SetGuildToggle( !mChar->GetGuildToggle() );
|
|
|
|
|
if( mChar->GetGuildToggle() ) // If set to On then
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->SysMessage( 154 ); // Tell player about the change
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else // Otherwise
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->SysMessage( 155 ); // And tell him also
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
}
|
|
|
|
|
mChar->Dirty( UT_UPDATE );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
void CGuildCollection::TransportGuildStone( CSocket *s, GUILDID guildId )
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
{
|
|
|
|
|
CChar *mChar = s->CurrcharObj();
|
2022-10-24 18:39:33 +08:00
|
|
|
if( guildId == -1 )
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
return;
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
if( gList[guildId]->Stone() == INVALIDSERIAL )
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// Make sure this is the guild master
|
2022-10-24 18:39:33 +08:00
|
|
|
if( gList[guildId]->Master() == mChar->GetSerial() )
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
{
|
|
|
|
|
CItem *gTransportStone = Items->CreateItem( s, mChar, 0x1869, 1, 0, OT_ITEM, true );
|
2022-10-24 18:39:33 +08:00
|
|
|
if( ValidateObject( gTransportStone ))
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
gTransportStone->SetTempVar( CITV_MORE, guildId );
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
gTransportStone->SetNewbie( true );
|
|
|
|
|
gTransportStone->SetWeight( 1, true );
|
|
|
|
|
gTransportStone->SetType( IT_GUILDSTONE );
|
2022-10-24 18:39:33 +08:00
|
|
|
gTransportStone->SetName( oldstrutil::format( Dictionary->GetEntry( 101 ), gList[guildId]->Name().c_str() ));
|
|
|
|
|
CItem *gStone = CalcItemObjFromSer( gList[guildId]->Stone() );
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
gStone->Delete();
|
|
|
|
|
|
|
|
|
|
// A guildstone transporter object has been placed in your backpack. Use it to move the guildstone to a new location.
|
2022-10-24 18:39:33 +08:00
|
|
|
s->SysMessage( 1972 );
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
void TextEntryGump( CSocket *s, SERIAL ser, UI08 type, UI08 index, SI16 maxlength, SI32 dictEntry );
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::GumpChoice()
|
|
|
|
|
//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 - Handles button presses in guild menus
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void CGuildCollection::GumpChoice( CSocket *s )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
UI32 realType = s->GetDWord( 7 );
|
|
|
|
|
UI32 button = s->GetDWord( 11 );
|
2022-10-24 18:39:33 +08:00
|
|
|
GUILDID trgGuild = static_cast<GUILDID>( s->TempInt() );
|
2002-04-07 20:53:41 +00:00
|
|
|
if( button == 1 ) // hit cancel
|
|
|
|
|
return;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
2002-04-07 20:53:41 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
2022-10-24 18:39:33 +08:00
|
|
|
if( !ValidateObject( mChar ))
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
2002-04-07 20:53:41 +00:00
|
|
|
SERIAL ser = mChar->GetSerial();
|
|
|
|
|
UI16 tCtr = 0;
|
|
|
|
|
GUILDREL::iterator toCheck;
|
|
|
|
|
GUILDREL *ourList;
|
2012-11-03 18:11:04 +00:00
|
|
|
size_t offCounter;
|
2002-04-07 20:53:41 +00:00
|
|
|
|
2021-06-12 07:30:23 -04:00
|
|
|
CChar *tChar = nullptr;
|
2002-04-07 20:53:41 +00:00
|
|
|
|
|
|
|
|
switch( realType )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
case INVALIDSERIAL:
|
|
|
|
|
case BasePage:
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 1: // Main menu
|
2012-11-03 18:11:04 +00:00
|
|
|
switch( button )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
case 2: s->SendTargetCursor( 2, 0, 0, 156 ); break; // recruit into guild
|
2012-11-03 18:11:04 +00:00
|
|
|
case 3: Menu( s, BasePage + 7, trgGuild ); break;
|
|
|
|
|
case 4: Menu( s, BasePage + 5, trgGuild ); break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case 5: s->SendTargetCursor( 2, 1, 0, 157 ); break; // declare fealty
|
2012-11-03 18:11:04 +00:00
|
|
|
case 6: ToggleAbbreviation( s ); break; // toggle abbreviation
|
|
|
|
|
case 7: Resign( s ); break; // Resign from guild
|
|
|
|
|
case 8: Menu( s, BasePage + 6, trgGuild ); break; // View candidates
|
|
|
|
|
case 9: Menu( s, BasePage + 11, trgGuild ); break; // View warring guilds
|
|
|
|
|
case 10: Menu( s, BasePage + 15, trgGuild ); break; // View guilds that declared war on us
|
|
|
|
|
case 11: Menu( s, BasePage + 18, trgGuild ); break; // View list of allied guilds
|
|
|
|
|
case 12: Menu( s, BasePage + 2, trgGuild ); break; // Access guildmaster functions
|
|
|
|
|
}
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 2: // Guildmaster menu
|
2012-11-03 18:11:04 +00:00
|
|
|
switch( button )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
case 2: TextEntryGump( s, ser, 100, 1, 30, 158 ); break; // set guild name
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
case 3: TextEntryGump( s, ser, 100, 2, 4, 159 ); break; // set guild abbreviation
|
2012-11-03 18:11:04 +00:00
|
|
|
case 4: Menu( s, BasePage + 3, trgGuild ); break; // set guild type
|
|
|
|
|
case 5: Menu( s, BasePage + 4, trgGuild ); break; // set guild charter
|
|
|
|
|
case 6: Menu( s, BasePage + 8, trgGuild ); break; // dismiss a member
|
|
|
|
|
case 7: Menu( s, BasePage + 13, trgGuild ); break; // declare war from menu
|
2022-10-24 18:39:33 +08:00
|
|
|
case 8: s->SendTargetCursor( 2, 2, 0, 160 ); break; // declare war from target
|
2012-11-03 18:11:04 +00:00
|
|
|
case 9: Menu( s, BasePage + 14, trgGuild ); break; // declare peace
|
|
|
|
|
case 10: Menu( s, BasePage + 19, trgGuild ); break; // declare ally from menu
|
2022-10-24 18:39:33 +08:00
|
|
|
case 11: s->SendTargetCursor( 2, 3, 0, 161 ); break; // declare ally from target
|
2012-11-03 18:11:04 +00:00
|
|
|
case 12: Menu( s, BasePage + 10, trgGuild ); break; // accept candidate seeking membership
|
|
|
|
|
case 13: Menu( s, BasePage + 9, trgGuild ); break; // refuse candidate seeking membership
|
|
|
|
|
case 14: TextEntryGump( s, ser, 100, 3, 15, 162 ); break; // set guild master's title
|
2022-10-24 18:39:33 +08:00
|
|
|
case 15: s->SendTargetCursor( 2, 4, 0, 1685 ); break; // Select guild member to grant title to
|
2012-11-03 18:11:04 +00:00
|
|
|
#if defined( _MSC_VER )
|
|
|
|
|
#pragma note( "Move guildstone functionality goes here" )
|
|
|
|
|
#endif
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
case 16: TransportGuildStone( s, trgGuild ); break; // move guildstone
|
2012-11-03 18:11:04 +00:00
|
|
|
case 17: Menu( s, BasePage + 1, trgGuild ); break; // return to main menu
|
|
|
|
|
}
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 3: // Guild type
|
2012-11-03 18:11:04 +00:00
|
|
|
switch( button )
|
|
|
|
|
{
|
|
|
|
|
case 2: gList[trgGuild]->SetGuildFaction( GT_STANDARD ); break;
|
|
|
|
|
case 3: gList[trgGuild]->SetGuildFaction( GT_ORDER ); break;
|
|
|
|
|
case 4: gList[trgGuild]->SetGuildFaction( GT_CHAOS ); break;
|
|
|
|
|
case 5: Menu( s, BasePage + 2, trgGuild ); break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 4: // Set charter
|
2012-11-03 18:11:04 +00:00
|
|
|
switch( button )
|
|
|
|
|
{
|
|
|
|
|
case 2: TextEntryGump( s, ser, 100, 4, 50, 163 ); break;
|
|
|
|
|
case 3: TextEntryGump( s, ser, 100, 5, 50, 164 ); break;
|
|
|
|
|
case 4: Menu( s, BasePage + 2, trgGuild ); break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 5: // View charter
|
2012-11-03 18:11:04 +00:00
|
|
|
switch( button )
|
|
|
|
|
{
|
|
|
|
|
case 3: s->OpenURL( gList[trgGuild]->Webpage() ); break;
|
|
|
|
|
case 2:
|
|
|
|
|
case 4: Menu( s, BasePage + 1, trgGuild ); break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 6: // List of recruits
|
|
|
|
|
if( gList[trgGuild]->NumRecruits() >= ( button - 2 ))
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 1, trgGuild );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
Menu( s, BasePage + 16, trgGuild, gList[trgGuild]->RecruitNumber( button - 2 )); // display recruit number
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 7: // List of members
|
|
|
|
|
if( gList[trgGuild]->NumMembers() >= ( button - 2 ))
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 1, trgGuild );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
Menu( s, BasePage + 17, trgGuild, gList[trgGuild]->MemberNumber( button - 2 )); // display member number
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 8: // Member dismiss
|
|
|
|
|
if( gList[trgGuild]->NumMembers() <= ( button - 2 ))
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 2, trgGuild );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
tChar = CalcCharObjFromSer( gList[trgGuild]->MemberNumber( button - 2 ));
|
|
|
|
|
if( ValidateObject( tChar ))
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
if( tChar == mChar )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->SysMessage( 1691 ); // You cannot dismiss yourself from the guild!
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
gList[trgGuild]->RemoveMember(( *tChar ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tChar->SetGuildNumber( -1 );
|
2022-10-24 18:39:33 +08:00
|
|
|
s->SysMessage( 1689, tChar->GetName().c_str() ); // You have dismissed %s from your guild!
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
auto tSock = tChar->GetSocket();
|
|
|
|
|
if( tSock != nullptr )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
tSock->SysMessage( 1690 ); // You have been dismissed from your guild!
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 9: // Dismiss recruit
|
|
|
|
|
if( gList[trgGuild]->NumRecruits() <= ( button - 2 ))
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 2, trgGuild );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
gList[trgGuild]->RemoveRecruit( gList[trgGuild]->RecruitNumber( button - 2 ));
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 10: // Accept recruit
|
|
|
|
|
if( gList[trgGuild]->NumRecruits() <= ( button - 2 ))
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 2, trgGuild );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
tChar = CalcCharObjFromSer( gList[trgGuild]->RecruitNumber( button - 2 ));
|
|
|
|
|
if( ValidateObject( tChar ))
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
gList[trgGuild]->RecruitToMember(( *tChar ));
|
2012-11-03 18:11:04 +00:00
|
|
|
tChar->SetGuildNumber( trgGuild );
|
|
|
|
|
if( gList[trgGuild]->Type() != GT_STANDARD )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
tChar->SetGuildToggle( true );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 11: // War list
|
|
|
|
|
case BasePage + 12: // Grant title
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 2, trgGuild );
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 13: // Declare war list
|
2012-11-03 18:11:04 +00:00
|
|
|
offCounter = tCtr = 0;
|
|
|
|
|
ourList = gList[trgGuild]->GuildRelationList();
|
2022-10-24 18:39:33 +08:00
|
|
|
if( ourList->size() <= ( button - 2 ))
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 2, trgGuild );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
toCheck = ourList->begin();
|
|
|
|
|
while( toCheck != ourList->end() )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( toCheck->second != GR_WAR )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
if( offCounter == ( button - 2 ))
|
2012-11-03 18:11:04 +00:00
|
|
|
{
|
|
|
|
|
gList[trgGuild]->SetGuildRelation( tCtr, GR_ALLY );
|
|
|
|
|
gList[trgGuild]->TellMembers( 165, gList[tCtr]->Name().c_str() );
|
|
|
|
|
gList[tCtr]->TellMembers( 166, gList[trgGuild]->Name().c_str() );
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
++offCounter;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
++tCtr;
|
|
|
|
|
++toCheck;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 14: // Declare peace list
|
2012-11-03 18:11:04 +00:00
|
|
|
offCounter = tCtr = 0;
|
|
|
|
|
ourList = gList[trgGuild]->GuildRelationList();
|
2022-10-24 18:39:33 +08:00
|
|
|
if( ourList->size() <= ( button - 2 ))
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 2, trgGuild );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
toCheck = ourList->begin();
|
|
|
|
|
while( toCheck != ourList->end() )
|
|
|
|
|
{
|
|
|
|
|
if( toCheck->second == GR_WAR )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
if( offCounter == ( button - 2 ))
|
2012-11-03 18:11:04 +00:00
|
|
|
{
|
|
|
|
|
gList[trgGuild]->SetGuildRelation( tCtr, GR_NEUTRAL );
|
|
|
|
|
gList[trgGuild]->TellMembers( 167, gList[tCtr]->Name().c_str() );
|
|
|
|
|
gList[tCtr]->TellMembers( 168, gList[trgGuild]->Name().c_str() );
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
++offCounter;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
}
|
|
|
|
|
++tCtr;
|
|
|
|
|
++toCheck;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 15: // List of guilds warring on us
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 1, trgGuild );
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 16: // Display recruit information
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 1, trgGuild );
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 17: // Display member information
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 1, trgGuild );
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 18: // Ally list
|
2012-11-03 18:11:04 +00:00
|
|
|
Menu( s, BasePage + 1, trgGuild );
|
|
|
|
|
break;
|
2022-10-24 18:39:33 +08:00
|
|
|
case BasePage + 19: // Declare Ally list
|
2012-11-03 18:11:04 +00:00
|
|
|
offCounter = tCtr = 0;
|
|
|
|
|
ourList = gList[trgGuild]->GuildRelationList();
|
|
|
|
|
toCheck = ourList->begin();
|
|
|
|
|
while( toCheck != ourList->end() )
|
|
|
|
|
{
|
|
|
|
|
if( toCheck->second != GR_ALLY )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
if( offCounter == ( button - 2 ))
|
2012-11-03 18:11:04 +00:00
|
|
|
{
|
|
|
|
|
gList[trgGuild]->SetGuildRelation( tCtr, GR_ALLY );
|
|
|
|
|
gList[trgGuild]->TellMembers( 169, gList[tCtr]->Name().c_str() );
|
|
|
|
|
gList[tCtr]->TellMembers( 170, gList[trgGuild]->Name().c_str() );
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
++offCounter;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
}
|
|
|
|
|
++tCtr;
|
|
|
|
|
++toCheck;
|
|
|
|
|
}
|
|
|
|
|
break;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
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
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::Resign()
|
|
|
|
|
//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 - Handles player resigning from guild
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void CGuildCollection::Resign( CSocket *s )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
CChar *mChar = s->CurrcharObj();
|
2022-10-24 18:39:33 +08:00
|
|
|
SI16 guildNumber = mChar->GetGuildNumber();
|
|
|
|
|
if( guildNumber == -1 )
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
CGuild *nGuild = gList[guildNumber];
|
2021-06-12 07:30:23 -04:00
|
|
|
if( nGuild == nullptr )
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
nGuild->RemoveMember( *( s->CurrcharObj() ));
|
|
|
|
|
s->SysMessage( 171 ); // You are no longer in that guild.
|
2002-04-07 20:53:41 +00:00
|
|
|
mChar->SetGuildNumber( -1 );
|
0.99.4d
Added new option in UOX.INI under [settings] section:
MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default.
Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above!
Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType()
Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar
Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters
Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected.
Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set
Guild titles are now removed for players who leave their guilds
Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info)
Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID
Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn
Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax:
GET=parent1 parent2 parent3 (etc)
Fixed an issue where NPC backpacks would not have the max item capacity set properly
Added new properties for CItem objects (also exposed as JS Item Properties):
maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting)
baseRange // base distance throwing weapons (when implemented) can be used at
Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE:
MAXRANGE=# // Specifies max range of ranged weapon
Added support for new Item/NPC DFN tags to support randomizing elemental resistances:
RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value
RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value
RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value
RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value
Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races
ALLOWEQUIPLIST=#
BANEQUIPLIST=#
Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races.
Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects
ScriptSections are now reapplied for items bought by players from NPC vendors
Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground
Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor
Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property
Fixed house commands triggering (useless) targeting cursors for players onboard boats
Changed default statcap in UOX.INI from 325 to 225
Fixed a out-of-range error for players attempting to combine ore inside their own backpack
Fixed various issues with distance checks and container checks when using/target objects
Added optional 4th "hue" parameter to AddGump JS method
Added JS Function to get total amount of accounts on server - GetAccountCount()
Added JS Function to get total amount of players online - GetPlayerCount()
onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters
Added some JS Functions to expose some hard-coded constants to JS scripts:
BASEITEMSERIAL() // Base item serial
INVALIDSERIAL() // Invalid serial
INVALIDID() // Invalid ID
INVALIDCOLOUR() // Invalid colour
Fixed an issue where JS character property .colour would modify origSkin property instead of colour
Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title
Character JS property .poison can now also be used to set a character's poisoned level, not just read it
Exposed Item property to JS engine:
.ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y.
.def // defensive value of item (Physical resistance post-AoS, AR in older UO)
// NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired
.resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0%
.resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0%
.resistLight // Light resistance of item 0-1000, where 1000 equals 100.0%
.resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0%
.resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0%
.resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0%
.resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0%
.damageHeat // Weapon deals Heat/Fire elemental damage (true/false)
.damageCold // Weapon deals Cold elemental damage (true/false)
.damageLight // Weapon deals Light elemental damage (true/false)
.damageLightning // Weapon deals Lightning elemental damage (true/false)
.damagePoison // Weapon deals Poison elemental damage (true/false)
.damageRain // Weapon deals Rain/Water elemental damage (true/false)
.damageSnow // Weapon deals Snow/Ice elemental damage (true/false)
Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default)
Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself
JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values.
JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works)
Fixed issue where JS properties for multis didn't always return correct values
The 'set command can now be used to set the armour class of items ('set ac #)
Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground)
Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service.
Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items:
'add static itemID
'tile static itemID
Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue:
/js/commands/targeting/add.js:
'add itemID rndValue
cmdtable.cpp and targeting.cpp:
'tile itemID rndValue
'tile itemID x1 x2 y1 y2 z rndValue
Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove
Added 'props as an alias for the 'tweak command
Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js)
Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js)
Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js)
Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command
Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js)
Updated check for cancelling of target cursor in various JS scripts
Minor updates to various JS scripts
Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied
Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
|
|
|
mChar->SetGuildTitle( "" );
|
2002-04-07 20:53:41 +00:00
|
|
|
if( nGuild->Master() == mChar->GetSerial() && nGuild->NumMembers() != 0 )
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
nGuild->CalcMaster();
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
auto newGuildMaster = CalcCharObjFromSer( nGuild->Master() );
|
|
|
|
|
if( ValidateObject( newGuildMaster ))
|
|
|
|
|
{
|
|
|
|
|
nGuild->TellMembers( 1692, newGuildMaster->GetName().c_str(), nGuild->Name().c_str() ); // %s is now the new Guild Master of %s!
|
|
|
|
|
}
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
|
|
|
|
|
if( nGuild->NumMembers() == 0 )
|
|
|
|
|
{
|
|
|
|
|
SERIAL stone = nGuild->Stone();
|
|
|
|
|
if( stone != INVALIDSERIAL )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
CItem *gStone = CalcItemObjFromSer( stone );
|
|
|
|
|
if( ValidateObject( gStone ))
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
gStone->Delete();
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
Erase( guildNumber );
|
|
|
|
|
s->SysMessage( 172 ); // You have been the last member of that guild so the stone vanishes.
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
Guild updates
Fixed a bug where players not a member of a guild could still interact with the guildstone of said guild
Guild masters can no longer dismiss themselves from their own guild; if they want to leave they'll have to resign
Fixed a bug where cancelling text input for various guild functions could blank out the guild name, abbreviation, guildmaster title, charter or website
Fixed a bug where guild abbreviations (and titles) would show when turned off, and would not show when turned on
Added guild master ability to grant guild titles to targeted guild members
Added system message feedback various guild interactions, including: inviting players to join, swearing fealty, declaring war, entering alliances, granting titles
Added support for showing guild titles and guild names in character tooltips
Guild titles, names and abbreviations are now hidden for players who are incognito
Players invited to join a guild by the Guild Master directly will now automatically be accepted into the guild
Fixed a potential null-reference exception related to moving Townstones
2022-10-20 19:52:48 +08:00
|
|
|
mChar->Dirty( UT_UPDATE );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::Erase()
|
|
|
|
|
//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 - Erase guild - there are no guild members left
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void CGuildCollection::Erase( GUILDID toErase )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
GUILDLIST::iterator pFind = gList.find( toErase );
|
|
|
|
|
if( pFind == gList.end() ) // doesn't exist
|
|
|
|
|
return;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
2002-04-07 20:53:41 +00:00
|
|
|
CGuild *gErase = pFind->second;
|
2021-06-12 07:30:23 -04:00
|
|
|
if( gErase == nullptr )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
gList.erase( pFind );
|
|
|
|
|
return;
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
for( size_t iCounter = 0; iCounter < gErase->NumMembers(); ++iCounter )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
SERIAL iMember = gErase->MemberNumber( iCounter );
|
2022-10-24 18:39:33 +08:00
|
|
|
CChar *member = CalcCharObjFromSer( iMember );
|
|
|
|
|
if( ValidateObject( member ))
|
|
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
member->SetGuildNumber( -1 );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
for( size_t iC = 0; iC < gErase->NumRecruits(); ++iC )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
SERIAL iRecruit = gErase->RecruitNumber( iC );
|
2022-10-24 18:39:33 +08:00
|
|
|
CChar *recruit = CalcCharObjFromSer( iRecruit );
|
|
|
|
|
if( ValidateObject( recruit ))
|
|
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
recruit->SetGuildNumber( -1 );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
delete pFind->second;
|
|
|
|
|
gList.erase( pFind );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CGuildCollection::~CGuildCollection()
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDLIST::const_iterator i = gList.begin();
|
2002-04-07 20:53:41 +00:00
|
|
|
while( i != gList.end() )
|
|
|
|
|
{
|
2021-06-12 07:30:23 -04:00
|
|
|
if( i->second != nullptr )
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
delete i->second;
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
++i;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
gList.clear();
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::PlaceStone()
|
|
|
|
|
//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 - Handle placement of guildstone from deed, by player
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void CGuildCollection::PlaceStone( CSocket *s, CItem *deed )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
if( s == nullptr || !ValidateObject( deed ))
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
2002-04-07 20:53:41 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
2022-10-24 18:39:33 +08:00
|
|
|
if( !ValidateObject( mChar ))
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
if( deed->GetId() == 0x14F0 )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
|
|
|
|
if( mChar->GetGuildNumber() != -1 ) // in a guild
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->ObjMessage( 173, deed ); // You are already in a guild.
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID gNum = NewGuild();
|
2002-04-07 20:53:41 +00:00
|
|
|
CGuild *nGuild = Guild( gNum );
|
2021-06-12 07:30:23 -04:00
|
|
|
if( nGuild == nullptr )
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->ObjMessage( 174, deed ); // Critical error adding guildstone, please contact a GM!
|
|
|
|
|
Console.Error( oldstrutil::format( "Critical error adding guildstone, memory allocation failed. Attempted by player 0x%X", mChar->GetSerial() ));
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
mChar->SetGuildNumber( gNum );
|
|
|
|
|
s->TempInt( gNum );
|
2022-10-24 18:39:33 +08:00
|
|
|
nGuild->NewMember(( *mChar ));
|
2021-06-12 07:30:23 -04:00
|
|
|
CItem *stone = Items->CreateItem( nullptr, mChar, 0x0ED5, 1, 0, OT_ITEM );
|
2022-10-24 18:39:33 +08:00
|
|
|
if( !ValidateObject( stone ))
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->ObjMessage( 176, deed ); // Critical error, unable to spawn guildstone, please contact a GM!
|
|
|
|
|
Console.Error( oldstrutil::format( "Critical error spawning guildstone, no stone made. Attempted by player 0x%X", mChar->GetSerial() ));
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
|
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
stone->SetName( Dictionary->GetEntry( 175 )); // Guildstone for an unnamed guild
|
|
|
|
|
if( mChar->GetId() == 0x0191 || mChar->GetId() == 0x0193 || mChar->GetId() == 0x025E || mChar->GetId() == 0x0260 )
|
|
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
mChar->SetGuildTitle( "Guildmistress" );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
2002-04-07 20:53:41 +00:00
|
|
|
mChar->SetGuildTitle( "Guildmaster" );
|
2022-10-24 18:39:33 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
stone->SetLocation( mChar );
|
|
|
|
|
nGuild->Webpage( DEFAULTWEBPAGE );
|
|
|
|
|
nGuild->Charter( DEFAULTCHARTER );
|
2012-11-03 18:11:04 +00:00
|
|
|
stone->SetType( IT_GUILDSTONE );
|
|
|
|
|
stone->SetTempVar( CITV_MORE, gNum );
|
|
|
|
|
stone->SetWipeable( false );
|
|
|
|
|
stone->SetDecayable( false );
|
|
|
|
|
deed->Delete();
|
2022-10-24 18:39:33 +08:00
|
|
|
nGuild->Master(( *mChar ));
|
|
|
|
|
nGuild->Stone(( *stone ));
|
2012-11-03 18:11:04 +00:00
|
|
|
TextEntryGump( s, mChar->GetSerial(), 100, 1, 30, 158 );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
else if( deed->GetId() == 0x1869 )
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
{
|
|
|
|
|
// Transporter stone for guildstone
|
|
|
|
|
if( mChar->GetGuildNumber() == -1 ) // not in a guild
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->ObjMessage( "You don't appear to be in a guild", deed ); // You don't appear to be in a guild
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
GUILDID gNum = deed->GetTempVar( CITV_MORE );
|
|
|
|
|
CGuild *nGuild = Guild( gNum );
|
2021-06-12 07:30:23 -04:00
|
|
|
if( nGuild == nullptr )
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->ObjMessage( 174, deed ); // Critical error adding guildstone, please contact a GM!
|
|
|
|
|
Console.Error( oldstrutil::format( "Critical error adding guildstone, memory allocation failed. Attempted by player 0x%X", mChar->GetSerial() ));
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
return;
|
|
|
|
|
}
|
2021-06-12 07:30:23 -04:00
|
|
|
CItem *stone = Items->CreateItem( nullptr, mChar, 0x0ED5, 1, 0, OT_ITEM );
|
2022-10-24 18:39:33 +08:00
|
|
|
if( !ValidateObject( stone ))
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
s->ObjMessage( 176, deed ); // Critical error, unable to spawn guildstone, please contact a GM!
|
|
|
|
|
Console.Error( oldstrutil::format( "Critical error spawning guildstone, no stone made. Attempted by player 0x%X", mChar->GetSerial() ));
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
return;
|
|
|
|
|
}
|
2022-03-04 07:35:46 -05:00
|
|
|
stone->SetName( oldstrutil::format( Dictionary->GetEntry( 101 ), nGuild->Name().c_str() ));
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
stone->SetLocation( mChar );
|
|
|
|
|
stone->SetType( IT_GUILDSTONE );
|
|
|
|
|
stone->SetTempVar( CITV_MORE, gNum );
|
|
|
|
|
stone->SetWipeable( false );
|
|
|
|
|
stone->SetDecayable( false );
|
|
|
|
|
deed->Delete();
|
2022-10-24 18:39:33 +08:00
|
|
|
nGuild->Stone(( *stone ));
|
Misc small fixes
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
else
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
s->SysMessage( 177 ); // That is not a valid guildstone deed
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::ResultInCriminal()
|
|
|
|
|
//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 - Sets/Gets whether action will result in criminal flag based on guild relation
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
bool CGuildCollection::ResultInCriminal( GUILDID srcGuild, GUILDID trgGuild ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDRELATION gRel = Compare( srcGuild, trgGuild );
|
2002-04-07 20:53:41 +00:00
|
|
|
switch( gRel )
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
case GR_WAR:
|
|
|
|
|
case GR_SAME:
|
|
|
|
|
return false;
|
|
|
|
|
case GR_ALLY:
|
|
|
|
|
case GR_NEUTRAL:
|
|
|
|
|
case GR_UNKNOWN:
|
|
|
|
|
case GR_COUNT:
|
|
|
|
|
default:
|
|
|
|
|
return true;
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
bool CGuildCollection::ResultInCriminal( CChar *src, CChar *trg ) const
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
if( !ValidateObject( src ) || !ValidateObject( trg ))
|
2002-04-07 20:53:41 +00:00
|
|
|
return false;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
2002-04-07 20:53:41 +00:00
|
|
|
return ResultInCriminal( src->GetGuildNumber(), trg->GetGuildNumber() );
|
|
|
|
|
}
|
|
|
|
|
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - CGuildCollection::DisplayTitle()
|
|
|
|
|
//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 - Display guild title for player character
|
2022-10-24 18:39:33 +08:00
|
|
|
//o------------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void CGuildCollection::DisplayTitle( CSocket *s, CChar *src ) const
|
2002-04-07 20:53:41 +00:00
|
|
|
{
|
2021-06-12 07:30:23 -04:00
|
|
|
if( !ValidateObject( src ) || s == nullptr )
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
|
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
GUILDID sGuild = src->GetGuildNumber();
|
2002-04-07 20:53:41 +00:00
|
|
|
if( sGuild != -1 && src->GetGuildToggle() )
|
|
|
|
|
{
|
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
|
|
|
std::string title;
|
|
|
|
|
|
2002-04-07 20:53:41 +00:00
|
|
|
CGuild *mGuild = Guild( sGuild );
|
2021-06-12 07:30:23 -04:00
|
|
|
if( mGuild == nullptr )
|
2002-04-07 20:53:41 +00:00
|
|
|
return;
|
2022-10-24 18:39:33 +08:00
|
|
|
|
|
|
|
|
auto abbreviation = std::string( mGuild->Abbreviation() );
|
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
|
|
|
if( abbreviation.empty() ) // 0 length string
|
2022-10-24 18:39:33 +08:00
|
|
|
{
|
|
|
|
|
abbreviation = "none";
|
|
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
if( mGuild->Type() != GT_STANDARD )
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
auto guildtype= GTypeNames[mGuild->Type()];
|
|
|
|
|
if( !src->GetGuildTitle().empty() )
|
|
|
|
|
{
|
|
|
|
|
title = oldstrutil::format( "[%s, %s] [%s]", src->GetGuildTitle().c_str(), abbreviation.c_str(), guildtype.c_str() );
|
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
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
else
|
|
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
title = oldstrutil::format( "[%s] [%s]", abbreviation.c_str(), guildtype.c_str() );
|
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
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2022-10-24 18:39:33 +08:00
|
|
|
if( !src->GetGuildTitle().empty() )
|
|
|
|
|
{
|
|
|
|
|
title = oldstrutil::format( "[%s, %s]", src->GetGuildTitle().c_str(), abbreviation.c_str() );
|
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
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
else
|
|
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
title = oldstrutil::format( "[%s]", abbreviation.c_str() );
|
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
|
|
|
}
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
2022-10-24 18:39:33 +08:00
|
|
|
s->ObjMessage( title, src );
|
2002-04-07 20:53:41 +00:00
|
|
|
}
|
|
|
|
|
}
|