2002-04-07 21:27:53 +00:00
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//
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// This code is an attempt to clean up the messy "if/then/else" routines
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// currently in use for GM commands, as well as adding more functionality
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// and more potential for functionality.
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Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
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//
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2002-04-07 21:27:53 +00:00
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// Current features:
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// - Actual table of commands to execute, what perms are required, dialog
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// messages for target commands, etc handled by a central system
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Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
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//
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//
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2002-04-07 21:27:53 +00:00
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#include "uox3.h"
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2012-11-03 18:11:04 +00:00
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#include "commands.h"
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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 "msgboard.h"
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#include "townregion.h"
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#include "cWeather.hpp"
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#include "cServerDefinitions.h"
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#include "wholist.h"
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#include "cSpawnRegion.h"
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#include "PageVector.h"
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#include "speech.h"
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#include "cHTMLSystem.h"
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#include "gump.h"
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#include "cEffects.h"
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2012-11-03 18:11:04 +00:00
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#include "classes.h"
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#include "regions.h"
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#include "CPacketSend.h"
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#include "teffect.h"
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#include "magic.h"
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#include "ObjectFactory.h"
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#include "cRaces.h"
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Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
|
|
|
#include "StringUtility.hpp"
|
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
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
#include "Dictionary.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
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
void CollectGarbage( void );
|
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
|
|
|
void endmessage( SI32 x );
|
2021-04-25 00:22:13 +08:00
|
|
|
void HandleGumpCommand( CSocket *s, std::string cmd, std::string data );
|
2012-11-03 18:11:04 +00:00
|
|
|
void restock( bool stockAll );
|
|
|
|
|
void sysBroadcast( const std::string& txt );
|
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
|
|
|
void HandleHowTo( CSocket *sock, SI32 cmdNumber );
|
2003-03-14 23:23:37 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void closeCall( CSocket *s, bool isGM )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
//| Purpose - Closes an open call in the Que
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void closeCall( CSocket *s, bool isGM )
|
2002-10-25 05:08:32 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
|
|
|
|
if( mChar->GetCallNum() != 0 )
|
2002-10-25 05:08:32 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
UI16 sysMessage = 1285;
|
2021-06-12 07:30:23 -04:00
|
|
|
PageVector *tmpVector = nullptr;
|
2012-11-03 18:11:04 +00:00
|
|
|
if( isGM )
|
|
|
|
|
tmpVector = GMQueue;
|
|
|
|
|
else
|
2002-10-25 05:08:32 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
tmpVector = CounselorQueue;
|
|
|
|
|
++sysMessage;
|
2002-10-25 05:08:32 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
if( tmpVector->GotoPos( tmpVector->FindCallNum( mChar->GetCallNum() ) ) )
|
2002-10-25 05:08:32 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
tmpVector->Remove();
|
|
|
|
|
mChar->SetCallNum( 0 );
|
|
|
|
|
s->sysmessage( sysMessage );
|
2002-10-25 05:08:32 +00:00
|
|
|
}
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
|
|
|
|
s->sysmessage( 1287 );
|
2002-10-25 05:08:32 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void currentCall( CSocket *s, bool isGM )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Send GM/Counselor to the current call in the queue
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void currentCall( CSocket *s, bool isGM )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
|
|
|
|
if( mChar->GetCallNum() != 0 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2021-06-12 07:30:23 -04:00
|
|
|
PageVector *tmpVector = nullptr;
|
2012-11-03 18:11:04 +00:00
|
|
|
if( isGM )
|
|
|
|
|
tmpVector = GMQueue;
|
|
|
|
|
|
|
|
|
|
else
|
|
|
|
|
tmpVector = CounselorQueue;
|
|
|
|
|
|
|
|
|
|
if( tmpVector->GotoPos( tmpVector->FindCallNum( mChar->GetCallNum() ) ) )
|
|
|
|
|
{
|
|
|
|
|
HelpRequest *currentPage = tmpVector->Current();
|
|
|
|
|
CChar *i = calcCharObjFromSer( currentPage->WhoPaging() );
|
|
|
|
|
if( ValidateObject( i ) )
|
|
|
|
|
{
|
|
|
|
|
s->sysmessage( 73 );
|
|
|
|
|
mChar->SetLocation( i );
|
|
|
|
|
}
|
|
|
|
|
currentPage->IsHandled( true );
|
|
|
|
|
}
|
2002-04-07 21:27:53 +00:00
|
|
|
else
|
2012-11-03 18:11:04 +00:00
|
|
|
s->sysmessage( 75 );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
else
|
2012-11-03 18:11:04 +00:00
|
|
|
s->sysmessage( 72 );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void nextCall( CSocket *s, bool isGM )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
//| Purpose - Send GM/Counsellor to next call in the que
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void nextCall( CSocket *s, bool isGM )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
|
|
|
|
CChar *mChar = s->CurrcharObj();
|
2012-11-03 18:11:04 +00:00
|
|
|
if( mChar->GetCallNum() != 0 )
|
|
|
|
|
closeCall( s, isGM );
|
|
|
|
|
if( isGM )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( !GMQueue->AnswerNextCall( s, mChar ) )
|
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
|
|
|
s->sysmessage( 347 );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else //Player is a counselor
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( !CounselorQueue->AnswerNextCall( s, mChar ) )
|
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
|
|
|
s->sysmessage( 348 );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - bool FixSpawnFunctor( CBaseObject *a, UI32 &b, void *extraData )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Replaces legacy spawner objects that have incorrect item type
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
bool FixSpawnFunctor( CBaseObject *a, UI32 &b, void *extraData )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
bool retVal = true;
|
|
|
|
|
if( ValidateObject( a ) )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CItem *i = static_cast< CItem * >(a);
|
|
|
|
|
ItemTypes iType = i->GetType();
|
|
|
|
|
if( iType == IT_ITEMSPAWNER || iType == IT_NPCSPAWNER || iType == IT_SPAWNCONT ||
|
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
|
|
|
iType == IT_LOCKEDSPAWNCONT || iType == IT_UNLOCKABLESPAWNCONT ||
|
|
|
|
|
iType == IT_AREASPAWNER || iType == IT_ESCORTNPCSPAWNER )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( i->GetObjType() != OT_SPAWNER )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CSpawnItem *spawnItem = static_cast<CSpawnItem *>(i->Dupe( OT_SPAWNER ));
|
|
|
|
|
if( ValidateObject( spawnItem ) )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
spawnItem->SetInterval( 0, static_cast<UI08>(i->GetTempVar( CITV_MOREY )) );
|
|
|
|
|
spawnItem->SetInterval( 1, static_cast<UI08>(i->GetTempVar( CITV_MOREX )) );
|
|
|
|
|
spawnItem->SetSpawnSection( i->GetDesc() );
|
|
|
|
|
spawnItem->IsSectionAList( i->isSpawnerList() );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
i->Delete();
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
return retVal;
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_fixspawn( void )
|
|
|
|
|
{
|
|
|
|
|
UI32 b = 0;
|
2021-06-12 07:30:23 -04:00
|
|
|
ObjectFactory::getSingleton().IterateOver( OT_ITEM, b, nullptr, &FixSpawnFunctor );
|
2012-11-03 18:11:04 +00:00
|
|
|
}
|
|
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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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_addaccount( CSocket *s)
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - GM command for adding new user accounts while in-game
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_addaccount( CSocket *s)
|
|
|
|
|
{
|
|
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
if( Commands->NumArguments() > 1 )
|
|
|
|
|
{
|
Fixes for Console behaviour on Linux and Windows, addition of JS properties for user accounts
Fixed long-standing issue with UOX3 console not resetting terminal properly after shutdown on Linux, after updating cConsole.cpp/h to conform to standard unix terminal commands/settings for certain features (punt)
Fixed an issue that could cause a crash on Windows when attempting to broadcast system messages from the UOX3 console (punt)
Fixed an issue that prevented text input in UOX3 console for system broadcasts from being displayed on Linux and MacOS (punt)
Added support for new JS Object - IUE_ACCOUNT - which can be accessed via character property .account. The following account properties have been exposed to the JS engine:
.id // Account ID (Read-Only)
.username // Account Username (Read-Only)
.flags // Flags set on account (Read-Only)
.comment // Comment/contact info
.character1 // Character in account slot 1 (Read-Only)
.character2 // Character in account slot 2 (Read-Only)
.character3 // Character in account slot 3 (Read-Only)
.character4 // Character in account slot 4 (Read-Only)
.character5 // Character in account slot 5 (Read-Only)
.character6 // Character in account slot 6 (Read-Only)
.character7 // Character in account slot 7 (Read-Only)
.currentChar // Currently logged in character (if any) (Read-Only)
.lastIP // Last IP used to connect to account (Read-Only)
// Flag shortcuts
.isBanned // Is account banned?
.isSuspended // Is account suspended?
.isPublic // Is comment/contact info to be considered public info?
.isOnline // Is account online?
.isSlot1Blocked // Is character slot 1 blocked?
.isSlot2Blocked // Is character slot 2 blocked?
.isSlot3Blocked // Is character slot 3 blocked?
.isSlot4Blocked // Is character slot 4 blocked?
.isSlot5Blocked // Is character slot 5 blocked?
.isSlot6Blocked // Is character slot 6 blocked?
.isSlot7Blocked // Is character slot 7 blocked?
.unused9 // Unused flag
.unused10 // Unused flag
.isSeer // Is account marked as Seer account?
.isCounselor // Is account marked as Counselor account?
.isGM // Is account marked as GM account?
Fixed 'addaccount command - can now once again be used to add a new user account to the server from in-game. See accounts.adm for info on available flags. Syntax:
'addaccount [username] [password] [(optional)flags]
Updated 'get command to allow retrieving certain account properties for targeted player characters:
username, flags, comment, character1, character2, character3, character4, character5, character6, character7, lastIP, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor and isGM
Updated 'set command to allow setting certain account properties for targeted player characters:
comment, password, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor, isGM
Updated 'tweak command to allow viewing and modifying of certain account properties for targeted player characters
Note that any changes to account properties will not go into effect until a worldsave or manual save of accounts via console has taken place.
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-04-16 21:14:50 +08:00
|
|
|
std::string newUsername = Commands->CommandString( 2, 2 );
|
|
|
|
|
std::string newPassword = Commands->CommandString( 3, 3 );
|
|
|
|
|
UI16 newFlags = 0x0000;
|
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
|
|
|
|
Fixes for Console behaviour on Linux and Windows, addition of JS properties for user accounts
Fixed long-standing issue with UOX3 console not resetting terminal properly after shutdown on Linux, after updating cConsole.cpp/h to conform to standard unix terminal commands/settings for certain features (punt)
Fixed an issue that could cause a crash on Windows when attempting to broadcast system messages from the UOX3 console (punt)
Fixed an issue that prevented text input in UOX3 console for system broadcasts from being displayed on Linux and MacOS (punt)
Added support for new JS Object - IUE_ACCOUNT - which can be accessed via character property .account. The following account properties have been exposed to the JS engine:
.id // Account ID (Read-Only)
.username // Account Username (Read-Only)
.flags // Flags set on account (Read-Only)
.comment // Comment/contact info
.character1 // Character in account slot 1 (Read-Only)
.character2 // Character in account slot 2 (Read-Only)
.character3 // Character in account slot 3 (Read-Only)
.character4 // Character in account slot 4 (Read-Only)
.character5 // Character in account slot 5 (Read-Only)
.character6 // Character in account slot 6 (Read-Only)
.character7 // Character in account slot 7 (Read-Only)
.currentChar // Currently logged in character (if any) (Read-Only)
.lastIP // Last IP used to connect to account (Read-Only)
// Flag shortcuts
.isBanned // Is account banned?
.isSuspended // Is account suspended?
.isPublic // Is comment/contact info to be considered public info?
.isOnline // Is account online?
.isSlot1Blocked // Is character slot 1 blocked?
.isSlot2Blocked // Is character slot 2 blocked?
.isSlot3Blocked // Is character slot 3 blocked?
.isSlot4Blocked // Is character slot 4 blocked?
.isSlot5Blocked // Is character slot 5 blocked?
.isSlot6Blocked // Is character slot 6 blocked?
.isSlot7Blocked // Is character slot 7 blocked?
.unused9 // Unused flag
.unused10 // Unused flag
.isSeer // Is account marked as Seer account?
.isCounselor // Is account marked as Counselor account?
.isGM // Is account marked as GM account?
Fixed 'addaccount command - can now once again be used to add a new user account to the server from in-game. See accounts.adm for info on available flags. Syntax:
'addaccount [username] [password] [(optional)flags]
Updated 'get command to allow retrieving certain account properties for targeted player characters:
username, flags, comment, character1, character2, character3, character4, character5, character6, character7, lastIP, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor and isGM
Updated 'set command to allow setting certain account properties for targeted player characters:
comment, password, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor, isGM
Updated 'tweak command to allow viewing and modifying of certain account properties for targeted player characters
Note that any changes to account properties will not go into effect until a worldsave or manual save of accounts via console has taken place.
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-04-16 21:14:50 +08:00
|
|
|
if( Commands->NumArguments() > 2 )
|
2022-03-04 07:35:46 -05:00
|
|
|
newFlags = oldstrutil::value<UI16>( Commands->CommandString( 4, 4 ));
|
Fixes for Console behaviour on Linux and Windows, addition of JS properties for user accounts
Fixed long-standing issue with UOX3 console not resetting terminal properly after shutdown on Linux, after updating cConsole.cpp/h to conform to standard unix terminal commands/settings for certain features (punt)
Fixed an issue that could cause a crash on Windows when attempting to broadcast system messages from the UOX3 console (punt)
Fixed an issue that prevented text input in UOX3 console for system broadcasts from being displayed on Linux and MacOS (punt)
Added support for new JS Object - IUE_ACCOUNT - which can be accessed via character property .account. The following account properties have been exposed to the JS engine:
.id // Account ID (Read-Only)
.username // Account Username (Read-Only)
.flags // Flags set on account (Read-Only)
.comment // Comment/contact info
.character1 // Character in account slot 1 (Read-Only)
.character2 // Character in account slot 2 (Read-Only)
.character3 // Character in account slot 3 (Read-Only)
.character4 // Character in account slot 4 (Read-Only)
.character5 // Character in account slot 5 (Read-Only)
.character6 // Character in account slot 6 (Read-Only)
.character7 // Character in account slot 7 (Read-Only)
.currentChar // Currently logged in character (if any) (Read-Only)
.lastIP // Last IP used to connect to account (Read-Only)
// Flag shortcuts
.isBanned // Is account banned?
.isSuspended // Is account suspended?
.isPublic // Is comment/contact info to be considered public info?
.isOnline // Is account online?
.isSlot1Blocked // Is character slot 1 blocked?
.isSlot2Blocked // Is character slot 2 blocked?
.isSlot3Blocked // Is character slot 3 blocked?
.isSlot4Blocked // Is character slot 4 blocked?
.isSlot5Blocked // Is character slot 5 blocked?
.isSlot6Blocked // Is character slot 6 blocked?
.isSlot7Blocked // Is character slot 7 blocked?
.unused9 // Unused flag
.unused10 // Unused flag
.isSeer // Is account marked as Seer account?
.isCounselor // Is account marked as Counselor account?
.isGM // Is account marked as GM account?
Fixed 'addaccount command - can now once again be used to add a new user account to the server from in-game. See accounts.adm for info on available flags. Syntax:
'addaccount [username] [password] [(optional)flags]
Updated 'get command to allow retrieving certain account properties for targeted player characters:
username, flags, comment, character1, character2, character3, character4, character5, character6, character7, lastIP, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor and isGM
Updated 'set command to allow setting certain account properties for targeted player characters:
comment, password, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor, isGM
Updated 'tweak command to allow viewing and modifying of certain account properties for targeted player characters
Note that any changes to account properties will not go into effect until a worldsave or manual save of accounts via console has taken place.
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-04-16 21:14:50 +08:00
|
|
|
|
|
|
|
|
if( newUsername == "" || newPassword == "" )
|
|
|
|
|
{
|
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
|
|
|
s->sysmessage( 9018 ); // Unable to add account, insufficient data provided (syntax: [username] [password] [flags])
|
2012-11-03 18:11:04 +00:00
|
|
|
return;
|
Fixes for Console behaviour on Linux and Windows, addition of JS properties for user accounts
Fixed long-standing issue with UOX3 console not resetting terminal properly after shutdown on Linux, after updating cConsole.cpp/h to conform to standard unix terminal commands/settings for certain features (punt)
Fixed an issue that could cause a crash on Windows when attempting to broadcast system messages from the UOX3 console (punt)
Fixed an issue that prevented text input in UOX3 console for system broadcasts from being displayed on Linux and MacOS (punt)
Added support for new JS Object - IUE_ACCOUNT - which can be accessed via character property .account. The following account properties have been exposed to the JS engine:
.id // Account ID (Read-Only)
.username // Account Username (Read-Only)
.flags // Flags set on account (Read-Only)
.comment // Comment/contact info
.character1 // Character in account slot 1 (Read-Only)
.character2 // Character in account slot 2 (Read-Only)
.character3 // Character in account slot 3 (Read-Only)
.character4 // Character in account slot 4 (Read-Only)
.character5 // Character in account slot 5 (Read-Only)
.character6 // Character in account slot 6 (Read-Only)
.character7 // Character in account slot 7 (Read-Only)
.currentChar // Currently logged in character (if any) (Read-Only)
.lastIP // Last IP used to connect to account (Read-Only)
// Flag shortcuts
.isBanned // Is account banned?
.isSuspended // Is account suspended?
.isPublic // Is comment/contact info to be considered public info?
.isOnline // Is account online?
.isSlot1Blocked // Is character slot 1 blocked?
.isSlot2Blocked // Is character slot 2 blocked?
.isSlot3Blocked // Is character slot 3 blocked?
.isSlot4Blocked // Is character slot 4 blocked?
.isSlot5Blocked // Is character slot 5 blocked?
.isSlot6Blocked // Is character slot 6 blocked?
.isSlot7Blocked // Is character slot 7 blocked?
.unused9 // Unused flag
.unused10 // Unused flag
.isSeer // Is account marked as Seer account?
.isCounselor // Is account marked as Counselor account?
.isGM // Is account marked as GM account?
Fixed 'addaccount command - can now once again be used to add a new user account to the server from in-game. See accounts.adm for info on available flags. Syntax:
'addaccount [username] [password] [(optional)flags]
Updated 'get command to allow retrieving certain account properties for targeted player characters:
username, flags, comment, character1, character2, character3, character4, character5, character6, character7, lastIP, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor and isGM
Updated 'set command to allow setting certain account properties for targeted player characters:
comment, password, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor, isGM
Updated 'tweak command to allow viewing and modifying of certain account properties for targeted player characters
Note that any changes to account properties will not go into effect until a worldsave or manual save of accounts via console has taken place.
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-04-16 21:14:50 +08:00
|
|
|
}
|
|
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
// ok we need to add the account now. We will rely in the internalaccountscreation system for this
|
Fixes for Console behaviour on Linux and Windows, addition of JS properties for user accounts
Fixed long-standing issue with UOX3 console not resetting terminal properly after shutdown on Linux, after updating cConsole.cpp/h to conform to standard unix terminal commands/settings for certain features (punt)
Fixed an issue that could cause a crash on Windows when attempting to broadcast system messages from the UOX3 console (punt)
Fixed an issue that prevented text input in UOX3 console for system broadcasts from being displayed on Linux and MacOS (punt)
Added support for new JS Object - IUE_ACCOUNT - which can be accessed via character property .account. The following account properties have been exposed to the JS engine:
.id // Account ID (Read-Only)
.username // Account Username (Read-Only)
.flags // Flags set on account (Read-Only)
.comment // Comment/contact info
.character1 // Character in account slot 1 (Read-Only)
.character2 // Character in account slot 2 (Read-Only)
.character3 // Character in account slot 3 (Read-Only)
.character4 // Character in account slot 4 (Read-Only)
.character5 // Character in account slot 5 (Read-Only)
.character6 // Character in account slot 6 (Read-Only)
.character7 // Character in account slot 7 (Read-Only)
.currentChar // Currently logged in character (if any) (Read-Only)
.lastIP // Last IP used to connect to account (Read-Only)
// Flag shortcuts
.isBanned // Is account banned?
.isSuspended // Is account suspended?
.isPublic // Is comment/contact info to be considered public info?
.isOnline // Is account online?
.isSlot1Blocked // Is character slot 1 blocked?
.isSlot2Blocked // Is character slot 2 blocked?
.isSlot3Blocked // Is character slot 3 blocked?
.isSlot4Blocked // Is character slot 4 blocked?
.isSlot5Blocked // Is character slot 5 blocked?
.isSlot6Blocked // Is character slot 6 blocked?
.isSlot7Blocked // Is character slot 7 blocked?
.unused9 // Unused flag
.unused10 // Unused flag
.isSeer // Is account marked as Seer account?
.isCounselor // Is account marked as Counselor account?
.isGM // Is account marked as GM account?
Fixed 'addaccount command - can now once again be used to add a new user account to the server from in-game. See accounts.adm for info on available flags. Syntax:
'addaccount [username] [password] [(optional)flags]
Updated 'get command to allow retrieving certain account properties for targeted player characters:
username, flags, comment, character1, character2, character3, character4, character5, character6, character7, lastIP, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor and isGM
Updated 'set command to allow setting certain account properties for targeted player characters:
comment, password, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor, isGM
Updated 'tweak command to allow viewing and modifying of certain account properties for targeted player characters
Note that any changes to account properties will not go into effect until a worldsave or manual save of accounts via console has taken place.
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-04-16 21:14:50 +08:00
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CAccountBlock &actbTemp = Accounts->GetAccountByName( newUsername );
|
|
|
|
|
if( actbTemp.wAccountIndex == AB_INVALID_ID )
|
2002-04-07 21:27:53 +00:00
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{
|
Fixes for Console behaviour on Linux and Windows, addition of JS properties for user accounts
Fixed long-standing issue with UOX3 console not resetting terminal properly after shutdown on Linux, after updating cConsole.cpp/h to conform to standard unix terminal commands/settings for certain features (punt)
Fixed an issue that could cause a crash on Windows when attempting to broadcast system messages from the UOX3 console (punt)
Fixed an issue that prevented text input in UOX3 console for system broadcasts from being displayed on Linux and MacOS (punt)
Added support for new JS Object - IUE_ACCOUNT - which can be accessed via character property .account. The following account properties have been exposed to the JS engine:
.id // Account ID (Read-Only)
.username // Account Username (Read-Only)
.flags // Flags set on account (Read-Only)
.comment // Comment/contact info
.character1 // Character in account slot 1 (Read-Only)
.character2 // Character in account slot 2 (Read-Only)
.character3 // Character in account slot 3 (Read-Only)
.character4 // Character in account slot 4 (Read-Only)
.character5 // Character in account slot 5 (Read-Only)
.character6 // Character in account slot 6 (Read-Only)
.character7 // Character in account slot 7 (Read-Only)
.currentChar // Currently logged in character (if any) (Read-Only)
.lastIP // Last IP used to connect to account (Read-Only)
// Flag shortcuts
.isBanned // Is account banned?
.isSuspended // Is account suspended?
.isPublic // Is comment/contact info to be considered public info?
.isOnline // Is account online?
.isSlot1Blocked // Is character slot 1 blocked?
.isSlot2Blocked // Is character slot 2 blocked?
.isSlot3Blocked // Is character slot 3 blocked?
.isSlot4Blocked // Is character slot 4 blocked?
.isSlot5Blocked // Is character slot 5 blocked?
.isSlot6Blocked // Is character slot 6 blocked?
.isSlot7Blocked // Is character slot 7 blocked?
.unused9 // Unused flag
.unused10 // Unused flag
.isSeer // Is account marked as Seer account?
.isCounselor // Is account marked as Counselor account?
.isGM // Is account marked as GM account?
Fixed 'addaccount command - can now once again be used to add a new user account to the server from in-game. See accounts.adm for info on available flags. Syntax:
'addaccount [username] [password] [(optional)flags]
Updated 'get command to allow retrieving certain account properties for targeted player characters:
username, flags, comment, character1, character2, character3, character4, character5, character6, character7, lastIP, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor and isGM
Updated 'set command to allow setting certain account properties for targeted player characters:
comment, password, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor, isGM
Updated 'tweak command to allow viewing and modifying of certain account properties for targeted player characters
Note that any changes to account properties will not go into effect until a worldsave or manual save of accounts via console has taken place.
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-04-16 21:14:50 +08:00
|
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Accounts->AddAccount( newUsername, newPassword, "NA", newFlags );
|
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Console << "o Account added ingame: " << newUsername << ":" << newPassword << ":" << newFlags << myendl;
|
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
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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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s->sysmessage( 9019, newUsername.c_str(), newPassword.c_str(), newFlags ); // Account Added: %s:%s:%i
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2002-04-07 21:27:53 +00:00
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}
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else
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{
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Fixes for Console behaviour on Linux and Windows, addition of JS properties for user accounts
Fixed long-standing issue with UOX3 console not resetting terminal properly after shutdown on Linux, after updating cConsole.cpp/h to conform to standard unix terminal commands/settings for certain features (punt)
Fixed an issue that could cause a crash on Windows when attempting to broadcast system messages from the UOX3 console (punt)
Fixed an issue that prevented text input in UOX3 console for system broadcasts from being displayed on Linux and MacOS (punt)
Added support for new JS Object - IUE_ACCOUNT - which can be accessed via character property .account. The following account properties have been exposed to the JS engine:
.id // Account ID (Read-Only)
.username // Account Username (Read-Only)
.flags // Flags set on account (Read-Only)
.comment // Comment/contact info
.character1 // Character in account slot 1 (Read-Only)
.character2 // Character in account slot 2 (Read-Only)
.character3 // Character in account slot 3 (Read-Only)
.character4 // Character in account slot 4 (Read-Only)
.character5 // Character in account slot 5 (Read-Only)
.character6 // Character in account slot 6 (Read-Only)
.character7 // Character in account slot 7 (Read-Only)
.currentChar // Currently logged in character (if any) (Read-Only)
.lastIP // Last IP used to connect to account (Read-Only)
// Flag shortcuts
.isBanned // Is account banned?
.isSuspended // Is account suspended?
.isPublic // Is comment/contact info to be considered public info?
.isOnline // Is account online?
.isSlot1Blocked // Is character slot 1 blocked?
.isSlot2Blocked // Is character slot 2 blocked?
.isSlot3Blocked // Is character slot 3 blocked?
.isSlot4Blocked // Is character slot 4 blocked?
.isSlot5Blocked // Is character slot 5 blocked?
.isSlot6Blocked // Is character slot 6 blocked?
.isSlot7Blocked // Is character slot 7 blocked?
.unused9 // Unused flag
.unused10 // Unused flag
.isSeer // Is account marked as Seer account?
.isCounselor // Is account marked as Counselor account?
.isGM // Is account marked as GM account?
Fixed 'addaccount command - can now once again be used to add a new user account to the server from in-game. See accounts.adm for info on available flags. Syntax:
'addaccount [username] [password] [(optional)flags]
Updated 'get command to allow retrieving certain account properties for targeted player characters:
username, flags, comment, character1, character2, character3, character4, character5, character6, character7, lastIP, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor and isGM
Updated 'set command to allow setting certain account properties for targeted player characters:
comment, password, isBanned, isSuspended, isPublic, isOnline, isSlot1Blocked, isSlot2Blocked, isSlot3Blocked, isSlot4Blocked, isSlot5Blocked, isSlot6Blocked, isSlot7Blocked, unused9, unused10, isSeer, isCounselor, isGM
Updated 'tweak command to allow viewing and modifying of certain account properties for targeted player characters
Note that any changes to account properties will not go into effect until a worldsave or manual save of accounts via console has taken place.
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-04-16 21:14:50 +08:00
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Console << "o Account was not added, an account with that username already exists!" << myendl;
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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
|
|
|
s->sysmessage( 9020 ); // Account not added, an account with that username already exists!
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_getlight( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Displays current in-game light level as a system message
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Notes - Needs redoing to support new lighting system
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_getlight( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
2002-04-07 21:27:53 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
2012-11-03 18:11:04 +00:00
|
|
|
if( !ValidateObject( mChar ) )
|
2002-04-07 21:27:53 +00:00
|
|
|
return;
|
2012-11-03 18:11:04 +00:00
|
|
|
CTownRegion *tRegion = mChar->GetRegion();
|
|
|
|
|
UI16 wID = tRegion->GetWeather();
|
|
|
|
|
CWeather *sys = Weather->Weather( wID );
|
2021-06-12 07:30:23 -04:00
|
|
|
if( sys != nullptr )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
const R32 lightMin = sys->LightMin();
|
|
|
|
|
const R32 lightMax = sys->LightMax();
|
|
|
|
|
if( lightMin < 300 && lightMax < 300 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
R32 i = sys->CurrentLight();
|
|
|
|
|
if( Races->VisLevel( mChar->GetRace() ) > i )
|
|
|
|
|
s->sysmessage( 1632, 0 );
|
|
|
|
|
else
|
|
|
|
|
s->sysmessage( 1632, static_cast<LIGHTLEVEL>(roundNumber( i - Races->VisLevel( mChar->GetRace() ))));
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
|
|
|
|
s->sysmessage( 1632, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
|
|
|
|
s->sysmessage( 1632, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_setpost( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Sets bulletin board posting mode for user
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_setpost( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
|
2002-04-07 21:27:53 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
2012-11-03 18:11:04 +00:00
|
|
|
if( !ValidateObject( mChar ) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
PostTypes type = PT_LOCAL;
|
2022-03-04 07:35:46 -05:00
|
|
|
std::string upperCommand = oldstrutil::upper( Commands->CommandString( 2, 2 ));
|
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
|
|
|
if( upperCommand == "GLOBAL" ) // user's next post appears in ALL bulletin boards
|
2012-11-03 18:11:04 +00:00
|
|
|
type = PT_GLOBAL;
|
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
|
|
|
else if( upperCommand == "REGIONAL" ) // user's next post appears in all bulletin boards in current region
|
2012-11-03 18:11:04 +00:00
|
|
|
type = PT_REGIONAL;
|
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
|
|
|
else if( upperCommand == "LOCAL" ) // user's next post appears only locally in the next bulletin board used
|
2012-11-03 18:11:04 +00:00
|
|
|
type = PT_LOCAL;
|
|
|
|
|
|
|
|
|
|
mChar->SetPostType( static_cast<UI08>(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
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
switch ( type )
|
2002-04-07 21:27:53 +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
|
|
|
case PT_LOCAL: s->sysmessage( 726 ); break;
|
|
|
|
|
case PT_REGIONAL: s->sysmessage( 727 ); break;
|
|
|
|
|
case PT_GLOBAL: s->sysmessage( 728 ); break;
|
|
|
|
|
default: s->sysmessage( 725 ); break;
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_getpost( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Returns current bulletin board posting mode for user
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_getpost( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
2002-04-07 21:27:53 +00:00
|
|
|
|
|
|
|
|
CChar *mChar = s->CurrcharObj();
|
2012-11-03 18:11:04 +00:00
|
|
|
if( !ValidateObject( mChar ) )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
switch( mChar->GetPostType() )
|
2002-04-07 21:27:53 +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
|
|
|
case PT_LOCAL: s->sysmessage( 722 ); break;
|
|
|
|
|
case PT_REGIONAL: s->sysmessage( 723 ); break;
|
|
|
|
|
case PT_GLOBAL: s->sysmessage( 724 ); break;
|
|
|
|
|
default: s->sysmessage( 725 ); break;
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_showids( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Display the serial number of every item on user's screen
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_showids( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
CChar *mChar = s->CurrcharObj();
|
|
|
|
|
CMapRegion *Cell = MapRegion->GetMapRegion( mChar );
|
2021-06-12 07:30:23 -04:00
|
|
|
if( Cell == nullptr ) // nothing to show
|
2012-11-03 18:11:04 +00:00
|
|
|
return;
|
2021-05-07 04:33:13 +08:00
|
|
|
GenericList< CChar * > *regChars = Cell->GetCharList();
|
2012-11-03 18:11:04 +00:00
|
|
|
regChars->Push();
|
|
|
|
|
for( CChar *toShow = regChars->First(); !regChars->Finished(); toShow = regChars->Next() )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( !ValidateObject( toShow ) )
|
|
|
|
|
continue;
|
|
|
|
|
if( charInRange( mChar, toShow ) )
|
|
|
|
|
s->ShowCharName( toShow, true );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
regChars->Pop();
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_tile( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - (h) Tiles the item specified over a square area.
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Notes - To find the hexidecimal ID code for an item to tile,
|
|
|
|
|
//| either create the item with /add or find it in the
|
|
|
|
|
//| world, and get /ISTATS on the object to get its ID code.
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_tile( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
if( Commands->NumArguments() == 0 )
|
2002-04-07 21:27:53 +00:00
|
|
|
return;
|
|
|
|
|
|
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
|
|
|
UI16 targID = 0;
|
2022-03-04 07:35:46 -05:00
|
|
|
if( oldstrutil::upper( Commands->CommandString( 2, 2 )) == "STATIC" )
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
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
|
|
|
targID = static_cast<UI16>(Commands->Argument( 2 ));
|
2021-04-25 00:22:13 +08:00
|
|
|
}
|
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
|
|
|
else
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
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
|
|
|
targID = static_cast<UI16>(Commands->Argument( 1 ));
|
2021-04-25 00:22:13 +08:00
|
|
|
}
|
2002-04-07 21:27:53 +00:00
|
|
|
|
More string handling modernization, and a minor fix
Increased default timer for worldsaves from 5 to 10 minutes
Fixed an issue where the tile command could spawn items with incorrect ID because tempInt2 wasn't reset properly
Additional string handling modernization in cAccountClass.cpp, cHTMLSystem.cpp, CResponse.cpp, cServerData.cpp, cServerData.h, cServerDefinitions.cpp, cSocket.cpp, cSpawnRegion.cpp, cSpawnRegion.h, cWeather.cpp, Dictionary.cpp, effect.cpp and uox3.cpp (punt)
2021-04-26 18:26:39 +08:00
|
|
|
// Reset tempint2 on socket
|
|
|
|
|
s->TempInt2( 0 );
|
|
|
|
|
|
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
|
|
|
if( Commands->NumArguments() == 7 || Commands->NumArguments() == 8 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
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
|
|
|
// tile itemID x1 y1 x2 y2 z rndVal
|
|
|
|
|
SI32 rndVal = 0;
|
|
|
|
|
UI16 rndID = 0;
|
|
|
|
|
|
|
|
|
|
if( Commands->NumArguments() == 8 )
|
|
|
|
|
rndVal = static_cast<SI32>(Commands->Argument( 7 ));
|
|
|
|
|
|
|
|
|
|
// tile itemID x1 y1 x2 y2 z
|
2012-11-03 18:11:04 +00:00
|
|
|
SI16 x1 = static_cast<SI16>(Commands->Argument( 2 ));
|
|
|
|
|
SI16 x2 = static_cast<SI16>(Commands->Argument( 3 ));
|
|
|
|
|
SI16 y1 = static_cast<SI16>(Commands->Argument( 4 ));
|
|
|
|
|
SI16 y2 = static_cast<SI16>(Commands->Argument( 5 ));
|
|
|
|
|
SI08 z = static_cast<SI08>(Commands->Argument( 6 ));
|
2002-04-07 21:27:53 +00:00
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
for( SI16 x = x1; x <= x2; ++x )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
for( SI16 y = y1; y <= y2; ++y )
|
|
|
|
|
{
|
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
|
|
|
rndID = targID + RandomNum( static_cast<UI16>(0), static_cast<UI16>(rndVal) );
|
2021-06-12 07:30:23 -04:00
|
|
|
CItem *a = Items->CreateItem( nullptr, s->CurrcharObj(), rndID, 1, 0, OT_ITEM );
|
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( ValidateObject( a ) ) // crash prevention
|
2012-11-03 18:11:04 +00:00
|
|
|
{
|
|
|
|
|
a->SetLocation( x, y, z );
|
|
|
|
|
a->SetDecayable( false );
|
|
|
|
|
}
|
|
|
|
|
}
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
}
|
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
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else if( Commands->NumArguments() == 4 )
|
|
|
|
|
{
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|
// tile static itemID rndVal
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s->ClickX( -1 );
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s->ClickY( -1 );
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s->TempInt2( static_cast<SI32>(Commands->Argument( 3 )));
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s->AddID1( static_cast<UI08>(targID>>8) );
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s->AddID2( static_cast<UI08>(targID%256) );
|
08/08/2021 - Xuri (0.99.4w)
Added support for new Skills DFN tag:
SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI
Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer
Updated skill delays to better match ~pub15 era:
Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second
Detecting Hidden skill now has a default skill delay of 10 seconds
Herding skill now has a default skill delay of 10 seconds
Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding
Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana
Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones
Poisoning skill now has a default skill delay of 10 seconds
Provocation skill now has a default skill delay of 10 seconds
Remove Trap skill now has a default skill delay of 10 seconds
Stealing skill now has a default skill delay of 10 seconds
Stealth skill now has a default skill delay of 10 seconds
Tracking skill now has a default skill delay of 10 seconds
Veterinary skill now has a default skill delay of 10 seconds
Fixed an issue with global JS Timer object that would reference the wrong timerIDs
Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix):
.SOCK_SKILLDELAY // Delay before the next time player can use another skill
.SOCK_OBJDELAY // Delay before next time player can use another object
.SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak
.SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill
.SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill
.SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted
.SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated
Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets
Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set
Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence
In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class:
bool objDelayMsgShown
bool skillDelayMsgShown
Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second)
Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used:
DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage
Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast:
RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell
Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items:
ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled.
All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay
All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery
Reagent checks and skill-check now take place AFTER the spellcast animation, not before!
Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 )
Overhauled spell sound FX and VFX for for all spells
Players can no longer cast spells while holding items on the cursor
Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack
Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill
Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them
Fixed an issue where Telekinesis spell would not set off traps on containers properly
Added additional FX for Teleport spell played at player's original location before the teleport took place
Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable
Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill
Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel:
dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5
The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner
Fixed an issue where the Create Food spell attempted to create an invalid item
Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer)
Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer)
Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values
Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill
Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints
Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility
Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells
Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops
Fixed an issue where Hirelings wouldn't always immediately start following their new owners
Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue
Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15
Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value
Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide
Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax:
myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor
Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
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s->target( 0, TARGET_TILING, 0, 24 );
|
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
|
|
|
}
|
|
|
|
|
else if( Commands->NumArguments() == 3 )
|
|
|
|
|
{
|
|
|
|
|
// tile itemID rndVal
|
|
|
|
|
// tile static itemID
|
|
|
|
|
s->ClickX( -1 );
|
|
|
|
|
s->ClickY( -1 );
|
2022-03-04 07:35:46 -05:00
|
|
|
if( oldstrutil::upper( Commands->CommandString( 2, 2 )) != "STATIC" )
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
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
|
|
|
s->TempInt2( static_cast<SI32>(Commands->Argument( 2 )));
|
2021-04-25 00:22:13 +08:00
|
|
|
}
|
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
|
|
|
|
|
|
|
|
s->AddID1( static_cast<UI08>(targID>>8) );
|
|
|
|
|
s->AddID2( static_cast<UI08>(targID%256) );
|
08/08/2021 - Xuri (0.99.4w)
Added support for new Skills DFN tag:
SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI
Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer
Updated skill delays to better match ~pub15 era:
Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second
Detecting Hidden skill now has a default skill delay of 10 seconds
Herding skill now has a default skill delay of 10 seconds
Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding
Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana
Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones
Poisoning skill now has a default skill delay of 10 seconds
Provocation skill now has a default skill delay of 10 seconds
Remove Trap skill now has a default skill delay of 10 seconds
Stealing skill now has a default skill delay of 10 seconds
Stealth skill now has a default skill delay of 10 seconds
Tracking skill now has a default skill delay of 10 seconds
Veterinary skill now has a default skill delay of 10 seconds
Fixed an issue with global JS Timer object that would reference the wrong timerIDs
Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix):
.SOCK_SKILLDELAY // Delay before the next time player can use another skill
.SOCK_OBJDELAY // Delay before next time player can use another object
.SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak
.SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill
.SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill
.SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted
.SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated
Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets
Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set
Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence
In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class:
bool objDelayMsgShown
bool skillDelayMsgShown
Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second)
Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used:
DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage
Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast:
RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell
Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items:
ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled.
All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay
All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery
Reagent checks and skill-check now take place AFTER the spellcast animation, not before!
Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 )
Overhauled spell sound FX and VFX for for all spells
Players can no longer cast spells while holding items on the cursor
Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack
Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill
Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them
Fixed an issue where Telekinesis spell would not set off traps on containers properly
Added additional FX for Teleport spell played at player's original location before the teleport took place
Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable
Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill
Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel:
dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5
The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner
Fixed an issue where the Create Food spell attempted to create an invalid item
Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer)
Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer)
Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values
Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill
Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints
Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility
Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells
Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops
Fixed an issue where Hirelings wouldn't always immediately start following their new owners
Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue
Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15
Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value
Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide
Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax:
myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor
Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
|
|
|
s->target( 0, TARGET_TILING, 0, 24 );
|
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
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else if( Commands->NumArguments() == 2 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
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
|
|
|
// tile itemID
|
2012-11-03 18:11:04 +00:00
|
|
|
s->ClickX( -1 );
|
|
|
|
|
s->ClickY( -1 );
|
2002-04-07 21:27:53 +00:00
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
s->AddID1( static_cast<UI08>(targID>>8) );
|
|
|
|
|
s->AddID2( static_cast<UI08>(targID%256) );
|
08/08/2021 - Xuri (0.99.4w)
Added support for new Skills DFN tag:
SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI
Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer
Updated skill delays to better match ~pub15 era:
Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second
Detecting Hidden skill now has a default skill delay of 10 seconds
Herding skill now has a default skill delay of 10 seconds
Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding
Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana
Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones
Poisoning skill now has a default skill delay of 10 seconds
Provocation skill now has a default skill delay of 10 seconds
Remove Trap skill now has a default skill delay of 10 seconds
Stealing skill now has a default skill delay of 10 seconds
Stealth skill now has a default skill delay of 10 seconds
Tracking skill now has a default skill delay of 10 seconds
Veterinary skill now has a default skill delay of 10 seconds
Fixed an issue with global JS Timer object that would reference the wrong timerIDs
Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix):
.SOCK_SKILLDELAY // Delay before the next time player can use another skill
.SOCK_OBJDELAY // Delay before next time player can use another object
.SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak
.SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill
.SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill
.SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted
.SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated
Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets
Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set
Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence
In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class:
bool objDelayMsgShown
bool skillDelayMsgShown
Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second)
Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used:
DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage
Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast:
RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell
Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items:
ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled.
All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay
All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery
Reagent checks and skill-check now take place AFTER the spellcast animation, not before!
Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 )
Overhauled spell sound FX and VFX for for all spells
Players can no longer cast spells while holding items on the cursor
Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack
Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill
Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them
Fixed an issue where Telekinesis spell would not set off traps on containers properly
Added additional FX for Teleport spell played at player's original location before the teleport took place
Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable
Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill
Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel:
dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5
The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner
Fixed an issue where the Create Food spell attempted to create an invalid item
Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer)
Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer)
Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values
Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill
Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints
Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility
Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells
Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops
Fixed an issue where Hirelings wouldn't always immediately start following their new owners
Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue
Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15
Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value
Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide
Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax:
myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor
Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
|
|
|
s->target( 0, TARGET_TILING, 0, 24 );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_save( void )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Saves the current world data into .WSC files
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_save( void )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( cwmWorldState->GetWorldSaveProgress() != SS_SAVING )
|
|
|
|
|
cwmWorldState->SaveNewWorld( true );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_dye( CSocket *s )
|
|
|
|
|
//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 - (h h/nothing) Dyes an item a specific color, or brings up
|
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
|
|
|
//| a dyeing menu if no color is specified.
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_dye( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
2002-04-07 21:27:53 +00:00
|
|
|
s->DyeAll( 1 );
|
2012-11-03 18:11:04 +00:00
|
|
|
if( Commands->NumArguments() == 2 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
UI16 tNum = (SI16)Commands->Argument( 1 );
|
|
|
|
|
s->AddID1( static_cast<UI08>(tNum>>8) );
|
|
|
|
|
s->AddID2( static_cast<UI08>(tNum%256) );
|
|
|
|
|
}
|
|
|
|
|
else if( Commands->NumArguments() == 3 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
s->AddID1( static_cast<UI08>(Commands->Argument( 1 ) ));
|
|
|
|
|
s->AddID2( static_cast<UI08>(Commands->Argument( 2 ) ));
|
|
|
|
|
}
|
2002-04-07 21:27:53 +00:00
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
s->AddID1( 0xFF );
|
|
|
|
|
s->AddID2( 0xFF );
|
|
|
|
|
}
|
08/08/2021 - Xuri (0.99.4w)
Added support for new Skills DFN tag:
SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI
Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer
Updated skill delays to better match ~pub15 era:
Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second
Detecting Hidden skill now has a default skill delay of 10 seconds
Herding skill now has a default skill delay of 10 seconds
Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding
Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana
Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones
Poisoning skill now has a default skill delay of 10 seconds
Provocation skill now has a default skill delay of 10 seconds
Remove Trap skill now has a default skill delay of 10 seconds
Stealing skill now has a default skill delay of 10 seconds
Stealth skill now has a default skill delay of 10 seconds
Tracking skill now has a default skill delay of 10 seconds
Veterinary skill now has a default skill delay of 10 seconds
Fixed an issue with global JS Timer object that would reference the wrong timerIDs
Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix):
.SOCK_SKILLDELAY // Delay before the next time player can use another skill
.SOCK_OBJDELAY // Delay before next time player can use another object
.SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak
.SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill
.SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill
.SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted
.SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated
Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets
Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set
Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence
In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class:
bool objDelayMsgShown
bool skillDelayMsgShown
Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second)
Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used:
DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage
Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast:
RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell
Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items:
ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled.
All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay
All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery
Reagent checks and skill-check now take place AFTER the spellcast animation, not before!
Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 )
Overhauled spell sound FX and VFX for for all spells
Players can no longer cast spells while holding items on the cursor
Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack
Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill
Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them
Fixed an issue where Telekinesis spell would not set off traps on containers properly
Added additional FX for Teleport spell played at player's original location before the teleport took place
Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable
Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill
Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel:
dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5
The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner
Fixed an issue where the Create Food spell attempted to create an invalid item
Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer)
Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer)
Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values
Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill
Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints
Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility
Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells
Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops
Fixed an issue where Hirelings wouldn't always immediately start following their new owners
Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue
Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15
Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value
Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide
Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax:
myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor
Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
|
|
|
s->target( 0, TARGET_DYE, 0, 31 );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_settime( void )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - (d d) Sets the current UO time in hours and minutes.
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_settime( void )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( Commands->NumArguments() == 3 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
UI08 newhours = static_cast<UI08>(Commands->Argument( 1 ));
|
|
|
|
|
UI08 newminutes = static_cast<UI08>(Commands->Argument( 2 ));
|
|
|
|
|
if( ( newhours < 25 ) && ( newhours > 0 ) && ( newminutes < 60 ) )
|
|
|
|
|
{
|
|
|
|
|
cwmWorldState->ServerData()->ServerTimeAMPM( (newhours > 12) );
|
|
|
|
|
if( newhours > 12 )
|
|
|
|
|
cwmWorldState->ServerData()->ServerTimeHours( static_cast<UI08>(newhours - 12) );
|
|
|
|
|
else
|
|
|
|
|
cwmWorldState->ServerData()->ServerTimeHours( newhours );
|
|
|
|
|
cwmWorldState->ServerData()->ServerTimeMinutes( newminutes );
|
|
|
|
|
}
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_shutdown( void )
|
|
|
|
|
//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 - (d) Shuts down the server. Argument is how many minutes
|
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
|
|
|
//| until shutdown.
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_shutdown( void )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( Commands->NumArguments() == 2 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
cwmWorldState->SetEndTime( BuildTimeValue( static_cast<R32>(Commands->Argument( 1 )) ) );
|
|
|
|
|
if( Commands->Argument( 1 ) == 0 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2003-03-14 23:23:37 +00:00
|
|
|
cwmWorldState->SetEndTime( 0 );
|
2012-11-03 18:11:04 +00:00
|
|
|
sysBroadcast( Dictionary->GetEntry( 36 ) );
|
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
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
|
|
|
|
endmessage( 0 );
|
|
|
|
|
}
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_tell( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - (d text) Sends an anonymous message to the user logged in under the specified slot.
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_tell( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
if( Commands->NumArguments() > 2 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CSocket *i = Network->GetSockPtr( Commands->Argument( 1 ) );
|
|
|
|
|
std::string txt = Commands->CommandString( 3 );
|
2021-06-12 07:30:23 -04:00
|
|
|
if( i == nullptr || txt.empty() )
|
2012-11-03 18:11:04 +00:00
|
|
|
return;
|
2002-04-07 21:27:53 +00:00
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
CChar *mChar = i->CurrcharObj();
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CChar *tChar = s->CurrcharObj();
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UOX3 0.99.5b
Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there
Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer)
Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items
Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region
Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script:
onScrollingGumpPress( pSock, gumpID, buttonID )
Added new JS Event to allow better control over which names UOX3 sends to the client for characters:
onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name
Updated JS Events to also work for Items (previously only worked for Characters)
onLightChange( myObj, lightLevel )
onTempChange( myObj, temp )
onWeatherChange( myObj, weatherType )
Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius
Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag
Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js)
Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region
Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects
Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all)
Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport
Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools
Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not:
CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0)
Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots
Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
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|
std::string temp = mChar->GetNameRequest( tChar ) + " tells " + tChar->GetNameRequest( mChar ) + ": " + txt;
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2012-11-03 18:11:04 +00:00
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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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if( cwmWorldState->ServerData()->UseUnicodeMessages() )
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{
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CPUnicodeMessage unicodeMessage;
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unicodeMessage.Message( temp );
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unicodeMessage.Font( (FontType)mChar->GetFontType() );
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if( mChar->GetSayColour() == 0x1700 )
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unicodeMessage.Colour( 0x5A );
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else if( mChar->GetSayColour() == 0x0 )
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unicodeMessage.Colour( 0x5A );
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else
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unicodeMessage.Colour( mChar->GetSayColour() );
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unicodeMessage.Type( TALK );
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unicodeMessage.Language( "ENG" );
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UOX3 0.99.5b
Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there
Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer)
Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items
Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region
Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script:
onScrollingGumpPress( pSock, gumpID, buttonID )
Added new JS Event to allow better control over which names UOX3 sends to the client for characters:
onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name
Updated JS Events to also work for Items (previously only worked for Characters)
onLightChange( myObj, lightLevel )
onTempChange( myObj, temp )
onWeatherChange( myObj, weatherType )
Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius
Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag
Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js)
Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region
Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects
Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all)
Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport
Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools
Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not:
CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0)
Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots
Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
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|
|
unicodeMessage.Name( mChar->GetNameRequest( tChar ));
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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
|
|
|
unicodeMessage.ID( INVALIDID );
|
|
|
|
|
unicodeMessage.Serial( mChar->GetSerial() );
|
|
|
|
|
s->Send( &unicodeMessage );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
CSpeechEntry& toAdd = SpeechSys->Add();
|
|
|
|
|
toAdd.Font( (FontType)mChar->GetFontType() );
|
|
|
|
|
toAdd.Speech( temp );
|
|
|
|
|
toAdd.Speaker( mChar->GetSerial() );
|
|
|
|
|
toAdd.SpokenTo( tChar->GetSerial() );
|
|
|
|
|
toAdd.Type( TALK );
|
|
|
|
|
toAdd.At( cwmWorldState->GetUICurrentTime() );
|
|
|
|
|
toAdd.TargType( SPTRG_INDIVIDUAL );
|
|
|
|
|
if( mChar->GetSayColour() == 0x1700 )
|
|
|
|
|
toAdd.Colour( 0x5A );
|
|
|
|
|
else if( mChar->GetSayColour() == 0x0 )
|
|
|
|
|
toAdd.Colour( 0x5A );
|
|
|
|
|
else
|
|
|
|
|
toAdd.Colour( mChar->GetSayColour() );
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
}
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_gmmenu( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - (d) Opens the specified GM Menu from dfndata/menus.dfn
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_gmmenu( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
if( Commands->NumArguments() == 2 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CPIHelpRequest toHandle( s, static_cast<UI16>(Commands->Argument( 1 ) ) );
|
|
|
|
|
toHandle.Handle();
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
}
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_command( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Executes a trigger scripting command.
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_command( CSocket *s )
|
|
|
|
|
{
|
|
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
if( Commands->NumArguments() > 1 )
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
HandleGumpCommand( s, oldstrutil::upper( Commands->CommandString( 2, 2 )), oldstrutil::upper( Commands->CommandString( 3 )) );
|
2021-04-25 00:22:13 +08:00
|
|
|
}
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_memstats( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Display some information about cache and memory usage.
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_memstats( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
size_t cacheSize = Map->GetTileMem() + Map->GetMultisMem();
|
|
|
|
|
size_t charsSize = ObjectFactory::getSingleton().SizeOfObjects( OT_CHAR );
|
|
|
|
|
size_t itemsSize = ObjectFactory::getSingleton().SizeOfObjects( OT_ITEM );
|
|
|
|
|
size_t spellsSize = 69 * sizeof( SpellInfo );
|
|
|
|
|
size_t teffectsSize = sizeof( CTEffect ) * cwmWorldState->tempEffects.Num();
|
|
|
|
|
size_t regionsSize = sizeof( CTownRegion ) * cwmWorldState->townRegions.size();
|
|
|
|
|
size_t spawnregionsSize = sizeof( CSpawnRegion ) * cwmWorldState->spawnRegions.size();
|
|
|
|
|
size_t total = charsSize + itemsSize + spellsSize + cacheSize + regionsSize + spawnregionsSize + teffectsSize;
|
|
|
|
|
GumpDisplay cacheStats( s, 350, 345 );
|
|
|
|
|
cacheStats.SetTitle( "UOX Memory Information (sizes in bytes)" );
|
2021-06-04 01:20:22 +08:00
|
|
|
cacheStats.AddData( "Total Memory Usage: ", static_cast<UI32>(total) );
|
|
|
|
|
cacheStats.AddData( " Cache Size: ", static_cast<UI32>(cacheSize ));
|
|
|
|
|
cacheStats.AddData( " Tiles: ", static_cast<UI32>(Map->GetTileMem()) );
|
|
|
|
|
cacheStats.AddData( " Multis: ", static_cast<UI32>(Map->GetMultisMem() ));
|
2012-11-03 18:11:04 +00:00
|
|
|
cacheStats.AddData( " Characters: ", ObjectFactory::getSingleton().CountOfObjects( OT_CHAR ) );
|
2021-06-04 01:20:22 +08:00
|
|
|
cacheStats.AddData( " Allocated Memory: ", static_cast<UI32>(charsSize ));
|
2012-11-03 18:11:04 +00:00
|
|
|
cacheStats.AddData( " CChar: ", sizeof( CChar ) );
|
|
|
|
|
cacheStats.AddData( " Items: ", ObjectFactory::getSingleton().CountOfObjects( OT_ITEM ) );
|
2021-06-04 01:20:22 +08:00
|
|
|
cacheStats.AddData( " Allocated Memory: ", static_cast<UI32>(itemsSize ));
|
2012-11-03 18:11:04 +00:00
|
|
|
cacheStats.AddData( " CItem: ", sizeof( CItem ) );
|
2021-06-04 01:20:22 +08:00
|
|
|
cacheStats.AddData( " Spells Size: ", static_cast<UI32>(spellsSize ));
|
|
|
|
|
cacheStats.AddData( " TEffects: ", static_cast<UI32>(cwmWorldState->tempEffects.Num() ));
|
|
|
|
|
cacheStats.AddData( " Allocated Memory: ", static_cast<UI32>(teffectsSize ));
|
2012-11-03 18:11:04 +00:00
|
|
|
cacheStats.AddData( " TEffect: ", sizeof( CTEffect ) );
|
2021-06-04 01:20:22 +08:00
|
|
|
cacheStats.AddData( " Regions Size: ", static_cast<UI32>(cwmWorldState->townRegions.size()) );
|
|
|
|
|
cacheStats.AddData( " Allocated Memory: ", static_cast<UI32>( regionsSize) );
|
2012-11-03 18:11:04 +00:00
|
|
|
cacheStats.AddData( " CTownRegion: ", sizeof( CTownRegion ) );
|
2021-06-04 01:20:22 +08:00
|
|
|
cacheStats.AddData( " SpawnRegions ", static_cast<UI32>(cwmWorldState->spawnRegions.size() ));
|
|
|
|
|
cacheStats.AddData( " Allocated Memory: ", static_cast<UI32>(spawnregionsSize ));
|
2012-11-03 18:11:04 +00:00
|
|
|
cacheStats.AddData( " CSpawnRegion: ", sizeof( CSpawnRegion ) );
|
|
|
|
|
cacheStats.Send( 0, false, INVALIDSERIAL );
|
|
|
|
|
}
|
|
|
|
|
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_restock( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - (nothing / s) Forces a manual vendor restock
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_restock( CSocket *s )
|
|
|
|
|
{
|
|
|
|
|
VALIDATESOCKET( s );
|
2022-03-04 07:35:46 -05:00
|
|
|
if( oldstrutil::upper( Commands->CommandString( 2, 2 )) == "ALL" )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
restock( true );
|
|
|
|
|
s->sysmessage( 55 );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
restock( false );
|
|
|
|
|
s->sysmessage( 54 );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_restock( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - (d) Sets the universe's shop restock rate
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_setshoprestockrate( CSocket *s )
|
|
|
|
|
{
|
|
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
if( Commands->NumArguments() == 2 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
cwmWorldState->ServerData()->SystemTimer( tSERVER_SHOPSPAWN, static_cast<UI16>(Commands->Argument( 1 )) );
|
|
|
|
|
s->sysmessage( 56 );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
|
|
|
|
s->sysmessage( 57 );
|
|
|
|
|
}
|
2002-04-07 21:27:53 +00:00
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
bool RespawnFunctor( CBaseObject *a, UI32 &b, void *extraData )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
bool retVal = true;
|
|
|
|
|
if( ValidateObject( a ) )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CItem *i = static_cast< CItem * >(a);
|
|
|
|
|
ItemTypes iType = i->GetType();
|
|
|
|
|
if( iType == IT_ITEMSPAWNER || iType == IT_NPCSPAWNER || iType == IT_SPAWNCONT ||
|
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
|
|
|
iType == IT_LOCKEDSPAWNCONT || iType == IT_UNLOCKABLESPAWNCONT ||
|
|
|
|
|
iType == IT_AREASPAWNER || iType == IT_ESCORTNPCSPAWNER )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( i->GetObjType() == OT_SPAWNER )
|
|
|
|
|
{
|
|
|
|
|
CSpawnItem *spawnItem = static_cast<CSpawnItem *>(i);
|
|
|
|
|
if( !spawnItem->DoRespawn() )
|
|
|
|
|
spawnItem->SetTempTimer( BuildTimeValue( static_cast<R32>(RandomNum( spawnItem->GetInterval( 0 ) * 60, spawnItem->GetInterval( 1 ) * 60 ) )) );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
i->SetType( IT_NOTYPE );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
return retVal;
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_respawn( void )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Forces a respawn of all spawn regions
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_respawn( void )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
0.99.5a
Improved overall performance of NPC pathfinding (by nearly 60%!) by eliminating some double-work done when checking for blocking dynamics and statics
Optimized how the system for determining which internal map regions should have active NPCs; instead of there always being 9 active map regions surrounding any given player who's online, that number will now vary between 3 to 6 map regions, depending on how far the player is from boundaries between such map regions. This should reduce the amount of NPCs active and trying to pathfind at any given point when players are online.
UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked
Fixed an issue with reloading of spawn regions where UOX3 would forget about previously spawned NPCs/Items and respawn everything all over again. As part of the reload process, UOX3 now iterates over previously spawned objects and deletes these where appropriate
Added two new races to races.dfn - Ophidian (RACE 25) and Terathan (RACE 26) - which have been setup as racial enemies
Updated the race ID of relevant Ophidian and Terathan NPCs (dfndata/npc/arachnids.dfn and dfndata/npc/reptiles.dfn)
Added support for NPCs engaging other NPCs in combat if they are marked as racial enemies via races.dfn
Extended the amount of JS events supported by UOX3's JS engine from 96 to 192
Added new JS Event to allow overriding behaviour from Help button in paperdoll:
onHelpGump( pChar ) // Overrides default gump menu when pressing Help button in paperdoll
Added new JS Event to allow preventing characters from toggling on/off war/combat mode
onWarModeToggle( p Char ) // return false to prevent war mode toggle
Added new JS Event to allow overriding target selection in combat for default AI behaviours:
onAICombatTarget( pAttacker, pTarget ) // return true to select current target, or false to skip and look for another
Updated JS onDamage() JS event to allow returning false to override and prevent damage dealt to a character. Event must now return true to allow damage to go through
Updated JS Event onSwing to work for characters with no weapon equipped (iSwinging will be null, in this case)
Updated JS Object Method .KillTimers() to also work for Characters, not just Items
Added JS script that renders characters it's attached to immune to physical damage (js/npc/special/physical_immunity.js)
Renamed shadow_elemental.js to magical_immunity.js, as it's generic script that can be attached to any NPC
Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn):
A Welcome (a_welcome) // Book by Blackthorn, dropped as loot by Betrayers
Added definitions for additional NPCs, with scripted special abilities where applicable:
Orc Brute (orcbrute) // Throws Orc Lords, cannot be targeted by provoked creatures
Orc Chopper (orcchopper) // Attacks deal AoE damage to nearby targets
Betrayer (betrayer) // Colossal Blow (stuns and peacemakes), AoE poison (2m range)
Golem Controller (m_golemcontroller/f_golemcontroller)
Golem (golem) // Colossal Blow (stuns and peacemakes)
Crafted Golem (craftedgolem) // Crafted version of golem
Exodus Overseer (exodusoverseer) // Magical Shield (immune to physical damage until shield down)
Exodus Minion Lord (exodusminionlord) // Magical Shield (immune to physical damage until shield down)
Exodus Minion (exodusminion) // Magical shield (immune to physical damage until shield down), periodic AoE burst
Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items (js/item/clockwork_assembly.js)
Added script for mask of orcish kin, which when worn prevents all orcs from attacking the wearer (js/item/orcish_kin_mask.js)
Added AI script for Exodus clockwork NPCs, which amongst a few other things makes them spawn with a magical shield that prevents physical damage being dealt to them until the shield has been brought down by magic damage (js/npc/ai/monster/exodus_clockwork.js)
Added AI script for orc NPCs which prevent them from attacking characters wearing masks of orcish kin (js/npc/ai/monster/orc.js)
Added AI script for orc brute NPCs, which makes the NPCs toss orc lords (up to 10 in total) when attacked by magic spells (js/npc/ai/monster/orc_brute.js)
Added AI script for orc chopper NPCs, which makes the NPCs hit all nearby valid targets with their melee attacks (js/npc/ai/monster/orc_chopper.js)
Added script for NPC special ability Colossal Blow, which both stuns and adds a temporary peacemaking effect to targets (js/npc/special/colossal_blow.js)
Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present
Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that!
Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent)
Fixed an issue where information on newly spawned characters would get sent twice to each nearby player
Changed default value of ACCOUNTFLUSH ini setting from 0.0 to 5.0 seconds
Misc minor cleanup of console messages during startup and shutdown
2022-01-24 17:58:19 +08:00
|
|
|
UI32 spawnedItems = 0;
|
|
|
|
|
UI32 spawnedNpcs = 0;
|
2022-06-06 12:17:38 -04:00
|
|
|
std::for_each(cwmWorldState->spawnRegions.begin(), cwmWorldState->spawnRegions.end(), [&spawnedItems,&spawnedNpcs](std::pair<std::uint16_t,CSpawnRegion*> entry){
|
|
|
|
|
if (entry.second){
|
|
|
|
|
entry.second->doRegionSpawn( spawnedItems, spawnedNpcs );
|
2021-10-18 06:18:21 +08:00
|
|
|
}
|
2022-06-06 12:17:38 -04:00
|
|
|
});
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
UI32 b = 0;
|
2021-06-12 07:30:23 -04:00
|
|
|
ObjectFactory::getSingleton().IterateOver( OT_ITEM, b, nullptr, &RespawnFunctor );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_regspawn( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - (s/d) Forces a region spawn, First argument is region number or "ALL"
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_regspawn( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
|
|
|
|
|
if( Commands->NumArguments() == 2 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
0.99.5a
Improved overall performance of NPC pathfinding (by nearly 60%!) by eliminating some double-work done when checking for blocking dynamics and statics
Optimized how the system for determining which internal map regions should have active NPCs; instead of there always being 9 active map regions surrounding any given player who's online, that number will now vary between 3 to 6 map regions, depending on how far the player is from boundaries between such map regions. This should reduce the amount of NPCs active and trying to pathfind at any given point when players are online.
UOX3 now adapts the time between each time it checks Spawn Regions based on how "full" the Spawn Regions are on average - the nearer they are to max capacity, the longer time between each time Spawn Regions are checked
Fixed an issue with reloading of spawn regions where UOX3 would forget about previously spawned NPCs/Items and respawn everything all over again. As part of the reload process, UOX3 now iterates over previously spawned objects and deletes these where appropriate
Added two new races to races.dfn - Ophidian (RACE 25) and Terathan (RACE 26) - which have been setup as racial enemies
Updated the race ID of relevant Ophidian and Terathan NPCs (dfndata/npc/arachnids.dfn and dfndata/npc/reptiles.dfn)
Added support for NPCs engaging other NPCs in combat if they are marked as racial enemies via races.dfn
Extended the amount of JS events supported by UOX3's JS engine from 96 to 192
Added new JS Event to allow overriding behaviour from Help button in paperdoll:
onHelpGump( pChar ) // Overrides default gump menu when pressing Help button in paperdoll
Added new JS Event to allow preventing characters from toggling on/off war/combat mode
onWarModeToggle( p Char ) // return false to prevent war mode toggle
Added new JS Event to allow overriding target selection in combat for default AI behaviours:
onAICombatTarget( pAttacker, pTarget ) // return true to select current target, or false to skip and look for another
Updated JS onDamage() JS event to allow returning false to override and prevent damage dealt to a character. Event must now return true to allow damage to go through
Updated JS Event onSwing to work for characters with no weapon equipped (iSwinging will be null, in this case)
Updated JS Object Method .KillTimers() to also work for Characters, not just Items
Added JS script that renders characters it's attached to immune to physical damage (js/npc/special/physical_immunity.js)
Renamed shadow_elemental.js to magical_immunity.js, as it's generic script that can be attached to any NPC
Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn):
A Welcome (a_welcome) // Book by Blackthorn, dropped as loot by Betrayers
Added definitions for additional NPCs, with scripted special abilities where applicable:
Orc Brute (orcbrute) // Throws Orc Lords, cannot be targeted by provoked creatures
Orc Chopper (orcchopper) // Attacks deal AoE damage to nearby targets
Betrayer (betrayer) // Colossal Blow (stuns and peacemakes), AoE poison (2m range)
Golem Controller (m_golemcontroller/f_golemcontroller)
Golem (golem) // Colossal Blow (stuns and peacemakes)
Crafted Golem (craftedgolem) // Crafted version of golem
Exodus Overseer (exodusoverseer) // Magical Shield (immune to physical damage until shield down)
Exodus Minion Lord (exodusminionlord) // Magical Shield (immune to physical damage until shield down)
Exodus Minion (exodusminion) // Magical shield (immune to physical damage until shield down), periodic AoE burst
Added script that allows Tinkerers to craft golem followers via Clockwork Assembly items (js/item/clockwork_assembly.js)
Added script for mask of orcish kin, which when worn prevents all orcs from attacking the wearer (js/item/orcish_kin_mask.js)
Added AI script for Exodus clockwork NPCs, which amongst a few other things makes them spawn with a magical shield that prevents physical damage being dealt to them until the shield has been brought down by magic damage (js/npc/ai/monster/exodus_clockwork.js)
Added AI script for orc NPCs which prevent them from attacking characters wearing masks of orcish kin (js/npc/ai/monster/orc.js)
Added AI script for orc brute NPCs, which makes the NPCs toss orc lords (up to 10 in total) when attacked by magic spells (js/npc/ai/monster/orc_brute.js)
Added AI script for orc chopper NPCs, which makes the NPCs hit all nearby valid targets with their melee attacks (js/npc/ai/monster/orc_chopper.js)
Added script for NPC special ability Colossal Blow, which both stuns and adds a temporary peacemaking effect to targets (js/npc/special/colossal_blow.js)
Updated Provocation skill to disallow directing provoked creatures at targets with the custom tag provImmune present
Fixed an issue with initialization of wander areas for NPCs spawned via object spawners, which caused NPCs to not stick to their assigned areas, but wander according to their own free will. Can't have that!
Fixed some issues with itemlists pointing to non-existing items (a turnip and 10 of each magical reagent)
Fixed an issue where information on newly spawned characters would get sent twice to each nearby player
Changed default value of ACCOUNTFLUSH ini setting from 0.0 to 5.0 seconds
Misc minor cleanup of console messages during startup and shutdown
2022-01-24 17:58:19 +08:00
|
|
|
UI32 itemsSpawned = 0;
|
|
|
|
|
UI32 npcsSpawned = 0;
|
2012-11-03 18:11:04 +00:00
|
|
|
|
2022-03-04 07:35:46 -05:00
|
|
|
if( oldstrutil::upper( Commands->CommandString( 2, 2 )) == "ALL" )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2022-06-06 12:17:38 -04:00
|
|
|
std::for_each(cwmWorldState->spawnRegions.begin(), cwmWorldState->spawnRegions.end(), [&itemsSpawned,&npcsSpawned](std::pair<std::uint16_t,CSpawnRegion*> entry){
|
|
|
|
|
if (entry.second){
|
|
|
|
|
entry.second->doRegionSpawn( itemsSpawned, npcsSpawned );
|
|
|
|
|
}
|
|
|
|
|
});
|
2012-11-03 18:11:04 +00:00
|
|
|
if( itemsSpawned || npcsSpawned )
|
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
|
|
|
s->sysmessage( 9021, itemsSpawned, npcsSpawned, cwmWorldState->spawnRegions.size() ); // Spawned %u items and %u npcs in %u SpawnRegions
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
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
|
|
|
s->sysmessage( 9022, cwmWorldState->spawnRegions.size() ); // Failed to spawn any new items or npcs in %u SpawnRegions
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
UI16 spawnRegNum = static_cast<UI16>(Commands->Argument( 1 ));
|
|
|
|
|
if( cwmWorldState->spawnRegions.find( spawnRegNum ) != cwmWorldState->spawnRegions.end() )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CSpawnRegion *spawnReg = cwmWorldState->spawnRegions[spawnRegNum];
|
2021-06-12 07:30:23 -04:00
|
|
|
if( spawnReg != nullptr )
|
2012-11-03 18:11:04 +00:00
|
|
|
{
|
|
|
|
|
spawnReg->doRegionSpawn( itemsSpawned, npcsSpawned );
|
|
|
|
|
if( itemsSpawned || npcsSpawned )
|
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
|
|
|
s->sysmessage( 9023, spawnReg->GetName().c_str(), spawnRegNum, itemsSpawned, npcsSpawned ); // Region: '%s'(%u) spawned %u items and %u npcs
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
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
|
|
|
s->sysmessage( 9024, spawnReg->GetName().c_str(), spawnRegNum ); // Region: '%s'(%u) failed to spawn any new items or npcs
|
2012-11-03 18:11:04 +00:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
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
|
|
|
s->sysmessage( 9025, spawnRegNum ); // Invalid SpawnRegion %u
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_loaddefaults( void )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Loads the hardcoded server defaults for various settings in uox.ini
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_loaddefaults( void )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
cwmWorldState->ServerData()->ResetDefaults();
|
|
|
|
|
}
|
|
|
|
|
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_cq( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Display the Counselor queue when used with no arguments
|
|
|
|
|
//| Can trigger other queue-related commands when arguments are provided
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_cq( CSocket *s )
|
|
|
|
|
{
|
|
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
if( Commands->NumArguments() == 2 )
|
|
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
std::string upperCommand = oldstrutil::upper( Commands->CommandString( 2, 2 ));
|
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
|
|
|
if( upperCommand == "NEXT" ) // Go to next call in Counselor queue
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
nextCall( s, false );
|
2021-04-25 00:22:13 +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
|
|
|
else if( upperCommand == "CLEAR" ) // Close and clear current call as resolved
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
closeCall( s, false );
|
2021-04-25 00:22:13 +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
|
|
|
else if( upperCommand == "CURR" ) // Take Counselor to current call they are on
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
currentCall( s, false );
|
2021-04-25 00:22:13 +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
|
|
|
else if( upperCommand == "TRANSFER" ) // Transfer call from Counselor queue to GM queue
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
|
|
|
|
if( mChar->GetCallNum() != 0 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( CounselorQueue->GotoPos( CounselorQueue->FindCallNum( mChar->GetCallNum() ) ) )
|
|
|
|
|
{
|
|
|
|
|
HelpRequest pageToAdd;
|
2021-06-12 07:30:23 -04:00
|
|
|
HelpRequest *currentPage = nullptr;
|
2012-11-03 18:11:04 +00:00
|
|
|
currentPage = CounselorQueue->Current();
|
|
|
|
|
pageToAdd.Reason( currentPage->Reason() );
|
|
|
|
|
pageToAdd.WhoPaging( currentPage->WhoPaging() );
|
|
|
|
|
pageToAdd.IsHandled( false );
|
2021-06-12 07:30:23 -04:00
|
|
|
pageToAdd.TimeOfPage( time( nullptr ) );
|
2012-11-03 18:11:04 +00:00
|
|
|
GMQueue->Add( &pageToAdd );
|
|
|
|
|
s->sysmessage( 74 );
|
|
|
|
|
closeCall( s, false );
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
s->sysmessage( 75 );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
else
|
2012-11-03 18:11:04 +00:00
|
|
|
s->sysmessage( 72 );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
2012-11-03 18:11:04 +00:00
|
|
|
CounselorQueue->SendAsGump( s ); // Show the Counselor queue, not GM queue
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_gq( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Display the GM queue when used with no arguments
|
|
|
|
|
//| Can trigger other queue-related commands when arguments are provided
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_gq( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
if( Commands->NumArguments() == 2 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
std::string upperCommand = oldstrutil::upper( Commands->CommandString( 2, 2 ));
|
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
|
|
|
if( upperCommand == "NEXT" ) // Go to next call in GM queue
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
nextCall( s, true );
|
2021-04-25 00:22:13 +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
|
|
|
else if( upperCommand == "CLEAR" ) // Close and clear current call as resolved
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
closeCall( s, true );
|
2021-04-25 00:22:13 +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
|
|
|
else if( upperCommand == "CURR" ) // Take GM to current call they are on
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
currentCall( s, true );
|
2021-04-25 00:22:13 +08:00
|
|
|
}
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
else
|
2021-04-25 00:22:13 +08:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
GMQueue->SendAsGump( s );
|
2021-04-25 00:22:13 +08:00
|
|
|
}
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_minecheck( void )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - (d) Set the server mine check status to determine where mining will work
|
|
|
|
|
//| 0 - allow mining everywhere
|
|
|
|
|
//| 1 - mountainsides and cave floors
|
|
|
|
|
//| 2 - mining regions only
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_minecheck( void )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( Commands->NumArguments() == 2 )
|
|
|
|
|
cwmWorldState->ServerData()->MineCheck( static_cast<UI08>(Commands->Argument( 1 )) );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_guards( void )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Enables (ON) or disables (OFF) town guards globally
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_guards( void )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
if( oldstrutil::upper( Commands->CommandString( 2, 2 )) == "ON" )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
cwmWorldState->ServerData()->GuardStatus( true );
|
|
|
|
|
sysBroadcast( Dictionary->GetEntry( 61 ) );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2022-03-04 07:35:46 -05:00
|
|
|
else if( oldstrutil::upper( Commands->CommandString( 2, 2 )) == "OFF" )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
cwmWorldState->ServerData()->GuardStatus( false );
|
|
|
|
|
sysBroadcast( Dictionary->GetEntry( 62 ) );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_announce( void )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Enables (ON) or disables (OFF) announcement of world saves
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_announce( void )
|
|
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
if( oldstrutil::upper( Commands->CommandString( 2, 2 )) == "ON" )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
cwmWorldState->ServerData()->ServerAnnounceSaves( true );
|
|
|
|
|
sysBroadcast( Dictionary->GetEntry( 63 ) );
|
|
|
|
|
}
|
2022-03-04 07:35:46 -05:00
|
|
|
else if( oldstrutil::upper( Commands->CommandString( 2, 2 )) == "OFF" )
|
2012-11-03 18:11:04 +00:00
|
|
|
{
|
|
|
|
|
cwmWorldState->ServerData()->ServerAnnounceSaves( false );
|
|
|
|
|
sysBroadcast( Dictionary->GetEntry( 64 ) );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_pdump( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Display some performance information
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_pdump( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
UI32 networkTimeCount = cwmWorldState->ServerProfile()->NetworkTimeCount();
|
|
|
|
|
UI32 timerTimeCount = cwmWorldState->ServerProfile()->TimerTimeCount();
|
|
|
|
|
UI32 autoTimeCount = cwmWorldState->ServerProfile()->AutoTimeCount();
|
|
|
|
|
UI32 loopTimeCount = cwmWorldState->ServerProfile()->LoopTimeCount();
|
2002-04-07 21:27:53 +00:00
|
|
|
|
2020-04-12 22:32:08 +08:00
|
|
|
s->sysmessage( "Performance Dump:" );
|
2012-11-03 18:11:04 +00:00
|
|
|
s->sysmessage( "Network code: %fmsec [%i]", (R32)((R32)cwmWorldState->ServerProfile()->NetworkTime()/(R32)networkTimeCount), networkTimeCount );
|
|
|
|
|
s->sysmessage( "Timer code: %fmsec [%i]", (R32)((R32)cwmWorldState->ServerProfile()->TimerTime()/(R32)timerTimeCount), timerTimeCount );
|
|
|
|
|
s->sysmessage( "Auto code: %fmsec [%i]", (R32)((R32)cwmWorldState->ServerProfile()->AutoTime()/(R32)autoTimeCount), autoTimeCount );
|
|
|
|
|
s->sysmessage( "Loop Time: %fmsec [%i]", (R32)((R32)cwmWorldState->ServerProfile()->LoopTime()/(R32)loopTimeCount), loopTimeCount );
|
|
|
|
|
s->sysmessage( "Simulation Cycles/Sec: %f", (1000.0*(1.0/(R32)((R32)cwmWorldState->ServerProfile()->LoopTime()/(R32)loopTimeCount ) ) ) );
|
|
|
|
|
}
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_spawnkill( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - (d) Kills spawns from the specified spawn region in SPAWN.DFN
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_spawnkill( CSocket *s )
|
|
|
|
|
{
|
|
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
if( Commands->NumArguments() == 2 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
UI16 regNum = static_cast<UI16>(Commands->Argument( 1 ));
|
|
|
|
|
if( cwmWorldState->spawnRegions.find( regNum ) == cwmWorldState->spawnRegions.end() )
|
|
|
|
|
return;
|
|
|
|
|
CSpawnRegion *spawnReg = cwmWorldState->spawnRegions[regNum];
|
2021-06-12 07:30:23 -04:00
|
|
|
if( spawnReg == nullptr )
|
2012-11-03 18:11:04 +00:00
|
|
|
return;
|
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
|
|
|
SI32 killed = 0;
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
s->sysmessage( 349 );
|
2021-05-07 04:33:13 +08:00
|
|
|
GenericList< CChar * > *spCharList = spawnReg->GetSpawnedCharsList();
|
2012-11-03 18:11:04 +00:00
|
|
|
for( CChar *i = spCharList->First(); !spCharList->Finished(); i = spCharList->Next() )
|
|
|
|
|
{
|
|
|
|
|
if( !ValidateObject( i ) )
|
|
|
|
|
continue;
|
|
|
|
|
if( i->isSpawned() )
|
|
|
|
|
{
|
|
|
|
|
Effects->bolteffect( i );
|
|
|
|
|
Effects->PlaySound( i, 0x0029 );
|
|
|
|
|
i->Delete();
|
|
|
|
|
++killed;
|
|
|
|
|
}
|
2002-04-07 21:27:53 +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
|
|
|
s->sysmessage( 84 ); // Done.
|
2012-11-03 18:11:04 +00:00
|
|
|
s->sysmessage( 350, killed, regNum );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void BuildWhoGump( CSocket *s, UI08 commandLevel, std::string title )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Build and send a gump with a list of players based on provided criteria
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void BuildWhoGump( CSocket *s, UI08 commandLevel, std::string title )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2018-09-20 09:31:55 +08:00
|
|
|
UI16 j = 0;
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
GumpDisplay Who( s, 400, 300 );
|
|
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|
|
Who.SetTitle( title );
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2022-06-07 13:50:49 -04:00
|
|
|
for (auto &iSock : Network->connClients){
|
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
|
|
|
CChar *iChar = iSock->CurrcharObj();
|
2022-06-07 13:50:49 -04:00
|
|
|
if( iChar->GetCommandLevel() >= commandLevel ){
|
|
|
|
|
|
2022-03-04 07:35:46 -05:00
|
|
|
auto temp = oldstrutil::format("%i) %s", j, iChar->GetName().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
|
|
|
Who.AddData( temp, iChar->GetSerial(), 3 );
|
|
|
|
|
}
|
|
|
|
|
++j;
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
Who.Send( 4, false, INVALIDSERIAL );
|
|
|
|
|
}
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_who( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Displays a list of users currently online
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_who( CSocket *s )
|
|
|
|
|
{
|
|
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
BuildWhoGump( s, 0, "Who's Online" );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_gms( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Displays a list of server staff currently online
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_gms( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
BuildWhoGump( s, CL_CNS, Dictionary->GetEntry( 77, s->Language() ) );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_reportbug( CSocket *s )
|
|
|
|
|
//| Date - 9th February, 2000
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Writes out a bug reported by player to the bug file
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_reportbug( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
2002-04-07 21:27:53 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
2012-11-03 18:11:04 +00:00
|
|
|
if( !ValidateObject( mChar ) )
|
|
|
|
|
return;
|
|
|
|
|
std::string logName = cwmWorldState->ServerData()->Directory( CSDDP_LOGS ) + "bugs.log";
|
|
|
|
|
std::ofstream logDestination;
|
|
|
|
|
logDestination.open( logName.c_str(), std::ios::out | std::ios::app );
|
|
|
|
|
if( !logDestination.is_open() )
|
2002-10-25 05:08:32 +00:00
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
Console.error( oldstrutil::format("Unable to open bugs log file %s!", logName.c_str()) );
|
2002-04-07 21:27:53 +00:00
|
|
|
return;
|
2002-10-25 05:08:32 +00:00
|
|
|
}
|
2002-04-07 21:27:53 +00:00
|
|
|
char dateTime[1024];
|
2012-11-03 18:11:04 +00:00
|
|
|
RealTime( dateTime );
|
|
|
|
|
|
|
|
|
|
logDestination << "[" << dateTime << "] ";
|
|
|
|
|
logDestination << "<" << mChar->GetName() << "> ";
|
|
|
|
|
logDestination << "Reports: " << Commands->CommandString( 2 ) << std::endl;
|
|
|
|
|
logDestination.close();
|
2002-04-07 21:27:53 +00:00
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
s->sysmessage( 87 );
|
2002-04-07 21:27:53 +00:00
|
|
|
bool x = false;
|
|
|
|
|
{
|
2022-06-07 13:50:49 -04:00
|
|
|
for (auto &iSock : Network->connClients){
|
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
|
|
|
CChar *iChar = iSock->CurrcharObj();
|
2022-06-07 13:50:49 -04:00
|
|
|
if( ValidateObject( iChar ) ){
|
|
|
|
|
if( iChar->IsGMPageable() ){
|
|
|
|
|
x = true;
|
|
|
|
|
iSock->sysmessage( 277, mChar->GetName().c_str(), Commands->CommandString( 2 ).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 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if( x )
|
2012-11-03 18:11:04 +00:00
|
|
|
s->sysmessage( 88 );
|
2002-04-07 21:27:53 +00:00
|
|
|
else
|
2012-11-03 18:11:04 +00:00
|
|
|
s->sysmessage( 89 );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_forcewho( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Brings up an interactive listing of online users.
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_forcewho( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
2002-04-07 21:27:53 +00:00
|
|
|
WhoList->ZeroWho();
|
|
|
|
|
WhoList->SendSocket( s );
|
|
|
|
|
}
|
|
|
|
|
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_validcmd( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Displays all valid commands for the user's character
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_validcmd( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
2002-04-07 21:27:53 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
|
|
|
|
UI08 targetCommand = mChar->GetCommandLevel();
|
|
|
|
|
GumpDisplay targetCmds( s, 300, 300 );
|
|
|
|
|
targetCmds.SetTitle( "Valid Commands" );
|
|
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
for( COMMANDMAP_ITERATOR myCounter = CommandMap.begin(); myCounter != CommandMap.end(); ++myCounter )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
|
|
|
|
if( myCounter->second.cmdLevelReq <= targetCommand )
|
2012-11-03 18:11:04 +00:00
|
|
|
targetCmds.AddData( myCounter->first, myCounter->second.cmdLevelReq );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
for( TARGETMAP_ITERATOR targCounter = TargetMap.begin(); targCounter != TargetMap.end(); ++targCounter )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( targCounter->second.cmdLevelReq <= targetCommand )
|
|
|
|
|
targetCmds.AddData( targCounter->first, targCounter->second.cmdLevelReq );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
for( JSCOMMANDMAP_ITERATOR jsCounter = JSCommandMap.begin(); jsCounter != JSCommandMap.end(); ++jsCounter )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( jsCounter->second.cmdLevelReq <= targetCommand )
|
|
|
|
|
targetCmds.AddData( jsCounter->first, jsCounter->second.cmdLevelReq );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
targetCmds.Send( 4, false, INVALIDSERIAL );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_howto( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Opens a list of commands, with explanations of how to use each specific command
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_howto( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
2022-03-04 07:35:46 -05:00
|
|
|
std::string commandStart = oldstrutil::upper( Commands->CommandString( 2 ));
|
2012-11-03 18:11:04 +00:00
|
|
|
if( commandStart.empty() )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
|
|
|
|
if( !ValidateObject( mChar ) )
|
2002-04-07 21:27:53 +00:00
|
|
|
return;
|
|
|
|
|
|
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
|
|
|
SI32 iCmd = 2;
|
|
|
|
|
SI32 numAdded = 0;
|
2002-04-07 21:27:53 +00:00
|
|
|
UI08 pagenum = 1;
|
|
|
|
|
UI16 position = 40;
|
|
|
|
|
UI16 linenum = 1;
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
CPSendGumpMenu toSend;
|
|
|
|
|
toSend.UserID( INVALIDSERIAL );
|
|
|
|
|
toSend.GumpID( 13 );
|
|
|
|
|
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("resizepic 0 0 %u 480 320", cwmWorldState->ServerData()->BackgroundPic()) );
|
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" );
|
|
|
|
|
toSend.addCommand( "text 200 20 0 0" );
|
|
|
|
|
toSend.addText( "HOWTO" );
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("button 440 20 %u %i 1 0 1", cwmWorldState->ServerData()->ButtonCancel(), cwmWorldState->ServerData()->ButtonCancel() + 1 ));
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
UI08 currentLevel = mChar->GetCommandLevel();
|
|
|
|
|
COMMANDMAP_ITERATOR gAdd = CommandMap.begin();
|
|
|
|
|
TARGETMAP_ITERATOR tAdd = TargetMap.begin();
|
|
|
|
|
JSCOMMANDMAP_ITERATOR jAdd = JSCommandMap.begin();
|
|
|
|
|
|
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" );
|
2002-04-07 21:27:53 +00:00
|
|
|
|
|
|
|
|
bool justDonePageAdd = false;
|
2012-11-03 18:11:04 +00:00
|
|
|
while( gAdd != CommandMap.end() )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
|
|
|
|
if( numAdded > 0 && !(numAdded%10) && !justDonePageAdd )
|
|
|
|
|
{
|
|
|
|
|
position = 40;
|
2012-11-03 18:11:04 +00:00
|
|
|
++pagenum;
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("page %u", pagenum ));
|
2002-04-07 21:27:53 +00:00
|
|
|
justDonePageAdd = true;
|
|
|
|
|
}
|
|
|
|
|
if( gAdd->second.cmdLevelReq <= currentLevel )
|
|
|
|
|
{
|
|
|
|
|
justDonePageAdd = false;
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("text 50 %u %u %u", position, cwmWorldState->ServerData()->LeftTextColour(), linenum ));
|
|
|
|
|
toSend.addCommand( oldstrutil::format("button 20 %u %u %i %u 0 %i", position, cwmWorldState->ServerData()->ButtonRight(), cwmWorldState->ServerData()->ButtonRight() + 1, pagenum, iCmd ));
|
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( gAdd->first );
|
2012-11-03 18:11:04 +00:00
|
|
|
++numAdded;
|
|
|
|
|
++linenum;
|
2002-04-07 21:27:53 +00:00
|
|
|
position += 20;
|
|
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
++iCmd;
|
|
|
|
|
++gAdd;
|
|
|
|
|
}
|
|
|
|
|
while( tAdd != TargetMap.end() )
|
|
|
|
|
{
|
|
|
|
|
if( numAdded > 0 && !(numAdded%10) && !justDonePageAdd )
|
|
|
|
|
{
|
|
|
|
|
position = 40;
|
|
|
|
|
++pagenum;
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("page %u", pagenum ));
|
2012-11-03 18:11:04 +00:00
|
|
|
justDonePageAdd = true;
|
|
|
|
|
}
|
|
|
|
|
if( tAdd->second.cmdLevelReq <= currentLevel )
|
|
|
|
|
{
|
|
|
|
|
justDonePageAdd = false;
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("text 50 %u %u %u", position, cwmWorldState->ServerData()->LeftTextColour(), linenum ));
|
|
|
|
|
toSend.addCommand( oldstrutil::format("button 20 %u %u %i %u 0 %i", position, cwmWorldState->ServerData()->ButtonRight(), cwmWorldState->ServerData()->ButtonRight() + 1, pagenum, iCmd ));
|
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( tAdd->first );
|
2012-11-03 18:11:04 +00:00
|
|
|
++numAdded;
|
|
|
|
|
++linenum;
|
|
|
|
|
position += 20;
|
|
|
|
|
}
|
|
|
|
|
++iCmd;
|
|
|
|
|
++tAdd;
|
|
|
|
|
}
|
|
|
|
|
while( jAdd != JSCommandMap.end() )
|
|
|
|
|
{
|
|
|
|
|
if( numAdded > 0 && !(numAdded%10) && !justDonePageAdd )
|
|
|
|
|
{
|
|
|
|
|
position = 40;
|
|
|
|
|
++pagenum;
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("page %u", pagenum ));
|
2012-11-03 18:11:04 +00:00
|
|
|
justDonePageAdd = true;
|
|
|
|
|
}
|
|
|
|
|
if( jAdd->second.cmdLevelReq <= currentLevel )
|
|
|
|
|
{
|
|
|
|
|
justDonePageAdd = false;
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("text 50 %u %u %u", position, cwmWorldState->ServerData()->LeftTextColour(), linenum ));
|
|
|
|
|
toSend.addCommand( oldstrutil::format("button 20 %u %u %i %u 0 %i", position, cwmWorldState->ServerData()->ButtonRight(), cwmWorldState->ServerData()->ButtonRight() + 1, pagenum, iCmd ));
|
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( jAdd->first );
|
2012-11-03 18:11:04 +00:00
|
|
|
++numAdded;
|
|
|
|
|
++linenum;
|
|
|
|
|
position += 20;
|
|
|
|
|
}
|
|
|
|
|
++iCmd;
|
|
|
|
|
++jAdd;
|
2002-04-07 21:27:53 +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
|
|
|
pagenum = 1;
|
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
|
|
|
for( SI32 i = 0; i < numAdded; i += 10 )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("page %u", pagenum ));
|
2002-04-07 21:27:53 +00:00
|
|
|
if( i >= 10 )
|
|
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand(oldstrutil::format( "button 30 290 %u %i 0 %i", cwmWorldState->ServerData()->ButtonLeft(), cwmWorldState->ServerData()->ButtonLeft() + 1, pagenum - 1 )); //back button
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
if( ( numAdded > 10 ) && ( ( i + 10 ) < numAdded ) )
|
|
|
|
|
{
|
2022-03-04 07:35:46 -05:00
|
|
|
toSend.addCommand( oldstrutil::format("button 440 290 %u %i 0 %i", cwmWorldState->ServerData()->ButtonRight(), cwmWorldState->ServerData()->ButtonRight() + 1, pagenum + 1 ));
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
++pagenum;
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
toSend.Finalize();
|
|
|
|
|
s->Send( &toSend );
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
typedef float R32;
typedef double R64;
typedef signed char SI08;
typedef unsigned char UI08;
typedef signed short int SI16;
typedef unsigned short int UI16;
typedef signed int SI32;
typedef unsigned int UI32;
typedef signed long long SI64;
typedef unsigned long long UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
|
|
|
SI32 i = 0;
|
2012-11-03 18:11:04 +00:00
|
|
|
COMMANDMAP_ITERATOR toFind;
|
|
|
|
|
for( toFind = CommandMap.begin(); toFind != CommandMap.end(); ++toFind )
|
|
|
|
|
{
|
|
|
|
|
if( commandStart == toFind->first )
|
|
|
|
|
break;
|
|
|
|
|
++i;
|
|
|
|
|
}
|
|
|
|
|
if( toFind == CommandMap.end() )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
TARGETMAP_ITERATOR findTarg;
|
|
|
|
|
for( findTarg = TargetMap.begin(); findTarg != TargetMap.end(); ++findTarg )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
if( commandStart == findTarg->first )
|
2002-04-07 21:27:53 +00:00
|
|
|
break;
|
2012-11-03 18:11:04 +00:00
|
|
|
++i;
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
if( findTarg == TargetMap.end() )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
JSCOMMANDMAP_ITERATOR findJS = JSCommandMap.begin();
|
|
|
|
|
for( findJS = JSCommandMap.begin(); findJS != JSCommandMap.end(); ++findJS )
|
|
|
|
|
{
|
|
|
|
|
if( commandStart == findJS->first )
|
|
|
|
|
break;
|
|
|
|
|
++i;
|
|
|
|
|
}
|
|
|
|
|
if( findJS == JSCommandMap.end() )
|
|
|
|
|
{
|
|
|
|
|
s->sysmessage( 280 );
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
2012-11-03 18:11:04 +00:00
|
|
|
HandleHowTo( s, i );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_temp( CSocket *s )
|
|
|
|
|
//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 - Displays the current temperature in user's current townregion
|
Instance-support and misc code cleanup
Misc code and documentation cleanup:
Updated and standardized function comment blocks throughout entire codebase
Grouped getters and setters together in pairs and documented them as one
Removed empty and/or non-useful information from comment blocks
Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
SpawnRegion JS Functions
IterateOverSpawnRegions()
GetSpawnRegion( spawnRegNum )
GetSpawnRegionCount()
SpawnRegion JS Properties
name
regionNum
itemList
npcList
item
npc
maxItems
maxNpcs
itemCount
npcCount
onlyOutside
prefZ
x1
y1
x2
y2
world
instanceID
minTime
maxTime
call
2020-08-08 13:57:15 +08:00
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_temp( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
2002-04-07 21:27:53 +00:00
|
|
|
CChar *mChar = s->CurrcharObj();
|
2012-11-03 18:11:04 +00:00
|
|
|
if( !ValidateObject( mChar ) )
|
2002-04-07 21:27:53 +00:00
|
|
|
return;
|
2012-11-03 18:11:04 +00:00
|
|
|
|
|
|
|
|
CTownRegion *reg = mChar->GetRegion();
|
|
|
|
|
weathID toGrab = reg->GetWeather();
|
|
|
|
|
if( toGrab != 0xFF )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
R32 curTemp = Weather->Temp( toGrab );
|
|
|
|
|
s->sysmessage( 1751, curTemp );
|
2002-04-07 21:27:53 +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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void command_status( CSocket *s )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Opens the HTML status information gump
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2012-11-03 18:11:04 +00:00
|
|
|
void command_status( CSocket *s )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
VALIDATESOCKET( s );
|
|
|
|
|
HTMLTemplates->TemplateInfoGump( s );
|
|
|
|
|
}
|
2002-04-07 21:27:53 +00:00
|
|
|
|
2012-11-03 18:11:04 +00:00
|
|
|
COMMANDMAP CommandMap;
|
|
|
|
|
TARGETMAP TargetMap;
|
|
|
|
|
JSCOMMANDMAP JSCommandMap;
|
|
|
|
|
|
|
|
|
|
void cCommands::CommandReset( void )
|
|
|
|
|
{
|
|
|
|
|
// TargetMap[Command Name] = TargetMapEntry(Required Command Level, Command Type, Target ID, Dictionary Entry);
|
|
|
|
|
// A
|
|
|
|
|
// B
|
|
|
|
|
// C
|
|
|
|
|
// D
|
|
|
|
|
// E
|
|
|
|
|
// F
|
|
|
|
|
// G
|
|
|
|
|
// H
|
|
|
|
|
// I
|
|
|
|
|
TargetMap["INFO"] = TargetMapEntry( CL_GM, CMD_TARGET, TARGET_INFO, 261);
|
|
|
|
|
// J
|
|
|
|
|
// K
|
|
|
|
|
// L
|
|
|
|
|
// M
|
|
|
|
|
TargetMap["MAKE"] = TargetMapEntry( CL_ADMIN, CMD_TARGETTXT, TARGET_MAKESTATUS, 279);
|
|
|
|
|
// N
|
|
|
|
|
// O
|
|
|
|
|
// P
|
|
|
|
|
// Q
|
|
|
|
|
// R
|
|
|
|
|
// S
|
|
|
|
|
TargetMap["SHOWSKILLS"] = TargetMapEntry( CL_GM, CMD_TARGETINT, TARGET_SHOWSKILLS, 260);
|
|
|
|
|
// T
|
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
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//TargetMap["TWEAK"] = TargetMapEntry( CL_GM, CMD_TARGET, TARGET_TWEAK, 229);
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2012-11-03 18:11:04 +00:00
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// U
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// V
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// W
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TargetMap["WSTATS"] = TargetMapEntry( CL_CNS, CMD_TARGET, TARGET_WSTATS, 183);
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// X
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// Y
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// Z
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// CommandMap[Command Name] = CommandMapEntry(Required Command Level, Command Type, Command Function);
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//A
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CommandMap["ADDACCOUNT"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_addaccount);
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CommandMap["ANNOUNCE"] = CommandMapEntry( CL_GM, CMD_FUNC, (CMD_DEFINE)&command_announce);
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//B
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//C
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CommandMap["CQ"] = CommandMapEntry( CL_CNS, CMD_SOCKFUNC, (CMD_DEFINE)&command_cq);
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CommandMap["COMMAND"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_command);
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//D
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CommandMap["DYE"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_dye);
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//E
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//F
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CommandMap["FORCEWHO"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_forcewho);
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CommandMap["FIXSPAWN"] = CommandMapEntry( CL_GM, CMD_FUNC, (CMD_DEFINE)&command_fixspawn);
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//G,
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CommandMap["GETLIGHT"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_getlight);
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CommandMap["GUARDS"] = CommandMapEntry( CL_GM, CMD_FUNC, (CMD_DEFINE)&command_guards);
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CommandMap["GMS"] = CommandMapEntry( CL_CNS, CMD_SOCKFUNC, (CMD_DEFINE)&command_gms);
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CommandMap["GMMENU"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_gmmenu);
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CommandMap["GCOLLECT"] = CommandMapEntry( CL_GM, CMD_FUNC, (CMD_DEFINE)&CollectGarbage);
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CommandMap["GQ"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_gq);
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//H
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CommandMap["HOWTO"] = CommandMapEntry( CL_PLAYER, CMD_SOCKFUNC, (CMD_DEFINE)&command_howto );
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//I
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//J
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//K
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//L
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CommandMap["LOADDEFAULTS"] = CommandMapEntry( CL_ADMIN, CMD_FUNC, (CMD_DEFINE)&command_loaddefaults);
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//M
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CommandMap["MEMSTATS"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_memstats);
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CommandMap["MINECHECK"] = CommandMapEntry( CL_GM, CMD_FUNC, (CMD_DEFINE)&command_minecheck);
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//N
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//O
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//P
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CommandMap["PDUMP"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_pdump);
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CommandMap["POST"] = CommandMapEntry( CL_CNS, CMD_SOCKFUNC, (CMD_DEFINE)&command_getpost);
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//Q
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//R
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CommandMap["RESTOCK"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_restock);
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CommandMap["RESPAWN"] = CommandMapEntry( CL_GM, CMD_FUNC, (CMD_DEFINE)&command_respawn);
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CommandMap["REGSPAWN"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_regspawn);
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CommandMap["REPORTBUG"] = CommandMapEntry( CL_PLAYER, CMD_SOCKFUNC, (CMD_DEFINE)&command_reportbug);
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//S
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CommandMap["SETPOST"] = CommandMapEntry( CL_CNS, CMD_SOCKFUNC, (CMD_DEFINE)&command_setpost);
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CommandMap["SPAWNKILL"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_spawnkill);
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CommandMap["SETSHOPRESTOCKRATE"]= CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_setshoprestockrate);
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CommandMap["SETTIME"] = CommandMapEntry( CL_GM, CMD_FUNC, (CMD_DEFINE)&command_settime);
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CommandMap["SHUTDOWN"] = CommandMapEntry( CL_GM, CMD_FUNC, (CMD_DEFINE)&command_shutdown);
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CommandMap["SAVE"] = CommandMapEntry( CL_GM, CMD_FUNC, (CMD_DEFINE)&command_save);
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CommandMap["STATUS"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_status);
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CommandMap["SHOWIDS"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_showids);
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//T
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CommandMap["TEMP"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_temp );
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CommandMap["TELL"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_tell);
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CommandMap["TILE"] = CommandMapEntry( CL_GM, CMD_SOCKFUNC, (CMD_DEFINE)&command_tile);
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//U
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//V
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CommandMap["VALIDCMD"] = CommandMapEntry( CL_PLAYER, CMD_SOCKFUNC, (CMD_DEFINE)&command_validcmd );
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//W
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CommandMap["WHO"] = CommandMapEntry( CL_CNS, CMD_SOCKFUNC, (CMD_DEFINE)&command_who);
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//X
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//Y
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//Z
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}
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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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//o-----------------------------------------------------------------------------------------------o
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//| Function - void UnRegister( const std::string &cmdName, cScript *toRegister )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Unregisters a command from JS command table
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//o-----------------------------------------------------------------------------------------------o
|
2018-09-22 00:47:12 +08:00
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void cCommands::UnRegister( const std::string &cmdName, cScript *toRegister )
|
2012-11-03 18:11:04 +00:00
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{
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#if defined( UOX_DEBUG_MODE )
|
2022-03-04 07:35:46 -05:00
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Console.print(oldstrutil::format( " UnRegistering command %s\n", cmdName.c_str()));
|
2012-11-03 18:11:04 +00:00
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|
#endif
|
2021-04-25 00:22:13 +08:00
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|
std::string upper = cmdName;
|
2022-03-04 07:35:46 -05:00
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upper = oldstrutil::upper( upper );
|
2012-11-03 18:11:04 +00:00
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|
JSCOMMANDMAP_ITERATOR p = JSCommandMap.find( upper );
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|
if( p != JSCommandMap.end() )
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|
JSCommandMap.erase( p );
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|
#if defined( UOX_DEBUG_MODE )
|
2002-04-07 21:27:53 +00:00
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|
|
else
|
2022-03-04 07:35:46 -05:00
|
|
|
Console.print( oldstrutil::format(" Command \"%s\" was not found.\n", cmdName.c_str()));
|
2012-11-03 18:11:04 +00:00
|
|
|
#endif
|
2002-04-07 21:27:53 +00:00
|
|
|
}
|
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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
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Function - void Register( const std::string &cmdName, UI16 scriptID, UI08 cmdLevel, bool isEnabled )
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
|
|
|
//| Purpose - Resgisters a new command in JS command table
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
2018-09-22 00:47:12 +08:00
|
|
|
void cCommands::Register( const std::string &cmdName, UI16 scriptID, UI08 cmdLevel, bool isEnabled )
|
2002-04-07 21:27:53 +00:00
|
|
|
{
|
2012-11-03 18:11:04 +00:00
|
|
|
#if defined( UOX_DEBUG_MODE )
|
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
|
|
|
Console.print( " " );
|
2012-11-03 18:11:04 +00:00
|
|
|
Console.MoveTo( 15 );
|
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
|
|
|
Console.print( "Registering " );
|
2012-11-03 18:11:04 +00:00
|
|
|
Console.TurnYellow();
|
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
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Console.print( cmdName );
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2012-11-03 18:11:04 +00:00
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Console.TurnNormal();
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Console.MoveTo( 50 );
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Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms
Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt)
Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri)
Updated SpiderMonkey from v1.6.0 to v1.7.0
Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri)
Added StringUtility file with general common string manipulation functions (punt)
Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt)
Overall code cleanup to remove/replace platform-dependent code (punt)
Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt)
Replaced usage of char in many places with std::string (punt)
Started process of replacing UString usage with functions provided through StringUtility instead (punt)
Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt)
Replaced platform specific time handling by using cross-platform chrono library (punt)
Removed UOX namespace to reduce complexity (punt)
Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt)
Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt)
Removed some platform specific files like uoxlinux.h, which is no longer required (punt)
Removed legacy crash protection code, and removed support for cluox (punt)
Removed legacy "support" for Borland compiler (punt)
Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri)
Removed legacy BUILD folder with outdated compilation instructions (Xuri)
Removed old Changelog file (merged into Changelog.txt) (Xuri)
Fixed a pointer bug for items in multis on world load (punt)
Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt)
Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt)
Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt)
Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt)
Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt)
Added some new commands to js/commands/custom/misc-cmd.js (Xuri)
cont // Targeted item will be made a container, set to nondecay and movable 2
endfight // Targeted character (and character being fought) will stop fighting
getmulti // Get multiObject for targeted item
finditem // Find item at layer X
movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen)
Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
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Console.print( "@ command level " );
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2012-11-03 18:11:04 +00:00
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Console.TurnYellow();
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2022-03-04 07:35:46 -05:00
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Console.print( oldstrutil::format("%i\n", cmdLevel) );
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2012-11-03 18:11:04 +00:00
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Console.TurnNormal();
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#endif
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2021-04-25 00:22:13 +08:00
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std::string upper = cmdName;
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2022-03-04 07:35:46 -05:00
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upper = oldstrutil::upper( upper );
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2012-11-03 18:11:04 +00:00
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JSCommandMap[upper] = JSCommandEntry( cmdLevel, scriptID, isEnabled );
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}
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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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//o-----------------------------------------------------------------------------------------------o
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//| Function - void SetCommandStatus( const std::string &cmdName, bool isEnabled )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Enables or disables a command in JS command table
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//o-----------------------------------------------------------------------------------------------o
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2018-09-22 00:47:12 +08:00
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void cCommands::SetCommandStatus( const std::string &cmdName, bool isEnabled )
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2012-11-03 18:11:04 +00:00
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{
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2021-04-25 00:22:13 +08:00
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std::string upper = cmdName;
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2022-03-04 07:35:46 -05:00
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upper = oldstrutil::upper( upper );
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2012-11-03 18:11:04 +00:00
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JSCOMMANDMAP_ITERATOR toFind = JSCommandMap.find( upper );
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if( toFind != JSCommandMap.end() )
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2002-04-07 21:27:53 +00:00
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{
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2012-11-03 18:11:04 +00:00
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toFind->second.isEnabled = isEnabled;
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2002-04-07 21:27:53 +00:00
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}
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}
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