Commit graph

26 commits

Author SHA1 Message Date
Xoduz
e38be292e3 0.99.6d
Cleaned up an issue with last commit where wrong npclists were used in some spawn regions
Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven
Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting)
Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn)
Fixed an issue where the displayed HP of an equipped item would not update correctly
Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting
Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles:
	onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile
	onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile
Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: 	GetApproxDist( Point3_st a, Point3_st b )
	GetApproxDist( CBaseObject *a, CBaseObject *b )
Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters.
Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin:
	ADMIN - command level 10
	GM - command level 9
	SEER - command level 7
	CNS - command level 4
	PLAYER - command level 0
Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges.
Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js)
Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world
UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
Xoduz
4b381eb811 Some minor code style updates
Some minor code style updates
2023-12-18 10:20:26 +08:00
Dragon Slayer
a0dfe5b38f Context Menu Addition 2023-12-17 14:40:23 -06:00
charles
e2cfe011c6 Stream replacement
This changes all routine calls that wanted a specific type of stream ifstream/ofstream to the generic istream/ostream.  So you can use stringstream, or other derived types.
2023-08-27 21:42:47 -04:00
Lloyd Dilley
cd83429b01
Fix C to C++ style issues and convert spaces to tabs 2022-11-14 19:24:29 -05:00
Lloyd Dilley
285f06dbd2
Fix compile warnings 2022-11-04 00:52:37 -04:00
Xoduz
37a76083de Rest of the changes for 0.99.6-RC1
Misc cleanup and standardization of style and naming conventions in code and scripts
Added missing code for showing race in paperdoll based on ini setting
Players can no longer use Polymorph spell while incognitoed, or while under effect of tribal paint
Players can no longer use Incognito spell while polymorphed, or while under the effects of tribal paint
Facial hair is now removed from players who are under the effects of Incognito spell that changes their gender for female
2022-10-24 18:39:33 +08:00
Xoduz
37962d140a Logout Request Response
UOX3 now responds correctly to logout requests from the client
2022-10-20 19:57:07 +08:00
Xoduz
c9e4c29367 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
Xoduz
48c8799560 Some updates to handling of TWEAK and CSTATS commands
Removed all traces of SETSCPTRIG and TWEAK commands from source. These commands are now entirely handled in JS.
Stats and Tweak buttons in list of online characters ('WHOLIST) will now execute the CSTATS or TWEAK command respectively, with target automatically set to character being viewed in list
Fixed an issue with TWEAK command where items equipped on a character's paperdoll could not be targeted
2021-05-25 19:44:28 +08:00
Xoduz
8b8f1e1757 Improvements to teleport location handling, and misc other fixes
Reorganized teleport.scp file with logical groupings by map and area for easier maintenance
All teleport locations in teleport.scp without a source/target world specified will now work for both Felucca and Trammel facets
Deleted ustring.cpp/ustring.h from repository and removed last few straggling references to these	Teleport locations from teleport.scp are now sorted upon initial load, and no longer require being sorted in the file itself (punt)
Modified handling of CONT and PACKITEM tags loaded from worldfiles to no longer corrupt pointers (punt)

Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-04-28 19:19:05 +08:00
Xoduz
4729cb8fe5 More modernizing
Additional work done to modernize string handling in CPacketReceive.cpp, CPacketReceive.h, CPacketSend.cpp, CPacketSend.h, cScript.cpp, gumps.cpp (punt)

Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-04-25 05:01:06 +08:00
Xoduz
108e499115 0.99.4f
Option to define how much memory JS engine should be allowed to allocate before last-ditch GC kicks in has been moved from engine.dat to a new UOX.INI setting under [server]. Note that too low values can lead to server instability, especially if doing a lot of JS engine reloads, so default value has been increased from 16 to 256 MB per JS Runtime:
	JSENGINESIZE=256 // gcMaxBytes limit in MB per JS Runtime. Must be between 16 and 4095
Reduced stackchunksize value provided for JS_NewContext from 0x500000 to the recommended default of 8192
Updated how players are paid for completing NPC escort quests; instead of hard-coded random amount between 0-600 gold, the reward is now based partly on the NPC escort's fame, and partly on the amount of gold the NPC is carrying. The formula for quest rewards thus look like this: rewardAmount = (( totalFame / 100 ) * 50 ) + ( totalGold * 0.25 )
Fixed healthbars of nearby characters not showing correctly for players who have just logged in. Cause seems to have been UOX3 reading more bytes from network buffer than required when (not) handling packets 0xB5 and 0xFB. Added basic handling of these packets to avoid that problem.
Fixed an issue where UOX3 would send full status updates (packet 0x11) for each character on the screen, rather than just sending the minimum required for each character. Client doesn't need to know the weight of an NPC, or how much gold an opponent player is carrying!
Fixed an issue with tooltips for characters and/or items not always appearing, caused by UOX3 not responding correctly to certain tooltip requests (packet 0xD6)
2021-04-13 22:27:24 +08:00
Xoduz
c76a41215f 0.99.4e
Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID )
Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction]
Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers
Added new options in UOX.INI under [settings] section:
	FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+
Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled
Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc.
Exposed Character property to JS engine:
	.isFlying // returns true if character is flying
Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation:
	[RACE 1] - Elf
	[RACE 2] - Gargoyle
Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively
Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking
Fixed an issue where moving items around within a container at max item capacity was not allowed
The GM command 'set can now modify a character's current mana using 'set mana #
Added JS command to get specific object property values (using same property names as 'set command):
	'get [objectProperty]
Exposed Item/Character properties to JS:
	.oldX // Previous X coordinate for object
	.oldY // Previous Y coordinate for object
	.oldZ // Previous Z coordinate for object
Exposed Character properties to JS:
	.mana // Character's current amount of mana
Updated version of Winsock requested by UOX3 from 2.0 to 2.2
Exposed timer for updating NPC flags to [timers] section of UOX.INI:
	NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds
Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method
Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked
Added HP DFN tag to guard NPCs to prevent them from spawning with half health
Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x
Fixed a buffer overrun issue with tiledata item names
Eliminated a bunch of compilation warnings in VS2017
Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax:
	var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID );
Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js)
Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js)
Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
Xoduz
2ea6a9f8af Mining enhancements and more
Updated warning messages printed in UOX3 when attempting to inherit an invalid/non-existent item or character script entry using the GET tag, to also include the name of the script entry being inherited
Added new tag for ore types in skills.dfn that determines default chance of finding a particular ore (can be overridden via OREPREFS tag in regions.dfn):
	ORECHANCE - takes a value from 0 to 1000, where 1000 equals 100.0%
Added default ORECHANCE values for each ore type in skills.dfn, based on estimated chance of finding these ore types around the era of Publish 15/16 in Official UO
OREPREFS tag in regions.dfn now uses [sectionName] of ore type from skills.dfn instead of actual name of the ore
OREPREFS tag in regions.dfn now uses comma as separator instead of space. New syntax: OREPREFS=[oreType,oreChance]
Added chance of getting different ore sizes when mining
Added functionality to combine and transform larger ores into smaller ores by double-clicking some ore and targeting other ore instead of a forge
Added functionality to return different amount of ingots when smelting ore, based on the size of ore being melted
Fixed a bug introduced in 0.99.3 that would set invalid values for certain properties on newly created items and NPCs if the tag for that property in the DFNs accepted random values, but only supplied one value. Example: Amount=1, vs Amount=10 20. As part of the fix for this, added sanity checking for all item and character DFN tags that accept two values.
Fixed weapon damage not appearing in status gump
Fixed a spidermonkey compilation issue with xcode 12.0.1/Apple clang v 12.0.0 (clang-1200.0.32.2) (punt)
Added missing layer tag to fishing pole items in DFNs (dragon slayer)
Added missing item definitions for wooden kite shields (0x1b78 and 0x1b79) based on coloured ingots
Added house addon deeds for bear rugs (dragon slayer)
Updated dictionary files with various new strings related to mining
2020-10-05 01:48:25 +08:00
Xoduz
166d3b0119 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
Xoduz
93f306ca48 Improvements to UOP handling, misc fixes
Improvements to handling of UOP format; now takes a cleaner approach, loads files faster (punt)
Fixed a issue in JS/COMMANDS/TARGETING/add.js that would display 'undefined' in system message when adding raw/base items
Updated default jail time in JS/COMMANDS/TARGETING/jail.js (and in code) from 100000 seconds to 86400 seconds (24 hours)
All references in code and scripts to "midi" changed to "music", to reflect fact that modern clients don't actually even have midi files. This change covers both GM commands, DFN tags in regions.dfn and JS methods/properties.
Added new socket property for storing temporary int in JS - tempInt2
Added new socket property for storing temporary object in JS - tempObj2
Expanded XGO command in JS/COMMANDS/TARGETING/x.js to support optional world and instance parameters
Fixed an issue that prevented characters from vanishing from the the sight of players when teleporting to a different instance
Added support for ClassicUO client's WorldMap tracking packet (0xf0) for guildmembers/partymembers. This is the same packet as Razor uses for feature negotiation, so merged the handling of those two packets together into CPIKrriosClientSpecial, which can also be extended to handle other uses of this packet.
Added new UOX.INI setting  whether shard should respond to ClassicUO client's WorldMap tracking packets for guildmembers/partymembers
	CLASSICUOMAPTRACKER=0
2020-08-24 04:25:36 +08:00
Xoduz
a9a889c035 uop map support
Added support (UOPInterface.cpp/hpp) for loading map files in UOP format, allowing UOX3 to use
	map files from clients up to at least v7.0.86.2 without requiring files to be converted to
	mul format first. Loading of UOP files is slower than for equivalent mul files, but after
	startup, the performance of lookups remains the same for both (punt)
Updated TWEAK, INFO in code and ISTATS, CSTATS in gumps.js to display 4-digit hex-ids for IDs
	consistently in the format of 0x####
Fixed issue that would disconnect ClassicUO users if they used WorldMap feature in the client,
	via CPIKrriosClientSpecial() handler in CPacketReceive.cpp/h, which will handle all things
	packet 0xF0. As of yet it doesn't respond correctly to the WorldMap-related version of the
	packet, but at least it no longer disconnects this client from the server.
2020-08-21 02:13:13 +08:00
Xoduz
f63f54a9e7 Compilation fixes for Linux
Misc changes to address errors and warnings when compiling on 64bit Linux
	%li changed to %i
	%lu changed to %u
	Some (SERIAL) changed to (UI64)
	Some size_t changed to UI32
2020-08-13 21:48:27 +08:00
Xoduz
3e8006c648 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
Xoduz
29fccce26c Support for feature negotiation with assist tools
Added support for feature negotiation with Razor, AssistUO and other assistant tools that support this feature via new UOX.INI settings:
	ASSISTANTNEGOTIATION=0 		// If enabled (1), sends a request (packet 0xF0) to negotiate features with assistant tools upon login. Defaults to (0)
	KICKONASSISTANTSILENCE=0 	// If enabled (1), disconnects clients that don't respond (with packet 0xF0) to request via assistant tool within 30 seconds. Defaults to (0)
Added new section at bottom of UOX.INI to allow shard admins to control which assistant features get disabled:
	[disabled assistant features]
	{
	AF_FILTERWEATHER=0 		// Weather Filter
	AF_FILTERLIGHT=0 		// Light Filter
	AF_SMARTTARGET=0 		// Smart Last Target
	AF_RANGEDTARGET=0 		// Range Check Last Target
	AF_AUTOOPENDOORS=0 		// Automatically Open Doors
	AF_DEQUIPONCAST=0 		// Unequip Weapon on spell cast
	AF_AUTOPOTIONEQUIP=0 	// Un/Re-equip weapon on potion use
	AF_POISONEDCHECKS=0 	// Block heal If poisoned/Macro IIf Poisoned condition/Heal or Cure self
	AF_LOOPEDMACROS=0 		// Disallow Looping macros, For loops, and macros that call other macros
	AF_USEONCEAGENT=0 		// The use once agent
	AF_RESTOCKAGENT=0 		// The restock agent
	AF_SELLAGENT=0 			// The sell agent
	AF_BUYAGENT=0 			// The buy agent
	AF_POTIONHOTKEYS=0 		// All potion hotkeys
	AF_RANDOMTARGETS=0 		// All random target hotkeys (Not target next, last target, target self)
	AF_CLOSESTTARGETS=0 	// All closest target hotkeys
	AF_OVERHEADHEALTH=0 	// Health and Mana/Stam messages shown over player's heads
	AF_AUTOLOOTAGENT=0 		// (AssistUO only) The autoloot agent
	AF_BONECUTTERAGENT=0 	// (AssistUO only) The bone cutter agent
	AF_JSCRIPTMACROS=0 		// (AssistUO only) Javascript macro engine
	AF_AUTOREMOUNT=0 		// (AssistUO only) Auto remount after dismount
	AF_ALL=0 				// All features
	}
2020-08-11 02:06:23 +08:00
Xoduz
8b0d49724a Various fixes, some support for newer client versions
Added additional ClientVersion enum values to start implementing support for clients above 7.0.24.0. Ini settings disabled by default.
Updated packet 0x78 to always send item colour for clients above 7.0.33.1, which also fixes rendering of items on paperdoll for these clients
Client requests sent by the Bandage Self macro (packet 0xBF, subcommand 0x2C) can now be handled in the JS engine via the onUseBandageMacro( socket, targetChar, bandageItem ) JS event (JS Docs updated with details).
Removed a restriction on speech that prevented onSpeech JS event from triggering based on speech from dead player characters
Fixed hairs and beards not being restored properly on player characters after dying and being resurrected (and then relogging)
2020-06-02 21:38:57 +08:00
Xoduz
4d471f9b4c Additional function parameters passed as const references
Additional function parameters passed as const references
2018-09-22 02:02:48 +08:00
Xoduz
2a1e3685a6 More code cleanup, new JS commands
Some more code cleanup
Documented temp effect cases in code
Added SETAMMOEFFECT, SETAMMOTYPE, GETAMMOEFFECT, GETAMMOTYPE, REGIONINFO and XREGIONINFO commands to misc-cmd.js
2018-09-22 00:47:12 +08:00
Xoduz
c900f694fa Cleanup and a bugfix
Cleaned up some old files, and updated some that were out of date
Fixed tooltips not updating properly on containers as items are added/removed
2018-09-09 02:32:06 +08:00
Geir Ove Alnes
e1d376a1fd Updating CVS to bring it up to speed with latest UOX3 version - 0.99.2 2012-11-03 18:11:04 +00:00