Fixed an issue with return values for onDrop JS event where not all return values would work as intended
Added -Wno-shift-negative-value flag to CXXFLAGS in Makefile to potentially supress some JS-related warnings when compiling on Unix platforms (punt)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
Added support for MultiCollections.uop. If present in the specified datafolder, this file will be preferred over the traditional multi.mul/idx files, and will enable access to the new multis contained within (punt)
Added dependency for static library of zlib-1.2.11, of which a minimal version is included in a subfolder alongside spidermonkey in the root UOX3 project folder. This is needed for compression matters related to UOP files and certain UO network packets
Added VS Solution (zlib.sln) to compile static-library of zlib-1.2.11 for Windows. Makefile for Linux/macOS also included.
Updated CMakeList.txt to include zlib references
Updated default DATADIRECTORY path in uox.ini to match current day default installation path of UO (thanks, dragonslayer!)
Fixed return value logic for onUseChecked/onUsedUnchecked JS events - was reversed by mistake!
Initiated start of revamped mul/uop handling, with some new files added to project: (punt)
MultiMul.cpp/hpp, IDXMul.cpp/hpp and UOPData.cpp/hpp
Updated code for loading and seeking in multis (punt)
Added new files to VS project and project filter
Added new files to source/CMakeLists.txt
Updated version number in uox3.rc
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats
Added support for the following boat commands (and their triggerword aliases):
raise anchor // Raise anchor, allowing boat to move
drop anchor // Drops anchor, preventing boat from moving
forward one // Moves boat one tile forward
backward one // Moves boat one tile backward
left one // Moves boat one tile in port direction
right one // Moves boat one tile in starboard direction
forward left // Moves boat forward left diagonally
forward right // Moves boat forward right diagonally
backward left // Moves boat backward left diagonally
backward right // Moves boat backward right diagonally
forward left one // Moves boat one tile diagonally, forward left
forward right one // Moves boat one tile diagonally, forward right
backward left one // Moves boat one tile diagonally, backward left
backward right one // Moves boat one tile diagonally, backward right
Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat
Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail
Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds:
MAXITEMS=# // Max items that can be stored in a boat's hold
WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones)
Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats
Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses
Fixed an issue where it was not possible to turn a boat around under certain circumstances
Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named
Boats now cannot be dry-docked if there are items in the hold
Boats now cannot be dry-docked if either of the planks are open
Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
Added layer=1 to spellbooks in dfndata/items/magic/misc_magic.dfn to allow NPCs to equip them (dragon slayer)
Fixed issue with wipe command (js/commands/targeting/wipe.js) not working because script was referencing wrong name for socket
Randomized initial position of items added inside containers via DFN tag PACKITEM
Fixed issue with get (js/commands/targeting/get.js) and set (js/commands/target/set.js) commands where wrong property name was used for getting/setting old npcwander type
Fixed various issues with in-game bulletin boards; posts can now be made, read and replied to using both regular client and ClassicUO client
Fixed issue with bulletin board post removal that could cause infinite loops
Fixed issues with and re-enabled bulletin board maintenance. Should no longer cause infinite loops, nor corrupt bulletin board posts when removing posts marked for deletion! This also fixes NPC escort quests not appearing on bulletin boards after initial quests were accepted and related posts removed.
Added new GM command in js/commands/msgmod.js:
'msgmod on/off // If on, GMs who open a bulletin board while using ClassicUO client will be able to remove any individual message
Added additional teleport locations in teleport.scp for Dragon Turtle Spawn area, Khaldun, Terathan Keep, Valley of Eodon, Minax Fortress, Stygian Abyss, Underworld
Some minor fixes to regions.dfn - Name of Covetous dungeon, a set of coordinates for Ice Dungeon
Removed ustring.h and ustring.cpp and references to these from the project as they have now been completely phased out by the move to std::string and the use of StringUtility.cpp/hpp
Finalized string handling modernization in cRaces.cpp, house.cpp, items.cpp, npcs.cpp, skills.cpp, ssection.cpp, ssection.h and targeting.cpp (punt)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
Fixed an error in tweak command (js/commands/targeting/tweak.js) when attempting to use it on characters with no backpacks
Updated a bunch of casts to use UOX3-specific typedefs for consistency
Startup performance is now faster by an additional 70% over the previous commit, primarily due to modernization of HandleLine() functions in cBaseobject.cpp, cChar.cpp, cItem.cpp and cMultiObj.cpp (punt)
Exposed a (read-only) JS property for characters to fetch their hunger rate. Uses race's hunger rate if defined, otherwise uses HUNGERRATE form uox.ini:
.hungerRate // Seconds between becoming hungrier
Updated 'get command to allow retrieving a character's hungerRate property
Added some details to console during UOX3 startup about which IPs and Ports UOX3 is listening to
Added new JS event that triggers when a player clicks on the Quest button in the paperdoll. Triggers from character script if present, or global script if not:
onQuestGump( pUser )
Added new JS event that triggers when player toggles a special move from a combat book. See packet 0xBF, subCmd 0x19 in packet guides for details on the special moves, whose IDs range from 0x00 to 0x1D:
onSpecialMove( pUser, abilityID )
Fixed invalid ID for items [0x0174] and [0x0175] in dfndata/items/building/walls/stone_walls.dfn
Updated FileSize() function in regions.cpp to fetch file size using std::filesystem::file_size() instead of creating an input stream, opening a file and then trying to seek the last position in the file
Added findNearbyObjects() function to findfuncs.cpp, to find all objects (characters and items) of CBaseObject class near a specified location
Improved performance when initializing multis on startup; now checks for items near multis, instead of checking for multis near every single item!
Improved performance when loading items and characters from worldfiles during startup; around 33% faster for release builds, around ~50% faster when running in debug mode through visual studio (punt)
Updated createSection() in ssection.cpp to use std::string and StringUtility functions instead of UString, and added some error handling (punt)
Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
Completed implementation of onDecay JS event, which was not actually hooked up to anything! Can now be used to interrupt decay for items. Returning false will prevent code from deleting the decaying item, while returning true will continue running the decay code as normal.
Fixed an issue with .brkPeaceChance JS Character property, which erroneously called on the GetBrkPeaceChanceGain()/SetBrkPeaceChanceGain() functions instead of GetBrkPeaceChance()/SetBrkPeaceChance()
Fixed issue with loading of UOP map files that was introduced in a previous commit while attempting to get rid of some warnings when compiling UOX3 on Windows!
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)
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)
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
Fixed an issue with NPC trainers where they would list incorrectly the available skills players could train
Fixed an issue where house key could not be used to open locked doors if key was not contained in root of player's backpack (UOX3/js/item/doors.js)
When NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE are blocked too many times from moving by other characters, they will now pause for 60 seconds before attempting to move again
Exposed .oldWanderType NPC property to JS engine, and updated 'set command to also update this property when manually changing NPC wanderType
Reduced max attempts at calculating path for NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE to 25 steps, unless they are evading and attempting to move back into their original wander box/circle
NPCs who enter "evasion" state because they are unable to find a valid path to an attacker will now have their health reset to maximum, to prevent an exploit to take down any NPCs without risk of taking any damage in return
JS Methods WalkTo() and RunTo() now actually make use of the provided maxSteps parameter when advanced pathfinding is enabled; previously it would default to 500 steps.
Added new JS event that triggers when an NPC enters evasion state in combat due to being unable to reach their target
onEnterEvadeState( mNPC, enemyChar ) // enemyChar would be the character they are unable to reach
Added a new command - 'cure - that can cure a targeted character of any poisons (UOX3/js/commands/targeting/stats.js)
NPCs of same race will no longer attack one another if hit by each other's AoE spells
Fixed an issue with NPC pathfinding in combat that prevented ranged NPCs from closing in on their targets when losing LoS
Spellcasting NPCs that cannot pathfind all the way to their target in combat will now attempt to pathfind to an area near the target instead
Fixed an issue that prevented tiller-men from being correctly associated with their boats after a server restart
Fixed an issue with combat where ranged characters could shoot bows further than the allowed max range for archery specified in uox.ini
Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page.
Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books.
Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15%
Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h
Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client
Fixed an issue with converting a house from public to private while there were player vendors in the house
Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors.
Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though.
Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)!
Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions.
Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location
Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource
Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled
Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations
Updated timestamp for packet logs to include milliseconds for greater granularity
Fixed an issue with tradetimestamp for houses
Fixed an issue with 'teleport and 'telestuff commands that could cause character to end up outside of map when using ClassicUO client
Updated JS command set to support setting language for player characters directly instead of getting it from UO client - though it will still attempt to do this if selected language is ZERO. Useful for testing multiple languages, and also opens up for possibility of letting players/GMs choose a language manually!
Updated a bunch of .js files to use the proper .language socket property instead of the erroneous .Language!
Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i
Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc
Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc
When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to
Added tracking of new, persistent properties for houses via cMultiObj.cpp/h:
lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps
Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses
Added new tags for houses in house.dfn (default values applied if tag not specified):
MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi
MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi
MAXVENDORS=10 - Max amount of vendors allowed in a multi
MAXBANS=50 - Max amount of bans in a multi's ban list
MAXFRIENDS=50 - Max amount of friends in a multi's friend list
MAXGUESTS=50 - Max amount of guests in a multi's guest list
MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list
MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi
SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi
FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses!
INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses.
BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead
BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead
Added JS Event:
onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi.
Updated JS Events:
onEntrance() - can now trigger both for multi being entered and/or object entering
onLeaving() - can now trigger both for multi being left and/or object entering
onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled
Added JS Multi methods:
.IsBoat() - Returns whether the item (or multi) is a boat
.IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi
.IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi
.IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi
.IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi
.IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi
.AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi
.RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi
.AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi
.RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi
.ClearOwnerList() - Clears all entries from a multi's (co-)owner list
.ClearFriendList() - Clears all entries from a multi's friend list
.ClearGuestList() - Clears all entries from a multi's guest list
.ClearBanList() - Clears all entries from a multi's ban list
.SecureContainer( itemToSecure ) - Secures a container in a multi
.UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi
.IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi
.LockDownItem( itemToLockDown) - Locks down an item in a multi
.ReleaseItem( itemToRelease ) - Releases a locked down item in a multi
.KillKeys() - Deletes ALL keys associated with a multi
.AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers
.RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers
Added JS Item (Multi only) properties:
.lockdowns - Get the number of lockdowns in a multi
.maxLockdowns - Get/Set the max number of lockdowns allowed in a multi
.secureContainers - Get the number of secure containers in a multi
.maxSecureContainers - Get/Set the max number of secure containers allowed in a multi
.trashContainers - Get the number of trash containers in a multi
.maxTrashContainers - Get/Set the max number of trash containers allowed in a multi
.friends - Get the number of friends in a multi's friend list
.maxFriends - Get/Set the max number of friends allowed in a multi's friend list
.guests - Get the number of guests in a multi's guest list
.maxGuests - Get/Set the max number of guests allowed in a multi's guest list
.owners - Get the number of owners in a multi's owner list
.maxOwners - Get/Set the max number of owners allowed in a multi's owner list
.bans - Get the number of banned players in a multi's ban list
.maxBans - Get/Set the max number of banned players allowed in a multi's ban list
.vendors - Get the number of player vendors in a multi
.maxVendors - Get the max number of player vendors allowed in a multi
.deed - Get the item sectionID for deed used to place multi
.isPublic - Get/Set the private/public state of a multi
.buildTimestamp - Get the timestamp for when the house was originally placed
.tradeTimestamp - Get the timestamp for when the house was last traded to another player
.banX - Get/Set the ban location X offset for the multi
.banY - Get/Set the ban location Y offset for the multi
Added JS Character properties:
.multi = Get/Set the multi object the character is in
.accountNum = Get the account number the character belongs to
.housesOwned = Get a count of houses owned by the character
.housesCoOwned = Get a count of houses co-owned by the character
Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis
Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through:
"default" or no parameter - all characters inside the multi
"owner" - players on multi's owner list
"friend" - players on multi's friend list
"guest" - players on multi's guest list
"banned" - players on multi's ban list
Added new INI tags to a new section of uox.ini called [houses]
DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses
PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0)
TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0)
MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked
MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character
CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time
COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners
Added new INI tags in [settings] section of uox.ini:
ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default.
MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125.
Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable:
js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses
js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign
js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc.
js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players
All house-related menus now fully handled through JS
All house commands and other functionality now fully handled through JS
Removed redundant hard-coded house functionality
Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc.
Implemented Private and Public houses
Implemented Secure Containers and Trash Barrels
Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type
JS scripts can now be attached directly to houses
Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses
Added new item to dfndata/items/containers/misc.dfn - [trashbarrel]
Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script.
Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player
Fixed an issue with house doors being left behind after demolishing houses while their doors were open
Fixed an issue where GMs could be banned from player houses
Added Line of Sight checks to speech, to give players some privacy in their own homes
Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads
Updated house placement code to move characters blocking house placement to SE corner of the house
Updated house placement code to disallow placing houses in guarded regions, or in dungeons
Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1
Added new region (247) that covers path to Valley of Eodon in Felucca
Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled
Added new region (249) that covers entire T2A lands, with player housing disabled
Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code
Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse()
Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items
Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners
Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye
Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends:
Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles
Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items
Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors
Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves
Added some feedback to player about why their attempted house placement failed
Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one
Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house
Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses
Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons
House add-ons can now be converted back into house add-on deeds by chopping them with an axe
Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses
Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring
Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours
Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished
Added NODECAY tag to all signs and doors in dfndata/house/house.dfn
Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn
Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically
Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items
Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container
Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order!
Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations.
Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors!
Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client
Exposed character property .accountNum to JS engine
Extended CDataList class to include a Clear() method for clearing lists
Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself.
Updated JS File method .Length() to return a value of -1 for files that don't exist
Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag
bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck )
Added JS function used to find the root container of an item (if any)
FindRootContainer( itemSerial )
FindRootContainer( item )
Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply.
bool DeleteFile( fileName, subFolderName )
Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features.
GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server
GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server
Added new JS function for returning the value of almost any server setting from UOX.INI
GetServerSetting( settingNameInDoubleQuotes )
Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis
Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad
Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack
Added new functions in findfuncs.cpp to make it easier to find items near another object or location:
findNearbyItems( object, distance )
findNearbyItems( x, y, worldNumber, instanceID, distance )
Added new Item property - maxItems - used by containers to determine their max item capacity
Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers)
Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full!
Added new DFN tag for items, used by containers to determine item capacity for a given container:
MAXITEMS=# // 125 is the default for all containers if not set
Added new JS Item properties:
.maxItems // gets/sets item capacity for a given container
.totalItemCount // gets total item count in a container, including sub-containers
Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity
Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one
Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #)
Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten
Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food!
Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools
Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required!
speechTarget - What kind of target is this message intended for?
0 - Only visible for sender and receiver of message
1 - Visible to all players in range
2 - Visible to all NPCs and players in range
3 - Visible to all PCs everywhere + NPCs in range
4 - Visible to all PCs everywhere (broadcast)
5 - Only visible for the receiver of the message
speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5
speechFontType - The type of font to display the text in. Defaults to normal.
0 - Bold
1 - Normal with shadow
2 - Bold with shadow
3 - Normal
4 - Gothic
5 - Italic
6 - Small, dark
7 - Colourful
8 - Runic (only works with CAPS)
9 - Small, light
Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done
Added info about compiler/environment displayed at the top of the UOX3 console during startup
Updated dictionary files with new messages primarily related to housing
Undid dictionary rename from ENG to ENU and FRE to FRA; these are not actual language codes, but groups of language codes - ENU covers all English language codes, FRA covers all French ones.
Refined build notes
Updated Debug Information Format for Debug x64 platform in VS project properties to Program Database for Edit and Continue
Minor fix for a half-broken system (automatic adding of items to add-menu) that needs to be revamped or removed
Commented out some thread-locking code that was causing UOX3 to crash under certain circumstances
Fixed a few cases of threads sleeping for microseconds instead of milliseconds
Replaced all calls to UOXSleep with direct call to std::this_thread::sleep_for(), and removed UOXSleep function from funcdecl.h
Fixed an issue with "Gold" ore/ingot type, which was mislabelled as "Golden" in the ORE_LIST section of skills.dfn
Fixed an issue where crafting skills might consume the wrong resource if additional resources of the same ID but different color were present in player's backpack
Improved AmbientFootsteps feature so footstep sounds are played more in tune with character movement
AmbientFootsteps now also play for NPC movement
Changed how code handles randomizing between MINTIME and MAXTIME values from region spawners; now multiplies values by 60 (to get seconds) before randomizing, instead of after, to make use of full range of seconds between the values (which are in minutes)
Adjusted default global NPC movement speeds in [speedup} section of uox.ini to use less extreme values
Added a DEBUGMOVEMULTIPLIER define in cChar.cpp used to multiply NPC movement delays by the specified value (1.75 by default) when running UOX3 in debug mode, due to reduced server performance in debug mode
Documentation updates:
Added section on DFN tags for Character, Item, Region, SpawnRegion and Weather DFNs.
Added Feature documentation for Mining and customizable ores
Added More details in feature documentation for Spawn Regions
Updated feature documentation for Dictionaries
Added more details in UOX3 history section
Updated CMakeSettings.json to include options for 64-bit Debug/Release builds
Updated build notes in documentation and readme
Added version info and other details to uox3.rc
Minor updates to JS docs and UOX3DFNTags
Renamed FRE and ENG dictionary file extensions to FRA and ENU
Updated VS Solutions/Projects for UOX3 and SpiderMonkey to support compiling 64-bit version of UOX3 for Windows 8/10
Fixed an issue in cConsole.cpp that prevented compiling 64bit version of UOX3 for Windows
Fixed grammar mistake in automake.sh that prevented compiling SpiderMonkey on MacOS (Xuri)
Updated readme with extended compiling details in spoiler tags (Xuri)
Undid static cast in jsapi.h (Xuri)
Fixed issue with two different versions of cPlayerAction.cpp with different case in name causing issues (Xuri)
The UOX3/shared/ directory will now be created automatically on startup if it doesn't already exist (punt)
Updated README.md and UOX3 documentation with improved instructions for installing necessary build tools on Linux and how to copy files to working directory after compiling. (Xuri)
Moved automake.sh from source directory to project root, and made it copy binary to project root directory after compiling (Xuri)
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>
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
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.
Replaced platform specific ways of looking up and loading DFN files in cServerDefinitions.cpp with a common, cross-platform method using std::filesystem. This also fixes an issue with loading of map0.mul on Linux when maps.4xclients.old is present in dfndata/maps/ directory (thanks, punt!)
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
Added new JS Gump Methods:
AddPicInPic( x, y, gumpID, width, height, spriteX, spriteY ) // Add sprite image in dialogs, requires client v7.0.80.0 or above
AddImageProperty( serial ) // Add properties(?) of a specific item
Fixed a server crash related to world saves, where items being cleaned up were not being removed properly from the MapRegions they were in, resulting in a crash when attempting to save non-existent items out to the worldfiles.
Fixed an issue that could cause GMs to become permanently squelched
Fixed an issue where the newStatus parameter for the onFlagChange JS event was overwritten with oldStatus, and oldStatus parameter was never set
Updated onDeath JS Event to include a second parameter - iCorpse:
onDeath( pDeath, iCorpse ) // iCorpse is a reference to the newly created corpse of pDead
Disabled detailed logging of spells loaded from spells.dfn on startup - was causing unnecessary slowdown
Removed void Wiping( CSocket *s ) from cmdtable.cpp - unused and unreferenced function without a definition
Removed handling of IT_KEY doubleclicking in code, as this is now handled in JS
Removed bool isDoorBlocked( CItem *door ) from cPlayerAction.cpp - unused and unreferenced function without a definition
Removed void CorpseTarget( CSocket *s ) from targeting.cpp - now handled in JS
Removed broken cannon loading and spelldamage code - this should be done in JS instead
Items that initiate a target cursor on use are now stored in tempObj property of player's socket, and distance to these items are checked again after player targets something
House and boat deeds must now be in the player's inventory in order to successfully place a house or boat
Fixed superfluous arugment passed to switchGobletID function in js/server/resource/pitchers.js
Removed some duplicate/unused local variables in js/commands/custom/misc-cmd.js
Removed an unused local variable in js/commands/targeting/dupe.js
Fixed an issue with setting item type through the SET command
Fixed an issue where the number of arrows or bolts in player's inventory was potentially miscalculated in js/item/archerybutte.js
Fixed issue where pickpocket-dummy item visuals potentially didn't get updated properly in js/item/pickpocketdip.js
Fixed an unreachable return statement in js/npc/ai/stablemaster.js
Fixed incorrect ID for gargish maul in js/server/data/weapontypes.js
Added some missing variable declarations in js/commands/custom/repeatingcmds.js, js/commands/delid.js, js/commands/targeting/hide.js, js/item/food.js, js/item/key.js, js/npc/ai/stablemaster.js
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)
Fixed an Z-movement issue where NPCs could fall through upper-story floors of buildings and start walking at ground level instead
Movement speed of pets and other NPCs following the player out of combat increased by 1.5 to make it easier for them to keep up
Pets will now teleport to keep up with their owners if pathfinding fails
NPCs with EVIL flag set, who highlight in red, will no longer highlight in grey if they are flagged as a criminal
Criminal timer (and murder count decay) now keeps ticking even while a player is dead
Fixed a spelling error in console.cpp
Made Earthquake spell resistable
Restored some code in magic.cpp that caused errors when casting spells
CustomTags (DFN and JS) now supports negative int values
Fixed an issue introduced with starting locations that would dump new characters in the middle of the ocean
Added new uox.ini flag for choosing a random starting location for new players (from list in uox.ini)
RANDOMSTARTINGLOCATION=0 // 0 to disable (default), 1 to enable
Corrected name of spell JS property AGRESSIVESPELL to AGGRESSIVESPELL
Updated clumsy.js and level1targ.js with corrected names for aggressiveSpell and canCastAggressive JS properties, and added checks for isSafeZone region JS property
Commented out hardcoded versions of spells that have been ported to JS
Some more code cleanup
Documented temp effect cases in code
Added SETAMMOEFFECT, SETAMMOTYPE, GETAMMOEFFECT, GETAMMOTYPE, REGIONINFO and XREGIONINFO commands to misc-cmd.js
Disabled SAFESEH linker option for debug build to enable "Edit and Continue" mode in Visual Studio
Disabled loading of PRIV tag from regions.wsc, as it is currently unused (meant for townstones) and prevents loading certain updates to regions.dfn file
Added support for SAFEZONE tag to regions.dfn. No hostile actions are allowed within zones where this tag is set to 1
Added combat, spellcasting, stealing and snooping checks for safe zone
Added safe zone check to damage portion of explosion potion
Exposed isSafeZone JS property for characters
Updated potion.js, provocation.js and enticement.js to check for safe zones
Fixed issue where DISPLAYDAMAGENUMBERS and ATTACKSPEEDFROMSTAMINA settings in UOX.INI were overwriting the DISPLAYHITMSG setting instead of their own respective settings
Fixed a server crash in CMulHandler::CheckStaticFlag() which could crash the server when using a client-version below 7.0.9.0
Fixed a potential server crash in cSkills::FishTarget(), which would possibly crash the server when using a client-version below 7.0.9.0
Fixed issue introduced in previous version where any character-specific tags starting with the letter 'B' would not be loaded correctly from the worldfiles.
-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
-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()
-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
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)