Commit graph

41 commits

Author SHA1 Message Date
Geir Ove Alnes
d5094195d4
Merge branch 'develop' into Pet-Bonding 2025-07-04 03:59:21 +08:00
Xoduz
30ddfefd51 Small update
Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168
Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js)
Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds.
Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js)
Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent
Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn)
Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn)
Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax:
	ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL
Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag:
	GET=# // Inherit a specified spawn region
Added spawn region for animal trainer vendor in Vesper stable
Added spawn region for fur trader/tanner vendors in The Best Hides of Britain
Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain
Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area)
Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae
Added spawn regions for stables, tailor and blacksmith inside Castle British
Added spawn regions for mage shops, mage guilds and farm houses in Moonglow
Added spawn regions for misc vendors and townfolk in multiple cities
Added spawn regions for Fire Island
Updated spawn regions for Dagger Isle/Ice Island
Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands
Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain
Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands
Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file
Added reagent spawns in overworld spawn regions in Britannia/Lost Lands
Added special reagent spawns in swamp areas
Added additional overworld spawn regions in Britannia/Lost Lands
Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs:
	Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches
	New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower
Updated size and positions of some existing overworld spawn regions
Fixed incorrect spawn region size for small island south of Trinsic
Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js)
Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js)
Added teleport locations within Khaldun dungeon (js/teleport.scp)
Added custom AIs to existing NPC spawning in Khaldun dungeon:
	Ancient Lich (summons other undead, and can turn into one of them for disguise)
Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs:
	[tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal)
	[shadowfiend] -> Shadowfiends (seek out and reveal hidden players)
	[zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants)
	[cursed] -> Cursed (male/female variants)
	[spectralarmor] -> Spectral Armor
Added DFN entries for new (named) NPCs spawning in Khaldun dungeon:
	[lysander_gathenwale] -> Lysander Gathenwale
	[grimmoch_drummel] -> Grimmoch Drummel
	[morg_bergen] -> Morg Bergen
	[tavara_sewel] -> Tavara Sewel
Added new NPC DFN entries:
	[leatherworker] -> alias for male/female leatherworker vendors
	[mapmaker] -> alias for male/female mapmaker vendors
Added new Race DFN entries:
	[RACE 29] -> Cursed (enemies of RACE 30)
	[RACE 30] -> Zealots (enemies of RACE 29)
Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn)
Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy
Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon
Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js)
Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used
Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js)
All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs.
The 'regspawn GM command now supports a new parameter called "max". Updated command syntax:
	'regspawn # // perform a single respawn cycle in a specific spawn region
	'regspawn all // perform a single respawn cycle across all spawn regions
	'regspawn max // respawn ALL spawn regions to MAX capacity in one go
Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs):
	MAXNPCAGGRORANGE=10
Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range.
Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event
Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character:
	HIDEFAMEKARMATITLE (0x10000)
NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range
Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js)
Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!)
Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!)
Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number
onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat
Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value
Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*)
Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands
	cabbages (js/server/resource/cabbages.js)
	canteloupes (js/server/resource/canteloupes.js)
	carrots (js/server/resource/carrots.js)
	garlic (js/server/resource/garlic.js)
	gourds (js/server/resource/gourds.js)
	honeydew melons (js/server/resource/honeydewmelon.js)
	onions (js/server/resource/onions.js)
	pumpkins (js/server/resource/pumpkins.js)
	squashes (js/server/resource/squashes.js)
	turnips (js/server/resource/turnips.js)
	watermelons (js/server/resource/watermelon.js)
Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location
Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn)
Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn)
Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers
Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these
Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self
Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character
Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!)
Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js)
Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js)
Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain
Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off.
Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap")
Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel
Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 09:04:16 +08:00
Dragon Slayer
1fbd210ad0
Merge branch 'develop' into Pet-Bonding 2025-06-03 18:13:56 -05:00
Xoduz
dcf10ed540 More timer-related tweaks
Got rid of the Overflow() function, which no longer serves a purpose after timers have been upgraded from uint32_t to uint64_t
Unified usage of TIMERVAL (UI64) and TVAL (also UI64) across code base; now only TIMERVAL is used
Updated BuildTimeValue() function parameter from R32 to R64
Updated casting of values passed into BuildTimeValue() across source base
Updated JS Timers and Temp Effects to support starting, saving and loading very long term effect timers; no more 49 days upper limit
Ninja fix for new items added to a container appearing underneath other items in the container instead of over
2025-05-31 01:47:47 +08:00
Dragon Slayer
83740cf5d0 Updates 2025-05-18 20:07:19 -05:00
Xoduz
a48d9ee299 UOX3 0.99.6-RC6
Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command
Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location
Fixed a server crash from clients disconnecting while running server in debug mode
Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range
Added more information about UO data files being loaded during server startup
Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this
Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat
Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default:
	AI_ANIMAL_SCARED (aitype 12)
Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing
Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately:
	onNameRequest( myObj, requestedBy, requestSource )
		Potential values for requestSource:
			0 - Speech/System Messages
			1 - Guild Menus
			2 - Stat Window (self)
			3 - Stat Window (other)
			4 - Tooltip
			5 - Paperdoll Journal
			6 - Paperdoll
			7 - Single Click / All-Names
			8 - System
			9 - Secure Trade Window
Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system:
	APSPERFTHRESHOLD=50 	// Performance threshold (measured in simulation cycles/sec) below which the APS kicks in
	APSINTERVAL=100 		// How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance
	APSDELAYSTEP=50 		// How much the delay timer is modified by (in milliseconds) each time APS makes adjustments
	APSDELAYMAXCAP=2000 	// Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance
Added new JS Methods for Region objects:
	.GetOrePrefs( oreType )	// Get ore preference data for ore type found in town region. Returned as an array containing the following data:
		orePrefData -> [
			oreName,	// name of ore
			color,		// color of ore
			minskill,	// min skill to mine ore
			ingotName,	// name of ingot created from ore
			makemenu,	// makemenu entry for crafting something from ingot
			oreChance,	// default global chance of finding this ore type
			scriptID 	// script attached to mined ore
		],
		orePrefChance 	// Chance of finding this ore type in given town region
	.GetOreChance() 	// Get base chance of finding any ore in town region
Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants
Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up
Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber)
Made some "hard-scripted" system messages in misc scripts use dictionary system instead
Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn)
Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn)
Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn)
Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn)
Fixed an issue where NPCs could attempt to attack targets in other worlds/instances
Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage:
	onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType )
Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters:
	onCreatePlayer( pChar )
Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell:
	onSpellTargetSelect( caster, target, spellNum )
Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat
Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers:
	onPickup( iPickedUp, pChar, iCont )
Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine:
	.totalPlayTime		// Account property, total playtime across all chars
	.playTime 			// Character property, total playtime on given character only
Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js)
Implemented first version of Young Player System:
	Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System
	Added new JS Account property that gets/sets whether player account is considered Young:
		.isYoung
	Added new Char timers:
		TIMER_YOUNGHEAL		// Restricts how often Young players are healed by NPC healers
		TIMER_YOUNGMESSAGE	// Restricts how often Young players are warned about dangerous looking monsters in overworld
	Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js)
	Added new UOX.INI setting to enable/disable Young Player System (enabled by default):
		YOUNGPLAYERSYSTEM=1
	If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag
	Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js):
		Young characters will have [Young] displayed over their head
		Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true:
			Account has a total playtime of more than 40 hours
			Any character has more than 350 total (base) skill points
			Any character has more than 70 skill points in a single skill
			Any character has more than 150 total stat points
			Any character has more than 80 stat points in a single stat
		Young characters can renounce their Young status manually by saying the words "I renounce my young player status"
		Young characters get two additional items upon creation:
			a new player ticket (can be combined with any other players new player ticket for both players to get a reward)
			a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors)
		Young characters cannot target other player characters with hostile spells or skills
		Young characters cannot be the target of other player characters' hostile spells or skills
		Young characters can only cast beneficial spells upon themselves or other Young characters
		Young characters can only be the target of beneficial spells from other Young players
		Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items
		Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact
		Young players receive a warning upon entering dungeons that monsters there will be hostile
	Updated global script (js/server/global.js) to:
		Check/Verify Young status of players upon login
		Attach young player script on login/creation for players on Young accounts
		Give specific items to Young players upon creation
	Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players
	Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful
	Updated Healer AI in code to heal nearby injured Young players
	Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons
	Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia.
	Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players
	Restricted Young players from recalling or gating to Felucca facet
	Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
Xoduz
3952c2f2ea Shopkeeper distance fix
When a player says "vendor buy" or "vendor sell", NPC shopkeepers (and related JS events) will now respond in priority of distance to the player
2022-12-17 18:57:06 +08:00
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
c4143e2309 Player vendor fixes
Player vendors in existing houses no longer teleport to new houses placed by owner nearby
Fixed script issue with demolishing house with player vendors in them
Fixed an issue where setting prices for items on player vendors would permanently overwrite the buy-value of the item. Player vendor prices are now stored as a separate property (but saved as part of the VALUE tag), also accessible by the following JS Item property:
	.vendorPrice
Item description and vendor price are now cleared from items bought from player vendors
Tooltips for items with new descriptions or vendor prices in player vendor backpacks are now correctly updated
Only books, keyrings and unlocked containers can now be marked 'Not for Sale' in a player vendor's main/root backpack
Any items on player vendors can now be marked as 'Not for Sale' if placed within a container that has a price tag
Added additional feedback messages to players for various interactions with player vendors
Fixed a bug where player vendors would lose loyalty and 'go wild' like pets when not fed regularly
Split up some of the longer item lists in the 'add menu to prevent freezes on original 2D client
2022-10-30 03:52:44 +08:00
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
Charles Kerr
9fda6ae389 added bytebuffer_t under CPacketStream 2022-06-17 10:58:36 -04:00
Charles Kerr
b10fa71ec5 GenericList c++ usage update for iterators 2022-06-08 18:24:33 -04:00
Charles Kerr
9d1a21c54a General cleanup 2022-06-08 10:38:16 -04:00
Charles Kerr
74881c04a8 ITEMLIST modernization 2022-06-06 09:47:35 -04:00
Charles Kerr
cc7653876b CHARLIST modernization 2022-06-06 08:52:19 -04:00
Charles Kerr
5e28bb177e Modernized looping on REGIONLIST (and removed typedef, not needed) 2022-06-06 07:57:48 -04:00
Charles Kerr
d90e16af86 changed defined FALSE/TRUE to intrinsic false/true 2022-06-06 03:55:13 -04:00
Charles Kerr
d540835eb4 2022 project filters, and name change for strutil 2022-03-04 07:35:46 -05:00
Xoduz
85e33d8a46 UOX3 0.99.5b
Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there
Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer)
Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items
Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region
Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script:
	onScrollingGumpPress( pSock, gumpID, buttonID )
Added new JS Event to allow better control over which names UOX3 sends to the client for characters:
	onNameRequest( myObj, requestedBy )	// return custom string, or return empty string/nothing/true/false to use default name
Updated JS Events to also work for Items (previously only worked for Characters)
	onLightChange( myObj, lightLevel )
	onTempChange( myObj, temp )
	onWeatherChange( myObj, weatherType )
Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius
Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag
Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js)
Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region
Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects
Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all)
Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport
Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools
Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not:
	CRAFTCOLOUREDWEAPONS=0/1 	// If enabled(1), players can craft coloured weapons. Defaults to disabled(0)
Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots
Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
Xoduz
82a3ef5386 08/08/2021 - Xuri (0.99.4w)
Added support for new Skills DFN tag:
	SKILLDELAY=# 	// Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI
Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer
Updated skill delays to better match ~pub15 era:
	Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second
	Detecting Hidden skill now has a default skill delay of 10 seconds
	Herding skill now has a default skill delay of 10 seconds
	Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding
	Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana
	Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones
	Poisoning skill now has a default skill delay of 10 seconds
	Provocation skill now has a default skill delay of 10 seconds
	Remove Trap skill now has a default skill delay of 10 seconds
	Stealing skill now has a default skill delay of 10 seconds
	Stealth skill now has a default skill delay of 10 seconds
	Tracking skill now has a default skill delay of 10 seconds
	Veterinary skill now has a default skill delay of 10 seconds
Fixed an issue with global JS Timer object that would reference the wrong timerIDs
Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix):
	.SOCK_SKILLDELAY	// Delay before the next time player can use another skill
	.SOCK_OBJDELAY		// Delay before next time player can use another object
	.SOCK_SPIRITSPEAK 	// Timer that tracks remaining duration of player's Spirit Speak
	.SOCK_TRACKING		// Timer that tracks remaining duration for player's Tracking skill
	.SOCK_FISHING		// Timer that tracks remaining duration for player's Fishing skill
	.SOCK_MUTETIME 		// Timer that tracks remaining duration a player remains muted
	.SOCK_TRACKINGDISPLAY 	// Timer that tracks interval between each time tracking display is updated
Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets
Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set
Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence
In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class:
	bool objDelayMsgShown
	bool skillDelayMsgShown
Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second)
Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used:
	DAMAGEDELAY=# 		// Delay in seconds (decimal) until a direct damage spell deals its damage
Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast:
	RECOVERYDELAY=# 	// Delay in seconds (decimal) until player can cast another spell
Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items:
	ITEMSINTERRUPTCASTING=1 	// If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled.
All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay
All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery
Reagent checks and skill-check now take place AFTER the spellcast animation, not before!
Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 )
Overhauled spell sound FX and VFX for for all spells
Players can no longer cast spells while holding items on the cursor
Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack
Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill
Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them
Fixed an issue where Telekinesis spell would not set off traps on containers properly
Added additional FX for Teleport spell played at player's original location before the teleport took place
Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable
Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill
Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel:
	dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5
		The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner
Fixed an issue where the Create Food spell attempted to create an invalid item
Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer)
Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer)
Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values
Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill
Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints
Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility
Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells
Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops
Fixed an issue where Hirelings wouldn't always immediately start following their new owners
Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue
Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15
Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value
Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide
Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax:
	myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) 	// supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor
Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
Xoduz
b07df3ef07 Renamed Remove Trap skill in various locations in source and scripts from "removetraps" to "removetrap"
Renamed Remove Trap skill in various locations in source and scripts from "removetraps" to "removetrap"
2021-07-29 02:06:03 +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
Charles Kerr
2bc886128c updated trim/ltrim/rtrim/simplify to not use regex (seems rather slow for our string sizes).
Updated to lower/toupper to be upper/lower
replaced occurrences of stripTrim with trim(removeTrailing))
replace stripComment with removeTrailing
2021-07-19 13:41:59 -04:00
Charles Kerr
75fc56b0dd NULL to nullptr 2021-06-12 07:30:23 -04:00
Xoduz
13c53a8e6d Warnings cleanup, couple of fixes
Fixed an issue that could cause player characters created in older versions of UOX3 to end up with backpacks without max item capacity set, thus being unable to add any items to their backpack
More warnings cleanup, and some fixes to address size_t differences between Windows and Unix platforms (punt)

Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2021-06-04 01:20:22 +08:00
Xoduz
52ed2376f3 Some maintenance changes
Replaced UOX_MIN and UOX_MAX with std::min and std::max (punt)
Moved StringUtility functions into a new namespace: strutil (punt)
2021-05-27 05:42:35 +08:00
Xoduz
2265f52202 Minor JS revamp - multiple scripts per object!
Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script.
	JS events updated to use new TryParseJSVal helper function (no change in behaviour):
		onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell
	JS events with slight change of behaviour after update to use TryParseJSVal:
		onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly!
	JS events updated to support return values from scripts:
		onCollide, onTalk, onSnooped, OnHungerChange
			Return false or nothing to prevent hard code from running
			Return true to allow hard code to run like normal
		onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss
			Return false to allow hard code and other scripts with event to run like normal
			Return true to prevent hard code and other scripts with event from running
		onSteal
			Return false or nothing to allow hard code and other scripts with event to run like normal
			Return true to prevent hard code and onStolenFrom event from running (theft failed?)
			Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?)
		onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath
			Return false or nothing to allow other scripts with event to run like normal
			Return true to prevent other scripts with event from running
	Added new JS events that run prior to items being equipped/unequipped, with support for return values:
		onEquipAttempt( pEquipper, iEquipping )
		onUnequipAttempt( pEquipper, iUnequipping )
			Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running
			Return true to allow hard code to run like normal
	Added new JS event that runs prior to onSnooped event, for character doing the snooping:
		onSnoopAttempt( snooped, snooper )
			Return false or nothing to prevent hard code and other snooping-related events from running
			Return true to allow hard code and other snooping-related events to run like normal
	Updated onSnooped JS event to accept return values:
		Return true when success state is true to prevent other scripts with event from running
		Return true when success state is false to prevent hard code and other scripts with event from running
	Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked)
	Updated onSteal JS event to include a third parameter, an object reference for the target of the theft
	Added support for assigning multiple JS scripts per object (item, multi, char, region).
		Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this
	DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server.
	Added new JS property for Items, Multis, Characters and Regions:
		.scriptTriggers 		// If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object.
	Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions:
		.scripttrigger 			// If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID
	Added new JS Methods for Items, Multis, Characters and Regions:
		.AddScriptTrigger( scriptID ) 	// Adds a new scriptID to list of scripts assigned to object
		.RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all)
	Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands:
		GETSCPTRIG				// List out all scriptIDs assigned to object
		SETSCPTRIG scriptID 	// Clears list of scriptIDs for object, then assigns the specified scriptID
		ADDSCPTRIG scriptID 	// Adds specified scriptID to list of scriptsIDs assigned to object
		REMOVESCPTRIG scriptID 	// Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
Xoduz
431b34f7aa Boat improvements
Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats
Added support for the following boat commands (and their triggerword aliases):
	raise anchor 		// Raise anchor, allowing boat to move
	drop anchor 		// Drops anchor, preventing boat from moving
	forward one 		// Moves boat one tile forward
	backward one 		// Moves boat one tile backward
	left one 			// Moves boat one tile in port direction
	right one 			// Moves boat one tile in starboard direction
	forward left 		// Moves boat forward left diagonally
	forward right 		// Moves boat forward right diagonally
	backward left 		// Moves boat backward left diagonally
	backward right 		// Moves boat backward right diagonally
	forward left one 	// Moves boat one tile diagonally, forward left
	forward right one 	// Moves boat one tile diagonally, forward right
	backward left one 	// Moves boat one tile diagonally, backward left
	backward right one 	// Moves boat one tile diagonally, backward right
Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat
Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail
Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds:
	MAXITEMS=#			// Max items that can be stored in a boat's hold
	WEIGHTMAX=#			// Max weight that a boat's hold can... hold (40000 = 400.00 stones)
Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats
Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses
Fixed an issue where it was not possible to turn a boat around under certain circumstances
Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named
Boats now cannot be dry-docked if there are items in the hold
Boats now cannot be dry-docked if either of the planks are open
Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
Xoduz
18786ff88d CDataList replaced with GenericList
Replaced CDataList with the new GenericList class throughout UOX3, and removed CDataList from the project files
Reverted an earlier change where scriptsections were supposed to be reapplied to items bought from NPC shopkeepers - didn't actually work!
2021-05-07 04:33:13 +08:00
Xoduz
95a606f6b4 More string handling modernization, and a minor fix
Increased default timer for worldsaves from 5 to 10 minutes
Fixed an issue where the tile command could spawn items with incorrect ID because tempInt2 wasn't reset properly
Additional string handling modernization in cAccountClass.cpp, cHTMLSystem.cpp, CResponse.cpp, cServerData.cpp, cServerData.h, cServerDefinitions.cpp, cSocket.cpp, cSpawnRegion.cpp, cSpawnRegion.h, cWeather.cpp, Dictionary.cpp, effect.cpp and uox3.cpp (punt)
2021-04-26 18:26:39 +08:00
Xoduz
8c2c1de962 0.99.4d
Added new option in UOX.INI under [settings] section:
	MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default.
Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above!
Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType()
Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar
Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters
Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected.
Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set
Guild titles are now removed for players who leave their guilds
Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info)
Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID
Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn
Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax:
	GET=parent1 parent2 parent3 (etc)
Fixed an issue where NPC backpacks would not have the max item capacity set properly
Added new properties for CItem objects (also exposed as JS Item Properties):
	maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting)
	baseRange // base distance throwing weapons (when implemented) can be used at
Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE:
	MAXRANGE=# 				// Specifies max range of ranged weapon
Added support for new Item/NPC DFN tags to support randomizing elemental resistances:
	RESISTFIRE=#/# #		// Set NPC's poison resistance; fixed or random value
	RESISTCOLD=#/# #		// Set NPC's poison resistance; fixed or random value
	RESISTLIGHTNING=#/# # 	// Set NPC's poison resistance; fixed or random value
	RESISTPOISON=#/# #		// Set NPC's poison resistance; fixed or random value
Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races
	ALLOWEQUIPLIST=#
	BANEQUIPLIST=#
Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races.
Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects
ScriptSections are now reapplied for items bought by players from NPC vendors
Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground
Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor
Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property
Fixed house commands triggering (useless) targeting cursors for players onboard boats
Changed default statcap in UOX.INI from 325 to 225
Fixed a out-of-range error for players attempting to combine ore inside their own backpack
Fixed various issues with distance checks and container checks when using/target objects
Added optional 4th "hue" parameter to AddGump JS method
Added JS Function to get total amount of accounts on server - GetAccountCount()
Added JS Function to get total amount of players online - GetPlayerCount()
onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters
Added some JS Functions to expose some hard-coded constants to JS scripts:
	BASEITEMSERIAL() // Base item serial
	INVALIDSERIAL() // Invalid serial
	INVALIDID() // Invalid ID
	INVALIDCOLOUR() // Invalid colour
Fixed an issue where JS character property .colour would modify origSkin property instead of colour
Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title
Character JS property .poison can now also be used to set a character's poisoned level, not just read it
Exposed Item property to JS engine:
	.ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y.
	.def // defensive value of item (Physical resistance post-AoS, AR in older UO)
	// NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired
	.resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0%
	.resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0%
	.resistLight // Light resistance of item 0-1000, where 1000 equals 100.0%
	.resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0%
	.resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0%
	.resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0%
	.resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0%
	.damageHeat // Weapon deals Heat/Fire elemental damage (true/false)
	.damageCold // Weapon deals Cold elemental damage (true/false)
	.damageLight // Weapon deals Light elemental damage (true/false)
	.damageLightning // Weapon deals Lightning elemental damage (true/false)
	.damagePoison // Weapon deals Poison elemental damage (true/false)
	.damageRain // Weapon deals Rain/Water elemental damage (true/false)
	.damageSnow // Weapon deals Snow/Ice elemental damage (true/false)
Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default)
Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself
JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values.
JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works)
Fixed issue where JS properties for multis didn't always return correct values
The 'set command can now be used to set the armour class of items ('set ac #)
Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground)
Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service.
Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items:
	'add static itemID
	'tile static itemID
Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue:
	/js/commands/targeting/add.js:
		'add itemID rndValue
	cmdtable.cpp and targeting.cpp:
		'tile itemID rndValue
		'tile itemID x1 x2 y1 y2 z rndValue
Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove
Added 'props as an alias for the 'tweak command
Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js)
Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js)
Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js)
Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command
Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js)
Updated check for cancelling of target cursor in various JS scripts
Minor updates to various JS scripts
Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied
Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
Xoduz
ce17a71e85 Misc Pathfinding fixes and other things - v0.99.4b
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
2020-11-15 02:59:45 +08:00
Xoduz
d7ac5c3218 Housing Revamp and more
Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i
Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc
Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc
When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to
Added tracking of new, persistent properties for houses via cMultiObj.cpp/h:
	lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps
Added a multitude of  new methods in cMultiObj.cpp/h to assist in improving the functionality of houses
Added new tags for houses in house.dfn (default values applied if tag not specified):
	MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi
	MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi
	MAXVENDORS=10 - Max amount of vendors allowed in a multi
	MAXBANS=50 - Max amount of bans in a multi's ban list
	MAXFRIENDS=50 - Max amount of friends in a multi's friend list
	MAXGUESTS=50 - Max amount of guests in a multi's guest list
	MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list
	MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi
	SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi
	FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses!
	INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses.
	BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead
	BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead
Added JS Event:
	onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi.
Updated JS Events:
	onEntrance() - can now trigger both for multi being entered and/or object entering
	onLeaving() - can now trigger both for multi being left and/or object entering
	onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled
Added JS Multi methods:
	.IsBoat() - Returns whether the item (or multi) is a boat
	.IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi
	.IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi
	.IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi
	.IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi
	.IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi
	.AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi
	.RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi
	.AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi
	.RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi
	.ClearOwnerList() - Clears all entries from a multi's (co-)owner list
	.ClearFriendList() - Clears all entries from a multi's friend list
	.ClearGuestList() - Clears all entries from a multi's guest list
	.ClearBanList() - Clears all entries from a multi's ban list
	.SecureContainer( itemToSecure ) - Secures a container in a multi
	.UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi
	.IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi
	.LockDownItem( itemToLockDown) - Locks down an item in a multi
	.ReleaseItem( itemToRelease ) - Releases a locked down item in a multi
	.KillKeys() - Deletes ALL keys associated with a multi
	.AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers
	.RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers
Added JS Item (Multi only) properties:
	.lockdowns - Get the number of lockdowns in a multi
	.maxLockdowns - Get/Set the max number of lockdowns allowed in a multi
	.secureContainers - Get the number of secure containers in a multi
	.maxSecureContainers - Get/Set the max number of secure containers allowed in a multi
	.trashContainers - Get the number of trash containers in a multi
	.maxTrashContainers - Get/Set the max number of trash containers allowed in a multi
	.friends - Get the number of friends in a multi's friend list
	.maxFriends - Get/Set the max number of friends allowed in a multi's friend list
	.guests - Get the number of guests in a multi's guest list
	.maxGuests - Get/Set the max number of guests allowed in a multi's guest list
	.owners - Get the number of owners in a multi's owner list
	.maxOwners - Get/Set the max number of owners allowed in a multi's owner list
	.bans - Get the number of banned players in a multi's ban list
	.maxBans - Get/Set the max number of banned players allowed in a multi's ban list
	.vendors - Get the number of player vendors in a multi
	.maxVendors - Get the max number of player vendors allowed in a multi
	.deed - Get the item sectionID for deed used to place multi
	.isPublic - Get/Set the private/public state of a multi
	.buildTimestamp - Get the timestamp for when the house was originally placed
	.tradeTimestamp - Get the timestamp for when the house was last traded to another player
	.banX - Get/Set the ban location X offset for the multi
	.banY - Get/Set the ban location Y offset for the multi
Added JS Character properties:
	.multi = Get/Set the multi object the character is in
	.accountNum = Get the account number the character belongs to
	.housesOwned = Get a count of houses owned by the character
	.housesCoOwned = Get a count of houses co-owned by the character
Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis
Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through:
	"default" or no parameter - all characters inside the multi
	"owner" - players on multi's owner list
	"friend" - players on multi's friend list
	"guest" - players on multi's guest list
	"banned" - players on multi's ban list
Added new INI tags to a new section of uox.ini called [houses]
	DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses
	PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0)
	TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0)
	MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked
	MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character
	CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time
	COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners
Added new INI tags in [settings] section of uox.ini:
	ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default.
	MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125.
Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable:
	js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses
	js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign
	js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc.
	js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players
	All house-related menus now fully handled through JS
	All house commands and other functionality now fully handled through JS
	Removed redundant hard-coded house functionality
	Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc.
	Implemented Private and Public houses
	Implemented Secure Containers and Trash Barrels
	Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type
	JS scripts can now be attached directly to houses
	Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses
	Added new item to dfndata/items/containers/misc.dfn - [trashbarrel]
	Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script.
	Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player
	Fixed an issue with house doors being left behind after demolishing houses while their doors were open
	Fixed an issue where GMs could be banned from player houses
	Added Line of Sight checks to speech, to give players some privacy in their own homes
	Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads
	Updated house placement code to move characters blocking house placement to SE corner of the house
	Updated house placement code to disallow placing houses in guarded regions, or in dungeons
	Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1
	Added new region (247) that covers path to Valley of Eodon in Felucca
	Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled
	Added new region (249) that covers entire T2A lands, with player housing disabled
	Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code
	Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse()
	Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items
	Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners
		Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye
	Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners	and friends:
		Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles
	Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items
	Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors
	Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves
	Added some feedback to player about why their attempted house placement failed
	Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one
	Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house
	Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses
	Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons
	House add-ons can now be converted back into house add-on deeds by chopping them with an axe
	Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses
	Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring
	Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours
	Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished
	Added NODECAY tag to all signs and doors in dfndata/house/house.dfn
	Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn
	Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically
	Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items
Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container
Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order!
Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations.
Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors!
Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client
Exposed character property .accountNum to JS engine
Extended CDataList class to include a Clear() method for clearing lists
Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself.
Updated JS File method .Length() to return a value of -1 for files that don't exist
Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag
	bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck )
Added JS function used to find the root container of an item (if any)
	FindRootContainer( itemSerial )
	FindRootContainer( item )
Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply.
	bool DeleteFile( fileName, subFolderName )
Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features.
	GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server
	GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server
Added new JS function for returning the value of almost any server setting from UOX.INI
	GetServerSetting( settingNameInDoubleQuotes )
Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis
Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad
Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack
Added new functions in findfuncs.cpp to make it easier to find items near another object or location:
	findNearbyItems( object, distance )
	findNearbyItems( x, y, worldNumber, instanceID, distance )
Added new Item property - maxItems - used by containers to determine their max item capacity
Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers)
Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full!
Added new DFN tag for items, used by containers to determine item capacity for a given container:
	MAXITEMS=# // 125 is the default for all containers if not set
Added new JS Item properties:
	.maxItems // gets/sets item capacity for a given container
	.totalItemCount // gets total item count in a container, including sub-containers
Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity
Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one
Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #)
Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten
Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food!
Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools
Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required!
	speechTarget - What kind of target is this message intended for?
		0 - Only visible for sender and receiver of message
		1 - Visible to all players in range
		2 - Visible to all NPCs and players in range
		3 - Visible to all PCs everywhere + NPCs in range
		4 - Visible to all PCs everywhere (broadcast)
		5 - Only visible for the receiver of the message
	speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5
	speechFontType - The type of font to display the text in. Defaults to normal.
	    0 - Bold
	    1 - Normal with shadow
	    2 - Bold with shadow
	    3 - Normal
	    4 - Gothic
	    5 - Italic
	    6 - Small, dark
	    7 - Colourful
	    8 - Runic (only works with CAPS)
	    9 - Small, light
Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done
Added info about compiler/environment displayed at the top of the UOX3 console during startup
Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
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
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
342385d2f2 Instance-support and misc code cleanup
Misc code and documentation cleanup:
	Updated and standardized function comment blocks throughout entire codebase
	Grouped getters and setters together in pairs and documented them as one
	Removed empty and/or non-useful information from comment blocks
	Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors
Added new feature - Instances
	Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified.
Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present)
Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present)
Updated TWEAK menu to include WorldNumber and instanceID
Fixed BaseWeight option in TWEAK menu
Updated CBase_Teleport - now takes an optional 5th parameter instanceID
Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID
Updated SE_FindMulti now takes an optional 5th parameter - instanceID
Updated SE_GetItem now takes an optional 5th parameter - instanceID
Updated SE_FindItem now takes an optional 6th parameter - instanceID
Added new JS property for Items, Characters, Regions: .instanceID
Added JS property for Regions: .members - returns comma-separated list of town member serials
Updated JS scripts making use of the above-mentioned JS Methods/Functions
Updated dictionaries with new tweak menu entry texts
Exposed SpawnRegions to JS engine, and updated JS docs with details:
	SpawnRegion JS Functions
		IterateOverSpawnRegions()
		GetSpawnRegion( spawnRegNum )
		GetSpawnRegionCount()
	SpawnRegion JS Properties
		name
		regionNum
		itemList
		npcList
		item
		npc
		maxItems
		maxNpcs
		itemCount
		npcCount
		onlyOutside
		prefZ
		x1
		y1
		x2
		y2
		world
		instanceID
		minTime
		maxTime
		call
2020-08-08 13:57:15 +08:00
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
Geir Ove Alnes
7d63c9c0a4 04/11/2012 - Xuri (0.99.2a)
Fixed issue introduced in previous version where any character-specific tags starting with the letter 'B' would not be loaded correctly from the worldfiles.
2012-11-05 02:15:27 +00:00
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