Commit graph

28 commits

Author SHA1 Message Date
Xoduz
bbd03bea0c 0.99.4[RC2] - Some fixes to previous commit!
Fixed some a couple of issues with compiling on Linux.
Committed missing js files for houses to repository!
2020-11-04 02:57:06 +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
bfe30b4d02 Some DFN loading validation fixes
Fixed an issue with validation of DFN tags for items and NPCs being loaded from scripts
Fixed UOX3 not writing out names of item/NPC DFN sections with invalid data in tags
Gave NPCs [f_murderer-archmage] and [m_murderer-archmage] some dexterity
2020-10-14 03:46:22 +08:00
Xoduz
fc5e0f18e8 Exposed various map and statics related functions to JS engine
Updated JS item properties MORE, MOREX, MOREY, MOREZ and SERIAL, and character property SERIAL, to pass values to JS scripts using JS_NewNumberValue() instead of INT_TO_JSVAL if the property value cannot fit inside JSVAL (checked with INT_FITS_IN_JSVAL)
Added support in CResponse.cpp for client trigger word for securing containers in houses - TW_HOUSESECURE
Updated CMulHandler::CheckStaticFlag() to match with statics that cover/extend across the specified Z coordinate, not just ones that have the same base Z level
Updated CMulHandler::DoesMapBlock() to not deem map tiles as blocking if they are more than 16 Z (height of a character) higher than the specified Z coordinate to check
Exposed method for finding corners of a multi to JS engine:
	.GetMultiCorner( cornerID ) - Gets coordinates for specified corner of multi (0 = NW, 1 = NE, 2 = SW, 3 = SE)
Exposed various functions related to map, statics and multis to JS engine:
	CalcMultiFromSer( serial ) - Find a multi from a provided serial
	GetMapElevation( x, y, z, world) - Returns the map elevation at specified coordinates
	IsInBuilding( x, y, z, world, instance, checkHeight ) - Returns true if the specified location is inside a static building (underneath static items), or if player is inside a multi. If the checkHeight argument is true, player is only deemed inside a multi if there are multi-items above the player's head. If player is in a courtyard/on a rooftop, they will be deemed to be NOT in the building. checkHeight is not used for the static part of the function.
	CheckStaticFlag( x, y, z, world, tileFlagID ) - Checks to see if any statics at given coordinates has specified tile flag
	DoesStaticBlock( x, y, z, world, checkWater ) - Checks if statics at/above given location blocks characters
	DoesDynamicBlock( x, y, z, world, instance, checkWater, waterWalk ) - Checks if dynamics at/above given location blocks characters
	DoesMapBlock( x, y, z, world, checkWater, waterWalk ) - Checks if map tile at/above given location blocks characters
2020-10-05 23:12:34 +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
c4e94f4e23 Additional warning cleanups
Additional warning cleanups
2020-08-26 21:55:51 +08:00
Xoduz
93f306ca48 Improvements to UOP handling, misc fixes
Improvements to handling of UOP format; now takes a cleaner approach, loads files faster (punt)
Fixed a issue in JS/COMMANDS/TARGETING/add.js that would display 'undefined' in system message when adding raw/base items
Updated default jail time in JS/COMMANDS/TARGETING/jail.js (and in code) from 100000 seconds to 86400 seconds (24 hours)
All references in code and scripts to "midi" changed to "music", to reflect fact that modern clients don't actually even have midi files. This change covers both GM commands, DFN tags in regions.dfn and JS methods/properties.
Added new socket property for storing temporary int in JS - tempInt2
Added new socket property for storing temporary object in JS - tempObj2
Expanded XGO command in JS/COMMANDS/TARGETING/x.js to support optional world and instance parameters
Fixed an issue that prevented characters from vanishing from the the sight of players when teleporting to a different instance
Added support for ClassicUO client's WorldMap tracking packet (0xf0) for guildmembers/partymembers. This is the same packet as Razor uses for feature negotiation, so merged the handling of those two packets together into CPIKrriosClientSpecial, which can also be extended to handle other uses of this packet.
Added new UOX.INI setting  whether shard should respond to ClassicUO client's WorldMap tracking packets for guildmembers/partymembers
	CLASSICUOMAPTRACKER=0
2020-08-24 04:25:36 +08:00
Xoduz
f63f54a9e7 Compilation fixes for Linux
Misc changes to address errors and warnings when compiling on 64bit Linux
	%li changed to %i
	%lu changed to %u
	Some (SERIAL) changed to (UI64)
	Some size_t changed to UI32
2020-08-13 21:48:27 +08:00
Xoduz
3e8006c648 Code cleanup
Embraced the usage of R32, R64, SI16, UI16, SI32, UI32, SI64 and UI64 typedef aliases as replacement for built-in types throughout the sourcecode:
	typedef float				R32;
	typedef double				R64;
	typedef signed char			SI08;
	typedef unsigned char		UI08;
	typedef signed short int	SI16;
	typedef unsigned short int	UI16;
	typedef signed int			SI32;
	typedef unsigned int		UI32;
	typedef signed long long	SI64;
	typedef unsigned long long	UI64;
As part of this process, UI32 was redefined from unsigned long int to unsigned int, and SI32 from signed long int to signed int to ensure the size of variables using these remain the same (32bit) across both Windows, Linux and MacOS for both 32bit and 64bit platforms
Replaced instances of toLong() with toInt(), and toULong() to toUInt()
Replaced instances of "long" and "int" with SI32 where possible
Replaced instances of "unsigned long" and "unsigned int" with UI32 where possible
Replaced instances of "float" with R32 where possible
2020-08-12 23:46:33 +08:00
Xoduz
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
ae580a99a6 Various fixes and additions
Updated CGump_AddToolTip() gump method - now accepts up to 10 optional cliloc arguments to go with specified cliloc. Can also be used to display custom tooltip text if used with a cliloc like 1114778. Cliloc arguments and custom tooltips only work in client version 7.0.16.0 or above.
Updated CPSendGumpMenu::AddCommand() to use the safer vsnprintf instead of vsprintf, and increased msg buffer size from 512 to 1024
Updated CPIUpdateRangeChange::Handle() to include additional client definitions: CV_HS2D and CV_HS3D
Added new pack types in PackTypes enum:
	PT_GAME_BACKGAMMON, PT_GAME_CHESS, PT_MAILBOX1, PT_MAILBOX2, PT_MAILBOX3, PT_MAILBOX4, PT_MAILBOX5, PT_MAILBOX6, PT_MAILBOX7, PT_MAILBOX8, PT_MAILBOX9, PT_WALLSAFE, PT_SAFE
Updated getPackType() with additional container definitions for the following pack types:
	PT_RBASKET - winnoning basket (0x1882)
	PT_GCHEST - gargoyle chests (0x4025, 0x4026), metal chests (0xA304, 0xA305), rusty metal chests (0xA306, 0xA307), gold chests (0xA308, 0xA309), barnacle metal chests (0xA30A, 0xA30B)
	PT_GAME_BACKGAMMON - backgammon boards (0x0E1C, 0x0FAD)
	PT_GAME_CHESS - chess board (0x0FA6)
	PT_MAILBOX1 - dolphin mailbox (0xA202, 0xA203, 0xA204, 0xA205)
	PT_MAILBOX2 - squirrel mailbox (0xA206, 0xA207, 0xA208, 0xA209)
	PT_MAILBOX3 - barrel mailbox (0xA1F5, 0xA1F6, 0xA1F7, 0xA1F8)
	PT_MAILBOX4 - light mailbox (0xA268, 0xA269, 0xA26A, 0xA26B, 0xA26C, 0xA26D, 0xA26E, 0xA26F)
	PT_MAILBOX5 - sitting kitten mailbox (0xA3EB, 0xA3EC, 0xA3ED, 0xA3EE)
	PT_MAILBOX6 - standing kitten mailbox (0xA3EF, 0xA3F0, 0xA3F1, 0xA3F2)
	PT_MAILBOX7 - scarecrow mailbox (0xA3F3, 0xA3F4, 0xA3F5, 0xA3F6)
	PT_MAILBOX8 - lion mailbox (0xA3F7, 0xA3F8, 0xA3F9, 0xA3FA)
	PT_MAILBOX9 - square gray mailbox (0x4141, 0x4142, 0x4143, 0x4144)
	PT_WALLSAFE - wall safe (0x8B8F, 0x8B90)
	PT_SAFE - safe (0x9C18, 0x9C19)
Updated CItem::IsShieldType() to include shield IDs from SA expansion
Added IL_TALISMAN (0x09) and IL_FACE (0x0F) to ItemLayers enum to allow equipping talismans and faces in clients that support this
Updated getWeaponType() (in both code and JS) with additional weapon definitions:
	ONEHND_LG_SWORDS - anquique sword 1 (0xA33B, 0xA33C), antique sword 2 (0xA33D, 0xA33E), antique sword 3 (0xA33F, 0xA340), skull sword (0xA341, 0xA342), gargoyle skull sword (0xA345, 0xA346)
	LG_MACES - skull staff (0xA343, 0xA344), gargoyle skull staff (0xA347, 0xA348)
Updates keys.js with some distance checks
Misc updates to JS Docs
2020-08-05 09:19:43 +08:00
Xoduz
9a8388f9d1 Misc fixes and changes
Added new JS Gump Methods:
	AddPicInPic( x, y, gumpID, width, height, spriteX, spriteY ) // Add sprite image in dialogs, requires client v7.0.80.0 or above
	AddImageProperty( serial ) // Add properties(?) of a specific item
Fixed a server crash related to world saves, where items being cleaned up were not being removed properly from the 	MapRegions they were in, resulting in a crash when attempting to save non-existent items out to the worldfiles.
Fixed an issue that could cause GMs to become permanently squelched
Fixed an issue where the newStatus parameter for the onFlagChange JS event was overwritten with oldStatus, and oldStatus parameter was never set
Updated onDeath JS Event to include a second parameter - iCorpse:
	onDeath( pDeath, iCorpse ) // iCorpse is a reference to the newly created corpse of pDead
Disabled detailed logging of spells loaded from spells.dfn on startup - was causing unnecessary slowdown
Removed void Wiping( CSocket *s ) from cmdtable.cpp - unused and unreferenced function without a definition
Removed handling of IT_KEY doubleclicking in code, as this is now handled in JS
Removed bool isDoorBlocked( CItem *door ) from cPlayerAction.cpp - unused and unreferenced function without a definition
Removed void CorpseTarget( CSocket *s ) from targeting.cpp - now handled in JS
Removed broken cannon loading and spelldamage code - this should be done in JS instead
Items that initiate a target cursor on use are now stored in tempObj property of player's socket, and distance to these items are checked again after player targets something
House and boat deeds must now be in the player's inventory in order to successfully place a house or boat
Fixed superfluous arugment passed to switchGobletID function in js/server/resource/pitchers.js
Removed some duplicate/unused local variables in js/commands/custom/misc-cmd.js
Removed an unused local variable in js/commands/targeting/dupe.js
Fixed an issue with setting item type through the SET command
Fixed an issue where the number of arrows or bolts in player's inventory was potentially miscalculated in js/item/archerybutte.js
Fixed issue where pickpocket-dummy item visuals potentially didn't get updated properly in js/item/pickpocketdip.js
Fixed an unreachable return statement in js/npc/ai/stablemaster.js
Fixed incorrect ID for gargish maul in js/server/data/weapontypes.js
Added some missing variable declarations in js/commands/custom/repeatingcmds.js, js/commands/delid.js, js/commands/targeting/hide.js, js/item/food.js, js/item/key.js, js/npc/ai/stablemaster.js
2020-07-06 07:55:52 +08:00
Xoduz
4219714f64 AddButton and AddPageButton JS Methods Updated
Updated AddButton and AddPageButton JS Methods (and Docs) to include an optional argument for ID of button when pressed. If the extra argument is not provided, the methods behave like before, using buttonImage + 1 for the pressed button:
		void AddButton( topHeight, topLeft, buttonImage, (buttonPressedImage) unk1, unk2, unk3 )
		void AddPageButton( topHeight, topLeft, buttonImage, (buttonPressedImage), pageNum )
2020-06-16 07:48:00 +08:00
Xoduz
c52bc46cc4 Modified project settings, fixed a potential issue
Changed RuntimeLibrary in Debug configuration in VS project file from MultiThreadedDebugDLL to MultiThreadedDebug to fix issues with unreadable characters in strings while debugging
Fixed potential issue with checking for number of arguments in CFile_Pos()
2018-09-22 18:57:29 +08:00
Xoduz
db8a976e0b Some code cleanup
Fixed possible null pointer dereference
Converted some C-style pointer casting to C++ style
Added override specifier to some virtual methods that override base class virtual methods
Some function parameters are now passed as const references as they're not being modified in the called function
2018-09-20 09:31:55 +08:00
Geir Ove Alnes
e1d376a1fd Updating CVS to bring it up to speed with latest UOX3 version - 0.99.2 2012-11-03 18:11:04 +00:00
Matthew Randall
afc0c8e0ac Added:
-JS Get/Set "vulnerable" handlers for character properties (Abaddon)
  -willHunger with Get/Set HungerStatus() wrappers to CChar class (can now
   selectively stop a character/creature from continuing to hunger)
  -JS Get/Set "willhunger" handlers for character properties Changed:
  Linux compile fixes (thanks Malketh)
	Hash.h warning fixed (thanks Philantrop)
	Fixes to getRootPack() and getPackOwner()
	Removed many #includes from the global scope, including them in the specific files that need them
		This should greatly reduce compile time and filesize, along with the need to recompile after altering most headers
	Removed the linux ifdefs around typedefd function declarations, this should work with gcc 3.2
	Moved global loading functions into a new cFileIO() class to take them out of global scope
	Fixed an issue causing items to not be sent to the client (thanks Malketh)
	Moved some global structs into the CWorldMain class
	Fixed a bug causing a crash on character / item creation
	Moved all effects stuff into its own class to take it out of global scope
	Changed the variable CChar::region to CChar::regionNum to avoid conflicts with the cTownRegion region[] indexes
	Moved getbestskill(), isHuman(), and inDungeon() into the CChar class to remove them from global scope
	Took npcSimpleAttackTarget() out of global scope
	Rewrote restock() to make use of restockNPC()
	Changed the typedef'd iterator in hash.h to HASHITERATOR to kill a Linux warning
	Renamed cEffects::soundeffect() to PlaySound() and removed unneeded overloads
	Fixed a bug causing executebatch to be set with locationcount data
	Rewrote cEffects::bgsound()
	Documented sounds.cpp
	Misc minor cleanups / fixes
Removed:
	sendItemsInRange() (CChar::Teleport() does the same thing)
	Many #includes that were not being used
	deathMenu()
	respawnnow() and moved all of its code into command_respawn()
	one instance of cEffects::scpSoundEffect() and renamed the other to PlaySound()

3/13/2003
Changed
	Fixed an issue allowing the server to not have a dictionary.ZRO (which would cause a crash when a dictionary entry was called with no language)
	Fixed an issue causing the server to puke when it attempted a restart
	Moved SpawnRandomItem() into cItem class
	Moved SpawnRandomMonster() into cCharHandle class
	Broke necro.dfn into fishing.dfn and digging.dfn
	Made better use of SpawnRandomItem() and SpawnRandomMonster()

3/12/2003
Added:
	CPOpenGump and CPSpeech packet class to remove some global vars (Note these are pretty basic classes and someone
		with a better understanding of how we handle sending/recieving packets could probably expand these to make better use of them)
Changed:
	Moved many global vars into the CWorldMain() class
	Cleaned ResetVars() in uox3.cpp as ResetDefaults() in CWorldMain() now handles much of that
	Added a check to ensure text wasn't sent twice in talking(), should fix double-speech
	Cleaned up cmdtable.cpp removing a couple duplicate entries, etc
	Changed target() to only require 4 values (as the first two were always 0 and 1)
	Removed many unneeded typedefs and globals
	Went through cServerData() and noted unused server.ini entries
	Moved title1(), title2(), and title3() to cClick.cpp since that is their only usage, made use
		of MAX_TITLE to ensure we wouldn't overrun the buffers, and renamed them matching what title they were

3/11/2003
Changed:
	Fixed a potentially very serious bugs with how containers were being set upon loading the world
	Fixed possible re-adding of weight to containers and characters at load
	Fixed a bug causing equipped items that were not weapons to take damage in combat
	Minor cleanups / warning fixes / Linux compatability issues (punt)

3/7/2003
Overhauls/Additions/Major Changes
Changed:

Tweaks/Object Conversions/Misc Small Changes
Changed:
	Changed CItem::Get/SetLayer() to a UI08
	Fixed a bug in speech causing you to see your own text twice
	Fixed a nasty crash bug
2003-03-23 10:18:02 +00:00
Matthew Randall
071d628994 Changed
-Fixed an issue allowing the server to not have a dictionary.ZRO (which
   would
   cause a crash when a dictionary entry was called with no language)
  -Fixed an issue causing the server to puke when it attempted a restart
  -Moved SpawnRandomItem() into cItem class
  -Moved SpawnRandomMonster() into cCharHandle class
  -Broke necro.dfn into fishing.dfn and digging.dfn
  -Made better use of SpawnRandomItem() and SpawnRandomMonster()
  -Moved many global vars into the CWorldMain() class
  -Cleaned ResetVars() in uox3.cpp as ResetDefaults() in CWorldMain() now
   handles  much of that
  -Added a check to ensure text wasn't sent twice in talking(), should fix
   double-speech
  -Cleaned up cmdtable.cpp removing a couple duplicate entries, etc
  -Changed target() to only require 4 values (as the first two were always 0
   and 1)
  -Removed many unneeded typedefs and globals
  -Went through cServerData() and noted unused server.ini entries
  -Moved title1(), title2(), and title3() to cClick.cpp since that is their only
   usage, made use of MAX_TITLE to ensure we wouldn't overrun the buffers,
   and renamed them matching what title they were

Added:
  -CPOpenGump and CPSpeech packet class to remove some global vars
   (Note these are pretty basic classes and someone with a better
   understanding of how we handle sending/recieving packets could       probably expand these to make better use of    them)
2003-03-14 23:23:37 +00:00
Matthew Randall
ef296a7997 Changed:
-Fixed a potentially very serious bugs with how containers were being set upon
   loading the world
  -Fixed possible re-adding of weight to containers and characters at load
  -Fixed a bug causing equipped items that were not weapons to take damage in
   combat
  -Minor cleanups / warning fixes / Linux compatability issues (punt)
  -Changed CItem::Get/SetLayer() to a UI08
  -Fixed a bug in speech causing you to see your own text twice
  -Fixed a nasty crash bug caused by changing an items layer
  -Fixed a bug causing NPC's to always be the first attacker
  -Armor DEF system overhauled to match OSI system
  -Updated Hash Table Remove() calls to remove unrefrenced parameter "index"
  -Changed cSocket::Get/SetDWord() to a UI32 to fix problems checking it against
   INVALIDSERIAL and storing large serial numbers
  -Changed cSocket::AddID() to a UI32 for the same reason as above
  -Changed cSocket:::Get/SetWord() to a UI16 to fix possible problems storing ID's
  -Fixed up calcStealDiff() to match new weight system
  -Minor updates to CPStatsWindow to match the new Armor DEF system and Weight
   system
  -Fixed calls to getTileName() so the names container was set with MAX_NAME
  -Fixed up getFieldDir() using direction typedefs
  -Changed Get/SetMagic() to Get/SetMovable()
  -Cleaned up some unrefrenced params
  -Changed some int's to UI16's in books.cpp
  -WorldSave Changes:
  -XYZ and worldnum to Location=x,y,z,worldnum
  -HiDamage and LoDamage into Damage=hidamage,lodamage
  -Strength,st2,Dexterity,dx2,Intelligence,in2 changed to Strength=str,st2,
   Intelligence=int,in2, Dexterity=dex,dx2
  -DWord0-3 changed to DWords=0,1,2,3
  -FX1,FY1,FX2,FY2,FZ1 changed to WanderArea=FX1,FY1,FX2,FY2,FZ1
  -MoreX,MoreY,MoreZ changed to MoreXYZ=morex,morey,morez
  -More,More2 changed to More=more,more2
  -Type,Type2 changed to Type=type,type2
  -Light,Rain,Heat,Cold,Snow,Lightning changed to
   RaceDamage=Light,Rain,Heat,Cold,Snow,Lightning
  -Fame,Karma,Kills changed to Reputation=fame,karma,kills
  -Complete rewrite to the Weight system
  -Weight is more permanent, removed need to recalc it constantly
  -Packs now show the weight of themselves and all their contents
  -Packs now have a weight limit (currently hardcapped to 400, should make it
   based on type of container and possibly scriptable)
  -All items use the weight value given to them in the scripts unless the entry
   is 0 in which case they pull weight from the MUL's
  -Better handling of overloaded for teleport / recall / walking
  -Weight will max out at 65535 stones and can not go lower than 0 stones
  -Items container is now set as a cBaseObject
  -Fixed up itemsfx() and renamed it to itemSound(), now better handles Gold
   sfx and where an item was dropped (ie in a pack or on the ground)
  -Cleaned up goldsfx() and renamed it to goldSound()
  -Many fixes to get/drop/wear/packItem functions
  -Minor fixes/cleanups in movement.cpp
  -Fixed a worldsave crash with tamed creatures
  -Pressing 0 in console reloads items as well as everything else
  -Made dagger usable for carve again
  -Fixed a horse mounting distance check
  -Noted (and in some cases fixed) unrefrenced variables throughout the code
  -Converted inscribe.gmp to inscribe.dfn and used NewMakeMenu() in favor of the
   old make menu system
  -Updated GetMagic() == 3 calls to IsLockedDown() calls (as that is all it
   should be used for)
  -Fixed up all IsLockedDown() calls, resources that are LockedDown can NOT be
   used, even by GM, until released
  -Also note, items that should be usable if locked: Skill items (looms, training
   dummies, etc, Recall runes)
  -Moved the two functions from newbie.cpp to pcmanage.cpp and removed newbie.cpp
   from the project
  -Moved action() and impaction() to effects.cpp
  -Moved isHuman() to npcs.cpp
  -Where possible made functions that were part of classes private
  -Made use of cCombat::getWeaponTyp
2003-03-13 09:05:58 +00:00
Matthew Randall
7d92f1f6e6 NOTE: Someone might have my SF Password.. Please be advised! - EviLDeD 2003-03-05 21:32:40 +00:00
Matthew Randall
2f1421d0fb *** empty log message *** 2003-03-05 02:35:22 +00:00
Matthew Randall
aad0b7121e *** empty log message *** 2003-03-05 02:29:44 +00:00
Matthew Randall
54e38f1b78 Ok, got some of the DTL implementation in, however it isn't completed, so it has not been #define'd. Accounts will be first to get tested, based on accounts test, further support will be embedded within the server.
----
Added SEGumpData support,
2003-01-21 15:59:30 +00:00
Matthew Randall
5065062fe8 Cleanup: Removed all "using namespace std;" and replaced it with proper calls without blanket namespace being used 2003-01-13 15:58:29 +00:00
Matthew Randall
d7b095aea6 Added, OnClick, and OnLogoff events(thanks Brakhtus), as well added but commented out openURL JSE function. There are a couple crash fixes in this one as well. If you need openURL then you will have to uncomment, and recompile. 2002-10-06 17:18:21 +00:00
Matthew Randall
0b76eac128 Resource Bug fix, Fix for HideWhileMounted fix, and other small things 2002-09-25 09:33:10 +00:00
Matthew Randall
2c0345813b Fixes: ShutDown HTML, Cleaned up Console, removed Wave file, Resurrection Fix, Locked rune marking, wood choping range fix, Taming Fix, Carved body bart name fix, NPC Flee Fix, Added config for Allowing character to hide while mounted. 2002-09-23 05:26:26 +00:00
duckhead
d0b22bd8b8 Imported Sources 2002-04-07 20:53:41 +00:00