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8 commits

Author SHA1 Message Date
Xoduz
69a8c090cd 0.99.4x
Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color
Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange
Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items.
Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now
Exposed Item property to JS engine, which contains serial of the creator of an item:
	.creator 	// contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip
Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions.
Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc.
	onTooltip( myObj ) 		// Triggers for objects right before the object's tooltip properties are sent to client
Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients
Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again
Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version
Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion.
	Examples:
		exceedingly accurate war hammer of vanquishing
		substantial, accurate axe of power and Daemon's Breath
		silver long sword
		massive platemail arms of Protection
		metal shield of defense
		durable ringmail tunic of guarding
	All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them!
	Related scripts:
		js/item/magic_armor_equipeffects.js
		js/item/magic_weapon_accbonus.js
		js/item/magic_weapon_equip.js
		js/item/magic_weapon_spell_attack.js
	The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated.
A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents!
Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided
Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash
Added additional object properties to 'get and 'set commands:
	.shouldSave 		// Determines if an item should be saved in worldfiles or not
	.baseRange 			// Determines the base range of a ranged weapon, less than which it becomes less effective
	.maxRange 			// Determines the max range of a ranged weapon, beyond which it cannot reach its target
The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked!
	STATSAFFECTSKILLCHECKS=0/1 	// If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn
Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc)
Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax:
	.Damage( amount )
	.Damage( amount, damageType )
	.Damage( amount, damageType, attacker )
	.Damage( amount, damageType, attacker, doRepsys )
	Supported damageTypes:
		PHYSICAL 	= 1
		LIGHT 		= 2
		RAIN 		= 3
		COLD 		= 4
		HEAT 		= 5
		LIGHTNING 	= 6 // magic damage
		POISON 		= 7
		SNOW 		= 8
Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax:
	onDamage( damaged, attacker, damageValue, damageType )
Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script
Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected.
Added new Character JS property to get/set state of a character's permanent magic reflect ability:
	.permanentMagicReflect 		// 0 = disable, 1 = enable
Added special abilities/effects for the following NPCs:
	Acid Elementals now have a chance to damage the melee weapons of their attackers
	Dull Copper Elementals now explode on death
	Shadow Iron Elemental is immune to targeted spell damage
	Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker
	Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds
	Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker
	Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds
	Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds
	Phoenixes deal passive area damage to nearby players every 5 to 10 seconds
	Pixies have a chance to cast a random spell upon receiving a death blow:
		Bless (target)
		Curse (target)
		Explosion (target)
		Greater Poison (target)
		Greater Heal (self, prevents death)
	Ethereal Warriors will now resurrect dead players with positive karma
	Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit
	Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health:
		Hell Cat, 5 to 8 dmg at max health
		Fire Steed, 6 to 9 dmg at max health
		Hell Hounds, 8 to 11 dmg at max health
		Lava Lizard, 8 to 11 dmg at max health
		Predator Hell Cat, 9 to 14 dmg at max health
		Sea Serpent, 11 to 17 dmg at max health
		Swamp Dragon, 15 to 22 dmg at max health
		Armored Swamp Dragon, 15 to 22 dmg at max health
		Fire Gargoyle, 20 to 30 dmg at max health
		Deep Sea Serpent, 21 to 32 dmg at max health
		Serpentine Dragon, 22 to 32 dmg at max health
		Drake (Gray), 22 to 32 dmg at max health
		Drake (Red), 22 to 32 dmg at max health
		Nightmare, 26 to 39 dmg at max health
		Dark Steed, 26 to 39 dmg at max health
		Silver Steed, 26 to 39 dmg at max health
		Kraken, 39 to 59 dmg at max health
		Dragon (Red), 41 to 62 dmg at max health
		Dragon (Gray), 41 to 62 dmg at max health
		Shadow Wyrm, 50 to 75 dmg at max health
		Reptalon, 51 to 77 dmg at max health
		Skeletal Dragon, 52 to 77 dmg at max health
		Ancient Wyrm, 60 to 90 dmg at max health
Update stats, skills and loot for all currently implemented NPCs
Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3
Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer)
Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early
Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked:
	ARCHERYHITBONUS=10 	// Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10%
Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting:
	ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s
Fixed a bug where players who never entered combat mode could fire ranged weapons while moving
Updated Add-menu with some improvements for usability:
	Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs
	Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options:
		Option to add chosen item at specific location instead of in GM's backpack
		Option to add chosen item repeatedly until cancelled
		Option to automatically reopen Add-menu on last menu that was open when a selection is made
		Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default)
		Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default)
	Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on
Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax:
	.SysMessage( "Text" ) 									// Display "Text" to user as a system message with default system message color from ini
	.SysMessage( "Text %s %s", txtArg1, txtArg2 ) 			// Display "Text" to player with string arguments injected into text
	.SysMessage( txtColor, "Text" ) 						// Display "Text" to user with a specified color
	.SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments
Fixed a bug where hair/beard items could show up inside corpses
Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up
Fixed a bug where players would be unable to pick up a freely movable item from a locked down container
Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages
Added support for new Dictionary language:
	dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0)
Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js)
Added modification of some creatures stats after they've been tamed (js/skill/taming.js)
Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe)
Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem
Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players):
	.GetTempTag( "tagName" )
	.SetTempTag( "tagName", tagValue )
When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match
Fixed a server crash caused by empty speech messages sent from certain clients
Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly
Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal)
The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply:
	If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell)
	If caster's combined skill is higher than 70.2, poison strength equals Greater Poison
	If caster's combined skill is higher than 30.2, poison strength equals Normal Poison
	If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison
	If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level
Fixed an issue that would would let players move faster than they should have been allowed to
Fixed misc issues with Party System:
	Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range
	Players who get disconnected or relog should now find themselves back in the same party they were in previously
	Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging)
World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +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
75fc56b0dd NULL to nullptr 2021-06-12 07:30:23 -04:00
Xoduz
d9353b4c25 Cleanup of warnings
Cleaned up some warnings caused by 64 bit/32 bit difference between macOS and Windows (punt)
2021-06-03 14:22:50 +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
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