Un-instenceable maps shared pool system state, that initilized once.
For proper initilized pools in like case need have all mon-instanceable maps states created
before it.
* Avoid cmake call fail if git binary found but
- no git repository in current dir
- git repository exist but no tags in repository
* Output commit hash instead most recent tag name.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
.lookup pool $pooldescpart - list of pools (anywhere) with substring in description
.pool list - list of pools with spawn in current map (only work in instances)
Non-instanceable maps share pool system state os useless attempt get all pols at all continents.
.pool spawns - list current creatures/objects listed in pools and spawned (added to grid data, not meaning show in world).
.pool spawns #pool_id - list current creatures/objects listed in #pool_id and spawned (added to grid data, not meaning show in world).
.pool #pool_id - pool information and full list creatures/gameobjects included in pool
* Direct store pool system dynamic data in sPoolMgr replaced by
shared pool system data object (for all non instanceable maps)
into WorldPersistentState, and own copies of pool system data
object in DungeonPersistentState/BattlegroundPersistentState.
This let have pools with object at many non-instanceable maps,
and single map pools with unique state for each instance.
* Avoid direct global grid data modify from pool system, and use for this also
recently added local for MapPersistentState grid spawn data.
* Implemented proper API for update pool system data in MapPersistentStates
from GameEvent system.
* Initialize pool system state at MapPersistendState creating.
For shared pool system state for non-instanceable maps initilized at first map state
creating.
Now pool system propertly work in instance also!
TO DEVS: please update used git_id
Now cmake support adding completed.
* If you plan build MaNGOS at Unix/Linux then you need have
installed cmake package and only can build mangos wiht cmake use:
cmake; make; make install
* If you plan build MaNGOS at Windows then for this time prefered
use old way with Visual Studio projects in win directory.
You _can_ use cmake way MaNGOS build but this experemental mode.
For cmake using build you need have cmake tool installed at Windows.
And need run cmake (for example by run createprojects.bat in MaNGOS
root directory and then load generated Visual Studio solltion file
build/mangos.sln
Currently this functionality not used, but soon planned be used
in connection wiht map persistent state specific pool system data.
In different from grid spawn data stored in ObjectMgr and used for global
(comon for all map copies) spawns from DB data or from gameevent system,
map locla spawn data used for independet grid spawns like expected to be
for pool system case when it will work in full power in instances.
Maybe for something other, like script dependent "static" spawns
not dependent from grid load state.
Now any creatures/gameobjects loaded base at DB data
in non-instanceable/instanceable maps always have same guid
as in DB data.
* Also remove useless by same reasons MaNGOS::GameObjectWithDbGUIDCheck
In result typo new summoned/spawned GO can get unexpected
non-free guids with strange results dependent from load
status of related static GO spawn (low chance conflict in fact).
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
If mangos build for use Postgre SQL server
Queries from sql/postgre_compatibility_addon.sql must be used
at least one time for each mangos DB part stored in Postgre SQL server.
File constent based at article in http://janusz.slota.name/blog/
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This reverts commit 2e57df9f71330e278dbdf98b3f43d1d7bd5ec8d4.
* For original spells referecned in commit title:
Posible instead LoS check it must use outdoor check instaed ignore any LoS like checks.
* Main reason for revert second part check that in _addition_ to referecned spell let ~1200 spells ignore los
some from that have description ponting to need los check for its