Note: override is new keyword in C++11 but VC++ already have override keyword with same behaviour long time.
GCC support explicit overrides starting at 4.7. Added workaround for GCC versions < 4.7.
* Creature regeneration code moved to new virtual function RegenerateAll
* Pet instead direct call own regeneration code overwrite now RegenerateAll
Big thanks to Vladskywolf for problem research and original patch version.
This helper change for allow have in future static spawned vehicles as `creature` table data.
Added CreatureInfo::GetHighGuid() high guid selector, and wrapper CreatureData::GetHighGuid()
for most real cases of usage. Also easy get expected guid form by CreatureData::GetObjectGuid(lowguid).
Also fixed some memory lost cases at creature spawn fail.
* CreatureCreatePos work in 3 modes:
- exactly provided coordinates/orientation/map/phasemask
- exactly object + orientation as coordinates/map/phasemask
- delayed position calculation near provided object at specific dist/angle.
* Use in similar way and for Pet/Vehicle Create functions.
For Totem created new Totem::Create function with some moved in to it totem specific code.
* This let resolve recent problems with creature spawn and preserve fix for cases when
Creature::Create addon/script code expected known correct possition for creature.
* Merge Player::RemovePet and Pet::Remove function code to Pet::Unsummon
This let be sure that in all cases all required steps doen. For example this fix
creature's guardians propertly remove from guardians list.
* Add new pet save mode PET_SAVE_REAGENTS as replacement PET_SAVE_NOT_IN_SLOT+true-arg stable pair in old function args
This will avoid use reagent save arg with wrong different save modes.
* Fixed recently added code with absent check for re-summon protector pet call.
In new version last update time stopred for specific Cell that store all world objects
placed in it. All objects of Cell updated (or not updated) in same time.
Original version provided by ciphercom.
This reverts commit 10784a8c7cc81c468b5411e973d36ecf31de9603.
Main reason: impossibility for me as commiter test problem and fix all corner cases problems.
Now in case when creature/etc some tices not updates in result stay
in not active (no near players or active objects) cell some important
timers (corpse decay, summon timers, group loot expire, aura durations, etc) will
updates at real diff time from last prev. update call.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
For some systems added exclude use real diff time because current limitations
like move generators. So its stay use last tick diff and considered freeze and
skip all time while creature in not active map part.
Also other classes have been affected, due to the use of search&replace.
This will probably break some patches and 3rd party libraries, so make sure to update them if required.
Thanks to Phille for the original idea and patch!
ASSERT hard use in predictable way because diff. 3rd party libs code
redefine it inf different ways and hard make sure that used in end
of mangos define version. This is real detected problem make some
expected assert checks ignored and so bugs not detected as expected from code.
In addition made related changes:
* Common.h header expected to be first include in any src/game/header except most simple cases.
* Related FILE.h header expected to be first include in FILE.cpp
* Fixed some absent includes and type forwards for safe build without PCH enabled.
* Avoid using MANGOS_ASSERT in src/framework code
* No unsummon temporary pet at non-fly mounting.
* Implement client side disable pet's action bar for mountted owner time
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* implement server side action disabled case (action bar modify, aggro reaction and autocast)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Avoid use hardcoded and different max distance from owner for pet (more at contienets and less in instances)
Use instaed max visibility for map as expected.
* Explicitly pet remove at move pet to non-visible distance for player owner.
Original patch provided by Lightguard.
* Implement new config options for minimal player/pet/charter name length (2 by default)
* Better error reporting at problems in names.
* Add check from max pet/charter name length (same as for player names at client side)
* Speedup of summoning pets (no need to seach owner by guid)
* Fixed problem that summond pets from NPC had not initialized stats
(pet was not in world in time of stat init thus owner was not found)
Signed-off-by: ApoC <apoc@nymfe.net>
* Propertly work with uint32 spell ids in player action bar
* Fix in same time bug with not save equipment set button with id==0
* Merge misc field in character_action and playercreateinfo_action to action field as 3 byte
* Propertly load uint32 spell ids from character_spell
* Fixed types for some pet/creature related structure for spell id storing.
* Revert partly "[7903] Load and save for pets only talents."
* Avoid use enum with bit size limit field (with unexpected work in cases use values negative for related biz size int type)
* Other pet spell types auto-learned at level setup/load.
* Code will cleanup pet_spell table from non-talents spell if detect any at load.
* Free talents points recalculated at loading and levelup so store its in DB useless.
Note: bug with not highlighting learned pet talents (except first line) until learn one more talent not fixed.
* Correctly update action bar at loading and other cases when listed unlearned/not existed spells
* Avoid send data by PetSpellInitialize() many times while pet loading
* Fixed not updating levelup spells at warlock pet summon firsy time (overwriting by default original ranks in fact)
* Correctly upgrade/doungrade spell ranks in action bar.
* Fixed spell learning spam at warlock pet re-summon in some cases.
TODO: currently (before this commit and in it) PetSpellInitialize() called too oftern. Maybe possible cache update flag and do it one time somewhere in Pet::Update....
Problem exist from client version switch when stable slot amount changed.
In result this has been source problems with stable use (3-4 slots) and possible pet lost in some cases
or "not save state" for summoned pets.
Use enums to avoid repeating problem, use more safe value for not-in-slot save (for summoned pets)
Fixed data preparing for MSG_LIST_STABLED_PETS.
* Store phase mask for creatures/gameobjects/corpse in DB
* Propertly set phase for summoned creatures/gameobjects/pets/corpses/spell related dynobjects
* Select proper phase for spawned creature/gameobjects and save it in DB
TODO: in game commands.
Coorrect update Talent Points on levelup / leveldown
Unlearn other ranks of learned talent
Fix typo in Pet::HasSpell (wrong result for removed spell)
Allow .reset talents reset pet talent
Implement SPELL_AURA_MOD_PET_TALENT_POINTS aura (hunter talent)
Only reset pet talent from trainer unlearn.
Signed-off-by: DiSlord <dislord@nomail.com>