* `game_event_pool` dropped and related in momory data generated
based by another pool tables content.
* Pool work with spawed at event and despawned at event object now different.
- If object listed in `game_event_*` as spawned at event start and it's part of some pool
then all other pool object must be listed as spawned with this event start, and more,
if pool has mother pool, then all mother pool members must have objects spawned at this
event start. More short: all object of some top (not have mother pool) mitbe or listed for some event start spawn,
or not listed for any event start spawn.
- If object listed in `game_event_*` as DEspawned at event start and it's part of some pool
then nothing special required for other pool objects. Event systemwil command to pool system exclude for spawning and despawn referenced
object until event end.
* Many checks has been added at event/pool data loading.
* Changes fix crashes related to event/pool common work.
Thanks to NoFantasy for help in research original problems and ways for improve code.
* Restore work with money loot.
* Old code sometime generate empty loot windows for normal loot and sometime skip its.
Code changed to be more consistent. Added new option Corpse.EmptyLootShow that control
show empty normal loot window in some cases enabled by default:
- if creature expected to be lootable but loot generated empty by some reasons.
- if creature can be skinnable
If option disabled thne code attempt avoid empty normal loot windows for empty cases.
* Possible fixed case instant despawn non-skinable creature after normal loot complete.
And update config version.
Also note: it not has been propertly updated in prev. time
when config version in .conf.in changed. It must be sync changed in
*.conf.in and in SystemConfig.h.in
Note: it not applied to crashes and shutdowns after mangosd/relamd startup completed.
You can continue without delay (as now) and fast exist, or wait <Enter>, or some secs
for continue. Last can be helpful for see for example not applied sql update revision
data and etc.
New field script_id in creature_movement can be filled for each waypoint point and run the corresponding script from creature_movement_scripts.
Script_id can be any value and several points/creatures can share the same script (with limits of course, such as script depending on location and other factors).
DB projects are advised to move current text, spells and emotes data in creature_movement fields as these fields are strictly no longer needed and may be fully removed in the future.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* In beggining bad news: at 3.3.3 switch has been forgoted item_instance.data field chnage.
In result items with texts (mail copy in to inventory, some other) lost text content.
* That why in current commit item_text droped without convertion. In result all itesm with texts
will lost text. Sorry for this as i think small porblem :(
* Now text stored in item itself.
* Quests.Daily.ResetHour (0..23) for daily quests
* Quests.Weekly.ResetWeekDay (0..6) and Quests.Weekly.ResetHour (0..23) for weekly quests.
* Drop time from character_queststatus_daily and use same way as weekly quest reset time store.
Added new config value to define whether it should be updated.
This table will only be updated on logout, not on periodic save.
Signed-off-by: hunuza <hunuza@gmail.com>
* Now at login by RA-connection RA-connection use account id/access level
for commands execute. So at login with moderator access by RA-connection you
can execute only moderator level commands. For administrator level accounts
allowed execute only console level commands if new config option RA.Stricted = 0.
For security reasons by default RA.Stricted = 1.
* RA-connection executed commands now logged for associalted account id
* Some own account related commands allowed execute in RA-connection
NOTE: config version updated because RA.Stricted = 1 not compatible with old
way work and this can break tools thta use RA-access if it not disabled.
Yuo will need update mangosd.conf.
- removed deprecated code from RASocket
- allow more than one login at a time on the RA console
- added gsoap library for handling SOAP requests
- removed deprecated mangos_string entry
Thanks to:
- Derex for reporting a bug which occured if more than 1024
players were connected [poll() vs select()]
- caeruleaus for adding windowsbuild support
- vladimir for suggesting a different thread starting order
- fdb_ for suggesting SOAP in the first place
* Drop Battleground.QueueAnnouncer.Enable and Battleground.QueueAnnouncer.PlayerOnly
* Add Battleground.QueueAnnouncer.Join with 0..2 values (1=to joined player, 2=to world)
* Add Battleground.QueueAnnouncer.Start for start bg event
Also fixed bug when not rated arenas announced as BG announces
Also lost mangosd.config changes from prev commit.
Option Arena.QueueAnnouncer.Enable removed so if it used
need update mangosd.conf to new options use.
(based on insider42/mangos commit 211506f)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Drop delayed moves list in Map code
* Apply movement coords update always at call including movement to different cell/grid.
* Instead removed functionality mark creature as need move notify broadcast at next tick, do it.
This must resolve porblesm with CreatureRelocation in past not always update position to new expected at call
And in resul next code fail or work in strange way. Mark creature for notifier call at next Update
let safe main part remopved functionality implemented in another way: prevent cascade (or infinity chain)
in move updates. In fiture possible implement move notify call not at each tick for save time.
* New config option MaxSpellCastsInChain ( 0 is disabled old way work )
* Check added for prevent stack overflow crashes in case infinity triggered casts sequences
with more useful error output instead crash.
* Default config steeing in 10 casts expected to allow all possible in game proper cast chains.