Now safe allow this casts in like way after completed convertion to ObjectGuid use.
Also simplify code in result allowed auto cast to uint64.
Please _not_ add new uint64 storages (local and in structures) for guid values.
* For better fit name to related map type class InstanceMap renamed -> DungeonMap.
This clarify usage Instanceable()/IsDungeon() because BG/Arenas maps also instanceable maps.
* InstanceSave have many code related to only DungeonMap case, so it replaced by 3 new classes:
- MapPersistentState as base class, used for non-instanceable maps (continents and some other) (!Instenceable())
- DungeonPersistentState subclass of MapPersistentState, used for DungeonMap states (IsDungoen())
- BattlegroundPersistentState subclass of MapPersistentState, used for BattlegroundMap states (IsBattleGroundOrArena())
Now all dungeon resets code moved to subclass and all player/gpoup bound functions/structures also use it.
* Map::GetInstanceSave renamed to Map::GetPersistentState and DungeonMap have specialized version
return DungeonPersistentState (same pointer in fact with proper subcalss type)
* InstanceResetScheduler renamed to DungeonResetScheduler
* Fixed wrong arenaid use at leave arena queue.
* Fixed memory lost and etc at not virtual EndBattleground call
* Fixed crash at arena join with fake data from client.
* Code cleanups.
* Use anum instead raw uint8 type in args
* Fixed crash when gm at continent invite to group gm in instance
and then teleport to instance using .goname.
When group leader teleport to instance it must get group bind instead solo bind.
* In other semilar cases detection report error as before but replace solo by group bind instead
assert crash at enter to map.
* List its independelty. Each from this 2 fields have own flags. Cleanup lists.
* Not copy proto flags to item flags update field. This fix heroic item versions
show in client in result mixed use ITEM_DYNFLAG_WRAPPED (0x8) with ITEM_FLAG_HEROIC (0x8)
* Update uses to proto case use for some cases where before wrongly has been used item dyn.flags
* For ITEM_DYNFLAG_UNLOCKED (0x4) set for item at unlock and check for prevent re-unlocking.
This mostly for future case when will be implemented partly loting items support.
* For ITEM_FLAG_LOOTABLE (0x4) check loot absent or conflicting setting with containers/casted at use items.
Report wrong cases art loading.
* Better check related loot tables content using ITEM_FLAG_PROSPECTABLE and ITEM_FLAG_MILLABLE
Also implement NEED_BEFORE_GREED disabling ROLL_VOTE_MASK_NEED
instead skip item as expected in recent client changes.
Thanks to TOM_RUS for help in understanding proper way work.
Hmm, maybe i still do wrong something... ^^
Also count disenchnt roll as greed in ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED
Now assistant/main tank/main assistant show properly
for viewer character also.
Thanks to insider42 for posting patch in Under review section.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Fixed typo in raid converting code that triggering raid disband at server restart.
* Fixed current subgroup show for character and update group memebers data at move its
in diff subgroups.
* If player tap creature in group and leave then group will have access to creature loot if not disbanded
* If player tap creature and after join to group then creature loot will accesable only by player
* Also RewardPlayerAndGroupAtKill divided to simgle player and group reward versions used for group tap
and single player tap cases.
* Changes include (in fact as part cleanup) fix got NeedBeforeGreed locked item after expire roll timer
suggested by somedruid@mangos.lighthouseapp.com.
* Added cancel rolling at creatuer corpse remove.
* For NeedBeforeGreed and GroupLoot sued common code for prepare item roll.
* Propertly send itemSlot field and use it with looted target for roll selection.
* Remove references to NumberOfPlayers useless data send in args
* Fixed long existed bug with roll show when single player from group can roll item.
* Fixed possible crash at player leave group while item roll
* Fixed wrong item amount in stack in rolls inreasult use non-initilized field as info source.
* Remove unused item guid field from Roll and not lost for nothing item guids for this.
Thanks for help in research to TOM_RUS and j4r0d.
* Now expected item limit categories (for example for item 5513 and related)
correctly limited by its amount in inventory.
* Provide and use additional arg in SendEquipError for alt. way get affected
item prototype. This let send to function item id and prevent crash client at
limit category equip errors that required item prototype data.