Commit graph

34 commits

Author SHA1 Message Date
zergtmn
2835aa5f20 [11385] Add support for static vehicle spawns
Signed-off-by: zergtmn <zerg@myisp.com>
2011-04-20 23:23:47 +06:00
VladimirMangos
387f8a965a [11161] Implement Map copy local grid spawn data support.
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.
2011-02-14 10:41:30 +03:00
XTZGZoReX
2d87d68b4e [10626] CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY -> CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY 2011-01-16 18:47:52 +01:00
VladimirMangos
bf0ecf6e71 [10947] Update copyright notice for 2011 year. 2011-01-01 20:33:43 +03:00
VladimirMangos
3b0e926788 [10717] Revert "[10716][10688] New version of patch for send real diff from last update."
This reverts commit 8398a55fa274471daae115e00c627b299a3fdbbd.
This reverts commit 06e2d6859ba3d7fd47be72c23a64e68ae039701f.
2010-11-10 06:29:49 +03:00
VladimirMangos
2b98f699b7 [10690] Fixed *nix build problem after recent commits. 2010-11-07 03:04:35 +03:00
VladimirMangos
e219ee99bb [10688] New version of patch for send real diff from last update.
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.
2010-11-06 22:59:54 +03:00
DasBlub
61102e3b16 [10610] Renamed some functions from the Creature class
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!
2010-10-14 22:07:04 +02:00
VladimirMangos
acd0716297 [10432] Rename ASSERT -> MANGOS_ASSERT and related fixes
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
2010-09-02 05:13:16 +04:00
VladimirMangos
5f44c4da21 [10363] More wide use ObjectGuid in way remove MAKE_NEW_GUID uses.
Also
* Fixed some amount wrong uses low guids as full player guids.
* Add private without body ObjectGuid(uint32 const&) for catch wrong assigns low guids to ObjectGuid.
  In some cases need assign "0" guid, then use ObjectGuid() instead.
* Fixed .pdump commands work.
2010-08-17 08:22:28 +04:00
SilverIce
e427ce80cc [10052] Camera System
(based on SilverIce's repo commit 4f2f4ab + next 3 more)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-06-14 07:23:03 +04:00
VladimirMangos
722135b326 [9838] More log filters and macro uses.
* LogFilter_Weather
* LogFilter_PeriodicAffects
* LogFilter_PlayerMoves
* LogFilter_SQLText
* LogFilter_AIAndMovegens
* LogFilter_PlayerStats
2010-05-05 18:46:10 +04:00
XTZGZoReX
51fd11c92c [9638] Replace all C assert()s with MaNGOS ASSERT() macro. 2010-03-29 19:29:42 +02:00
AlexDereka
ebfb0f9835 [9389] Cleanup config data. Use proper names and expected types. 2010-02-15 15:29:06 +03:00
VladimirMangos
fe6e2e1746 [9122] Updated copyright notice for new year.
Also fix some lost in past cases.
2010-01-08 00:02:21 +03:00
XTZGZoReX
0734adb746 [8789] Rename several singleton macros to use more consistent names.
* objmgr -> sObjectMgr
 * spellmgr -> sSpellMgr
 * WaypointMgr -> sWaypointMgr
 * poolhandler -> sPoolMgr
 * objaccessor -> sObjectAccessor
 * mapmgr -> sMapMgr
 * sInstanceSaveManager -> sInstanceSaveMgr
 * ticketmgr -> sTicketMgr
 * CreatureEAI_Mgr -> sEventAIMgr
 * auctionmgr -> sAuctionMgr
 * achievementmgr -> sAchievementMgr
2009-11-08 12:11:34 +01:00
XTZGZoReX
dc725ad6b8 [8785] Use macro instead of explicit call to singleton Instance().
* For: ObjectAccessor, MapManager.
2009-11-08 03:54:41 +01:00
VladimirMangos
4284bcc2da [8753] Next version assert fail at grid load fix.
Old version not work in result wrong guid use for check.
Code moved to Creature::LoadFromDB where all data accessable fro proper search.
2009-10-30 05:23:26 +03:00
VladimirMangos
10a659a29a [8740] Make alreadyLoaded specialization select at call more explicit.
Base at report that at some platforms specialzation ignored (??).
2009-10-26 15:34:59 +03:00
VladimirMangos
3860ec2427 [8706] Fixed typo in [8704] 2009-10-22 06:51:40 +04:00
VladimirMangos
ae9ae781fc [8704] Fixed crash "Object with certain key already in but objects are different!"
* It possible in result events
1) creature move from respawn grid
2) respawn grid unloaded by timeout, but not current grid for creature
3) respawn grid loaded before current grid with creture unload
4) duplicate attempt created in old grid

Until recent guid storage move to map we create duplicate creature with same (continent) or diff guid.
With diff strange possible result in it work in world.
2009-10-22 06:43:23 +04:00
balrok
a2ff999fd3 [8676] implemented dead-visible creature flags_extra
with this flag you can specify a creature to be only
visible for dead players - this removes all hacks from
spiritguides/spirithealers from code and allows some other
special creatures

i decided to not implement an extra deathstate cause
actualy those creatures are almost equal to living ones
2009-10-18 21:28:36 +02:00
balrok
bd87209498 call OnObjectDBLoad(Creature/GameObject) for battleground at object-loading
this is a virtual function and can be used to move gameobjects
and creatures from battlegroundcode to database

for this i also had to add a BattleGround-pointer to the map
so i renamed CreateBattleGround(instanceid) to CreateBattleGroundMap(instanceid, Battleground*)
2009-09-28 16:15:01 +02:00
Ambal
58209ee79a [8182] Store and use Map* pointer in WorldObject instead map ids for speedup
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-07-15 02:13:52 +04:00
Ambal
3f7351ec25 [8105] Compile fix under Linux/BSD systems.
Signed-off-by: ApoC <apoc@nymfe.net>
2009-07-01 14:22:27 +02:00
Ambal
9f938a9ed4 [8103] More wide use IsInWorld checks and delayed at teleport operations.
* IsInWorld used to prevent return unexpected not in world objects.
* Delayed operations need to process its in world state.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-07-01 14:00:29 +04:00
balrok
54f2dbefa0 [7403] much more unneeded includes removed
now i extended my script:
NAME="Chat"; ack -c $NAME | ack ":1$" | sed 's/:1//' | xargs /usr/bin/ack-grep -l "include \""$NAME".h\"" | xargs /bin/sed -i '/include "'$NAME'.h"/d'

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-03-08 02:22:17 +03:00
VladimirMangos
b4dbeb3bc8 [7339] Attempt lock spawn grid only for active non-pet creatures. 2009-02-26 02:45:22 +03:00
VladimirMangos
872d791ca6 [7335] Implement active objects support.
Active objects triggrering grid loading and updating around self like players.
It can be used for event long run movements or escoring quest travels.
Also can be used for proper implementation far vision spells.
Currently only creatures can be activated by function call (from script) cr->SetActiveObjectState(true);
Please avoid lot amount active objects in same time use. Existance active objects support isn't meaning
that each rabbit must be active creature.

Also added independent grid unloading locks for explicit unloading lock,
lock for used by instance copied grids, lock counter for actiove object spawn grids locks.
Last case required for prevent double spawn active creature walk far away from spawn point.
2009-02-25 13:44:49 +03:00
arrai
c6f48843ad [7017] Updated copyright notice for new year 2009-01-03 18:09:51 +01:00
tomrus88
397efd4fac Merge branch 'master' into 303
Conflicts:
	src/game/SpellEffects.cpp
2008-11-18 18:08:58 +03:00
hunuza
ac00eee418 Replace some MapManager::Instance().GetMap() calls with WorldObject::GetMap() 2008-11-17 17:24:53 +01:00
tomrus88
871d5f8c99 Small progress with vehicles 2008-11-12 00:49:19 +03:00
TheLuda
800ee76535 Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/ 2008-10-14 00:29:20 +02:00