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.
* 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.
- Unit::CalculateSpellDuration split into two functions
- CalculateSpellDuration taking into account combo points and caster-side spell mods
- Unit::CalculateAuraDuration taking into account target-side spell mods
- Diminishing is now applied before duration reduction mods
- Implement saving per-effect periodic timers to DB (required for auras affected by haste)
Note: PostgreSQL does not have prepared statements implemented using native APIs.
Huge thanks to Undergarun, kero99 and Vinolentus.
Signed-off-by: Ambal <pogrebniak@gala.net>
* Some spells have StackAmount > 255, for example 22735, 54314
* In SMSG_AURA_UPDATE maximum stack amount is limited by 255
* Move duplicate code into SpellAuraHolder::BuildUpdatePacket function
* Cleanup some weird type casts in _LoadAuras
For non stacking auras preserve stack size 1 as auras created instead reset it to 0 at mnext load.
For client no difference in show and most non stacking auras not dependent from stack size value
at server side code, but any way set stack size to 0 can generate unexpected wrong caluclation results
in spell code.
* 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.
Some called from Create code can req. proper pos setup for creature.
Bad side: But in way how currently code orginized impossible setup excetly position for most
Creature sublasses. So in this part need more work.
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
Fix some bugs when all uint32 field modified instead byte parts.
In some cases added byte way set/get but code line itself need additinal reserch/fix
for use correctness in line pos.
Also move related code to Unit and allow summon minipets by creatures.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also fix creature's totems unsummon at owner remove from world.
* 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.
This can affect correct result in cases big guid values
(out of range for possitive part of int32 range) at x86 platforms.
Some other cases addded in addition to original patch fixes
where %d wrongly/unsafe used for unsigned values.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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.