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.
Added ObjectGuid version Aura::GetCasterGuid()
But for prevent big problen with backporting AuraHolder
to mangos-0.12 in most cases still used old uint64 version
Aura::GetCasterGUID.
Recommended use new version where possible in clean way
as done for some cases in commit already.
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!
* Move selection allowed upper and lower heights for target point
into near point core function used for contact/close point selection.
Selection base at possibility target point searcher fly/swim(or walk by water bottom).
* Use vamp water level data so have proper water level in instances in movements.
* Use increased ground search distance for water level case.
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
* This is also hack because some float with unknown exactly value used as 'size'
* Another not resolved problem: go size used in creature target autoselection, so for large 'virtual' go
creature can seelct strange points near in attempt select 'free' place near target.
To reflect better what the function should actually return and also to clarify when used in misc calculations.
Signed-off-by: NoFantasy <nofantasy@nf.no>
also isActiveObject check moved to WorldObject - all worldobjects are inactive by default, excluding players
this is a final part of cameras implementation
(based on commit efc9623)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also remove template-way code selection for object for Map::AddToActive/Map::RemoveFromActive.
This simplify function use from not Map code.
Now movements of controlled unit are visible for nearby players,
even when controller too far from controlled unit
This new type of packet broadcasting used in HandleMovementOpcodes handler only,
maybe it can be used somewhere else.
(based on SilverIce's repo commit d2387ca)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
True if mapid fit to called instance map id and instance script confirm success for some_id case.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Only one example (mostly) case converted to use it.
Need lot work for finally switch to class obly use, so old low-level defines still exist also (while used).
But some unused low-level defines dropped.
* Add IsHostileTo/IsFriendlyTo and implement expected way checks for diff. world object types.
For controlled object check redirected to specific owner, for wild gameobject base at gameobject faction.
If faction not set expected to be hostile to anyone.
* Update grid searchers to be usable with world object instead only unit case.
Some grid searches lost redundent second object arg, AnyAoETargetUnitInObjectRangeCheck lost hitHidden arg
(for hitHidden==true case added new AnyAoEVisibleTargetUnitInObjectRangeCheck)
* Updated grid searchers used with gameobject area casts now.
Note: Gameobject area spell cast animation will still wrong show around cast triggering target instead
center around gameobject.
* In case gameobject aura apply to target for restored use target itself as caster because
we not have currently another way apply aura form wild gameobject.
also don't divide money loot for players who are not inside the
same map..
and player shouldn't be able to reclaim his corpse if it isn't in same map
and some other related cleanups
* If object still in world at delete
* If object still listed in client update queue
Possible with this crash reports will more informative and let find porblem.
* Common.h -> Threading.h -> Errors.h -> Common.h
* Remove reduncdent #include "ByteBuffer.h" in headers
* Remove redundent #include "Auth/BigNumber.h" in headers
* Avoid multyply data copy at use some now dropped functions in BigNumber.
* Avoid copy fixed byte count from byte arrays with unknown real size created from BigNumber.
* Added basic infrastructure for visibility update in case difference player and current view point.
Just for note: seletect additional arg way beacuse repeatable search object will slow but store pointer will not safe,
so use middle case: get view point pointer early as possible at visibility updates.
* Implement dynamic object and creature activisation while it's target of far sight spell effect
* Use this for SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT and SPELL_EFFECT_ADD_FARSIGHT.
* Note2: some spyglass like spells let look _around_ at long distance, this hard implement in current grid loading system
Without additional changes and not implemented (you will see empty area without creatures in likes case)
* Also fixed warning spam at CMSG_MOVE_SET_CAN_FLY_ACK receive by use proper packet sructure reading.
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>