* Revert realmd changes:
- typos in prev. commit prevent correct work of realmd code.
- useless log login packets
- and really horrible idea log of patch packets (how nice convert some MB in hex strings)
* Revert output world packet format to more readable old but output timestamp
* Drop outWorld, but use explcit fprintf calls into new outWorldPacketDump.
Not nice have 16 flush calls at hex line.
* Also, some minor things:
- Remove duplicate sWorldLog define.
- Add sRealmList macro for RealmList::Instance().
- Use sLog macro in scripting log functions.
* This allows Linux OS to update world every 50ms like Windows (possible speed-up, but more CPU usage).
* This hack was probably used because of old sockets lib, but we don't use this for worldd anymore.
so it seems, that the difficulty-level isn't implemented
for all battlegrounds (in fact only for alterac valley)
we now set the difficulty level based on queue-id and then go down
to the highest difficulty-level possible for this map
big thx to vladimir for information and help with code :)
former know as heroic_entry we now have 3 of those
which let us chose different creature_templates for different
map-types
normal maps will need a bit more support to use correct
spawnmodes
but for battlegrounds it works already good:
they are divided by levelrange:
0-59 == normal spawn -> spiritguides level 60
60-69 == difficulty=1 -> spritiguides level 70
70-79 == difficulty=2 -> spiritguides level 80
80 == difficulty=3 -> spiritguides level 80
this is needed mostly for alterac valley to get
right creature-templates spawned
and with that all creature->SetLevel hacks could
get removed from alterac valley code
QuestLevel -1 is now to be used for dynamic quest level instead of older 0. DB support needed for update of quests.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Move send functions to new MailDraft class from WorldSession
* Simplify use different args combinations used in SendMailTo
by groupping its by functionality in Helper classes. This also will prevent wrong way use args combinations.
those creatures shouldn't see alive creatures - else
it would be very unfair ;)
now it's also possible that they can fight against each other
this fixes the bug, that those creatures attacked living players