* 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.
* This let more easy catch packet structure chnages at client switch.
* Fixed structure CMSG_GUILD_BANK_SWAP_ITEMS
* Fixed structure CMSG_SPLIT_ITEM, CMSG_SELL_ITEM
* Added read data amount fixes for some other packets.
Thanks to TOM_RUS in help check correct packets structure.
Note: not all packets possible fixed. Please report for not fixed cases at errors:
"opcode %s (0x%.4X) have unprocessed tail data (read stop at %u from %u)"
* Use this fucntions in some case.
* Change some packets to form: read fields first check later for better control recieved packets structure.
* Fix CMSG_STAND_STATE_CHANGE packet structure to more correct.
CHECK_PACKET_SIZE was pretty error prone; once it was forgotten mangosd
could crash due to the asserts in ByteBuffer.h. That was exploitable by
malicious players.
Furthermore, there were duplicate checks: Additionally to
CHECK_PACKET_SIZE, the ByteBuffer assertions keept an eye
on not exceeding the packet boundaries - just to crash the server for
sure in such a case.
To prevent memory leaks or other undesirable states, please read in
every handler all variables _before_ doing any concrete handling.
* GM.InGMList replaced by GM.InGMList.Level with default value 3 (visible any gm levels)
* GM.InWhoList replaced by GM.InWhoList.Level with default value 3 (visible any gm levels)
Update mangosd.conf if used non default value for old GM.InGMList and GM.InWhoList
* 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>
* Propertly work with uint32 spell ids in player action bar
* Fix in same time bug with not save equipment set button with id==0
* Merge misc field in character_action and playercreateinfo_action to action field as 3 byte
* Propertly load uint32 spell ids from character_spell
* Fixed types for some pet/creature related structure for spell id storing.
* Create new monster move field in Creature class and use it in all cases when expected use MONSTER_MOVE_* flags.
* Store and use MOVEMENTFLAG_* values in field in MovementInfo structure of Player class.
* Cleanups and fix related code.
NOTE: DB in creature_addon store values similar MONSTER_MOVE_* flags, scritps also expected set only this flags.
* Replace platform seelction MaNGOS code for select format descriptor for uint64 by using ACE define.
I64FMTD renamed to UI64FMTD for more clear name.
* Add new define UI64LIT (base at ACE seelction) for build portables uint64 literals.
Please always use UI64LIT(0x00001) instead less portable 0x00001LL
Move near teleport landing code to WorldSession::HandleMoveTeleportAck.
This make Player::TeleportTo code working in same way for both far/near teleports.
Move mSemaphoreTeleport from WorldObject to Player and merge with DoNotMove (using 2 fields for far/near teleport flag).
Skip movement packets until landing confirmation for near teleport from client.