Condition has independent value1 (race mask) and value2 (class mask) fields and can be used with one or both.
Signed-off-by: NoFantasy <nofantasy@nf.no>
Note that script is implemented for GOSSIP_OPTION_GOSSIP only (as not expected needed for other gossip options).
Also add a few more startup checks for LoadGossipMenuItems with check for basic errors in fields
As result, gossip for GO is now possible. Moved related data structures and remove useless from code.
Please note that after some time, table npc_gossip will be fully removed (use menuId in _template in relation to gossip_menu as replacement).
Special thanks to GriffonHeart for help with research, discussions and ideas of code and thanks to Vladimir for helpful input.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Store reset time for map/difficulty pairs.
* Use DBC data for reset time and max players instead `instance_template` fields (dropped)
for each existed map/difficulty pair.
* Fix some "heroic" related checks in spells/etc.
* Also, some minor things:
- Remove duplicate sWorldLog define.
- Add sRealmList macro for RealmList::Instance().
- Use sLog macro in scripting log functions.
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
* Allow loot for not used in quest mail templates.
This let use mail template based mails from scripts for example.
* Not allow use same mail template id in more ine quests.
* Rename creature template `heroic_entry` => `difficulty_entry_1`
Possible need add 2 more fields for 2-3
* Use 2 more EventAI EFLAG_* flags for 2-3 difficulty support, update checks.
* Update area trigger code.
Note: support for specialized creature version for difficulties 2-3 not added yet
and will be used same as difficulty 1 mode.
TODO: Rename area triggers heroickey/etc fields ?
This is first step in guid counting for map local object types at map level.
Map local countin let
1) have more wide guid space and then more seldom have problems with guid counter overflow
2) possible implement (later) restart map at guid overflow without server shutdown.
3) let use static guids (not for DynamicOPbject that not stored in DB anyway) in instances instead dynamic allocated.
Note: this check only out of range value in masks.
And not detect another possible DB problem:
After last client switch spawnmask for raid dengeons need update for correct work.
In expection same spawn for both normal or both heroic modes:
raid normal spawn mask from 1 to 3 (1|2)
raid heroic spawn mask from 2 to 12 (4|8)
In other case heroic spawn will used for 25-normal mode with empty heroic mode instances.
all warnings from Wunused
and some from Wall
cause unused may be most interesting for some:
they were in following files:
src/game/Level2.cpp
src/game/Map.cpp
src/game/SpellAuras.cpp
src/game/Unit.cpp
src/mangosd/Master.cpp
but i guess mostly someone just fogot to remove this code
for some unsigned vs signed warnings i used:
ack "for.*int .*size\(\)" | ack -v uint
also note for coding:
if you do something like
if( a && b || c)
just place parentheses around (a && b) && always will have
precedence over || but without parentheses this could be overseen
quite fast (at least that's my guess why gcc will warn for this)
Signed-off-by: balrok <der-coole-carl@gmx.net>
* Report at loading about deprecated ITEM_MOD_SPELL_HEALING_DONE and ITEM_MOD_SPELL_DAMAGE_DONE
and drop support code.
* Merge healing/damage base spell bonus fields and function to spell power field/function.