Commit graph

3277 commits

Author SHA1 Message Date
tomrus88
e7c56a0f45 Merge commit 'origin/master' into 330 2009-10-22 18:50:58 +04:00
tomrus88
79e71ef4ac Some quest fixes. 2009-10-22 18:49:40 +04:00
VladimirMangos
b942616ded [8710] Make vehicle guid counter per-map local.
Also update/drop/move to Map some dependent functions.
2009-10-22 17:43:41 +04:00
Tassader2
53b6d28a24 [8709] Show spell miss as miss, not resist
Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-22 14:20:31 +02:00
KiriX
eb26f27a21 [8708] Fixed damage from spell 1120 and ranks when target below or equal 25% of health.
Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-22 14:12:56 +02:00
balrok
f1800cf05a [8707] fixed linuxbuild 2009-10-22 13:23:49 +02:00
VladimirMangos
3860ec2427 [8706] Fixed typo in [8704] 2009-10-22 06:51:40 +04:00
VladimirMangos
d482193cea [8705] Move DynamicObject guid counting from global levle to map.
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.
2009-10-22 06:49:35 +04:00
VladimirMangos
ae9ae781fc [8704] Fixed crash "Object with certain key already in but objects are different!"
* It possible in result events
1) creature move from respawn grid
2) respawn grid unloaded by timeout, but not current grid for creature
3) respawn grid loaded before current grid with creture unload
4) duplicate attempt created in old grid

Until recent guid storage move to map we create duplicate creature with same (continent) or diff guid.
With diff strange possible result in it work in world.
2009-10-22 06:43:23 +04:00
VladimirMangos
f762b57fea [8703] Remove templates and some used functions from ObjectAccessor. 2009-10-22 02:46:16 +04:00
balrok
69abc9ece4 [8702] removed startup-error for creature_loot_template id=0
for alterac valley we've defined Player-loot inside creature_loot_template
with id=0
this hack is used, so that we won't need to create an extra table
player_loot_template for just one case

if later more player-loot will be needed, we should implement
new table and remove this

also added sql-fix for reputation of last commit
it will just fix those which are hated by faction 729/730
2009-10-21 23:32:45 +02:00
ApoC
b4ea5a6d19 [8701] Fixes and inprovements in pool system.
* Fixed object is removed from guid->object map but still spawned in world under some conditions
* Fixed possibility to spawn already spawned object
* Fixed objects despawning (missing part for explicitly chanced objects added)

Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-21 23:19:56 +02:00
tomrus88
178679b4fa Added lost changes. 2009-10-21 23:50:25 +04:00
tomrus88
5e15a6553c Merge commit 'origin/master' into 330 2009-10-21 23:49:51 +04:00
tomrus88
200ffee27c Updated to latest PTR client 10623.
Fixed build on VS 2010 Beta 2.
2009-10-21 23:48:42 +04:00
balrok
f59f7d2a2e [8700] fixed very high reputation in alterac valley
bug happened when one team owned a mine at the end of the match
and is caused through an uninitalized variable
through that players could gain or lose _very_ much reputation

sorry :x
2009-10-21 21:45:16 +02:00
laise
211b50ce63 [8699] Fix instance bound difficulty selection.
This must fix crashes at enter to heroic mode instances and raids showup after client switch.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>

I can't repeat crashes with existed raids after changes apply but possible in some cases
need drop content of related DB table for resolve some crashes.
2009-10-21 22:51:43 +04:00
balrok
97c94cff56 fixed problems with isInvisbleForAlive
removed redundant check at MoveInLos
this check is already done in istargetableForAttack
thx to NoFantasy

fixed in isVisibleForOrDetect that isInvisbleForAlive
wasn't checked.. and therefore all spiritserviceprovider
got visible
thx to NetSky
2009-10-21 20:00:07 +02:00
VladimirMangos
ffc2f97d3b [8698] Better way check spawn masks (for specific map)
Also note: i has been totaly wrong in my last notes in prev. commit :((
Old "heroic raid" fine map to new normal 25. Sorry.
2009-10-21 21:31:44 +04:00
VladimirMangos
314687092f [8697] Check creature/GO spawnmask at server loading.
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.
2009-10-21 19:25:51 +04:00
VladimirMangos
7ffb8e20ff [8696] Replace pure virtual functions for better error output. 2009-10-21 18:11:10 +04:00
hunuza
1571997f31 Add describtion for a new quest flag added in 3.1.2.
Signed-off-by: hunuza <hunuza@gmail.com>
2009-10-21 15:27:36 +02:00
VladimirMangos
012b54a63d [8695] Fix negative auras remain time calculation at loading for pets.
In similar ways as recently fixed for players.
2009-10-21 04:50:42 +04:00
balrok
fcf854c0bb [8694] GMs should see units with "invisibleForAlive()" 2009-10-21 00:07:11 +02:00
Corfen
86b60901bf [8693] Fixed glyph 45785
Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-20 23:54:34 +02:00
DonTomika
6a2e23cac0 [8692] Fixed trigger part of spell 31944.
Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-20 23:40:51 +02:00
balrok
ac6e13d0e3 [8691] fix battleground spiritguides
they are now alive and so some spellchecks got invalid
2009-10-20 23:37:47 +02:00
balrok
20e8982075 [8690] added unit auraFlag variable
this can be used for faster checking if an unit has a specific
aura applied..
also implemented the alive-invisible auras now with this way
2009-10-20 23:37:31 +02:00
balrok
46389e4e1c [8689] implement function Unit::isInvisibleForAlive
with that i've implemented all known auras which makes
units invisible for alive.. but that's currently quite hacky
i think best would be if we could set a unit-flag after those auras
getting applied
2009-10-20 23:37:21 +02:00
balrok
e990d5c509 [8688] proper implementation of creatures ghost-flags
this reverts 8676 (9c50d9e70314b0cd9eb0fe3bac8040d64a9965a5)
the new flag is from wdb-files so your database should be
already alright

also i've dropped the function Player::CanInteractWithNPCs
cause it was used only in one place and didn't seem to make anything
easier

NOTE for this flag:
it just means that the creature can be seen by ghost-players
too..
so they are still visible for alive players.. unless a special
aura or ther unitflag (spiritguide/healer) disables this..
(see next commit for it)
2009-10-20 23:34:13 +02:00
ApoC
58139610eb [8687] Fixes in TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT.
* Removed my too script check on data load.
* Allow looking up fo DB target also if spell has required focus set.
* Makes DB targets optional not required.

Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-20 23:21:44 +02:00
ApoC
5bae4fccf8 [8686] Fixed logic of triggering spells from SPELL_AURA_PERIODIC_TRIGGER_SPELL and SPELL_AURA_PERIODIC_TRIGGER_SPELL_WITH_VALUE.
This patch should correct target selection for triggered spells
with target type TARGET_SELF.

Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-20 20:13:06 +02:00
NoFantasy
cd43a0a192 [8685] Add a few more creature type_flag enum names (meaning still unknown) 2009-10-20 19:28:36 +02:00
reeshack
efe057112d [8684] Typos in code for talent 30675 and ranks affect at spell 421 ranks 7 & 8 casting.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-10-20 18:37:16 +04:00
VladimirMangos
8271e7eb99 [8683] Correctly update negetive aura duration at loading.
Thanks to ApoC for problem reseach.
2009-10-20 16:45:31 +04:00
VladimirMangos
2db2600d65 [8682] Restore build at Unix/Linux
Not tested, but fix repoted build problem.
2009-10-20 14:53:50 +04:00
NoFantasy
20a5cbcdca [8681] Update one creature type flag name and correct typos in comments.
Signed-off-by: NoFantasy <nofantasy@nf.no>
2009-10-20 11:18:05 +02:00
seirge
f015e77a07 [8680] Spawn objects only in loaded grids (not just created)
Real object creating in grid make sense only if grid data already loaded, in other cases
gameevent/pool related object will loaded at normal grid data loading.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-10-20 11:34:01 +04:00
VladimirMangos
dcadfb7cae [8679] Remove 2 now unneeded includes. 2009-10-20 01:12:37 +04:00
VladimirMangos
8bf52f7c63 [8678] Move objects updates store and proccessing for send to client in per map way. 2009-10-19 23:46:58 +04:00
tomrus88
aa161f802b Merge commit 'origin/master' into 330 2009-10-19 15:08:16 +04:00
VladimirMangos
abb77cfdbf [8677] Move most client update data functions to object itself from ObjectAccessor.
Also use virtual function BuildUpdateData (old ObjectAccessor::_buildUpdateObject)
that different for world objects and items.
2009-10-19 15:03:06 +04:00
balrok
a2ff999fd3 [8676] implemented dead-visible creature flags_extra
with this flag you can specify a creature to be only
visible for dead players - this removes all hacks from
spiritguides/spirithealers from code and allows some other
special creatures

i decided to not implement an extra deathstate cause
actualy those creatures are almost equal to living ones
2009-10-18 21:28:36 +02:00
m4cm4n
aa87b7007c [8675] Implemented dummy effects for spells 49357, 52845.
Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-18 21:02:31 +02:00
ApoC
356f1da19b [8674] Fixed mistake in my commit [8657]
I accidentaly put code into wrong switch.

Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-18 20:18:23 +02:00
ApoC
ef2992f175 [8673] Typo fix from prev. commit. :(
Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-18 19:57:38 +02:00
ApoC
3558829283 [8672] Fixed condition in prev. commit.
Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-18 19:33:04 +02:00
XTZGZoReX
0e1854a936 [8671] Correctly send SMSG_PET_TAME_FAILED with appropriate value when taming fail instead of spell fail.
I also removed conditions from Spell::EffectTameCreature which are checked in Spell::CheckCast.

Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-18 19:16:48 +02:00
pasdVn
906b2784a2 [8670] Apply SPELL_AURA_MOD_EXPERTISE in related hit chance calculations for creatures
(backported from commit 315a1cd)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-10-18 18:28:12 +04:00
Seizerkiller
990824a88c [8669] Apply creature DB dmg modifier to base damage instead full.
This fix problem with unexpected fixed damage spells scaling.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-10-18 18:15:06 +04:00