Commit graph

52 commits

Author SHA1 Message Date
SilverIce
820a3c0eff [11380] Research dynamicobject types, added DynamicObjectType enum 2011-04-19 11:22:35 +03:00
VladimirMangos
989d229968 [11288] Check IsPositiveEffect in IsPositiveSpell only for existed effects.
Thanks to NoFantasy for problem research.

Also make IsPositiveEffect use SpellEntry* arg instead spell id.
2011-03-26 03:10:26 +03:00
VladimirMangos
d3947b2026 [11220] Implement support positive persistent auras
Note this alos have bad side: if some spell wrongly checks as possitive then it will work wrong after.
So report if any.
2011-03-05 23:03:28 +03:00
SilverIce
d597ffe10e [11183] Use map type dependent visibility distance for gameobject, dynamicobject and corpse visibility checks
Also drop no more needed Visibility.Distance.Object config option
2011-02-18 02:09:47 +02:00
VladimirMangos
bf0ecf6e71 [10947] Update copyright notice for 2011 year. 2011-01-01 20:33:43 +03:00
Ambal
b11820593c [10924] Send time diff between Update() calls for object - should help with mob respawn on inactive grids etc. Based on patches by VladimirMangos and cipherCOM. All issues from previous patches should be finally fixed now.
Signed-off-by: Ambal <pogrebniak@gala.net>
2010-12-27 22:27:20 +02:00
VladimirMangos
bbd34562a8 [10750] Convert Gameobject owner to objectguid use. 2010-11-19 21:36:01 +03:00
tomrus88
76dfdd336f Backports from 400 branch. 2010-11-15 18:01:45 +03:00
VladimirMangos
3b0e926788 [10717] Revert "[10716][10688] New version of patch for send real diff from last update."
This reverts commit 8398a55fa274471daae115e00c627b299a3fdbbd.
This reverts commit 06e2d6859ba3d7fd47be72c23a64e68ae039701f.
2010-11-10 06:29:49 +03:00
VladimirMangos
e219ee99bb [10688] New version of patch for send real diff from last update.
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.
2010-11-06 22:59:54 +03:00
VladimirMangos
0847d4c8cd [10683] Revert "[10677] Send to creature/etc Update call real diff from last update and use it."
This reverts commit 10784a8c7cc81c468b5411e973d36ecf31de9603.

Main reason: impossibility for me as commiter test problem and fix all corner cases problems.
2010-11-05 19:54:31 +03:00
cipherCOM
555c1a9094 [10677] Send to creature/etc Update call real diff from last update and use it.
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.
2010-11-03 07:07:13 +03:00
DasBlub
fc5dd54f37 [10612] Revert "[10611] Made some values const"
Reason: It makes no sense to make a local variable const.

This reverts commit 49e3184d69056738701bc15d9b7f982bf11d7bbc.
2010-10-15 22:29:10 +02:00
Reve
47d971c7f9 [10611] Made some values const
Signed-off-by: DasBlub <dasblub@gmail.com>
2010-10-15 22:14:42 +02:00
Laise
cc16743074 [10521] Fix iterator update, thanks to VladimirMangos 2010-09-23 11:11:35 +02:00
Laise
5d8cd04f97 [10519] Fix delaying spell with 2 or more persistent area auras and store ObjectGuid instead of Unit* on DynamicObject affected set 2010-09-23 10:10:34 +02:00
Laise
abbf4f5331 [10486] Use casterGUID check for delaying holder since possible stacking same spell from different casters 2010-09-15 11:36:04 +02:00
Laise
a32b3063a2 [10156] Add shared object for auras of same spell and move spell proc code to its own file, also spread procs by auras and effect indexes. 2010-07-07 19:08:26 +03:00
NoFantasy
4024a1c50c [10121] Add a few comments about DYNAMICOBJECT_BYTES + fix typo in one. 2010-06-29 12:23:29 +02:00
NoFantasy
b8540cf04d [10116] Remove some wrongly initialized fields for dynamic object.
This will correct visual appearance of spells like for example id 26573.

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-06-28 12:55:39 +02:00
NoFantasy
2375a1cb71 [10110] Add function Get/SetObjectScale and update code where scale is set.
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-06-27 12:39:29 +02:00
SilverIce
6ca609629c [10073] Make object active at applying view on it
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.
2010-06-18 00:19:12 +04:00
SilverIce
e427ce80cc [10052] Camera System
(based on SilverIce's repo commit 4f2f4ab + next 3 more)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-06-14 07:23:03 +04:00
SilverIce
e3f3f3410a [9736] Added more usable interface for grid visits
(based on SilverIce's repo commit f20f01e)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-04-12 15:15:55 +04:00
VladimirMangos
7fb5d850bf [9510] Gameobject casting improvements.
* 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.
2010-03-04 07:38:26 +03:00
VladimirMangos
84080aaf60 [9411] More SpellEffectIndex using in apropriate cases 2010-02-19 06:45:11 +03:00
XTZGZoReX
0ff9250de2 [9245] Remove CellLock class and all cell-level thread locking.
* It was wasting CPU power as cell-level locking is not needed.
* Future multithreading will be on map-level.
* CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
* Some minor cleanup in Cell::Visit/Map::Visit.
2010-01-23 21:36:15 +01:00
VladimirMangos
fe6e2e1746 [9122] Updated copyright notice for new year.
Also fix some lost in past cases.
2010-01-08 00:02:21 +03:00
ApoC
45c9c136ba [8653] Implemented per map guids store.
This patch implements storing guid->object pairs on per map level, this leads
to less locking in ObjectAccessor in case of further multithreaded map update.

For case of cross map guid looking (auras cases) all maps are linked into
ObjectAccessor and can be traversed for this lookup.

Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-17 00:12:31 +02:00
tomrus88
258e19a4a3 Merge commit 'origin/master' into 320 2009-09-22 18:14:06 +04:00
Ambal
cfea99ea62 [8524] New cell search algorithm implemented. You can now choose different visibility distances on continents, in BG/Arenas and instances.
Please, update your config files and check new options:

Visibility.Distance.Continents    = 90
Visibility.Distance.Instances     = 120
Visibility.Distance.BGArenas      = 180

Thanks everyone involved in patch tests!

Signed-off-by: Ambal <pogrebniak@gala.net>
2009-09-21 23:25:29 +03:00
tomrus88
3882772658 Merge commit 'origin/master' into 320
Conflicts:
	src/game/Player.cpp
2009-08-27 01:54:04 +04:00
VladimirMangos
45dd7140b5 [8422] Implement far sight like spells work for long distance.
* 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.
2009-08-26 08:30:40 +04:00
tomrus88
1a47420fe8 Merge commit 'origin/master' into 320
Conflicts:
	src/game/Map.cpp
	src/game/MapInstanced.cpp
	src/game/Player.cpp
	src/game/SpellEffects.cpp
	src/game/Totem.cpp
2009-07-15 09:40:13 +04:00
Ambal
58209ee79a [8182] Store and use Map* pointer in WorldObject instead map ids for speedup
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>
2009-07-15 02:13:52 +04:00
tomrus88
7df6372458 Updated to client 3.2.0.10026, not tested. 2009-06-24 10:23:02 +04:00
tomrus88
944a211016 Removed unused field. 2009-06-05 16:12:01 +04:00
tomrus88
908f41b031 Attempt to fix quests. Some other fixes. 2009-05-07 02:04:43 +04:00
tomrus88
e5bde711ea Merge branch 'master' into 310
Conflicts:
	src/game/Chat.cpp
	src/game/Chat.h
	src/game/GameObject.cpp
	src/game/Level2.cpp
2009-03-21 15:48:51 +03:00
AlexDereka
8a5e4706bc [7506] Remove dual ERROR in logs 2009-03-21 11:47:57 +03:00
tomrus88
31b3ee95ad Merge branch 'master' into 310
Conflicts:
	src/game/Level2.cpp
	src/game/PetHandler.cpp
	src/game/Player.cpp
	src/game/Player.h
	src/game/SkillHandler.cpp
2009-03-11 12:22:58 +03:00
balrok
54f2dbefa0 [7403] much more unneeded includes removed
now i extended my script:
NAME="Chat"; ack -c $NAME | ack ":1$" | sed 's/:1//' | xargs /usr/bin/ack-grep -l "include \""$NAME".h\"" | xargs /bin/sed -i '/include "'$NAME'.h"/d'

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-03-08 02:22:17 +03:00
tomrus88
42a8ae3752 More work on update packets 2009-02-26 19:55:45 +03:00
VladimirMangos
aa24bd836e [7207] Phase system development continue for DB/in_game objects
* Store phase mask for creatures/gameobjects/corpse in DB
* Propertly set phase for summoned creatures/gameobjects/pets/corpses/spell related dynobjects
* Select proper phase for spawned creature/gameobjects and save it in DB

TODO: in game commands.
2009-01-31 06:11:50 +03:00
arrai
c6f48843ad [7017] Updated copyright notice for new year 2009-01-03 18:09:51 +01:00
tomrus88
af1e1d7794 Merge branch 'master' into 303
Conflicts:
	src/game/Corpse.cpp
	src/game/DynamicObject.cpp
	src/game/GameObject.cpp
	src/game/Object.h
	src/game/Unit.cpp
	src/game/Unit.h
2008-12-05 18:16:31 +03:00
tomrus88
d00a453863 Reduced number of cells (doubled max visibility distance).
Use 2D distance for visibility checks.
2008-12-05 17:42:46 +03:00
tomrus88
df3ca15c3d Use 2D distance for visibility checks 2008-12-05 02:01:05 +03:00
tomrus88
397efd4fac Merge branch 'master' into 303
Conflicts:
	src/game/SpellEffects.cpp
2008-11-18 18:08:58 +03:00
hunuza
ac00eee418 Replace some MapManager::Instance().GetMap() calls with WorldObject::GetMap() 2008-11-17 17:24:53 +01:00