* Direct store pool system dynamic data in sPoolMgr replaced by
shared pool system data object (for all non instanceable maps)
into WorldPersistentState, and own copies of pool system data
object in DungeonPersistentState/BattlegroundPersistentState.
This let have pools with object at many non-instanceable maps,
and single map pools with unique state for each instance.
* Avoid direct global grid data modify from pool system, and use for this also
recently added local for MapPersistentState grid spawn data.
* Implemented proper API for update pool system data in MapPersistentStates
from GameEvent system.
* Initialize pool system state at MapPersistendState creating.
For shared pool system state for non-instanceable maps initilized at first map state
creating.
Now pool system propertly work in instance also!
Now any creatures/gameobjects loaded base at DB data
in non-instanceable/instanceable maps always have same guid
as in DB data.
* Also remove useless by same reasons MaNGOS::GameObjectWithDbGUIDCheck
* Creature/GameObject guid generators moved to Map
* For avoid wrong not converted cases generic function in ObjectMgr has been replaced by
specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid().
This let catch all cases that need update in custom code or scripts.
* Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe.
* Restore one more time unix build broken in prev. commits.
Note: many cases when something not wotk in instance but work in continents
possible magicly start work after this commit. For example, some gm commands.
From large systems that need more chnages for start work in full power in instances
can be referecned pool/gamevent system. Last need just small hacks drop changes but
in will addded in independent commit.
* Pool System for correct full power work in instance need implement
MapPersistentState local pool system state for instanceable maps.
Unit this not implemented pool system must avoid creating/despawn/touch
instance map objects. Currently this work because instance map object use
dynamic generated guids and "invisible" for Pool System, with explcitly forbiden
for it spawn directly new objects. Code changes add explicit checks for preserve
this way work for time when instance object will use static guids. When local pool
state storing in persistent state this protection checks will possible drop.
Non-instanced working cases converted in local map object search calls.
* GameEvent Systems currently have code that work correctly only with objects at
non-instanced maps by same reasons as Pool System. But in different Pool System
case game event activate/deactivate expected applied to _all_ object copies in all
existed instanceable map copies. Code modified for work in expected way.
Direct spawn disabled for instanceable maps until swith to static guids.
Despawn code will make affect only for non-instanceavble maps unit swithc to static guids as-is.
This is preserve current code working result.
* Convert last case usage global creature search in aura code to map local case.
Player case also possible not need now after including caster damage/heal mods
part to aura base damage/heal. In any cases player case preserved in old way work.
NOTE: this last places dependent from global creature/gameobject guid search so look like this
make possible start direct work to switch instances use static guids instead dynamic generated
* For better fit name to related map type class InstanceMap renamed -> DungeonMap.
This clarify usage Instanceable()/IsDungeon() because BG/Arenas maps also instanceable maps.
* InstanceSave have many code related to only DungeonMap case, so it replaced by 3 new classes:
- MapPersistentState as base class, used for non-instanceable maps (continents and some other) (!Instenceable())
- DungeonPersistentState subclass of MapPersistentState, used for DungeonMap states (IsDungoen())
- BattlegroundPersistentState subclass of MapPersistentState, used for BattlegroundMap states (IsBattleGroundOrArena())
Now all dungeon resets code moved to subclass and all player/gpoup bound functions/structures also use it.
* Map::GetInstanceSave renamed to Map::GetPersistentState and DungeonMap have specialized version
return DungeonPersistentState (same pointer in fact with proper subcalss type)
* InstanceResetScheduler renamed to DungeonResetScheduler
* New table added for non-instanced maps (except BG/arena):
- `mangos`.`world_template` (script mapping to non instanced data)
- `characters`.`world` (saved script data string storage)
* InstancedData created for any map types including BGs/arenas, that allow have scripts
state for any maps, but BG/arena instance data not saved.
Note: Possible structures will renamed later for clarify apply to any type maps,
but avoid for now for simplify changes and hard affect to script library sources.
* Fishing now prowide junk loot at fail skill check.
This can be disabled for old way work using SkillFail.Loot.Fishing option.
Junk loot expected to be listed in fishing_loot_template entry 0.
* Fishing can gain skill grow at skill fail check case.
Controlled by SkillFail.Gain.Fishing option.
* Fishing from fishing pool gameobject can't be fail.
Controlled by SkillFail.Possible.FishingPool
- Script library presence is now optional.
- Some script hooks have new names. Scripting libraries need to be adjusted accordingly.
Signed-off-by: zergtmn <zerg@myisp.com>
This just move parts of existing code from TriggeringLinkedGameObject and does not affect summoned trap type GO's (or related to summoned).
Signed-off-by: NoFantasy <nofantasy@nf.no>
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.
This reverts commit 10784a8c7cc81c468b5411e973d36ecf31de9603.
Main reason: impossibility for me as commiter test problem and fix all corner cases problems.
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.
Also other classes have been affected, due to the use of search&replace.
This will probably break some patches and 3rd party libraries, so make sure to update them if required.
Thanks to Phille for the original idea and patch!
In addition, a check is added to prevent unexpected call to Use() at received opcode. Despawn of this type GO can then only be used with explicit call to Use()
Signed-off-by: NoFantasy <nofantasy@nf.no>
Add a default define and use it instead of hard coded value.
Some additional minor corrections for transport GO's
Signed-off-by: NoFantasy <nofantasy@nf.no>
As with similar GO's that are not interactable (gameobject_template.flags|4) as default, GO's of type 2 becomes active when player can take a quest (or deliver quest).
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Check class considered have all info select object in world from suggested but grid walker list in some grid.
This also meaning that Check must always have focus object around that (and in same phase) fit objects must be.
* Searcher only must ask Check and know how from all objects fiting to Check select result object(s).
For this reason and for better compatibility removed first arg (searcher) form all Searcher classes.
Instead expected used Check::GetFocusObject() object if need ( by always need check and simolify Check classes
phase checked in Search classes). This also restore source code compatibilty in related lines with prev.client
version branches code.
* While focus object adding fixed possible wrong phase object selection at stealth detection and at corpse searches.
ASSERT hard use in predictable way because diff. 3rd party libs code
redefine it inf different ways and hard make sure that used in end
of mangos define version. This is real detected problem make some
expected assert checks ignored and so bugs not detected as expected from code.
In addition made related changes:
* Common.h header expected to be first include in any src/game/header except most simple cases.
* Related FILE.h header expected to be first include in FILE.cpp
* Fixed some absent includes and type forwards for safe build without PCH enabled.
* Avoid using MANGOS_ASSERT in src/framework code
This allow GO's not summoned by any to be processed and use the spells as defined in GO template as expected.
In addition some new checks to determine if GO should despawn and if group membership should be checked or not to allow use.
Signed-off-by: NoFantasy <nofantasy@nf.no>