Also improve capture point locking code and fix saving lock state in NA and GH
Note: Keep in mind that capture points won't be activated before you call SetCapturePointSlider() function
Transport rotation transforms transport path - this makes possible to have few transports with same entry but with modified paths.
This also solvers problems with some transports (like deeprun tram).
TODO: some transports has non standart rotations, that must be stored in db
Signed-off-by: SilverIce <slifeleaf@gmail.com>
Note: override is new keyword in C++11 but VC++ already have override keyword with same behaviour long time.
GCC support explicit overrides starting at 4.7. Added workaround for GCC versions < 4.7.
Update '.gobject turn' command, now you have to specify 3 rotations to turn gameobject: rotation angles around z, y and x axes.
Note to DB devs: use QuaternionCompressed::Unpack to extract rotations from the data that came with UPDATEFLAG_ROTATION.
* 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
* 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
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!
Possible real source of problem: existing in code mixed
std:: structure templates instanting under pack pragma and out.
And this incompatible structure layouts wrongly mixed used by GCC.
So all std:: strcutures used moved out from pack pragma guards.
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>
By unknown reason GCC generate wrong code for locale structures declared in header after pack pragma.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>