Commit graph

100 commits

Author SHA1 Message Date
Antz
9d20fe2b32 Initial project location adjustment 2020-02-17 09:22:43 +00:00
Antz
f1c9e0f94b [Sync] Project header sync 2020-02-17 09:22:26 +00:00
billy1arm
454fbe5ef9 [m] minor doxygen updates 2020-02-17 09:01:04 +00:00
billy1arm
c94dbc84c2 [m] Lots of Doxygen fixes/additions - thanks to lfxGroove 2020-02-17 08:59:03 +00:00
billy1arm
ef445ea523 [12632] Revert previous commit (see Notes) 2020-02-17 00:54:15 +00:00
Dramacydal
1cd806c02e [12631] Use uint32 for phaseMasks in core and database 2020-02-17 00:41:55 +00:00
Dramacydal
c47a6fa6ab [c12628] Use TransportAnimation.dbc to check transport validity 2020-02-17 00:25:06 +00:00
Schmoozerd
a27787851c [c12537] Update Authorship information
(based on commit [12388] - 037f217)

Signed-off-by: Xfurry <xfurry@scriptdev2.com>
2020-02-16 21:27:46 +00:00
Schmoozerd
a05738717a [c12536] Happy New Year 2013
Update authorship information and prepare for easier ways next year

Signed-off-by: Schmoozerd <schmoozerd@cmangos>

(based on commit [12325] - b7dbcda)
2020-02-16 21:25:01 +00:00
stfx
d22e1d3b7a [12165] Move opvpmgr based capture point saving / loading to opvp class
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
2020-02-16 20:41:43 +00:00
Yaki Khadafi
7b7af4d67e [0176] Update gameobject_template
Also enable last tutorial opcodes

Signed-off-by: Yaki Khadafi <ElSolDolLo@gmail.com>
2020-02-16 20:33:46 +00:00
Schmoozerd
8c93370a19 [12070] Add some override correctness 2012-07-22 14:39:53 +02:00
Schmoozerd
835d1c7479 [12069] Cleanup comment style 2012-07-22 14:39:31 +02:00
Shyax
759d7f80db [12067] Use world state enum for adding/ remove a state in bg and various cleanups
Thanks to stfc for additional input

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-07-22 01:49:43 +02:00
Schmoozerd
e32b9953a1 Cleanup Operator padding 2012-07-20 17:38:23 +02:00
Schmoozerd
2bd41afb3e Various Cleanups (game F-K) 2012-07-19 21:46:24 +02:00
Xfurry
5a0f668515 [12060] Implement GO_TYPE_CAPTURE_POINT support
Patch also developed by stfx

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-07-19 21:32:04 +02:00
Schmoozerd
0e0a765312 [12026] Replace std containers of ObjectGuids with some predefined types
Based on patch by stfx

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-07-03 18:47:05 +02:00
darkstalker
461be74c3a [11878] Add group looting rules for gameobjects (chests)
Patch based on original work by Wowka321

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-01-16 22:54:08 +01:00
Schmoozerd
8068dcf6dd [11875] Update Copyright notice to year 2012
Start timemachine and a Happy new year to all!
2012-01-16 17:43:59 +01:00
stfx
09e331767d [11833] remove trailing whitespaces
Signed-off-by: SilverIce <slifeleaf@gmail.com>
2011-10-18 15:17:54 +03:00
SilverIce
3567e69a3d [11807] Add gameobject_addon table
table holds additional per-guid gameobject data.
currently it contains path rotation info that required for some elevators and transports
2011-09-26 02:34:29 +03:00
SilverIce
7a67f27ab3 [11806] A bit gameobject code refactoring 2011-09-26 00:12:12 +03:00
SilverIce
f99fcb1b92 [11667] Implement transport path rotation
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>
2011-06-24 14:28:08 +03:00
zergtmn
f45e9ad680 [11588] Use override specifier on Update() methods
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.
2011-06-02 23:28:24 +06:00
SilverIce
7c86d3f477 [11529] Pack and send to client all gameobject's quaternion components which allows place gameobjects cornerwise.
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.
2011-05-24 03:49:13 +03:00
zergtmn
3f70b461e6 [11382] Fix no-pch compile 2011-04-19 22:32:41 +06:00
zergtmn
55709e265e [11381] Add methods GetDisplayId/SetDisplayId for gameobjects
Useful for GO type 33
2011-04-19 17:01:59 +06:00
VladimirMangos
8feaf211f1 [11168] Use MapPersistentState for access to Pool System dynamic data.
* 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!
2011-02-15 14:40:56 +03:00
VladimirMangos
04c21c95d3 [11159] Remove now redundent GetDBTableGUIDLow support.
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
2011-02-14 07:20:09 +03:00
VladimirMangos
9a8a74c2ad [11138] Make sure GameEvent/Pool systems work with static instance object guids
* 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
2011-02-12 07:24:04 +03:00
VladimirMangos
abbd2f09be [11112] Implement use cooldown check for trap/goober gameobjects. 2011-02-07 03:45:01 +03:00
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
zergtmn
d9579dd44a [10902] Simplify code for triggering linked trap 2010-12-21 15:34:06 +05:00
Schmoozerd
146e7d3970 [10760] Remove unneeded non-player Say et al.
Now expected direct use non-player WorldObject::MonsterSay/etc version

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-11-20 21:26:07 +03:00
VladimirMangos
6154cb3b43 [10749] Convert Gameobject owner to objectguid use. 2010-11-19 20:55:19 +03:00
VladimirMangos
f5cf98e9f4 [10748] Convert MonsterSay/Say and similar functions to ObjectGuid use. 2010-11-19 20:34:23 +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
DasBlub
61102e3b16 [10610] Renamed some functions from the Creature class
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!
2010-10-14 22:07:04 +02:00
VladimirMangos
0236699b0a [10601] Amother attemp fix locale structures corruption.
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.
2010-10-10 23:14:40 +04:00
NoFantasy
2fe45365c0 [10600] Correct size of animprogress for GO Create()
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>
2010-10-10 13:27:25 +02:00
cyberbrest2
0205adfde1 [10599] Attempt fix data corruption for some localization structures with GCC use.
By unknown reason GCC generate wrong code for locale structures declared in header after pack pragma.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-10-09 22:43:24 +04:00
VladimirMangos
0649b508e4 [10383] Store guid instaed pointer for first user of GAMEOBJECT_TYPE_SUMMONING_RITUAL
This is more safe way in pointer store comparison with.
LAso Some related code cleanups.
2010-08-20 12:58:32 +04:00
NoFantasy
2c165670b1 [10326] Process GAMEOBJECT_TYPE_FISHINGHOLE in normal way as for other GO's
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-08-06 15:30:47 +02:00