* fixes cataclysm aura effect SPELL_AURA_PHASE without phasemasks defined in miscValueA
NOTE:
- Need some more test and feedback!
Thanks to:
- Naios: Main Author
- Cyberbrest: For the hard research work about multiphasing.
- Venugh: He helped me with a lot of strange compile Errors.
- Shauren: For the 4.3.4 phaseshift packet.
- Booksize: He showed me how terrainswap works
- Zakamurite: For Backporting some to MaNGOS
- All other Author
* Allow waypoints that have point-ids not from 1 to n
* Remove possibly bad sql-statements to "fix" the above property
* Simplify code a little bit
Remaining TODO: Bring commands up-to-date and also make things more simple instead of using the database to store visual waypoints
* Remove warning: format '<format>' expects type '<type1>', but argument has type 'size_t'
* Remove warning: statement has no effect
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
Added commands are:
.mmap [on|off] to show state of mmaps, or to enable/disable mmaps globally
.mmap stats to show information about current state of mmaps
.mmap loadedtiles to show which tiles are currently loaded
.mmap path to calculate and show a path to current select unit
.mmap loc to print on which tile one is
.mmap testarea to calculate paths for all nearby npcs to player
Authorship goes to qsa in addition
Remove the actually not required faction check in Player::GetNPCIfCanInteractWith - this is done by IsHostileTo a line before
Improve the Player-login AtWar selection to also consider forced reactions
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
By unknown reason added in last weeks or longer period gameobject
visually moved only after relogin. GO removed from client view and readded
at same place _but_ have and send to client new coordinates as debuged.
This problem researched and not comnnected directly with fixed bug.
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>
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.
Comamnd show information about used AI and scripts for targeted creature.
AI classes (including from script DLL) can provide additinal info about own state.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Now safe allow this casts in like way after completed convertion to ObjectGuid use.
Also simplify code in result allowed auto cast to uint64.
Please _not_ add new uint64 storages (local and in structures) for guid values.
This helper change for allow have in future static spawned vehicles as `creature` table data.
Added CreatureInfo::GetHighGuid() high guid selector, and wrapper CreatureData::GetHighGuid()
for most real cases of usage. Also easy get expected guid form by CreatureData::GetObjectGuid(lowguid).
Also fixed some memory lost cases at creature spawn fail.
Reserve at server startup some guods follow last used in static DB spawns guid
for creatures/gameobjects for use in .npc add/.gobject add commands.
This allow safe select guids not used in all map copies. Guids for temporary spawns
used from range frollow after reserved guids range.
This also let select new static spawns guids (added in game chat command) near to already used static guids.
So it let avoid gaps in static guids lists.
Amount reserved guids set in new GuidReserveSize.* config options.
* CreatureCreatePos work in 3 modes:
- exactly provided coordinates/orientation/map/phasemask
- exactly object + orientation as coordinates/map/phasemask
- delayed position calculation near provided object at specific dist/angle.
* Use in similar way and for Pet/Vehicle Create functions.
For Totem created new Totem::Create function with some moved in to it totem specific code.
* This let resolve recent problems with creature spawn and preserve fix for cases when
Creature::Create addon/script code expected known correct possition for creature.
Some called from Create code can req. proper pos setup for creature.
Bad side: But in way how currently code orginized impossible setup excetly position for most
Creature sublasses. So in this part need more work.