All commands can only have creature as the affected by command
*_SET_ACTIVEOBJECT - switch activeObject state on/off
*_SET_FACTION - changes faction
*_MORPH_TO_ENTRY_OR_MODEL - changes model to model from creature_template entry or model id explicit
*_MOUNT_TO_ENTRY_OR_MODEL - mounts on model from creature_template entry or model id explicit
*_SET_RUN - switch walkmode on/off
Signed-off-by: NoFantasy <nofantasy@nf.no>
In addition to adding fields for text id storage (in total 4 text id's), also added a comments field for developers notes in scripts (it may help those being old of age to remember what goes on in a script).
Signed-off-by: NoFantasy <nofantasy@nf.no>
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
Table creature_model_info store creature entry to use model from (or explicit model). The selection is based on a base modelId and racemask.
Hacks for shapeshift models removed (data included in SQL update)
Dropped no longer needed creature_model_info.modelid_other_team, as creature_model_info can and should be used instead (sorry, this is what happen when author doesn't do full research :) )
Signed-off-by: NoFantasy <nofantasy@nf.no>
Also
* Fixed some amount wrong uses low guids as full player guids.
* Add private without body ObjectGuid(uint32 const&) for catch wrong assigns low guids to ObjectGuid.
In some cases need assign "0" guid, then use ObjectGuid() instead.
* Fixed .pdump commands work.
Let script library know when some event is about to start. Event id's may be found in several sources, such as spells, GO's and transport/taxi paths.
Database scripts may be prevented by returning true from script side whenever needed. If false, DB script will run like normal.
New database table event_id_scripts will need a ScriptName for the event id, in same way as for example areatrigger_scripts.
Signed-off-by: NoFantasy <nofantasy@nf.no>
This change will:
* make it easier to use cached data directly without any modifications
* correct issues regarding invisible models
* simplify certain aspects of model selection itself and make it somehow easier to control and maintain special cases.
Two new fields added to creature_model_info, to store modelid_alternative and modelid_other_team
* _alternative holds an alt. model, for cases where gender are the same, or is not male/female.
* _other_team is generally used for totem models, but may have future use.
This commit will possibly break a few things (visually) and will require DB projects to update their creature_template models data.
It is advised to use cache data as-is, and in addition fill creature_model_info for certain models, totems in particular, for expected appearance.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Database table needs data for each faction that should give spillover to other faction(s). One faction may give spillover to max 4 other spillover factions.
* The spillover rate is multiplied with the points after bonuses and reward rate is set, Rate is given as: 0.5 for 50% gain, -1.0 for 100% loss, etc
* It is possible to restrict spillover faction by rank. If player has a higher rank with the spillover faction given in database, no spillover will be given towards this faction
Signed-off-by: NoFantasy <nofantasy@nf.no>
* In addition, implement "flat" reputation for quests, where a value in RewRepValueN is given. Human diplomacy will not affect the total. The rate however will be applied, where a faction is defined with a rate for quests. Value in database are expected to be *100 of the actual value given (before rate are applied).
* New database storage can contain rates for quest/creature/spell reputation and will affect the base value given as reward. When for example the quest reward for a faction should receive 30% more reputation points, the rate can be set to 1.3.
* This will fix issues with certain quests that are using the expected RewRepValueId but where the outcome has been lower than expected.
* Note that if the rate is set to 0.0 it will disable reputation gain for the faction and type.
* Reputation rate for spells (spell effect) is not yet implemented
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Now '.go' command can be used with creature_entry/gameobject_entry shift links (output of .lookup creature/object commands)
* Now '.go object' command sipport id-mode and name part mode similar .go creature case: .go object id #gameobject_id or .go object $namepart.
* HandleGoHelper use in more commands also.
* Condition CONDITION_ZONEID renamed CONDITION_AREAID and now work also with subzone area ids
* Second arg of condition cna be 0 or 1 now in in case 1 check "not in area" case
* Also all condition related error output include condition id.
Also do come constatification of quest status check functions
and fix one unsafe use std::map operator[].
Never never use std::map operator [] for _read_ access.
Good chance corrupt related structure state ;)
Not in found case but in general.
npc_vendor.ExtandedCost can be negative now that meaning:
price excluded default item BuyPrice and use only abs(ExtandedCost) items).
For example expected used for item 36908.
New field script_id in creature_movement can be filled for each waypoint point and run the corresponding script from creature_movement_scripts.
Script_id can be any value and several points/creatures can share the same script (with limits of course, such as script depending on location and other factors).
DB projects are advised to move current text, spells and emotes data in creature_movement fields as these fields are strictly no longer needed and may be fully removed in the future.
Signed-off-by: NoFantasy <nofantasy@nf.no>
True if mapid fit to called instance map id and instance script confirm success for some_id case.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Required DB data for real work. This is final part required at core side for support.
Also note that commit include
* generic implementation money cost gossip menu items so let
implement in DB many money cost gossip operations with _fixed_ cost.
* useful CONDITION_SPELL that let implemtn menu item visible if specific
spell known/don't known also wide used case for diff gossips.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* In beggining bad news: at 3.3.3 switch has been forgoted item_instance.data field chnage.
In result items with texts (mail copy in to inventory, some other) lost text content.
* That why in current commit item_text droped without convertion. In result all itesm with texts
will lost text. Sorry for this as i think small porblem :(
* Now text stored in item itself.
Adjusting field names and type, and send data accordingly to avoid client crash not using auto-generated id.
Due to the nature of the primary keys, two tables are truncated. Be sure to make backup if you have data you do now want to loose.
In addition, speed up load times of data from quest_poi_points, thanks Hunuza for helping out.
* This is let finally hide guid structure in ObjectGuid.h/.cpp code.
* Shared related code.
NOTE: while switch to use new clasess one more problem has been detected
with not-safe code in .pdump work for future per-map multi-threading.
It's need rewrited before will possible safe use in like case.
For current single world thread case it's safe.
* This must repolve problem with loot.
Before if some mob killed by group member and then leader changed
then group members can't loot this mob body.
* Possible resolve crashes at loot. Now group storage content not dependent from leader changes.
After [9228] groups stored under leader guid keys, but group leader can change
and in result at group disband after leader change group not removed from storage.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also move calculation to function. And avoid use operator[] for access to per-area base xp table data.
Condition has independent value1 (race mask) and value2 (class mask) fields and can be used with one or both.
Signed-off-by: NoFantasy <nofantasy@nf.no>