Commit graph

13 commits

Author SHA1 Message Date
balrok
a2ff999fd3 [8676] implemented dead-visible creature flags_extra
with this flag you can specify a creature to be only
visible for dead players - this removes all hacks from
spiritguides/spirithealers from code and allows some other
special creatures

i decided to not implement an extra deathstate cause
actualy those creatures are almost equal to living ones
2009-10-18 21:28:36 +02:00
balrok
bd87209498 call OnObjectDBLoad(Creature/GameObject) for battleground at object-loading
this is a virtual function and can be used to move gameobjects
and creatures from battlegroundcode to database

for this i also had to add a BattleGround-pointer to the map
so i renamed CreateBattleGround(instanceid) to CreateBattleGroundMap(instanceid, Battleground*)
2009-09-28 16:15:01 +02:00
Ambal
58209ee79a [8182] Store and use Map* pointer in WorldObject instead map ids for speedup
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-07-15 02:13:52 +04:00
Ambal
3f7351ec25 [8105] Compile fix under Linux/BSD systems.
Signed-off-by: ApoC <apoc@nymfe.net>
2009-07-01 14:22:27 +02:00
Ambal
9f938a9ed4 [8103] More wide use IsInWorld checks and delayed at teleport operations.
* IsInWorld used to prevent return unexpected not in world objects.
* Delayed operations need to process its in world state.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-07-01 14:00:29 +04:00
balrok
54f2dbefa0 [7403] much more unneeded includes removed
now i extended my script:
NAME="Chat"; ack -c $NAME | ack ":1$" | sed 's/:1//' | xargs /usr/bin/ack-grep -l "include \""$NAME".h\"" | xargs /bin/sed -i '/include "'$NAME'.h"/d'

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-03-08 02:22:17 +03:00
VladimirMangos
b4dbeb3bc8 [7339] Attempt lock spawn grid only for active non-pet creatures. 2009-02-26 02:45:22 +03:00
VladimirMangos
872d791ca6 [7335] Implement active objects support.
Active objects triggrering grid loading and updating around self like players.
It can be used for event long run movements or escoring quest travels.
Also can be used for proper implementation far vision spells.
Currently only creatures can be activated by function call (from script) cr->SetActiveObjectState(true);
Please avoid lot amount active objects in same time use. Existance active objects support isn't meaning
that each rabbit must be active creature.

Also added independent grid unloading locks for explicit unloading lock,
lock for used by instance copied grids, lock counter for actiove object spawn grids locks.
Last case required for prevent double spawn active creature walk far away from spawn point.
2009-02-25 13:44:49 +03:00
arrai
c6f48843ad [7017] Updated copyright notice for new year 2009-01-03 18:09:51 +01:00
tomrus88
397efd4fac Merge branch 'master' into 303
Conflicts:
	src/game/SpellEffects.cpp
2008-11-18 18:08:58 +03:00
hunuza
ac00eee418 Replace some MapManager::Instance().GetMap() calls with WorldObject::GetMap() 2008-11-17 17:24:53 +01:00
tomrus88
871d5f8c99 Small progress with vehicles 2008-11-12 00:49:19 +03:00
TheLuda
800ee76535 Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/ 2008-10-14 00:29:20 +02:00