Commit graph

194 commits

Author SHA1 Message Date
VladimirMangos
51b4556c4b [11222] Move possition setup for Creature and subclases before Create call.
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.
2011-03-06 12:47:37 +03:00
VladimirMangos
f1899e3b27 [11206] Move visibility self/around to new function and use it.
* Fixed wrong visibility changes in some cases at .mod phase uses.
* Apply phase change to any owned units (not only pets as before).
  It also will applied in more safe way for avoid unexpected lost owner at update.
* Check view point setting auras targets accessability not only at visibility change
  but also at phase change.
* Replace SetVisibility(GetVisibility()) hack like calls.
2011-02-27 19:23:05 +03:00
VladimirMangos
71d672062e [11185] Not use local varibale name same as function name. 2011-02-18 05:30:10 +03:00
VladimirMangos
cf685da47a [11139] Use for Creature/GameObject local per-map guids
* Creature/GameObject guid generators moved to Map
* For avoid wrong not converted cases generic function in ObjectMgr has been replaced by
  specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid().
  This let catch all cases that need update in custom code or scripts.
* Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe.
* Restore one more time unix build broken in prev. commits.

Note: many cases when something not wotk in instance but work in continents
possible magicly start work after this commit. For example, some gm commands.
From large systems that need more chnages for start work in full power in instances
can be referecned pool/gamevent system. Last need just small hacks drop changes but
in will addded in independent commit.
2011-02-12 09:52:16 +03:00
VladimirMangos
f73868a703 [11117] Allow for non-instancable maps have InstanceData and instance scripts.
* New table added for non-instanced maps (except BG/arena):
    - `mangos`.`world_template` (script mapping to non instanced data)
    - `characters`.`world` (saved script data string storage)

* InstancedData created for any map types including BGs/arenas, that allow have scripts
  state for any maps, but BG/arena instance data not saved.

Note: Possible structures will renamed later for clarify apply to any type maps,
but avoid for now for simplify changes and hard affect to script library sources.
2011-02-08 04:15:13 +03:00
VladimirMangos
3570dcf74e [11079] Cleanup for range use in monster say 2011-01-29 06:40:09 +03:00
Skirnir
75b4f75f4d [11066] Remove tail whitespaces.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2011-01-25 00:22:29 +03:00
VladimirMangos
d0e2c2e9af [11027] Move repeatable code to Object::MarkForClientUpdate()
This function can be used for cases when need sedn object update
for dynamic flags update.
2011-01-17 18:16:23 +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
VladimirMangos
cc0655a402 [10782] Use Team enum types in all appropriate cases and catches bug in result fix.
* Fixed wrong arenaid use at leave arena queue.
* Fixed memory lost and etc at not virtual EndBattleground call
* Fixed crash at arena join with fake data from client.
* Code cleanups.
2010-11-25 01:11:17 +03:00
Schmoozerd
16cd545df8 [10761] Basic support for target-name in MonsterSay/etc
Change MonsterSay's target to pointer.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-11-20 21:27:21 +03:00
Schmoozerd
ca56284912 [10759] Correctly reset mob orientation upon reaching spawn point. Should also improve visualisation of mob orientation on clients
Signed-off-by: Ambal <pogrebniak@gala.net>
2010-11-20 19:38:18 +02:00
VladimirMangos
bbd34562a8 [10750] Convert Gameobject owner to objectguid use. 2010-11-19 21:36:01 +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
Ambal
f67d89f109 [10727] Map system re-engineered. Special thanks to Blueboy for tests.
Signed-off-by: Ambal <pogrebniak@gala.net>
2010-11-16 21:08:28 +02:00
tomrus88
76dfdd336f Backports from 400 branch. 2010-11-15 18:01:45 +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
VladimirMangos
a32d68febd [10671] Convert some Unit owner/etc guids to ObjectGuid way. 2010-11-01 13:19:50 +03:00
VladimirMangos
fd7e86c79b [10647] Show die animation at totem destroy.
Or any creature type die with linked unsummon.

Original patch provided by Eggxp.
2010-10-26 16:49:29 +04:00
VladimirMangos
31c9efd219 [10629] Drop function GuidHigh2TypeId
Added ObjectGuid version Aura::GetCasterGuid()

But for prevent big problen with backporting AuraHolder
to mangos-0.12 in most cases still used old uint64 version
Aura::GetCasterGUID.

Recommended use new version where possible in clean way
as done for some cases in commit already.
2010-10-20 09:12:43 +04:00
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
589c9d8a5d [10602] Add GO_DYNFLAG_LO_ACTIVATE to GAMEOBJECT_TYPE_GENERIC and merge similar cases. 2010-10-12 04:31:53 +04:00
NoFantasy
ba3578107a [10598] Create enum GameObjectDynamicLowFlags and use instead of hard coded
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-10-09 19:20:29 +02:00
NoFantasy
926381824f [10595] Add new functions to Set/RemoveShortFlag (uint16, lo and high part of uint32)
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-10-09 00:11:15 +02:00
NoFantasy
0caa0e32dd [10593] Cleaning up code a bit, in related functions for recent commits
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-10-08 22:11:26 +02:00
NoFantasy
795c3e1f2f [10592] Make GO type 2 activate/deactivate
As with similar GO's that are not interactable (gameobject_template.flags|4) as default, GO's of type 2 becomes active when player can take a quest (or deliver quest).

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-10-08 20:48:51 +02:00
NoFantasy
fc2e66231b [10588] Make GO type 8 activate and sparkle at related quest active
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-10-08 09:40:28 +02:00
NoFantasy
657894786a [10587] Make GO type 5 sparkle at related quest active
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-10-08 09:10:38 +02:00
NoFantasy
2a758e1cd6 [10585] Make GO type 10 become nice and shiny: sparkling animation and jingle bells
When GO is active for quest, same as GO type 3.
Also add comments for future development of gameobject dynamic flags

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-10-08 00:45:16 +02:00
VladimirMangos
321b8a4ae8 [10573] Add end file empty line to some files. 2010-10-01 21:05:18 +04:00
NoFantasy
88fca158f8 [10535] Add optional argument to SummonCreature, summon as active object
When true, the summoned will be able to load grids as needed.

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-09-25 13:17:52 +02:00
VladimirMangos
2170c9c919 [10529] Water level in movement use fixes.
* Move selection allowed upper and lower heights for target point
  into near point core function used for contact/close point selection.
  Selection base at possibility target point searcher fly/swim(or walk by water bottom).
* Use vamp water level data so have proper water level in instances in movements.
* Use increased ground search distance for water level case.
2010-09-25 08:01:28 +04:00
VladimirMangos
d83a7dbcd9 [10491] Search player in player list in update fields data prepare is bad idea. 2010-09-16 22:51:59 +04:00
NoFantasy
d7994c1df4 [10480] Fix a bug causing creature dynamic flags to be removed at normal loot preparation.
In addition add use of UNIT_DYNFLAG_TAPPED_BY_PLAYER
Added check to see if creature is tapped for isAllowedToLoot()

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-09-13 10:34:53 +02:00
VladimirMangos
acd0716297 [10432] Rename ASSERT -> MANGOS_ASSERT and related fixes
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
2010-09-02 05:13:16 +04:00
VladimirMangos
09b03b470e [10402] Use ObjectGuid in packets and fix some uint32 guids cases. 2010-08-23 12:37:11 +04:00
VladimirMangos
5f44c4da21 [10363] More wide use ObjectGuid in way remove MAKE_NEW_GUID uses.
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.
2010-08-17 08:22:28 +04:00
NoFantasy
25d9fd265b [10293] Correct a not exitan...non-existin... a word that is often spelled wrong
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-07-30 18:26:08 +02:00
Lynx3d
01d326b90d [10202] Rename isInFlight() to IsTaxiFlying() and UNIT_STAT_IN_FLIGHT to UNIT_STAT_TAXI_FLIGHT.
Also add IsFreeFlying() function to Player class.
2010-07-17 02:06:28 +02:00
SilverIce
e47e9a2218 [10201] Broadcast packets only if worldobject is in world
There is no sense to do that for objects that not in world - those objects are unknown for clients
and their packets will be ignored

(based on SilverIce's repo commit 6305402)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-07-17 03:46:57 +04:00
VladimirMangos
cd0bbabf9a [10118] Check gameobject scale at loading (strict DB error filter)
This let avoid check scale value at it
2010-06-29 11:02:37 +04:00
NoFantasy
3eb2d2910e [10112] Rename GetObjectSize function to GetObjectBoundingRadius
To reflect better what the function should actually return and also to clarify when used in misc calculations.

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-06-27 14:14:23 +02:00
NoFantasy
2375a1cb71 [10110] Add function Get/SetObjectScale and update code where scale is set.
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-06-27 12:39:29 +02:00
arrai
11372496e5 [10104] Cleaned up WorldObject::HasInArc 2010-06-24 16:33:52 +02:00
VladimirMangos
07a931e141 [10074] Add IsPassive(SpellEntry*) function and use in cases wjern entry already known.
Some other small code cleanups
2010-06-18 02:17:51 +04:00
SilverIce
6ca609629c [10073] Make object active at applying view on it
also isActiveObject check moved to WorldObject - all worldobjects are inactive by default, excluding players
this is a final part of cameras implementation

(based on commit efc9623)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>

Also remove template-way code selection for object for Map::AddToActive/Map::RemoveFromActive.
This simplify function use from not Map code.
2010-06-18 00:19:12 +04:00
SilverIce
e427ce80cc [10052] Camera System
(based on SilverIce's repo commit 4f2f4ab + next 3 more)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-06-14 07:23:03 +04:00