Commit graph

129 commits

Author SHA1 Message Date
Schmoozerd
ae7348f6b0 [12774] Merged cmangos last changes, special thanks for xfurry, Dramacydal, cala, Schmoozerd,
I'm not taking any credits of this commit.

Implement spell effects 62042, 62278 and 64767
Also limit the targets for 62577 and 62603
----------
Update git_id to reflect recent sql formatting changes
----------
Update to a safer code version and also add GO caster scenarios
----------
Allow aura 62038 to stack at every 3 seconds
----------
Improve handling of TargetMMGen
This will have impact on Chase and Follow Movement.
----------
* Refactor code to check if a new position is required for the MMGen into the new function RequiresNewPosition
* Refactor code to get the current targeted distance into function GetDynamicTargetDistance
* Change ChaseMMGen (angle = 0.0f case) chase to best contact point, not zero angle.

Thanks to Cala and X-Savior for testing. Special thanks to cala for also suggesting improved values for the magic numbers
----------
Improve ObjectPosSelector
Now a spot already occupied by the searcher will be prefered
----------
Get rid of bounding radius in GetNearPoint[2D] and ObjectPosSelector
----------
This changes how ObjectPosSelector is used.
It changes the way how the functions Object::GetNearPoint and Object::GetNearPoint2d behave.
----------
So you need to check all places where these functions are used if they are still used correctly.
----------
Especially check your scripts!
----------
Remove not required duplicate indexes
----------
Implement TARGET_92 as TARGET_SUMMONER
This target is used only as TargetA and the related spells are used only by temporary summoned creatures
----------
Implement some spell effects used by Hodir in Ulduar
Dummy spells 62797, 63499, 63545 and 64543
Periodic dummy auras: 61968, 62038, 62039 and 65272
Limit targets for spells: 62797, 63545, 64543, 62476 and 62477
----------
Implement some spells used at Algalon encounter
Spell aura entries 64345, 62018 and 64412
Positive target exception for spell 64996
Aura stacking exception for spells 62169, 62168, 65250 and 64417
----------
Implement effect for spell 63633
----------
EventAI - Ingame output of script state
----------
With this the command .npc aiinfo will give more output about the current state.
Remark that this output is only given if the LogFilter for EventAIDev mode is disabled
----------
FindGit.cmake already ships with CMake
No reason for us to ship it too. Also, we had an outdated version which
had not been used anyway, because we set the include path in such a way,
that the CMake delivered version is always found first.
----------
FindOpenSSL.cmake already ships with CMake
No reason for us to ship it too. Also, we had an outdated version which
had not been used anyway, because we set the include path in such a way,
that the CMake delivered version is always found first.
----------
EventAI - Add more developing error output
----------
Fix some target-type handling for EventAI
Also increase log-output for bad target-types
----------
Fix crash due to bad compiler (author Xfurry)
----------
Add special condition id for Ulduar
Will be used to check the availability of the siege vehicles for players
----------
Update spells 62374 and 62907
* limit spell targets of spell 62374
* implement spell effect for spell 62907
----------
Remove effect for spell 64503
Will be handled in script library. For details please check 8502cdfa64
----------
Implement spells 64489 and 64673
Both are used by Auriaya (Ulduar)
----------
Implement some spells for Ignis the Furnace Master
Spell entries: 62717, 62381, 62488, 62707, 64475 and 64503
----------
Implement spells 61187 and 61190
----------
CMake: generic way to build a script library
Added new parameter INCLUDE_BINDINGS_DIR which can be set to the name of a
folder inside src/bindings/.

Includes the script library in src/bindings/ with the defined name.
The name must correspond to the name of the folder and the folder must contain
a valid CMakeLists.txt

Note: if you currently use a script library, you will probably get a merge
problem on src/bindings/CMakeLists.txt as you will have modified this file
manually. Please use the new version of this file and rerun CMake once with the
parameter -DINCLUDE_BINDINGS_DIR=ScriptDev2 (if you are not using SD2 but
another script library, replace ScriptDev2 with the name of the folder in
src/bindings/).

If you do not use a script library you should not have any merge problems
and you don't need to do anything.
----------
Add CMake source groups to target 'game'
This is the exact same grouping as it is currently in the VC 2012 files.
These groupings will have to be refactored at some point as they are not
very logical.
----------
Add CMake source groups to target 'framework'
This is the exact same grouping as it is currently in the VC 2012 files.
This is part of cmangos/issues#67
----------
Add CMake source groups to target 'shared'
This is the exact same grouping as it is currently in the VC 2012 files.
----------
Add new parameter 'expansion' to command 'account create'
----------
Update some Sunwell Plateau spells

Limit targets and allow positive effect for spell 46650
Implement effect for spells 46289 and 46637
Remove effect for spell 44845 - will be handled in script library
----------
Implement some custom use for Effect Activate Object spells
This will fix the summoning events for the Wind Stones, Ice Stones, Skettis bosses and quest 11865
----------
Sync mangos.sql with other versions
----------
Redump sql databases to unify formatting
The main reason for this was because classic/cata has updated the sql formatting and manually syncing would be a pain so redumping from master->tbc->classic->cata is easier.

Only the formatting was changed. The values were not changed at all.

mysqldump was used however manual modifications had to be done.

Dump the database:
C:/mysql/bin/mysqldump.exe mangos > sql/mangos.sql

Split insert values into multiple rows:
Replace "),(" with "),\n("
Replace "VALUES (" with "VALUES\n("

Remove the character sets by replacing them with an empty string

Custom formatting of mangos.sql:
Move db_version to the very top
Create all dbscripts_on_* tables based on dbscripts_on_creature_movement
Preserve our custom insert formatting of spell_affect (tbc/classic), spell_bonus_data, spell_chain, spell_elixir, spell_proc_event, spell_proc_item_enchant, spell_template, spell_threat
Remove autoincrement values from insert values of pet_name_generation and remove AUTO_INCREMENT=261 value from its table structure

Custom formatting of characters.sql:
Move character_db_version to the very top

Custom formatting of realmd.sql:
Move realmd_db_version to the very top
----------
Immediately remove corpses when ForcedDespawn is used
Thanks to Neotmiren for pointing, special thanks to cala for testing!
----------
Fix use of config values related to quest-status and level
This fixes use of negative value in config values Quests.LowLevelHideDiff and Quests.HighLevelHideDiff
Also add some documentation around the related code
Thanks to Neotmiren for pointing and to cala for testing.
----------
Loot-System: Fix reference loading check
This fixes a false error output for loot references that are only used with spell loot.
Thanks to X-Savior for properly reporting both error messages and use case
----------
Add missing spell 61437 to playercreate spells for bloodelves
Thanks to NeatElves for porting from TC and pointing to this
----------
Fix load bar step for alendarMgr::LoadCalendarsFromDB
----------
Cody Style Improvements
Also remove an unused variable (thanks to Den for this!)
----------
Implement the spells used in the Chess Event encounter
Combat spell entries: 37775, 37824, 39338, 39342, 39341, 39344, 45260
Melee spells: 37142, 37143, 37147, 37149, 37150, 37220, 37227, 37228, 37337, 37339, 37345, 37348
Chess movement spells: 30012, 32312, 37388, 30284, 37144, 37146, 37148, 37151, 37152, 37153
Aura stacking exception: 32261 and 39400
----------
And more hotfixes with these format strings
----------
Hotfix to recent text loading functions
----------
Use possible changed model names with vmap extraction
----------
Fix some warnings
----------
Store how many texts are loaded for validity checks. Use this with EventAI
----------
EventAI: Use generic DoDisplayText and loading of additional text data
----------
Add generic DoDisplayText function and use additional data of dbscripts table
----------
Add const-correctness to Text related functions
----------
Add database changes to support more data for DB Script texts
----------
Add stacking exception for spells 39993 and 40041
----------
Allow spell effect 86 - Activate Object to use the misc value
----------
Allow player pets to swim
----------
Enable resummoning of warlock pets
----------
Do not remove FLY auras on Evade
Also consider npcs which have SPELL_AURA_FLY as being able to fly
----------
EventAI: Improve code
* Drop rather pointless bool to check if the number of assigned events is empty
* Before the phase was resetted on death if and only if the npc has Events defined
* DoMeleeAttackIfReady could have been called even though combat state could have changed while processing events
----------
EventAI: Implement ACTION_T_SET_THROW_MASK (46)
This Action can be used to set which AIEvents should be thrown automatically, if you need more flexibility, you can always use the manual ACTION_TH_THROW_AI_EVENT version.
* Also clean some error-log output a bit.
----------
Forward original caster GUID to script library
----------
Fixup commit 12511 Thanks to Zakamurite for pointing
Also thanks to him for giving a helping hand in correcting the commit
----------
Implement some spells for Felmyst encounter
Spell entries: 45714, 45717 and 45918. Limit targets of spell 45391
Also add stacking exception for auras 45068 and 45582
----------
Fix invisible spirit healers & such on death near them
This fixes an issue that occurs if you die close to a spirit healer/guide.
----------
Fix take ammo for most ranged spells
Fix spells like Arcane Shot not taking ammo while they should
----------
Check cast spell 51690
----------
Fix SpellDamage modifier of SPELL_AURA_MOD_DAMAGE_DONE_CREATURE
This aura modifies a flat value, not a percent value.
----------
Implement proc effect of spells 67712, 67758
related to items 47316, 47477.
----------
Improve proc of spell 50421
----------
Add and implement server-side spell 23770
----------
EventAI: Improve TargetSelection related ErrorLog output
----------
DBScripts Engine: Change behaviour to search for a different npc when using buddy-search
With this an npc buddy will be interpreted as "another npc with entry"
Also toggle command 31 - TERMINATE_SCRIPT to also look only for other npcs of entry
----------
DBScripts Engine: Allow pets as buddy
Add new flag SCRIPT_FLAG_BUDDY_IS_PET (0x20) that will search not for a normal npc with buddy-search, but also for pets
----------
DBScripts Engine: Support buddy search by guid
* Add new `data_flags` flag SCRIPT_FLAG_BUDDY_BY_GUID (0x10)
If this flag is set, the content of `search_distance` is interpreted as db-guid of the requested buddy
* Also switch most error log output to DB-error log output (though this will include false positives)
----------
2020-02-17 09:20:48 +00:00
sanctum32
9775f0bd8c [12702] Add additional miscValue to AIEvent throwing (original author @Schmoozerd), also fixed compile 2020-02-17 09:20:41 +00:00
sanctum32
09b06fc780 [12699] Change Debug Output to EventAIError output if no target is f…
…ound (original author @Schmoozerd)
2020-02-17 09:20:40 +00:00
sanctum32
f41967cfa3 [12682] Add ACTION_T_THROW_AI_EVENT and EVENT_T_RECEIVE_AI_EVENT to …
original author @Schmoozerd, commit is based on
64fa443957
2020-02-17 09:20:30 +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
bf5c6b1ddd [c12562] Cleanup Style 2020-02-16 23:12:16 +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
Schmoozerd
36cb073438 [12102] Implement ACTION_T_CHANCED_TEXT
This action allows to display a text with a chance.
The Chance must be provided in param1, text(s) can be provided in param2, optionally param3
2020-02-16 19:17:40 +00:00
Schmoozerd
835d1c7479 [12069] Cleanup comment style 2012-07-22 14:39:31 +02:00
stfx
3707b04330 [12066] Optimize some parts for ++C 2012-07-21 17:15:11 +02:00
Schmoozerd
e32b9953a1 Cleanup Operator padding 2012-07-20 17:38:23 +02:00
Schmoozerd
c5c09cee3c Various Cleanups (game C-E) 2012-07-19 21:45:58 +02:00
Schmoozerd
8c29893310 [11964] Implement new conditions system
Tree-like design idea by Faramir118, thanks for that!

* Add `conditions` table to store conditions.
* REPLACE current handling of conditions for the *_loot_template tables
  Convert the old conditions in *_loot_template to the new system by SQL-Queries
* ADD support for new conditions to gossip_menu and gossip_menu_option.
  If for these tables no condition_id (new system) is provided, the old conditions will still be used
* Add a small helper python script to contrib/convertConditions, see README there for details
* Add new command to reload the `conditions` table (.reload conditions)
* Add two Meta-Condition types CONDITION_AND (-1) and CONDITION_OR (-2) which are used as:
  value1 (as condition_entry) AND / OR value2 (as condition_entry)

  With these meta-conditions it is possible to create tree like and very complicated combined conditions (like HasAura && (HasItem || HasQuest))

NOTE about conversion:
For easier convertion all the old table data is still preserved, but will be removed eventually (within a circle of the moon approximately)
The python script will not create an optimal initial fill of the `conditions` table. You might want to tweak it manually or suggest some optimized algorithm :)

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-04-15 23:06:00 +02:00
Quriq14
97cb838de1 [11901] Prevent EVENT_T_TIMER_OCC to expire while evading
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-02-06 21:18:39 +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
Schmoozerd
4ba5aa83e3 [11523] Implement .npc aiinfo
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>
2011-05-23 03:05:05 +04:00
NoFantasy
ecdb435b1e [11489] Remove the old and custom UNIT_NPC_FLAG_GUARD for creatures.
Existing data moved to flags_extra field, with value CREATURE_FLAG_EXTRA_GUARD (0x400 / 1024).
Remove isGuard() from Unit class to a new IsGuard() function in Creature class.

Signed-off-by: NoFantasy <nofantasy@nf.no>
2011-05-14 19:17:13 +02:00
VladimirMangos
ef6a48fe03 [11465] non-ObjectGuid guids in random places.
Only ChannelMgr code wide use uint64 guids now, and Map object stores.
2011-05-10 21:27:49 +04:00
NoFantasy
889ce13264 [11316] Implement a basic system to restore default faction for creatures after changes
A new specialized function SetFactionTemporary for creatures are added. It work just like setFaction but has in addition option to set flags.
The flags determine if default faction should be restored and when; most commonly just before respawn and when reaching home after evade.

SCRIPT_COMMAND_SET_FACTION for DB scripts and ACTION_T_SET_FACTION for creature_ai_scripts are now capable of using the system (documentation updated)

The intention of the system is to be able to solve basic events that include faction changes, with the use of database only and in easier ways.

It is advised that DB devs revise current database scripts to check if changes should be made. The same goes for EventAI devs regarding ACTION_T_SET_FACTION.

Signed-off-by: NoFantasy <nofantasy@nf.no>
2011-04-05 15:04:39 +02:00
VladimirMangos
caf9f0cae2 [11109] Move DoMeleeAttackIfReady to CreatureAI and reuse more wide. 2011-02-05 21:20:21 +03:00
VladimirMangos
8c5ce115c9 [11107] Fixed possible crash in CreatureEventAI melee attack proccessing.
Added target check to CreatureEventAI::DoMeleeAttackIfReady,
but crash possible as result proccesing in caller function before melee attack
different EventAI events that possible can remove combat state or target.
2011-02-05 03:24:21 +03:00
Schmoozerd
8e68d1bcaf [11105] Melee attacks distance
Inspired by patch provided by Feanordev.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2011-02-03 01:25:32 +03:00
VladimirMangos
fda171d6bd [10961] Avoid use scripting support wrappers for internal server code. 2011-01-04 22:48:04 +03:00
VladimirMangos
bf0ecf6e71 [10947] Update copyright notice for 2011 year. 2011-01-01 20:33:43 +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
VladimirMangos
f5cf98e9f4 [10748] Convert MonsterSay/Say and similar functions to ObjectGuid use. 2010-11-19 20:34:23 +03:00
kid 10
b435aa350f [10701] Correct check percent spell costs in AI::CanCast
Also use uint32 for spell cost fields/results

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-11-08 22:38:35 +03:00
VladimirMangos
10d3d3ce24 [10692] Fixed some GCC warnings and code errors.
Thanks to freghar for provide cleaned list of warning messages.
2010-11-07 21:30:55 +03:00
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
b0edd807d7 [10513] Clear grid *Check/*Searcher clases use
* Check class considered have all info select  object in world from suggested but grid walker list in some grid.
  This also meaning that Check must always have focus object around that (and in same phase) fit objects must be.
* Searcher only must ask Check and know how from all objects fiting to Check select result object(s).

For this reason and for better compatibility removed first arg (searcher) form all Searcher classes.
Instead expected used Check::GetFocusObject() object if need ( by always need check and simolify Check classes
phase checked in Search classes). This also restore source code compatibilty in related lines with prev.client
version branches code.

* While focus object adding fixed possible wrong phase object selection at stealth detection and at corpse searches.
2010-09-22 06:25:21 +04:00
kamikazetg
1544c97525 [10510] Reimplement aura stack checking EventAI events.
* In consistent with other EVENT_T_TARGET_* apply event
  to current combat target.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-09-20 13:29:22 +04:00
VladimirMangos
1753942154 [10495] Clarify not working state for target buf events in EventAI
Unclear how provide target for event...
2010-09-17 23:03:57 +04:00
VladimirMangos
241d232f3a [10494] Really allow proccesing buff events in EventAI. 2010-09-17 22:23:20 +04:00
VladimirMangos
26f8e9c35e [10493] Implement EVENT_T_TARGET_MISSING_BUFF 2010-09-17 17:58:53 +04:00
VladimirMangos
8dfeb61200 [10433] Implement EVENT_T_MISSING_BUFF for self buff check
Also added amount spell stack checks at loading
for EVENT_T_BUFFED and EVENT_T_TARGET_BUFFED.
2010-09-02 05:45:30 +04:00
VladimirMangos
77ae9a63b8 [10385] Remove Unit::GetUnit and update it callers. 2010-08-20 16:53:45 +04:00
VladimirMangos
80cef02190 [10374] Fixes for EFLAG_RANDOM_ACTION
* Field limited to uint8 so use proper flag mask (0x20 now)
* Search of selected action code also fixed.
2010-08-19 00:10:19 +04:00
NoFantasy
a15b0916b6 [10373] Drop unused team-argument in ChooseDisplayId -function
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-08-18 18:09:56 +02:00
VladimirMangos
a17450047b [10372] Implement EFLAG_RANDOM_ACTION
It allow execute one random action from EventAI event actions
instead each action from event actions.
2010-08-18 14:27:30 +04:00
NoFantasy
a6360987de [10368] Use AI function DoCastSpellIfCan for eventAI ACTION_T_CAST
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-08-18 01:31:59 +02:00
NoFantasy
9c8533335b [10367] Making sure CreaturesAddon are re-loaded after creature evade
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-08-18 00:19:46 +02:00
NoFantasy
821bb9fcc4 [10365] Implement ACTION_T_MOUNT_TO_ENTRY_OR_MODEL (43) for creature eventAI.
Read doc/EventAI.txt for details.
SQL query to update existing scripts are included (convert from using ACTION_T_SET_UNIT_FIELD, field 68)

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-08-17 19:48:19 +02:00
NoFantasy
7bdf05901d [10296] Move ChooseDisplayId to Creature class for access from script side
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-07-30 21:08:58 +02:00
SilverIce
5d0b9d2808 [10278] Reserve space for EventAIHolder container 2010-07-27 18:23:31 +03:00
VladimirMangos
61d076442f [10277] Use typedef CreatureEventAIList, some other code style cleanups in EventAI code. 2010-07-27 12:20:59 +04:00
SilverIce
8827c72a79 [10276] Use more appropriate vector container instead of list as container for CreatureEventAI holders
vector container provides less time to access to contained elements
2010-07-27 03:34:27 +03:00
Laise
a32b3063a2 [10156] Add shared object for auras of same spell and move spell proc code to its own file, also spread procs by auras and effect indexes. 2010-07-07 19:08:26 +03:00
VladimirMangos
b4b45333d8 [10053] Use UNIT_STAT_CONTROLED for mark unit state under direct player control.
* This allow prevent move home/to caster at apply
* Also replace AI and reset movegens at control time
* Also stop combat and clear threat/hostile list at lost control for prevent combat with freindly units.
2010-06-14 10:27:44 +04:00