* 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.
* If player tap creature in group and leave then group will have access to creature loot if not disbanded
* If player tap creature and after join to group then creature loot will accesable only by player
* Also RewardPlayerAndGroupAtKill divided to simgle player and group reward versions used for group tap
and single player tap cases.
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>
Waypoint/db script/event ai/'.npc playemote' emote data now auto select by emote id way to execute:
oneshot or persistent state
So if in referenced DB data wrongly used state emote as oneshot case this will work in different way now.
* It was wasting CPU power as cell-level locking is not needed.
* Future multithreading will be on map-level.
* CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
* Some minor cleanup in Cell::Visit/Map::Visit.
* New CreatureAI::SummonedCreatureJustDie called for owner at temporary summoned creature die.
* New EVENT_T_SUMMONED_JUST_DIE (25) for proccess CreatureAI::SummonedCreatureJustDie event
* New EVENT_T_SUMMONED_JUST_DESPAWN (26) for proccess CreatureAI::SummonedCreatureJustDespawn event
* Some code cleanups.
* Re-number enums by function groups and use where possible new defined masks in code instead raw enum |-lists.
* Avoid use movement generator generic state markers like UNIT_STAT_CONFUSED for mark movement stoped.
Add special shadow UNIT_STAT_CONFUSED_MOVE/etc states for like use.
UNIT_STAT_CONFUSED in like case will be safe expect use for normal checks confused state presence
And UNIT_STAT_CONFUSED_MOVE for check real move in this state
NOTE: this is mostly just formal adding 2 movegens with very limited cleanups.
Real result from adding 2 new movegens possible after apply more deep cleanups/fixes
in UNIT_STAT_CHASE/UNIT_STAT_FOLLOW set. But this will need more cereful changes
because we have currently sometime strange dependences and places for set for this flags.
Similar cleanups required for other movegen related flags. Infact i have related patches but
need more testing before apply step by step.
* Rename creature template `heroic_entry` => `difficulty_entry_1`
Possible need add 2 more fields for 2-3
* Use 2 more EventAI EFLAG_* flags for 2-3 difficulty support, update checks.
* Update area trigger code.
Note: support for specialized creature version for difficulties 2-3 not added yet
and will be used same as difficulty 1 mode.
TODO: Rename area triggers heroickey/etc fields ?
removed redundant check at MoveInLos
this check is already done in istargetableForAttack
thx to NoFantasy
fixed in isVisibleForOrDetect that isInvisbleForAlive
wasn't checked.. and therefore all spiritserviceprovider
got visible
thx to NetSky
with that i've implemented all known auras which makes
units invisible for alive.. but that's currently quite hacky
i think best would be if we could set a unit-flag after those auras
getting applied
* Add single arg version Unit::AddThreat for just adding to threat list.
* Req. provide schollmask and crit flag for any real threat value for proper threats mod apply.
* Send crit flag in DealDamage as MELEE_HIT_CRIT for spell damage for later send to threat call.
* For not affected by modifiers threat values use SPELL_SCHOOL_MASK_NONE.
* Implement aura SPELL_AURA_MOD_CRITICAL_THREAT (used only in itemset 529 effect).
use an extra function for setfeigndeath()
like it's done with setfeared already..
allow to apply feigndeath on creatures too
avoid moving of creatures with feign death applied
and start attacking last victim when feigndeath disappears
all warnings from Wunused
and some from Wall
cause unused may be most interesting for some:
they were in following files:
src/game/Level2.cpp
src/game/Map.cpp
src/game/SpellAuras.cpp
src/game/Unit.cpp
src/mangosd/Master.cpp
but i guess mostly someone just fogot to remove this code
for some unsigned vs signed warnings i used:
ack "for.*int .*size\(\)" | ack -v uint
also note for coding:
if you do something like
if( a && b || c)
just place parentheses around (a && b) && always will have
precedence over || but without parentheses this could be overseen
quite fast (at least that's my guess why gcc will warn for this)
Signed-off-by: balrok <der-coole-carl@gmx.net>
* Added basic infrastructure for visibility update in case difference player and current view point.
Just for note: seletect additional arg way beacuse repeatable search object will slow but store pointer will not safe,
so use middle case: get view point pointer early as possible at visibility updates.
* Implement dynamic object and creature activisation while it's target of far sight spell effect
* Use this for SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT and SPELL_EFFECT_ADD_FARSIGHT.
* Note2: some spyglass like spells let look _around_ at long distance, this hard implement in current grid loading system
Without additional changes and not implemented (you will see empty area without creatures in likes case)
* Also fixed warning spam at CMSG_MOVE_SET_CAN_FLY_ACK receive by use proper packet sructure reading.
Action set min. health value that can be set for creature in result damage apply.
It can be used in duel like events with creatures to prevent killing creature and other
cases when creature must avoid damage at some health level while it used.
Check event chance after timers advances othewise event is
not scheduled to next time period and event chance is again
checked on next AI update.
Signed-off-by: ApoC <apoc@nymfe.net>