* Update triggering source spells.
* In code overwrite wrong family mask data for spell mod.
If more cases will be maybe will better restore spell_affect table.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Update '.gobject turn' command, now you have to specify 3 rotations to turn gameobject: rotation angles around z, y and x axes.
Note to DB devs: use QuaternionCompressed::Unpack to extract rotations from the data that came with UPDATEFLAG_ROTATION.
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>
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>
Thanks to Darkknight900 for pointing out!
Used this script on sql/ and src/: find . -iname *.h -o -iname *.cpp -o -iname *.inc -o -iname *.sql | xargs sed -i 's/\t/ /g'
Reserve at server startup some guods follow last used in static DB spawns guid
for creatures/gameobjects for use in .npc add/.gobject add commands.
This allow safe select guids not used in all map copies. Guids for temporary spawns
used from range frollow after reserved guids range.
This also let select new static spawns guids (added in game chat command) near to already used static guids.
So it let avoid gaps in static guids lists.
Amount reserved guids set in new GuidReserveSize.* config options.
- Unit::CalculateSpellDuration split into two functions
- CalculateSpellDuration taking into account combo points and caster-side spell mods
- Unit::CalculateAuraDuration taking into account target-side spell mods
- Diminishing is now applied before duration reduction mods
- Implement saving per-effect periodic timers to DB (required for auras affected by haste)
New table similar `pool_creature`/`pool_gameobject` but store creature/go ids
instead guids. At loading to poll added all guids for specific entry id.
This let not list explictly guids when need list in pool all guids for some entry id.
Mostly for quest pool spawns or unique creature/go random possitions for example.
At load tested that guid added to pool using new tables data not listed in guid tables.
.lookup pool $pooldescpart - list of pools (anywhere) with substring in description
.pool list - list of pools with spawn in current map (only work in instances)
Non-instanceable maps share pool system state os useless attempt get all pols at all continents.
.pool spawns - list current creatures/objects listed in pools and spawned (added to grid data, not meaning show in world).
.pool spawns #pool_id - list current creatures/objects listed in #pool_id and spawned (added to grid data, not meaning show in world).
.pool #pool_id - pool information and full list creatures/gameobjects included in pool
If mangos build for use Postgre SQL server
Queries from sql/postgre_compatibility_addon.sql must be used
at least one time for each mangos DB part stored in Postgre SQL server.
File constent based at article in http://janusz.slota.name/blog/
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* 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.