i used the following script
(i have no awk-skills :-/ i guess with awk it will look much better)
for i in `ls *.h`
do
HEADER="#include \\\""`echo $i | sed 's/\./\\\\./'`"\\\"" #a grep-readable #include "file.h"
# following should deletes the first occurence of a duplicated
# (#include) line
# if an include is more then once in this file this script
# has to be run more often - i don't know a better solution
grep -cH "$HEADER" *.[hcpp]* | grep -v :1$ | grep -v :0 | sed -r 's/:[0-9]*$//' | xargs sed -i '0,/#include "'$i'"/{//d;}'
done
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Restored build for x64: WorldSession expected to be fist include in WorldSession.cpp
* src/game/GameEvent.* renamed to src/game/GameEventMgr.* for consistence
* `game_event` now have new `holiday` field for store client side holiday id associated with game event
* Added new enum HolidayIds with existed at this moment holiday ids.
* New function "bool IsHolidayActive(HolidayIds id)" added accessabel from scripts for active holidays check.
* Implement support 'Hplayer' link type. Mostly as player name highlights in command messages.
* Support shift-links parsing withoyt '|c' color prefix
* Many related code cleanups.
* Fixed creature/gameobject save from game (used in commands code only)
* Implement .modify phase (for player), .npc setphase (for creature/pet), .gobject phase (for gameobjects) commands
for set phasemask of selected object. In player/pet case temporary until in game phase switch/re-login/GM-mode change.
In creature/gameobject case change saved in DB.
* Add to .gps output phasemask value print. Allow use .gps command with creature/gameobject shift-link
(work for objects loaded in game in command time).
* Store phase mask for creatures/gameobjects/corpse in DB
* Propertly set phase for summoned creatures/gameobjects/pets/corpses/spell related dynobjects
* Select proper phase for spawned creature/gameobjects and save it in DB
TODO: in game commands.
* Mark spells learned in result character creating, another spell learning, skill grow,
quest reward as dependent and not store its in `character_spell`.
* Prevent re-learning known spell in expected state
* Prevent re-learning low rank spell as active if higher rank known.
* New type of non-stacked ranked spells check: skill dependent spell bonuses.
* Activate (show propetly and cast if need) lesser spell rank
for non-stackable in spellbooks spells at unlearn high rank
This is just a simple check if target's gmlevel is lesser
than the caller's one. If it is, an error is returned.
Offline checks for some commands are included.
That in simple words means no further .goname to a gmlevel 3 player
from a gmlevel 2 or 1 account, so gmlevel 3 can work in peace.
Signed-off-by: freghar <compmancz@gmail.com>
Implemented in same way as db script localization. creature_movemant now store indexes in db_script_string.
In game waypoint text setting disabled. Unclear how this possible implement with localization data.
Including fix _SCallback for 3 params, triggred mode correct call for .cast back and .cast target.
Remove outdated code for support old 19421 (and ranks) implementation in client data.
Removed unnecessary database queries in some command handlers.
Replaced them with access to cached data or queries for only the needed data.
Move database access in gossip select code to less often called place.
Works for all classes, not only hunter. Pet also saved in DB.
Signed-off-by: dythzer <micke223@gmail.com>
Command renamed to .npc tame and code updated to use common function with spell effect.
Targeted creature not killed and tamed pet show up before player.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Signed-off-by: dythzer <micke223@gmail.com>
* Also implement .npc unfollow for cancel following.
* Help and mangos strings.
* Unrelated small fixes in mangos.sql.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
for selected player
Signed-off-by: dythzer <micke223@gmail.com>
Add help text and mangos strings.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>