* 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.
Field action_menu_id in gossip_menu_option table can be set to -1 where close gossip is expected, instead of sending a new menu.
Signed-off-by: NoFantasy <nofantasy@nf.no>
This can affect correct result in cases big guid values
(out of range for possitive part of int32 range) at x86 platforms.
Some other cases addded in addition to original patch fixes
where %d wrongly/unsafe used for unsigned values.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Implment vendor at show replace BoA item with reputation requirement
by identical item without rep. reqs for player that fit this requirements
of original item.
* Table also can be used for store item convertion data form one team items
to similar other team items. This case not impement but added function easy
used for it.
* Note: strict single convert for item not created problem for both way use:
item converted for same team or all, can't be original item for conversion to
another team.
* Not deleted normal item loot at first loot window close.
* Save current item loot content to DB for later continue looting.
* Cleanup spell effect SPELL_EFFECT_OPEN_LOCK check code
* Cleanup Player::AutoStoreLoot calls
Create enum for SpecialFlags (database flags and internally computed)
Added related functions for specialFlags and update code accordingly.
Signed-off-by: NoFantasy <nofantasy@nf.no>
Quest that can repeated each month are set by quest_template.SpecialFlags |0x04 flag
Quest are reset at midnight the first day of each month.
Note: for the time being, quest must also be set repeatable (SpecialFlags |0x01)
Signed-off-by: NoFantasy <nofantasy@nf.no>
* List its independelty. Each from this 2 fields have own flags. Cleanup lists.
* Not copy proto flags to item flags update field. This fix heroic item versions
show in client in result mixed use ITEM_DYNFLAG_WRAPPED (0x8) with ITEM_FLAG_HEROIC (0x8)
* Update uses to proto case use for some cases where before wrongly has been used item dyn.flags
* For ITEM_DYNFLAG_UNLOCKED (0x4) set for item at unlock and check for prevent re-unlocking.
This mostly for future case when will be implemented partly loting items support.
* For ITEM_FLAG_LOOTABLE (0x4) check loot absent or conflicting setting with containers/casted at use items.
Report wrong cases art loading.
* Better check related loot tables content using ITEM_FLAG_PROSPECTABLE and ITEM_FLAG_MILLABLE
* SkillOrClass is converted to RequiredSkill (and then field can contain skill id only)
* Field ZoneOrSort has no longer a function in quest requirement, and RequiredClasses must be used instead where class limits are expected.
To restrict a quest to one class or more, use bitmask of class in RequiredClasses. RequiredSkill works like before.
Signed-off-by: NoFantasy <nofantasy@nf.no>
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>
All commands can only have creature as the affected by command
*_SET_ACTIVEOBJECT - switch activeObject state on/off
*_SET_FACTION - changes faction
*_MORPH_TO_ENTRY_OR_MODEL - changes model to model from creature_template entry or model id explicit
*_MOUNT_TO_ENTRY_OR_MODEL - mounts on model from creature_template entry or model id explicit
*_SET_RUN - switch walkmode on/off
Signed-off-by: NoFantasy <nofantasy@nf.no>
In addition to adding fields for text id storage (in total 4 text id's), also added a comments field for developers notes in scripts (it may help those being old of age to remember what goes on in a script).
Signed-off-by: NoFantasy <nofantasy@nf.no>
datalong can be 0:idle, 2:random, 3:waypoint. In case 3, creature must have a existing creature_movement_template.
Command start movement for source of script. If source is not creature but target is, it will apply to target.
Optionally creature entry can be defined (datalong2) and start movement for this if found nearby (search radius defined in datalong3).
Signed-off-by: NoFantasy <nofantasy@nf.no>
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
Table creature_model_info store creature entry to use model from (or explicit model). The selection is based on a base modelId and racemask.
Hacks for shapeshift models removed (data included in SQL update)
Dropped no longer needed creature_model_info.modelid_other_team, as creature_model_info can and should be used instead (sorry, this is what happen when author doesn't do full research :) )
Signed-off-by: NoFantasy <nofantasy@nf.no>
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.
Both tables (areatrigger / event_id) are used explicit to store ScriptName for script library use.
In addition rename to ScriptName in instance_template
Signed-off-by: NoFantasy <nofantasy@nf.no>
Let script library know when some event is about to start. Event id's may be found in several sources, such as spells, GO's and transport/taxi paths.
Database scripts may be prevented by returning true from script side whenever needed. If false, DB script will run like normal.
New database table event_id_scripts will need a ScriptName for the event id, in same way as for example areatrigger_scripts.
Signed-off-by: NoFantasy <nofantasy@nf.no>