* Table `game_event_model_equip` renamed to `game_event_creature_data`
* Table allow now store same creatures for different events, BUT
expected that related events no active in same time.
* Added possibility switch entry at gameevent time.
This let have diff factions/loot and etc for creatures.
* Added possibility cast spells at gameevent start/end.
Exist some spells that expected casted to creature at gameevent start
for model replace, and for animation in other cases.
Note: `game_event_creature_data`.`modelid` field posisble will removed soon in fowor related spell use.
Ofc, when spells will implemented in core.
* 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.
In new version last update time stopred for specific Cell that store all world objects
placed in it. All objects of Cell updated (or not updated) in same time.
Original version provided by ciphercom.
This reverts commit 10784a8c7cc81c468b5411e973d36ecf31de9603.
Main reason: impossibility for me as commiter test problem and fix all corner cases problems.
Now in case when creature/etc some tices not updates in result stay
in not active (no near players or active objects) cell some important
timers (corpse decay, summon timers, group loot expire, aura durations, etc) will
updates at real diff time from last prev. update call.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
For some systems added exclude use real diff time because current limitations
like move generators. So its stay use last tick diff and considered freeze and
skip all time while creature in not active map part.
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!
Possible real source of problem: existing in code mixed
std:: structure templates instanting under pack pragma and out.
And this incompatible structure layouts wrongly mixed used by GCC.
So all std:: strcutures used moved out from pack pragma guards.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also pet/controlled unit global cooldown code replaced by new placed in charmInfo structure.
Thanks to nos4r2zod for testing and gcd range check implement.
*CORPSE_DECAY values adjusted (Rare/RareElite values are guessed) with more proper.
*RATE_CORPSE_DECAY_LOOTED is now 0.0 as default and a modifier of the creatures spawntimesecs are used for corpse decay.
Respawn time for creature is now set at death (result: database spawntimesecs are in most cases the time it takes from kill to respawn)
Overall, this will affect four things:
* corpse will stay visible longer before looted
* corpse will stay visible longer after looted, when creature has long respawn time
* creature without loot will "skip" the default decay times and then fix a "should respawn almost instant" -problem
* creature with loot and very short respawn time may respawn instantly after looted
Signed-off-by: NoFantasy <nofantasy@nf.no>
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>
This change will:
* make it easier to use cached data directly without any modifications
* correct issues regarding invisible models
* simplify certain aspects of model selection itself and make it somehow easier to control and maintain special cases.
Two new fields added to creature_model_info, to store modelid_alternative and modelid_other_team
* _alternative holds an alt. model, for cases where gender are the same, or is not male/female.
* _other_team is generally used for totem models, but may have future use.
This commit will possibly break a few things (visually) and will require DB projects to update their creature_template models data.
It is advised to use cache data as-is, and in addition fill creature_model_info for certain models, totems in particular, for expected appearance.
Signed-off-by: NoFantasy <nofantasy@nf.no>
also isActiveObject check moved to WorldObject - all worldobjects are inactive by default, excluding players
this is a final part of cameras implementation
(based on commit efc9623)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Also remove template-way code selection for object for Map::AddToActive/Map::RemoveFromActive.
This simplify function use from not Map code.
* Use proper stop packet as expected. In case 0 trevel time used before move packet
can generate infinity move forward (at client side).
* Avoid reset top movegen before add idle in pet stay command.
* Avoid assign random move to player owned creatures as default movegen.
* Finish follow movegen init including need-stay case.
npc_vendor.ExtandedCost can be negative now that meaning:
price excluded default item BuyPrice and use only abs(ExtandedCost) items).
For example expected used for item 36908.
* Show skinning tooltip only after creature loot
(when creature can be explcitly skinned).
* Allow reopen skinning loot if still have not looted items.
* 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.
* Changes include (in fact as part cleanup) fix got NeedBeforeGreed locked item after expire roll timer
suggested by somedruid@mangos.lighthouseapp.com.
* Added cancel rolling at creatuer corpse remove.
* For NeedBeforeGreed and GroupLoot sued common code for prepare item roll.
This allow independent rate of walk vs run speed. Existing field renamed to explicit speed_walk.
Note that default database rate for run is a result of the most common value seen, 8.0/7.0
Signed-off-by: NoFantasy <nofantasy@nf.no>
Updated creature will now have the same amount of health (in percent) as the original creature after update.
For cases where full restoration of health is expected, function have option to disable preservation.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Drop delayed moves list in Map code
* Apply movement coords update always at call including movement to different cell/grid.
* Instead removed functionality mark creature as need move notify broadcast at next tick, do it.
This must resolve porblesm with CreatureRelocation in past not always update position to new expected at call
And in resul next code fail or work in strange way. Mark creature for notifier call at next Update
let safe main part remopved functionality implemented in another way: prevent cascade (or infinity chain)
in move updates. In fiture possible implement move notify call not at each tick for save time.
* Move movegen Interrupt/Reset calls from CreatureRelocation that called and from another movegens.
* Add this called to NearTeleportTo creature case and new MonsterMove* functions that considered
as special moves similar instant movegens.
* NearTeleportTo/MonsterMove functions recomended used instead explicit use CreatureReolcation+SendMosterMOve pairs
for proper reaction at movement from creature movement generators.
* This must repolve problem with loot.
Before if some mob killed by group member and then leader changed
then group members can't loot this mob body.
* Possible resolve crashes at loot. Now group storage content not dependent from leader changes.