so it seems, that the difficulty-level isn't implemented
for all battlegrounds (in fact only for alterac valley)
we now set the difficulty level based on queue-id and then go down
to the highest difficulty-level possible for this map
big thx to vladimir for information and help with code :)
former know as heroic_entry we now have 3 of those
which let us chose different creature_templates for different
map-types
normal maps will need a bit more support to use correct
spawnmodes
but for battlegrounds it works already good:
they are divided by levelrange:
0-59 == normal spawn -> spiritguides level 60
60-69 == difficulty=1 -> spritiguides level 70
70-79 == difficulty=2 -> spiritguides level 80
80 == difficulty=3 -> spiritguides level 80
this is needed mostly for alterac valley to get
right creature-templates spawned
and with that all creature->SetLevel hacks could
get removed from alterac valley code
QuestLevel -1 is now to be used for dynamic quest level instead of older 0. DB support needed for update of quests.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Move send functions to new MailDraft class from WorldSession
* Simplify use different args combinations used in SendMailTo
by groupping its by functionality in Helper classes. This also will prevent wrong way use args combinations.
those creatures shouldn't see alive creatures - else
it would be very unfair ;)
now it's also possible that they can fight against each other
this fixes the bug, that those creatures attacked living players
* Move when possible checks from deep code to packer/DB read level.
* Check real existed guild bank tabs amount instead just max possible amount.
* Check guild bank loaded state for packets expected to be called only after
guild bank data loadin by another packet.
Thanks to elecyb and NetSky for original fix versions.
* Allow loot for not used in quest mail templates.
This let use mail template based mails from scripts for example.
* Not allow use same mail template id in more ine quests.
Passive spell cooldowns only for client show.
It sets by non passive spells with same category
triggered from passive spell auras or in code explictly.
* Ignore cooldown at cast passive spells
* Not set coldowns at passive spell cast itself.
Tracking of class and profession trainer should then work as expected client side, but database still need to apply flag values based on trainer function.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Avoid use broken lib/*_debug_nppch dirs, and restore use debug version for debug_nopch mode
* Avoid unexpected creating .tlb file in bin subdirs
* Set to correct values debug_nopch mode fields in tbb.vcproj
* Hide TBB libs in lib dirs in simialr way as hide ACE libs.
* Avoid use broken lib/*_debug_nppch dirs, and restore use debug version for debug_nopch mode
* Avoid unexpected creating .tlb fiel in bin subdirs
* Restore 0.15-dev as current developed release version in mangosd.
* Set to correct values debug_nopch mode fields in tbb.vcproj
Note: VC90 fixes will be in next commit.
You should add two libraries into your server binaries:
tbb.so/tbbmalloc.so on *nix and tbb(_debug).dll/tbbmalloc(_debug).dll on Windows!!!
Define USE_STANDARD_MALLOC while compiling 'framework' project to use OS' default memory allocator!
Signed-off-by: Ambal <pogrebniak@gala.net>
* 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 ?