Commit Graph

4175 Commits

Author SHA1 Message Date
xinef1
206fddf129 Core/GameObject: regenerate GO loot if respawn time passed since last loot generation time and not all items were taken (#19101) 2017-03-03 01:31:44 +01:00
xinef1
f8b090fd8a Core/Misc: Always reward all necessary reputations on creature kill (#19106) 2017-03-03 01:31:22 +01:00
xinef1
0642e5bd82 Remove auras interrupted by falling when we fall to the ground or water (#19115) 2017-03-03 01:31:13 +01:00
ariel-
7544544cf1 Core/Entities: spawned movementtype should override template movementtype
Core/SmartAI: pass the CreatureData pointer (if any) on updating template

Closes #19223
2017-03-03 01:30:25 +01:00
Gustavo
d21bb8f5ca Core/Unit: Correct speed calculus when affected by SPELL_AURA_MOD_MINIMUM_SPEED (#18136) 2017-03-03 01:26:03 +01:00
ariel-
1106eadac6 Core/Conditions: CONDITION_SOURCE_TYPE_QUEST_ACCEPT should not prevent completed question mark from showing (#18151 follow up)
Closes #19188
2017-03-03 01:24:23 +01:00
ariel-
823f96953f Core/Players: fix 2 Seal of Righteousness spells on paladins
Closes #14239
2017-03-03 01:24:09 +01:00
treeston
8d06064897 Core/Creature: Fix SetSpawnHealth so it cooperates with the colossal hack that is Battleground::AddCreature. *puke* 2017-03-03 01:21:26 +01:00
ariel-
6cd253ff8f Core/Misc: moved WeaponAttackType definition to SharedDefines to avoid including Unit.h 2017-03-03 01:19:28 +01:00
xinef1
62111a8c4a Core/SmartAI: Various fixes and extensions for smart scripts: (#18673)
- Possible crashes fixed
- Memory leak fixed
- Implemented checking of vehicle conditions
- Extended eventphasemask to 12 bits (sql required to change DB field type)
- SMART_EVENT_GOSSIP_HELLO - added possibility to detect for gameobject reportUse call
- Renamed action SMART_ACTION_SET_FLY to SMART_ACTION_SET_DISABLE_GRAVITY (to reflect actual functionality)
- Added targetsLimit to action SMART_ACTION_CAST and SMART_ACTION_INVOKER_CAST to limit max amount of targets (selected randomly)
- Action SMART_ACTION_TALK corrected to always work as intended
- Properly call GroupEventHappens in action SMART_ACTION_CALL_GROUPEVENTHAPPENS if invoker was charmed or owned by the player
- Properly utilize followAngle in action SMART_ACTION_FOLLOW (db orientation should be in degrees), but keep backward compatibility
- Added action SMART_ACTION_SET_CAN_FLY (119) 0/1
- Added action SMART_ACTION_REMOVE_AURAS_BY_TYPE (120) AuraType, can be used to exit vehicle for example
- Added action SMART_ACTION_SET_SIGHT_DIST (121) sightDist
- Added action SMART_ACTION_FLEE (122) fleeTime
- Added action SMART_ACTION_ADD_THREAT (123) +threat, -threat
- Added action SMART_ACTION_LOAD_EQUIPMENT (124) equipmentId
- Added action SMART_ACTION_TRIGGER_RANDOM_TIMED_EVENT (125) minId, maxId
- Added action SMART_ACTION_REMOVE_ALL_GAMEOBJECTS (126), removes all owned gameobjects
- Added action SMART_ACTION_STOP_MOTION (127), stopMoving, movementExpired
- Extended target SMART_TARGET_HOSTILE_SECOND_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_LAST_AGGRO with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_HOSTILE_RANDOM_NOT_TOP with following parameters maxdist, playerOnly, powerType + 1
- Extended target SMART_TARGET_THREAT_LIST with maxdist
- Extended target SMART_TARGET_OWNER_OR_SUMMONER to be able to get charmer/owner of current owner
- Added new target SMART_TARGET_FARTHEST with maxDist, playerOnly, isInLos restrictions
- Added SpellHit hook to GameObjectAI and extended SmartGameObjectAI to call SMART_EVENT_SPELLHIT when gameobject is hit by spell
- Call GameObjectAI Reset hook on gameobject respawn (for ex. to reset one time events in smart scripts)
- Fixed some logic errors in code
- SmartAI Escorts properly despawn escortee if no players are in range
- Disable Evading while charming creature with SmartAI
- Don't call SMART_EVENT_RESPAWN for dead units before they actually respawn
- Don't call SMART_EVENT_RESPAWN for not spawned gameobjects
- Properly call SMART_EVENT_RESPAWN for gameobject respawn
- Allow action SMART_ACTION_SET_IN_COMBAT_WITH_ZONE to utilize targetlist
- Allow action SMART_ACTION_CALL_FOR_HELP to utilize targetList
- Allow action SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL to utilize targetList
- Allow action SMART_ACTION_SET_VISIBILITY to utilize targetList
- Allow action SMART_ACTION_SET_ACTIVE to utilize targetList
- Allow action SMART_ACTION_ATTACK_START to select random attack target instead of first on the list
- Allow gameobjects to summon gameobjects with action SMART_ACTION_SUMMON_GO
- Properly store action invokers for action SMART_ACTION_WP_START, if no player invokers are found, distance despawn check won't be used
- Allow action SMART_ACTION_WP_RESUME to compensate for the state the unit actually is in (eg. combat)
- Allow action SMART_ACTION_MOVE_TO_POS to select random of the avaiable targets, not only the first one.
- Allow action SMART_ACTION_MOVE_TO_POS to utilize x, y, z parameters as an offset to calculated coordinates
- Action SMART_ACTION_RESPAWN_TARGET should never modify respawntime of already spawned gameobjects, use dedicated function
- Properly delete ontime events created by SMART_ACTION_CREATE_TIMED_EVENT
- If action could not be started because conditions were not satisfied, do not recalculate the waittime to action repeattime, use smaller value to recheck more frequently
- Allow target SMART_TARGET_CLOSEST_PLAYER to be used by gameobjects
- Allow target SMART_TARGET_OWNER_OR_SUMMONER to be used by gameobjects
- Fixed SMART_EVENT_COUNTER_SET to be only called for the id that was incremented
- Changed the way counters work
- Protect PhaseInc from surpassing maximum phase
- Added loading checks for missing NON_REPEATABLE flag if no repeatmin, repeatmax is set
- Added spell validation for SMART_ACTION_CROSS_CAST
2017-02-19 09:10:29 +01:00
Aokromes
78f4048f16 Core/Misc: fix one AnimKit crash
By Krudor closes #112
2017-02-18 11:14:19 +01:00
Aokromes
471918fd47 Core/Misc: Partialy fix one AnimKit crash
By Krudor
It still crashes at close client
updates #112
If anyone have idea i have one sniff comparing the values on retail 4.3.4, without this fix, without animkit and with this fix with animkit.

Join https://t.me/joinchat/AAAAAAiEtwpxLaE8MnmdeA
2017-02-18 04:40:17 +01:00
Aokromes
0748e7f820 Added some missing SetFallInformation calls
Fixed HP drop bug on zeppelins
Fixed possible packet relocation problems on huge transports
2017-02-17 09:39:09 +01:00
Aokromes
3938ee3be4 Add missing code 2017-02-12 10:58:25 +01:00
Shauren
c7d5c24bfe fix typo 2017-02-10 05:26:49 +01:00
Shauren
9d4a1ddc10 Core/Maps: Adjusted WorldObject::GetGridActivationRange() to never be less than map visibility distance for active objects to ensure equal ranges for activation/deactivation of grids
Updates #19072
2017-02-10 05:26:38 +01:00
Kittnz
159709e0b0 Game/Scripting: Add OnPlayerRepop hook
Called when a player presses release when he died
2017-02-10 05:26:15 +01:00
treeston
f1681c75b1 Core/Creature: Prevent boss creatures from ever respawning naturally. 2017-02-10 05:25:45 +01:00
xinef1
2c05a59815 Core/Misc: Fix various crashes, also related to multithreading (#19012)
* When iterating groups we have to either do it not in multithreaded context (map updates) or start with checking maps (they are guaranteed to change in single thread update).
* Properly clear ComboPoint references on player remove 
* remove some possible references item may have when it is deleted during save. 
* Also clear all hostile references when unit is removed from map.
2017-02-05 01:58:11 +01:00
xinef1
01b43b3da0 Core/Pets: Fixed flashing pet attack button (#18906) 2017-02-05 01:57:37 +01:00
xinef1
f6baed105d Core/Loot: Only allow the roll winner to loot the item he won in case it cannot be added to inventory instantly (full or any other reason) (#19037) 2017-02-05 01:55:10 +01:00
Flameshot
30732ecc5d Fixed one build error and performance warnings 2017-02-04 16:34:09 +02:00
Aokromes
b083a07dfa missing parts 2017-02-04 02:36:43 +01:00
Aokromes
8bb777ef5c Few small optimizations here and there 2017-02-01 16:51:21 +01:00
Aokromes
30eced8380 Core/Spells: Properly send autorepeat cancel packet to self and fix s…
…ome problems with autoshot
2017-02-01 15:18:54 +01:00
Gildor
1f4c468799 Build Fix (#19004) 2017-02-01 04:02:22 +01:00
Aokromes
8a63c4919e Core/Packets: updated some contactlist packets
(cherry picked from commit e01bb91)
2017-02-01 02:11:56 +01:00
xinef1
608ef8f09c Core/Pets: Fixed bug where pets tamed from large npcs had too big combat reach (#18909) 2017-02-01 01:30:08 +01:00
xinef1
ac3a9d6112 Core/Creatures: Stop falling if corpse is removed (can happen when alive unit is despawned instantly in air) (#18995)
Do not allow to start waypoint movement when unit is dead
2017-02-01 01:29:59 +01:00
Keader
cf88bcfa16 Core/Entities: Implemented CREATURE_FLAG_EXTRA_NO_MOVE_FLAGS_UPDATE (#18980) 2017-02-01 01:26:01 +01:00
Aokromes
c5f17620df Core/Quest: Fix SMSG_QUESTGIVER_STATUS_MULTIPLE
By Davide
2017-02-01 00:22:45 +01:00
Aokromes
1289e66d44 Core/Player: Fix ghost players water walking visual bug
Fix bug of ghost players appearing as swimming to other players instead of water walking.
2017-01-30 02:57:09 +01:00
Aokromes
f0db5c7e8b Core/Entities: Moved PITCH movement flags into TURNING mask
(they do not cause movement in any direction alone, only combined with forward/backward/strafe)
2017-01-30 02:56:12 +01:00
sevi
af7827dfa7 Core/Player: add SendNotifyCurrencyLootRemoved
from Arkcore
2017-01-25 21:43:37 +01:00
Aokromes
4c4c03a074 more missing part 2017-01-24 12:35:47 +01:00
Aokromes
09a6602c32 More missing part 2017-01-23 22:07:53 +01:00
ariel-
191e277741 Core/Creature: revert turning state apply
partial revert of 6b55faba06

Simply removing the unit state in Creature::ReleaseFocus causes #18549 again
2017-01-23 00:17:08 +01:00
ariel-
04df42ba78 Core/Creature: don't allow turning if spell would cancel due to turning to face target
Closes #18549
2017-01-23 00:16:58 +01:00
Aokromes
9f6fc5f123 Core/Pets: Disable pet interface for charmed units while mounted 2017-01-21 14:55:03 +01:00
xinef1
696ac52f83 Core/Auras: Prevent remove of auras interrupted by turning if the turn could be caused by float calculation error (#18595) 2017-01-21 14:50:15 +01:00
xinef1
adfdc05d42 Core/Units: Drop hostile world references that are out of our sight (fixes combat bug) (#18591) 2017-01-21 14:47:28 +01:00
HelloKitty
927a73a7ef Core/Vmaps: Stop M2s from occluding for spellcast LoS
Closes #18528
2017-01-21 14:45:30 +01:00
Shauren
5ac6ed25d1 Core/Player: Removed unneeded distance check from Player::ActivateTaxiPathTo, it is already checked by HandleActivateTaxi* methods (and taxis started serverside should not have such requirements)
Closes #15398
2017-01-21 14:36:46 +01:00
Aokromes
55aba887f7 more missing part 2017-01-18 15:21:28 +01:00
Aokromes
b6e84ddc38 Missing part 2017-01-18 15:15:52 +01:00
Aokromes
b7432bc39a Compile fix try 2017-01-18 15:09:57 +01:00
ForesterDev
4ef8cda0d2 Core/Objects: Fixed trap visibility for enemies. (#18815)
Closes #18251
2017-01-14 06:45:23 +01:00
xinef1
ab6da5cd02 Fixed visual bug where accessory could detach from vehicle on client (#18590)
Closes #15153
2017-01-12 08:50:54 +01:00
Aokromes
1593668245 Strip QUEST_FLAGS_AUTO_ACCEPT from quest details sent to client if ignoring auto-accepts in config 2017-01-09 08:02:27 +01:00
Rushor
31d606e1cf Core/Vehicle: Remove immunity to Battering Ram for Ulduar vehicles (#18562)
Closes: #15185
2017-01-07 07:23:27 +01:00