Shauren
8bcde41538
Core/Quests: Added stuff missing in previous commit
2013-12-25 12:17:23 +01:00
Shauren
5e8f829181
Core/SAI: Fixed a crash in call for help/flee for assist actions when they had an emote attached
2013-12-24 11:26:07 +01:00
Shauren
107af52853
Core/Chat: Refactored building chat packets
...
* Moved everything into one specialized method instead of being scattered all over the place
* Allow localizing creature names in chat messages (when using $N)
* Send SMSG_GM_MESSAGECHAT for gm messages
2013-12-23 14:23:49 +01:00
Discover-
c5788de8a4
Core/SAI: Fix another memory leak, thanks to @Xter
2013-12-19 10:50:16 +01:00
Discover-
e44e932d4d
Core/SAI: Fix two memoryleaks in my previous commits. Thanks to @Xter for the notice.
2013-12-19 10:28:45 +01:00
Discover-
e5f7beecf5
Core/SAI: Using SMART_ACTION_FORCE_DESPAWN now despawns the given target_type instead of always the creature itself.
2013-12-18 10:06:19 +01:00
Discover-
a0f7fee922
Core/SAI: Fix compile
...
Core/SAI: Don't limit SMART_ACTION_SET_INGAME_PHASE_MASK to unit targets only. Thanks to @Shauren for the notice.
2013-12-17 11:38:29 +01:00
Discover-
154ee466eb
Core/SAI: Using the action_type SMART_ACTION_SET_REACT_STATE now sets the react state of the target_type. Won't break any scripts as all current cases of this action_type have target_type 1 (SMART_TARGET_SELF).
2013-12-17 11:10:23 +01:00
Discover-
1f4d585bef
Core/SAI: In all npc flag related action_types we now check if the target is a creature instead of an unit (creature/player).
2013-12-17 11:06:07 +01:00
Discover-
20a22662df
Core/SAI: Using SMART_ACTION_SET_FOLLOW with target_type 0 (SMART_TARGET_NONE) will now stop the following completely. Fixes 6 scripts in a clean TDB already using this functionality even though it wasn't implemented.
2013-12-17 10:12:23 +01:00
Discover-
54b7162f1d
Core/SAI: Make SMART_ACTION_SET_INGAME_PHASE_MASK set the phasemask of the target_type instead of always the source calling the action type.
2013-12-17 09:44:06 +01:00
Discover-
e17af3f203
Core/Quests: Fix an issue where auto-completed quests would not be automatically completed if the quest was added through either the SmartAI action_type SMART_ACTION_ADD_QUEST, the spell effect SPELL_EFFECT_QUEST_START or the opcode CMSG_QUEST_CONFIRM_ACCEPT. Also fixes auto-complete quests in the SAI and opcode case not calling the AI hook.
2013-12-14 19:42:31 +01:00
jackpoz
1c0903e286
Core/Misc: Fix some static analysis issues
...
Fix some static analysis issues about uninitialized values. Most of them are false positives, always initialized before being accessed, while some of them are real issues spotted by valgrind too.
2013-12-14 18:41:26 +01:00
Discover-
4ca63412c8
Core/SmartAI: SMART_ACTION_UPDATE_TEMPLATE will no longer ignore the target type and force the source creature (creature only) to be updated; from now on it updates the given targets to the given entry (actionparam1)
2013-12-13 09:45:58 +01:00
Malcrom
c045d4c7f4
Core/SmartAI: Reset Actions will not be processed until creature reaches home.
2013-12-12 21:23:14 -03:30
Malcrom
9f741432a3
Core/AI: Some code cleanup
2013-12-12 18:09:07 -03:30
Malcrom
9d95351118
Core/SmartAI: Fixed issue where ranged caster would switch to combat ready state between cast.
2013-12-12 16:39:30 -03:30
joschiwald
a40e814240
Core/SmartScripts: speedup loading/validating sai scripts from db
...
Before:
>> Loaded 6953 SmartAI scripts in 3543 ms
After:
>> Loaded SmartAIMgr Helpers in 4 ms
>> Loaded 6953 SmartAI scripts in 95 ms
2013-12-11 18:53:05 +01:00
joschiwald
eddf1b5a64
Scripts: replace some SetOrientation() calls with spline packets and some random changes
2013-12-10 18:46:11 +01:00
Malcrom
c084b3d16e
Core/SmartAI: Remove unneeded code added in error
2013-12-04 01:05:56 -03:30
Malcrom
e60fe4c303
Core/SmartAI: Fixed waypoint pathing not resuming after evade.
2013-12-03 23:41:11 -03:30
Malcrom
b407e72339
Core/SmartScript: Allow flag to be added to spell to determine combat movement.
...
Greatly simplifies SAI combat scripting.
2013-12-03 20:53:33 -03:30
Malcrom
48d8af0962
Core/SmartAI: Fix SMART_ACTION_ALLOW_COMBAT_MOVEMENT
2013-12-03 20:19:17 -03:30
Spp
cd48662233
Core/Logging: Minor changes
...
- Select stderr when writing ERROR and FATAL messages
- Simplify function defines
- Fix `logs` table structure with latest logging changes
2013-11-11 14:35:16 +01:00
Spp
65cd07a288
Core: Improve error messages for linked_respawn table (and minor cosmetic changes here and there)
2013-11-11 11:03:32 +01:00
Spp
94e2b9332a
Core/Logging: Remove LOG_FILTER_XXX defines with it's value (remember logger names are case-sensitive)
2013-11-08 10:50:51 +01:00
Gacko
be19ac95ed
Core/SmartAI: Better wording for telling "There is a spell for summoning this"
2013-11-07 11:56:02 +01:00
leguybrush
0a308144a8
Core/Code: Unify [more] codestyle for brackets: )\n{\n} to ) { }.
2013-10-28 14:36:07 -04:00
Ascathor
2607738990
Core/Code: Unify codestyle for brackets: {} to { }.
...
Also added missing copyright to some files.
2013-10-27 23:46:02 +01:00
Discover-
0cc32e28e3
Core/SAI: Rename SMART_EVENT_TARGET_CASTING to SMART_EVENT_VICTIM_CASTING as that's what it actually does. It was often confused to use the target_type field instead of the victim.
2013-10-22 15:59:32 +02:00
Discover-
1a6157985c
Core/Misc: Get rid of some useless code
2013-10-21 09:15:17 +02:00
Shauren
ce55647c41
Core/Transports
...
* Rewritten path generation, now uses splines - timers are a lot more accurate now
* Implemented stopping transports
* Implemented spawning transports in instances
* Implemented spawning gameobjects as transport passengers
* Transport passengers are now stored in creature/gameobject table using gameobject_template.data6 from transport's template as map id
2013-10-16 18:37:29 +02:00
Discover-
ca02411eff
Core/SAI: When the castflags are set to both SMARTCAST_AURA_NOT_PRESENT and SMARTCAST_INTERRUPT_PREVIOUS, we only interrupt the spell if there is actually a spell cast.
2013-10-11 16:57:28 +02:00
Ellie
c803cc1f5c
Merge branch 'master' of github.com:TrinityCore/TrinityCore into string_concatenation
2013-10-01 01:14:32 -07:00
Ellie
1fae858645
Whitespace between string literals and user-defined literals is now mandatory for concatenation in C++11
2013-10-01 01:13:13 -07:00
Discover-
11d9a44508
Core/SAI: Properly implement the second parameter of SMART_ACTION_CALL_TIMED_ACTIONLIST to reflect the wiki (which also makes more sense)
2013-10-01 10:08:05 +02:00
Discover-
80ce30ac7d
Core/SAI: Add 'playerOnly' parameters to SMART_TARGET_CLOSEST_ENEMY and SMART_TARGET_CLOSEST_FRIENDLY. Wiki is updated accordingly.
2013-09-30 10:11:02 +02:00
Discover-
a5c248b60f
Core/SAI: Get rid of unused parameter 'storageId' (third) in SMART_ACTION_SUMMON_CREATURE. This means the 4th parameter (actionInvoker 0/1) must move back one parameter. On a clean TDB there is not a single case of this parameter being used.
...
Updated wiki accordingly.
2013-09-25 11:46:51 +02:00
jackpoz
c256a0330a
Merge branch 'master' of github.com:TrinityCore/TrinityCore
2013-09-24 23:35:11 +02:00
jackpoz
ec3832c2c1
Core/AI: Fix uninitialized values and array overflows in SAI
...
Proper initialize POD struct members to 0 in SMART_ACTION_CREATE_TIMED_EVENT action type.
Fix array overflows and access uninitialized values in SMART_ACTION_CALL_RANDOM_TIMED_ACTIONLIST, SMART_ACTION_RANDOM_PHASE and SMART_ACTION_RANDOM_EMOTE .
Valgrind log for SMART_ACTION_RANDOM_PHASE case:
Conditional jump or move depends on uninitialised value(s)
at : SmartScript::UpdateTimer(SmartScriptHolder&, unsigned int) (SmartScript.cpp:3086)
by : SmartScript::OnUpdate(unsigned int) (SmartScript.cpp:3176)
by : SmartAI::UpdateAI(unsigned int) (SmartAI.cpp:335)
by : Creature::Update(unsigned int) (Creature.cpp:542)
by : TempSummon::Update(unsigned int) (TemporarySummon.cpp:47)
Uninitialised value was created by a stack allocation
at : SmartScript::ProcessAction(SmartScriptHolder&, Unit*, unsigned int, unsigned int, bool, SpellInfo const*, GameObject*) (SmartScript.cpp:143)
2013-09-24 23:33:28 +02:00
Discover-
a0db0728f2
Merge branch 'master' of https://github.com/TrinityCore/TrinityCore
2013-09-23 16:47:47 +02:00
Discover-
9653576cb4
Core/SAI: Using SMART_TARGET_NONE no longer works the same way as SMART_TARGET_ACTION_INVOKER but rather return NULL instead.
...
Fixes #10908
2013-09-23 16:47:22 +02:00
Discover-
69b0a009c4
Core/SAI: Make SMART_ACTION_RANDOM_MOVE also work with SMART_TARGET_NONE and non-creature targets (if a non-creature target_type is specified and no creature target was found, the action is fired at the source)
...
Ref. #7431
2013-09-21 11:21:29 +02:00
Shauren
be5cf42ec3
Core/SmartAI: Fixed creatures using SAI not attacking its charmer after it breaks
...
Closes #7601
2013-09-09 17:44:07 +02:00
Shauren
fcf9552934
Core/SmartScripts: Fixed heap corruption in SMART_ACTION_EQUIP
...
Closes #10739
2013-09-08 12:15:13 +02:00
Aokromes
c3c5327fbd
Merge pull request #10716 from Discover-/SAI_Owner_Or_Summoner
...
Core/SAI: Make SMART_TARGET_OWNER_OR_SUMMONER also work for creatures su...
2013-09-06 17:29:15 -07:00
Vincent-Michael
bc1a079b6c
Core/SAI: Fix typo (i blame germans laziness)
2013-09-06 21:40:04 +02:00
Vincent-Michael
458f5b9502
Core/SAI: Added SMART_ACTION_SUMMON_CREA / SMART_ACTION_SUMMON_GO log for has already summon spell
2013-09-05 16:16:23 +02:00
Discover-
926edaf49d
Tabs to spaces...
2013-09-04 14:07:27 +02:00
Discover-
9761affc8d
Core/SAI: Make SMART_TARGET_OWNER_OR_SUMMONER also work for creatures summoned by spells
2013-09-04 09:35:21 +02:00