Commit Graph

255 Commits

Author SHA1 Message Date
Rat
b7a44ae2ba *fix visibility for trigger creatures
NOTE: if you see any trigger (in player mode) with a visible model (DB bug), please report creature entry + modelid in bugtracker

--HG--
branch : trunk
2010-04-21 13:55:43 +02:00
Spp
74dd02d024 Remove LOTS of compile warnings
--HG--
branch : trunk
2010-04-19 09:26:37 +02:00
Spp
4635fbc020 Code Style (game + scripts only):
"!=" --> " != " (when needed)
"  !=" --> " !="
"!=  " --> "!= "

--HG--
branch : trunk
2010-04-08 08:20:08 +02:00
Spp
2454c290b8 Code Style (game + scripts only):
"==" --> " == " (when needed)

--HG--
branch : trunk
2010-04-07 23:25:02 +02:00
Spp
49d05ba9aa Code style (game + scripts only):
"( " --> "("
" )" --> ")"

--HG--
branch : trunk
2010-04-07 22:59:46 +02:00
Spp
d19e127080 Code style (game + scripts only):
"if(" --> "if ("

--HG--
branch : trunk
2010-04-07 19:14:10 +02:00
Spp
2e127f7a30 Code style (game + scripts only):
"while(" --> "while ("

--HG--
branch : trunk
2010-04-07 19:13:19 +02:00
Spp
f490ad5ac2 Code Style: tab to spaces
--HG--
branch : trunk
2010-04-07 17:24:07 +02:00
silverice
5dfcccdd85 correct movement packet broadcasting
mover should be source of movement packets, not player
   resolves problem that movements of controlled unit not visible for nearby players
   (you can detect it only when controlled unit too far from player-controller)

--HG--
branch : trunk
2010-04-04 03:46:38 +03:00
Trazom62
6fdaf225f3 Fix creature tapped and lootable dynamic flags => fix creature not lootable.
Fixes issue #1067.

--HG--
branch : trunk
2010-03-14 00:22:53 +01:00
thenecromancer
01ee5399a7 Remove some Debug logs nobody needed anymore
they've also contained wrong typecast function, therfore this'll fix issue 1054

--HG--
branch : trunk
2010-03-11 19:57:23 +01:00
raczman
07f3b91426 Some Creature* casts moved to new ToCreature.
Added const Creature* ToCreature()

--HG--
branch : trunk
2010-03-07 18:30:53 +01:00
raczman
91b8ee104e Added new type-safe cast functions.
This, when properly used, should get rid of most memory corruption issues,
currently, casting types C-style with no checks leads to some abstract crashing.
Functionality is same as with dynamic_cast<>, but with no RTTI check - so when
casting into invalid type you will receive NULL, and most probably crash.
At the same time, i took the liberty to convert most Player* casts to ToPlayer().
Still needs crapload of casts being moved to new facility.

--HG--
branch : trunk
2010-03-07 15:20:19 +01:00
silver1ce
fcaa318fb3 Update visibility system
*visibility updates and ai relocations processed simultaneously for each grid
  *these operations now are not synchronized for different grids
  *some changes into structure of visibility notifiers

--HG--
branch : trunk
2010-02-27 15:25:14 +02:00
Brian
486c00891b * Core switch to client 3.3.2 (11403)
* Credits (in no particular order) to:
* n0n4m3, raczman, manuel, Spp, Malcrom, Teacher, QAston, Tartalo,
* thenecromancer, Xanadu, Trazom, Zor, kiper
* Additional credits to:
* TOM_RUS and NoFantasy from MaNGOS
* Thanks for testing Aokromes and XTElite1
* SoTA still needs some work, but is very playable (huge thanks to raczman and
* kiper)
* To upgrade, you need to apply all SQL from sql/updates/3.2.2a_old from the
* last rev you are on
* and then apply all SQL from sql/updates/3.3.2_old to char / realmd / world
* DBs
* Known problem with guild banks.

--HG--
branch : trunk
2010-02-14 19:13:14 -07:00
Xanadu
d536614df8 Fixed some GetDistance functions, added several asserts
--HG--
branch : trunk
2010-02-06 00:28:19 +01:00
silver1ce
a307ba784c *Move object's field\visibility update functions to object from accessor
removed useless SendUpdateObjectToAllExcept - anyway fields will be updated, there is no sense to force update them

--HG--
branch : trunk
2010-02-03 16:53:40 +02:00
XTZGZoReX
9f00ca3eb8 * Remove CellLock class and all cell-level thread locking.
** It was wasting CPU power as cell-level locking is not needed.
** Our multithreading is on map-level, not cell-level.
** CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
** Some minor cleanup in Cell::Visit/Map::Visit.

--HG--
branch : trunk
2010-01-23 22:24:41 +01:00
QAston
216d32e8a7 *Prevent assertion fail in Unit::_AddAura after creature add to remove list.
--HG--
branch : trunk
2010-01-22 20:03:47 +01:00
QAston
f5dea61b66 *Remove some of no longer needed debug code.
--HG--
branch : trunk
2010-01-18 23:47:26 +01:00
QAston
a1bbbd1421 *Cleanups before delete after not successfull load pet from db. Thanks to Drahy for debug traces.
--HG--
branch : trunk
2010-01-18 23:12:35 +01:00
QAston
9a7746c9fc *Add some debug info to trac reason of assertion fail in Unit destructor.
--HG--
branch : trunk
2010-01-18 18:42:36 +01:00
n0n4m3
99f66a6bc9 Updated copyright for new year.
--HG--
branch : trunk
2010-01-16 20:19:18 +03:00
QAston
8e9d2cdf01 Update aura system:
* Change system logic - unify Auras, AreaAuras and PersistentAreaAuras:
  * Aura has now its owner - which is the WorldObject, which applies aura (creates AuraApplication object) dependant on aura radius, and effect type
  * Owner can be Dynobj (DynObjAura class) for PersistentAreaAuras, or Unit (UnitAura class) for Area and nonArea auras
  * Aura data is shared for all units which have AuraApplication of the Aura
   * Because of that AuraEffect handlers , and periodic tick functions can't modify AuraEffect object (they are const now)
  * Remove spell source and AreaAuraEffect classes
  * Add AuraEffect::UpdatePeriodic function, to allow periodic aura object modification (target independant)
  * Add AuraEffect::CalculateAmount and AuraEffect::CalculateSpellMod function, to allow non-default amount calculation
  * AreaAura updates are done in owner _UpdateSpells cycle
  * Since now you don't need to wait an aura update cycle to get area aura applied on it's correct target list
  * And you can access area aura target list
  * Add basic support for aura amount recalculation
  * Save recalculation state and base amount of auras to db
  * Add AuraEffect::CalculatePeriodic function to determine if aura is periodic, and to set correct tick number after aura is loaded from db
  * Add ChangeAmount function in addition to SetAmount function, to allow easy reapplication of AuraEffect handlers on all targets
  * Sort aura effect handlers in SpellAuras.cpp and .h by their use
  * Add check for already existing aura of that type to some AuraEffect handlers, to prevent incorrect effect removal
  * SPELL_AURA_CONVERT_RUNE and MOD_POWER_REGEN and MOD_REGEN hacky handlers are now implemented correctly
  * Send aura application client update only once per unit update - prevent unnecesary packet spam
 * Fix ByteBuffer::appendPackGUID function - it added additionall 0s at the end of the packet
 * Fix memory leak at player creation (not deleted auras)
 * Updated some naming conventions (too many to mention)
 * Added Unit::GetAuraOfRankedSpell() function
 * Remove procflags on aura remove, use Aura::HandleAuraSpecificMods instead
 * Added functions to maintain owned auras (GetOwnedAuras, GetOwnedAura, RemoveOwnedAura, etc)
 * Implement AURA_INTERRUPT_FLAG_LANDING
 * Implement EffectPlayerNotification (thanks to Spp)
 * Remove wrong aura 304 handler
 * Add better handler for death runes
 * Remove unnecesary variables from DynamicObject class, and cleanup related code, link dynobj duration with aura
 * Add GetAuraEffectTriggerTarget function in CreatureAi for special target selection for periodic trigger auras used in a script
 * Add many assert() procection from idiots using some functions in wrong way
 * I am to lazy to write here anything more
Thanks to Visagalis for testing this patch
PS: Do not make patches like this, please

--HG--
branch : trunk
2010-01-10 01:23:15 +01:00
n0n4m3
cc19e73174 Merge
--HG--
branch : trunk
2009-12-20 17:39:36 +01:00
n0n4m3
851a514f90 fix visual bug that flying creatures displayed as walking at place
--HG--
branch : trunk
2009-12-20 17:38:09 +01:00
Rat
6fe36efe0f *apply trinity style to whole source
*comment out all mangos to trinity defines
*this will make merging a little harder, but code will be more clear

--HG--
branch : trunk
2009-12-20 15:20:04 +01:00
n0n4m3
5a3b3d83ee Fixed some typos and revert one commit
--HG--
branch : trunk
2009-12-19 19:46:07 +01:00
n0n4m3
5f0c623f8a Remove trainer npcflags for player that can not train from npc. by NoFantasy
--HG--
branch : trunk
2009-12-19 18:29:09 +01:00
n0n4m3
ef2cbee517 Avoid not needed too oftent send update data, cleanups. by SilverIce
--HG--
branch : trunk
2009-12-19 17:58:45 +01:00
n0n4m3
243f33b5ea Implement new visibility system, based on Silverice patch for mangos
--HG--
branch : trunk
2009-12-19 10:12:40 +01:00
n0n4m3
3e133c4786 [9012] fix crash when achievement is completed and player isn't in world
--HG--
branch : trunk
2009-12-17 19:09:40 +01:00
n0n4m3
63659ea18b Update some code for 322a
--HG--
branch : trunk
2009-12-17 11:40:23 +01:00
spp
5d988a617f Fix Dancing Rune Weapon. By liberate, closes #365
--HG--
branch : trunk
2009-12-14 01:51:12 +01:00
Kudlaty
9bd797d402 Apply #412.
Add support to gameobject type Transport (11) that should stop like Orgrimmar arena Elevators or pilars.
Patch by Spp and Opterman

--HG--
branch : trunk
2009-11-27 01:41:26 +01:00
maximius
da5c1bca54 *Cleanup, fix a few warnings, and make the SD2 grid searchers just pass through to the standard Trinity grid searchers, as they have identical functionality. Thanks thmarth. Closes #387, #388
--HG--
branch : trunk
2009-11-22 00:46:38 -08:00
maximius
654519d1a6 *Some cleanup (mostly whitespace changes)
--HG--
branch : trunk
2009-11-20 19:11:28 -08:00
maximius
743578b81f *Reinit the iterator in each loop as the iter is removed from the list, in AuctionHouseObject::Update, by Trazom
*No longer disregard z/o in Map::CreatureRelocation, thanks Sisif
*Cleanup, and make Divine Storm default to m_caster is no unitTarget is available
*Some mtmaps optimization

--HG--
branch : trunk
2009-10-31 16:00:47 -07:00
maximius
d22768a6b5 *Cleanup
--HG--
branch : trunk
2009-10-18 18:38:46 -07:00
maximius
3f338cc1c3 *Massive cleanup redux.
--HG--
branch : trunk
2009-10-17 16:20:24 -07:00
maximius
e585187b24 *Backed out changeset 3be01fb200a5
--HG--
branch : trunk
2009-10-17 15:51:44 -07:00
maximius
26b5e033ff *Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget

--HG--
branch : trunk
2009-10-17 15:35:07 -07:00
maximius
f980dd9ac6 *Merge [8524] New cell search algorithm implemented. You can now choose different
visibility distances on continents, in BG/Arenas and instances. Author: Ambal
*Some warning cleanup

--HG--
branch : trunk
2009-09-27 02:24:25 -07:00
Kudlaty
b4cd005f03 Reapply patch about changing modelid_a/h(2) values to modelid1..4, display ids are no longer incorrectly chosen based on player faction.
--HG--
branch : trunk
2009-09-21 07:52:16 +02:00
Kudlaty
8c255266e7 Fix some issues with game object create according to last patch. Thx to NoFantasy and DearScorpion
--HG--
branch : trunk
2009-09-04 05:11:27 +02:00
Kudlaty
2465ef00a2 Fix bug with going trough things on login. Thanks to Opterman and Nofantasy
--HG--
branch : trunk
2009-09-03 23:40:14 +02:00
megamage
85ab4599ee [FIX] Energy/Mana Regeneration By HiZed
--HG--
branch : trunk
2009-09-02 15:05:18 -05:00
megamage
d802cd3811 *More update about positions.
*Ulduar: do not allow demolisher to regenerate pyrite. Player must shoot down and grab the containers to refill pyrite.

--HG--
branch : trunk
2009-08-29 23:20:16 -05:00
megamage
2a4c9bcaf9 *Make position as a class;
--HG--
branch : trunk
2009-08-29 14:58:45 -05:00
megamage
6de6557bf0 *Fix a crash caused by gm command .object move and so on
--HG--
branch : trunk
2009-08-28 14:19:14 -05:00