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path: root/src/server/game/OutdoorPvP
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2025-09-14Core/Scripts: Use std::string_view to find script id from script nameShauren
2025-07-11Core/Groups: Use iterators instead of raw LinkedListElement to interact with ↵Shauren
group members
2023-10-03Core/GameObject: Implement ControlZone gameobject type (#29320)Jeremy
2023-01-09Core/OutdoorPvP: Fixed crash happening by accessing freed memoryShauren
Closes #28680
2023-01-08Core/Logging: Switch from fmt::sprintf to fmt::format (c++20 standard ↵Shauren
compatible api)
2022-12-20Core/Battlegrounds: Made Battleground inherit ZoneScriptShauren
Closes #28480
2022-09-02Core/OutdoorPvP: Dropped HandleGossipOption and CanTalkTo from OutdoorPvP ↵ModoX
and move the related stuff to npc scripts (#28224)
2022-07-24Core/Maps: Removed MapInstanced - no longer neccessary for grid data ↵Shauren
reference counting (moved to TerrainInfo)
2022-07-19Dynamic build fixShauren
2022-07-18Core/OutdoorPvP: Refactor OutdoorPvP creation to be linked to host map ↵Shauren
creation instead of having globally accessible objects
2022-07-18Core/OutdoorPvP: Remove manual spawn management functions from OutdoorPvPShauren
2022-07-18Core/OutdoorPvP: Move Halaa spawns to db using worldstate conditionsShauren
2022-07-11Core/WorldStates: Migrate OutdoorPvP worldstates to new systemShauren
2022-03-06Core/Misc: Fix static analysis issues (#25924)Giacomo Pozzoni
* Core/Misc: Fix static analysis issues * Fix infinite loop in ".debug send opcode" Fix using uninitialized memory in ".debug send opcode" (cherry picked from commit 661f554b9e08a3721227f1e4a4fe6fd74e43a1f4)
2022-02-12Core/Misc: Move (or delete) constructors and destructors to .cpp files ↵Shauren
(avoids compiling them in every file that includes them)
2021-12-31Core/Logs: Log full guid instead of just low guidGiacomo Pozzoni
(cherry picked from commit 468ecb7252ea4eabd37e11b9ddbbb96ffd26bd7e)
2021-12-17Core/OPvP: Remove dangling line after 84b7b2e (PR #23625)Kelno
(cherry picked from commit ef3ee63d880240fcefcac81d0f0f44d854b47625)
2021-12-14Core/Misc: More coding standards (#23519)Aokromes
* Core/Misc: More coding standards * revert part * "void " or more to "void " * fix? reject * remove more double whitespaces * remove more double whitespaces * more standards * more coding standards * More standards * more coding * more coding standards * more coding standards * And more standards (cherry picked from commit 574a7c8d3d5f5a5660295deb70e905cf4dd756c4)
2021-12-14Entities/Unit: Nuke Map::ForceRespawn from orbit, with the following ↵Treeston
implications: - .npc respawn no longer causes stupid things to happen (Fixes #23014) - ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now. - .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that. - Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too. (cherry picked from commit 84b7b2e08ea55575cbe62d795383d4a5341ffd4d)
2021-11-24Core/Misc: PORT CURSED REFACTORS FROM e69570dd7662848ae38628c4af71cce002dd1c3dShauren
WHO ON EARTH THOUGHT IT WAS A GOOD IDEA TO ADD REFACTORS TO A CHERRY-PICK COMMIT???
2021-11-15Core/Shared: add BattlefieldBattleId definitionsccrs
Also rename BG_TEAMS_COUNT and BattlegroundTeamId (cherry picked from commit 7417cbc655bf9c519b11c4821d8f0619851ea9f7)
2021-05-01Core/Grids: Move packet sending functionality out of MessageDistDeliverer ↵Shauren
and into separate, customizable class and unify LocalizedPacketDo, LocalizedPacketListDo as generic localizable action
2021-01-21Core/Logs: Fix more logsAokromes
the others have exit,so they continue to be error because they are critical (cherry picked from commit b68484cfb0c371dc8de24acf533a20cb5277d2fd)
2020-09-04Core/Misc: Port all the refactors sneaked in master to 3.3.5 include cleanup ↵Shauren
port
2020-08-22Dynamic Creature/Go spawning:r00ty-tc
- True blizzlike creature spawn/respawn behavior - new creature = new object - Toggleable spawn groups (with C++/SAI/command options to use them) - Custom feature: dynamic spawn rate scaling. Accelerates respawn rate based on players in the zone. - Backward compatibility mode (set via group and for summons) to support creatures/gos that currently don't work well with this (this should be removed once the exceptions are fixed) Fixes and closes #2858 Tags #8661 as fixable. Fixes and closes #13787 Fixes #15222. (cherry picked from commit 59db2eeea0a35028779fd76372ae06cc98c8086f)
2020-08-14Core/Misc: Replace NULL with nullptrShauren
2020-07-16Core/OutdoorPvP: refactor using Position and Quat to pack parametersariel-
- Moved statics to cpp - Save scriptids into an array (cherry picked from commit 3e7b64b2f765bebc722c1194b7fc2f749fae77f7)
2020-01-02New YearAokromes
2019-07-27Core/DBLayer: Prevent using prepared statements on wrong databaseShauren
2019-07-21Core/Creatures: Various fixes for creatures, regarding combat conditions, ↵xinef1
despawning, and few others (#18998) * Made some changes to kiting mechanics, simplified code and made taunt auras prolong combat no matter the distance from the spawn Unified some creature despawning code, removed some brutal direct calls in scripts Don't play death anim on forced despawn Removed some redundant visibility changes on creature despawn Fixed possible problem with pet initializing template info from difficulty greater than normal Properly keep UNIT_FLAG_IN_COMBAT on UpdateEntry call Moved RegenerateMana function to general Regenerate(Power) function Fixed increased health regeneration from polymorph for pets Implemented CREATURE_TYPE_FLAG_GHOST_VISIBLE, those creatures will be properly seen when player is dead also Removed hackfix from Gaeriyan and Franclorn Forgewright, fixed properly Simplified ForcedRespawnTime code in ForcedDespawn Do not allow to assist unit while evading or when enemy is evading Do not allow to attack other units when evading or when the unit is evading Corrected distance checking code before creature is allowed to evade, should fix some common problems Properly return summon position for summoned creatures as their respawn position Properly stop all moving units on gossip hello, no matter their npc flags (cherrypicked from e1f14215d86fc9f0cd041f0e87bf0a689c086329)
2019-01-01Update copyright note for 2019vincent-michael
auto happy = new year(2019);
2018-03-12Core/DataStores: Fixed db2 structures after 7.3.5Shauren
2018-01-01Update copyright note for 2018vincent-michael
auto happy = new year(2018);
2017-06-04Core/Game: Include cleanup part 5Shauren
* ObjectMgr.h * Player.h * Unit.h * G3D should no longer propagate everywhere from Spline/MotionMaster
2017-05-20Core/Game: Include cleanup, part 3Shauren
2017-05-18Core/Game: Include cleanupShauren
* Mostly aimed at removing Log/DatabaseEnv includes from other headers * Fix most packet headers including other packet headers - moved common structures such as ItemInstance to their own files * Moved SAI function definitions to source files (massive or requiring many different dependencies)
2017-05-13Core/Grids: Ported cmangos/mangos-wotlk@ea99457e50790acde8928aa0f3dc4a9c096b4a8cShauren
2017-01-01Update copyright note for 2017vincent-michael
Happy new year
2016-04-11Core/Game: Rewrote the ScriptMgr to support script reloading.Naios
* Finally this commit enables dynamic script hotswapping and finished the PR #15671. * Split the storage layout to use optimized storages for database bound and unbound scripts. * Add several unload workers to reload scripts correctly -> Requires further investigation. * Fixes memory leaks in ScriptMgr when dropping invalid scripts. * Fixes VehicleScripts * Makes OutdoorPvP scripts reloadable * Makes InstanceMapScripts reloadable * Makes CommandScripts reloadable
2016-03-24Core/Game: Converted the game library to a shared library.Naios
* There is still the possibility to static link against game.
2016-03-11Core/Game: Move singleton instances into compilation unitsNaios
* Fixes issues when building shared libraries (prevents gcc and clang from providing several instance)
2016-02-02Core/Maps: Changed the way area data is stored in maps, it now uses ID field ↵Shauren
from AreaTable.dbc instead AreaBit used for exploration marker (and is not unique anymore on top of simply being stupidly confusing) Note: Extracting maps is required
2016-01-01Update copyright note for 2016Vincent-Michael
Happy new year (Again new year with idiots ...)
2015-11-04Core/Globals: Use std::string rather than char* to pass script names around.Naios
2015-07-22Core/Misc: Add a few consts to methodsDDuarte
2015-07-19Core/Globals: Rename AddCreData -> AddCreatureData and MoveCreData -> ↵DDuarte
MoveCreatureData (cherry picked from commit 5ceb3fd0ab3644f9515e11dea36f7b00316e4136) Conflicts: src/server/game/Globals/ObjectMgr.cpp src/server/game/Globals/ObjectMgr.h src/server/game/OutdoorPvP/OutdoorPvP.cpp
2015-06-15Core/PacketIO: Fixed chat packet building in CreatureTextMgrShauren
Closes #14871
2015-05-14Core/Maps: Fixed invalid iterator usageShauren
Closes #14687
2015-04-28Core/Entities: Reworked guid scopesShauren
* Added ObjectGuid traits to easily access whether guid type can be generated globally (ObjectMgr) or not * This adds separate (per map) guid sequences depending on object type * Ported map object container from cmangos/mangos-wotlk@a2d396eb0bb195efc460944dd4e0fab2a858b300 * Added type container visitor for TypeUnorderedMapContainer * Implemented helper function to erase unique pairs from multimap containers * Moved object storage of all objects except players and transports to map level * Added containers linking database spawn id with creature/gameobject in world * Renamed DBTableGuid to spawnId * Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables * Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update
2015-04-18Core/AreaTrigger: Added 'bool entered' to OnTriggerGolrag