Use sometime stored in spell data triggred spell info for dummy auras.
In case unknown triggered spell output more known info for location
problem.
Additinal reqs for spell 49219/51459 and ranks triggering.
* Only at melee attack or spell 56815 hit.
* Spell 49219 and ranks also ignore offhand attack.
Fixed health restore and triggering cooldown for talent 30881 and ranks.
Fixed poison consume by spell 32645 and ranks.
It will consume only caster casted poisons.
Prevent double triggering heal from 63534 and ranks.
Also use more simple and safe checks for added in [10035].
Partly revert [10033] for spell 44394 and ranks related code.
Not all ranks of spell have proper triggered spell info.
Return to old more explicit code.
Expected RAP bonus to damage for spell 1510 and ranks.
Use for spell 49145 and ranks for decrease SPELL_DIRECT_DAMAGE damage.
Implement CONDITION_QUESTAVAILABLE.
Also do come constatification of quest status check functions
and fix one unsafe use std::map operator[].
Never never use std::map operator [] for _read_ access.
Good chance corrupt related structure state ;)
Not in found case but in general.
Fixed share quest in case completed objectives.
* Also fixed CONDITION_QUESTTAKEN for same case.
* Aslo fixed exclusive prev quests check.
Generate talent related spell_chain data instead storing its in table.
* Drop now redundant part of data from `spell_chain`.
* Allow store in spell_proc_event cusom ranks data for ppm for chained ranks.
* Drop now redundant part of data from `spell_proc_event`.
Frop unexpected custom rank data for 26016.
This make spell rank use first rank data.
Store guids instead slot data for trade items.
Fixed show wrapped gifts in trade windows.
Also some fixes for trading related not full read packet spam.
Move trade data to dynamic created structure.
Also possible fix old bug with spam trade cancel after logout.
Fix SPELL_AURA_MOD_HEALING_DONE healing bonus with 0 misc value
YTDB 326
Code:
+ all fixes from forum;
+ fix spawn;
+ quest scripts;
+ mob's gossip menues;
+ new teplates from WDB;
+ update tables "*_template" by WDB
+ fix spawn for scripts: "Halls of Reflection", "Pit of Saron", "The Forge of Souls"
+ processed 304 caches
15-06-10, 04:32 AM
DjAligator
Mangos 10050 - 10059
Code:
Implement apply non-trade slot item enchanting at trade complete.
Base at original patch provided by arrai.
Fixed talent 58426 broken after 3.3.3 switch.
Also cleanup character auras from wrong duration auras.
Camera System
(based on SilverIce's repo commit 4f2f4ab + next 3 more)
Use UNIT_STAT_CONTROLED for mark unit state under direct player control.
* This allow prevent move home/to caster at apply
* Also replace AI and reset movegens at control time
* Also stop combat and clear threat/hostile list at lost control for prevent
combat with freindly units.
Fix crash when not saved action buttons are removed during spec switch
Use creature equipment from normal _template when id is not set for
difficulty
creature_template of difficulty_entry_N then only need equipment_id when
equipment should be different from the normal creature entry.
Re-add spell proc sql data from [7879].
* It not has been added in commit time to mangos.sql
* It alsow required data updating in family masks.
Thank you to NoFantasy for reseatch problem :)
Type in UNIT_STAT_CONTROLLED
Add to mangos.sql data from 09720_01_mangos_spell_proc_event.sql
Thank you to NoFantasy for pointing to inconsistance.
Cleanup in Player::m_mover uses
* Also fix triggered by related checks unread packet tail spam cases.
* Fix one case when expected death at fall controlled player
under ground has been possible avoided
18-06-10, 06:08 AM
DjAligator
Mangos 10060 - 10075
Code:
Drop unused ACE_Stack_Trace in Error.h
This also can fix possible build problem in case use at system old ACE version.
Implement 49220 and ranks
Added missing return statement.
Revision increase.
I am sorry, i forget to apply git_id :(
Removed wrong method const.
Cleanup recent added code.
Fixed recently show up crash in Unit::StopMoving.
Some return values fixes.
Some tuning in consts.
Allow item INVTYPE_RELIC to be equipped by npc from
creature_equip_template
Fixes in pet movments
* Use proper stop packet as expected. In case 0 trevel time used before move
packet
can generate infinity move forward (at client side).
* Avoid reset top movegen before add idle in pet stay command.
* Avoid assign random move to player owned creatures as default movegen.
* Finish follow movegen init including need-stay case.
Really do "Avoid assign random move to player owned creatures as default
movegen."
Remove old, commented code no longer needed in SendMonsterMove
Not need add new cases inline for in-class function definition.
This is redundant from current C++ standart point.
More methods for access/modify ObjectGuid update fields.
* Some related cleanups.
* Also drop unused Player::SetFarSightGUID decalration as reported by LordJZ.
Make object active at applying view on it
also isActiveObject check moved to WorldObject - all worldobjects are inactive
by default, excluding players
this is a final part of cameras implementation
(based on commit efc9623)
Also remove template-way code selection for object for
Map::AddToActive/Map::RemoveFromActive.
This simplify function use from not Map code.
Add IsPassive(SpellEntry*) function and use in cases wjern entry already
known.
Some other small code cleanups
Attempt use more expected by result buffs downranking algo.
* In small rate more fast
* Not affect non-buff ranked spells like 10909
YTDB 327
Code:
+ all fixes from forum
+ fix spawn
+ quest scripts
+ mob's gossip menus
+ new teplates from WDB
+ update table "*_template" by WDB
+ processed 333 caches (3.3.3a)
21-06-10, 08:46 AM
DjAligator
Mangos 10076 - 10091
Code:
Fixed crash at remove from world pet under SPELL_AURA_MOD_POSSESS_PET
* Prevent crash at camera list update at attempt increment end() iterator.
* Properly do unapply SPELL_AURA_MOD_POSSESS_PET (GetPet() can return NULL at
call, and not need checked)
* Propertly call unapply at delete auras cases for auras that set player-caster
mover pointer.
Add delayed far teleports for opcode handlers
Some opcode handlers have many code with possible deep calling
far teleports by some reason (death, quest script, etc).
This can be triggering unexpected lost Map context and crashs result.
Note: player login opcode still have disbled delayed teleports (old way work)
just becase Player object created in it and not have flag set.
Calling point look not 100% safe but at this commit this way not chnages for
while.
Use const referecne to opcode handle.
Don't allow cancel passive spells
Fixed ghost teleport and cleanup code.
Use ACE config library instead dotconfpp
NOTE: all config versions update because in old state
it's not compatible with new way loading.
Look for *.conf.dist.in chnages in commit for update configs.
Drop now unused dotconfpp lib code.
Made some Spell.h dependences more explicit.
Resync. opcode names in Opcodes.cpp/.h
Allow loot roll value 100
Implement use .go command with shiftlinks or player name.
* Now if for .go command provided no X Y Z args command will not teleport player
to nowhere.
* Instead command allow used with player name and work as simplifed .goname
(teleport to player _point_ in user instance binding, not to player instance)
* Also command can be used with diferent point coordinates provided shift-links:
- player (result for example .lookup player account)
- creature (result .list creature command)
- gameobject (result .list object command)
- tele (result .lookup tele)
- taxinode (result .lookup taxinode)
Move table in more expected mangos.sql part
Restore work of 1120 and ranks. (Revert of [9962])
Change in event system work with pool system.
* `game_event_pool` dropped and related in momory data generated
based by another pool tables content.
* Pool work with spawed at event and despawned at event object now different.
- If object listed in `game_event_*` as spawned at event start and it's part
of some pool
then all other pool object must be listed as spawned with this event start,
and more,
if pool has mother pool, then all mother pool members must have objects
spawned at this
event start. More short: all object of some top (not have mother pool) mitbe
or listed for some event start spawn,
or not listed for any event start spawn.
- If object listed in `game_event_*` as DEspawned at event start and it's part
of some pool
then nothing special required for other pool objects. Event systemwil
command to pool system exclude for spawning and despawn referenced
object until event end.
* Many checks has been added at event/pool data loading.
* Changes fix crashes related to event/pool common work.
Thanks to NoFantasy for help in research original problems and ways for improve
code.
Really output log level at ".server log level" command.
Use ACE for command line options parse.
Note: "--service run" renamed to "-s run"
in consistence with other serrvice options.
21-06-10, 09:52 AM
Dimman
Gosh :o keep it up Dj =)
28-06-10, 07:27 AM
DjAligator
Mangos 10092 - 10116
Code:
Correct 3 more auras to check AURA_REMOVE_BY_EXPIRE mode after change in
10030
Sort functions and cleanup InstanceSave delete code.
Extract instance reset scheduler from InstanceSaveMgr
Reset scheduler code not need explicit access to instance saves,
and no reson mix it with instance save managment code in single class
Fixed typo in function name.
Allow negative X coordinate in .go command
Update G3D up to v8.0b4
+ Got rid of zip lib requirement in G3D...
Still can re-enable code by defining _HAVE_ZIP...
+ Remove silly X11 lib dependency from G3D
Code doesn't seem to do anything yet anyway, and even if, we don't want it :p
+ Fix another weird G3D build problem...
+ Remove some __asm usage in g3d, which is not available on Win64
My editor also decided to remove a ton of trailing white spaces...tss...
+ Reapply G3D fixes for 64bit VC
+ not use SSE specific header when SSE not enabled in *nix
+ Updated project files
+ New vmap_assembler VC90/VC80 Project
+ vmap assembler binaries updates
NOTE: Old vmap fikes expected work (as tests show) with new library version.
But better use new generated versions. Its different in small parts to bad
or good...
(based on Lynx3d's repo commit 44798d3)
Re-apply to ACE hack for support utf8 config files
It has been applied in past to old config loading code.
Prevent retunr mails to not existed characters.
Thanks to laviniu for find bug.
Fixed some cases assign low guid to full guid update field.
List G3D update in NEWS
Rename loginDatabase for consistence with other global db object names
More cleanups in InstanceSave
* Use single function for erase element from save list.
* Make lock bool checks class local (it need be replaced by normal lock object
in future)
* Remove redundent now friend class declarations.
Cleaned up WorldObject::HasInArc
Condition CONDITION_ZONEID (4) extanded way work.
* Condition CONDITION_ZONEID renamed CONDITION_AREAID and now work also with
subzone area ids
* Second arg of condition cna be 0 or 1 now in in case 1 check "not in area"
case
* Also all condition related error output include condition id.
More modes for .go commands
* Now '.go' command can be used with creature_entry/gameobject_entry shift links
(output of .lookup creature/object commands)
* Now '.go object' command sipport id-mode and name part mode similar .go
creature case: .go object id #gameobject_id or .go object $namepart.
* HandleGoHelper use in more commands also.
Pool/event info in .npc info and .gobject target commands
Prevent access to out of range [0] element of empty string at utf8
convertion.
Add and use actual bounding_radius/combat_reach per model for
characters.
Data are stored in same table as for creature (like dbc models data), and
provides the default values for playable races.
Currently the bounding and reach are applied only at creation and load. Note
that these values are modified by scale. For player case, scale is always 1.0 as
default.
For later, auras and spell effects that change scale and/or modelid must in
addition make sure bounding_radius are updated accordingly to the new scale
and/or model (combat_reach does not seem to be affected by such changes, and is
always 1.5 for players).
Add function Get/SetObjectScale and update code where scale is set.
Move code for initialize player model data and scale to same function,
InitDisplayIds
Rename GetObjectSize function to GetObjectBoundingRadius
To reflect better what the function should actually return and also to clarify
when used in misc calculations.
Some cleanups in Instance loading code.
* Remove reduncent chekc and args for MapInstanced::CreateInstance(const uint32
mapId, Player * player)
* Rename for avoid name duplication raw InstanceMap creating to
MapInstanced::CreateInstanceMap
* Move lookup code of player/group bounde instance save to
Player::GetBoundInstanceSaveForSelfOrGroup
Store associated InstanceSave for dungeon map in Map object
Add function to update model_info at changes to scale or model.
* At every change to model or scale, the related data
(bounding_radius/combat_reach) is now updated accordingly (note that player
combat_reach are not changed like creature).
* UpdateModelData is called from within SetDisplayId while changes to scale has
explicit call to UpdateModelData after new scale is set (mostly for aura scale)
* The updated values are calculated by
(scale*bounding_radius)/(scale*combat_reach)
* Database values for bounding_radius/combat_reach are expected to be relative
to scale like 1.0
Remove some wrongly initialized fields for dynamic object.
This will correct visual appearance of spells like for example id 26573.
YTDB 328
Code:
+ all fixes from forum
+ fix spawn
+ quest scripts
+ mob's gossip menus
+ new teplates from WDB
+ update table "*_template" by WDB
+ fix ICC (sniffer)
+ processed 361 caches (3.3.3a)
28-06-10, 09:59 AM
brotalnia
I have a problem with mangosd.exe and realmd.exe. Ive downloaded the latest ones but when i start them they shut down immediately. There is no error message or anything, they just shut down as soon as i start them. What can be the reason for this issue?
01-07-10, 09:56 AM
DjAligator
Mangos 10117 - 10131
Code:
New config option set min size of auction deposit fee.
Check gameobject scale at loading (strict DB error filter)
This let avoid check scale value at it
Add model data for undead player that got lost for rev 10109
Check expected `creature_model_info` data for player races
Add a few comments about DYNAMICOBJECT_BYTES + fix typo in one.
Avoid use EquippedItemInventoryTypeMask mask for not item targeted
spells check.
Fixed recent problem with enter to dungeons in group.
Problem related to implicit get map id from player in Group::GetBoundInstance
when in some cases check done before player mapid update.
Fixed typo in mangos.conf.in comment.
Add pool/event ids to diff creature/gameobject list output commands.
Code style cleanup in Level2&3.cpp
Double damage reduction as expected in 3.3.x
Since 3.3 pets receive 100% of master's resilience
(based on zergtmn's repo commit 21eba43)
Add cooldown marker for talent 56342 and ranks triggering spell.
(based on zergtmn's repo commit 87d1309)
Proper stacking 30108/348 anr ranks from 3.2.x
(based on zergtmn's repo commit 7588ca9)
Fix spellpower bonus received by 54181
YTDB 330
Code:
+ all fixes from forum
+ fix spawn
+ quest scripts
+ mob's gossip menus
+ new teplates from WDB
+ update table "*_template" by WDB
+ data from sniffs
+ processed 374 caches (3.3.3a)
03-07-10, 06:58 AM
DjAligator
Mangos 10132 - 10144
Code:
Cleanup code for Group::_homebindIfInstance
Fix targetmap of spell 53434 and 70893
Thanks to Blaymoira for 70893
MaNGOS 0.16 release.
Bump for 0.17.0 development.
Update build checks for mangosd/realmd.
Switch to support client 3.3.5a (build 12340)
Merge branch '335'
You need regenerate dbc/map/vmap files.
Special thanks to TOM_RUS for continue work at next client versions support :)
Fixed item/go checks for active raid quests.
Include openssl libpath in MANGOS_LIBS for later proper lib search
Also fix typo in ax_check_openssl.m4
Fix camera iteration in CameraCall function also dropped not needed for
now viewpoint's member
(based on SilverIce's repo commit 885724b)
Reuse GiveQuestSourceItem code for check case
Also show correct amount added item in case partly existed amount.
Fixed commented part of SpellRangeEntry structure
Read/write time as uint64 in [character_]account_data
Client currently expected uint32 value and time_t fit but
in DB time_t stored for portability as uint64 for this and other tables.
Set correct real caster for 48181 and ranks
Fix movement impairing effects remove for 65547
05-07-10, 01:27 PM
DjAligator
Mangos 10145 - 10154
Code:
Use better (but still hack) way for gameobject size calculation
* This is also hack because some float with unknown exactly value used as 'size'
* Another not resolved problem: go size used in creature target autoselection,
so for large 'virtual' go
creature can seelct strange points near in attempt select 'free' place near
target.
Implement SCRIPT_COMMAND_PLAY_MOVIE (19)
Dynamic objects not have interactive size.
Improve .gm ingame command
Thanks to Vladimir for suggestions
Build tbb on linux/unix
Unix specific notes:
* Use --with-std-malloc in configure to disable tbb, if you have problems or you
want to use the default or another allocator.
* Even if you disable tbb, the library will still be built and installed, so you
can still use it manually.
Disableand exclude code use for gui promt from G3D
* It mostly useless becase we use console error reporting way for other cases
* It have porblem with G3D_OSX based build
Original patch provided by Imbecile.
Prevent autostoring not empty bags
Thanks to The_Game_Master for detailed information about the bug.
Useless use 'std::string' for temporary store 'char const*'
Add GOSSIP_ICON_* for id 11 to 20
Note that all may not be in use(or exist), and needs more research
Adjust one enum creature type flag to CREATURE_TYPEFLAGS_CAN_ASSIST
Adjust one enum item flags to ITEM_FLAGS_INDESTRUCTIBLE
Fixed crash at loot item and etc after recent check add.