Commit Graph
82 Commits
Author SHA1 Message Date
_manuel_ 1da4996189 Razorfen downs: Implemented event from boss Tuten'kash. For a full fix see TDB Forums.
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branch : trunk
2010-02-19 15:12:46 -08:00
Tartalo 7fd7fcce93 Frozen Halls, Forge of Souls: Boss Bronjahm script
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branch : trunk
2010-02-16 21:13:40 +01:00
Tartalo e22594dac8 Fix windows compile... again ¬¬
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branch : trunk
2010-02-15 21:23:22 +01:00
Tartalo 7b434fb1c3 Fix compile on windows
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branch : trunk
2010-02-15 19:53:44 +01:00
n0n4m3 bcd4a48328 Removed stupid/not needed file Spellid.h.
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branch : trunk
2010-02-15 18:23:39 +01:00
Tartalo d35672b2e5 Frozen Halls, Halls of Reflection: Initial instance script
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branch : trunk
2010-02-15 18:21:25 +01:00
Tartalo 87dd7bfc28 Frozen Halls, Forge of Souls: Fix windows compile
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branch : trunk
2010-02-15 18:11:33 +01:00
Tartalo 8cb845011e Frozen Halls, Pit of Saron: Initial instance script
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branch : trunk
2010-02-15 18:10:56 +01:00
Tartalo aff1761a50 Frozen Halls, Forge of Souls: Initial instance script
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branch : trunk
2010-02-15 18:06:32 +01:00
Xanadu f8d1920fa5 Yet more cleanup, mostly in the script system. This should conclude the script integration into core.
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branch : trunk
2010-02-05 13:01:32 +01:00
Xanadu a5d1bc77ab A great purge of obsolete macros.
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branch : trunk
2010-02-05 00:31:28 +01:00
Anubisss 340ded3973 Fix compile in WIN.
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branch : trunk
2010-01-23 16:00:05 +01:00
Xanadu e21081172c Removed the Debug_NoPCH config from Windows build.
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branch : trunk
2010-01-21 03:23:43 +01:00
Xanadu 9e91fc997c Fix build.
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branch : trunk
2010-01-21 01:28:18 +01:00
XTZGZoReX 48b085124e * Add basic AddonMgr.
* All this really does at the moment is save addon names + CRCs to DB for use for.. whatever, later.

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branch : trunk
2010-01-20 16:24:52 +01:00
Spp 30760e9921 Fix windows compile
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branch : trunk
2010-01-20 15:36:23 +01:00
Rat 41bff63fe7 *added placeholders for SmartAI
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branch : trunk
2010-01-19 16:41:31 +01:00
Rat 9a6e246e40 *fix debug build for 64bit
*fix release build for 32bit
*fix release build for 64bit

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branch : trunk
2010-01-19 14:07:38 +01:00
Rat 0cc053ea4d *Integrate Script system to Core
-added ScriptMgr for loading scripts
-removed bindings
-moved script system to src/game
-moved scripts to src/scripts
-VC project files updated
-cmakes updated (not 100% done yet)

NOTE to Devs:
-file locations changed
-precompiled renamed to ScriptedPch
-ecsort_ai renamed to ScriptedEscortAI
-follower_ai renamed to ScriptedFollowerAI
-guard_ai renamed to ScriptedGuardAI
-simple_ai renamed to ScriptedSimpleAI
-sc_creature renamed to ScriptedCreature
-sc_gossip renamed to ScriptedGossip
-sc_instance  renamed to ScriptedInstance

*use the new headers in scripts, thank you

NOTE to ALL:
cmake not fully tested, please report any errors with it
could make creashes, incompability
USE AT YOUR OWN RISK before further tests!!

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branch : trunk
2010-01-19 11:36:05 +01:00
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
p0wer 695fad7bbd * Add SpellId.h to solution so we can begin to replace id's with more descriptive,
* self commenting variables. Thanks to Zor.

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branch : trunk
2009-12-25 10:45:58 -06:00
n0n4m3 250a00cc1c Temporary revert 6743 commit. I fix this patch across 1-2 days.
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branch : trunk
2009-12-24 10:20:15 +01:00
n0n4m3 3fe0bc5254 Replaced time(NULL) on sGameTime.GetGameTime() this is used for better performance.
Original Timer.h divided into 2 parts. Shared project has no need to know about GameTime Singleton.
2 Identical structures with different types are now replaced with one generic templated structure and 2 typedefs.

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branch : trunk
2009-12-23 08:04:10 +01:00
n0n4m3 5697ea9c94 Update BattleGround System for 322a
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branch : trunk
2009-12-17 10:43:12 +01:00
n0n4m3 2028f0658b Removed mtmaps OpenMP
Implement mtmaps based on ACE
For stable work MapUpdate.Threads=2 in config

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branch : trunk
2009-12-17 07:34:00 +01:00
spp 51a1a0aca9 Wintergrasp: Normalization of names to fit OutdoorPvP system
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branch : trunk
2009-12-14 03:53:38 +01:00
tartalo d7262a6298 Implement No Fly Zone using Spell, by Spp. Needs db support. Closes #494
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branch : trunk
2009-12-01 11:43:57 +01:00
tartalo bcfff09c74 *Implementation of 'No Fly Zone' (Dalaran and Wintergrasp), by Spp
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branch : trunk
2009-11-02 21:05:54 +01:00
megamage 69c487abe5 *Handle creature rotation using movement generator. Please tell me if this breaks any script.
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branch : trunk
2009-08-29 17:14:47 -05:00
megamage c97ae96ed0 *Move movement generator to a seperate folder.
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branch : trunk
2009-08-29 15:56:20 -05:00
megamage 08539ec0a4 *Rename some ai functions.
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branch : trunk
2009-08-23 14:20:07 -05:00
Chaz Brown d0cd451f4f New Filters added to AHBot, moved into AI section for VS
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branch : trunk
2009-08-17 11:37:05 -04:00
QAston 6b4772207f *Cleanups, remove obsolete code and minor optimizations in spellauras.cpp and spelleffects.cpp
*Remove GetDummyAura(uint32 spellid) function - it is faster to use GetAuraEffect or GetAura if id is known than iterate threw dummy auras list
*Move Death Strike code from HandleDummyAuraProc to Spell::EffectDummy - original patch by hununza.

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branch : trunk
2009-08-08 16:18:05 +02:00
QAston 0115d648c0 *Cleanups in BattlegroundAV::Update.
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branch : trunk
2009-08-03 21:48:22 +02:00
megamage ad1752ca84 [8259] Move functions code from ChannelMgr.h to ChannelMgr.cpp. Author: Infinity
Also cleanups in #includes and singleton instantiate.

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branch : trunk
2009-07-31 10:58:24 +08:00
Rat 0a479b8795 *Fix CRLF
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branch : trunk
2009-07-29 22:28:47 +02:00
QAston f4a90873b4 *Use _SECURE_SCL=0 in all release vcpp projects - original patch by DearScorpion.
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branch : trunk
2009-07-29 13:57:20 +02:00
QAston e36a0f4825 *Remove _SECURE_SCL = 0 option from windows release builds - this fixes memory corruption at player login and crash -by Kuteur.
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branch : trunk
2009-07-26 18:29:49 +02:00
megamage 5b4006ceed [8194] Use _SECURE_SCL=0 for speedup iterators work at Windows platform in release mode. Author: Ambal
Change added for VC80/VC90, but not added for VC10.

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branch : trunk
2009-07-24 09:02:24 +08:00
QAston 79e0468af6 *Add better proc check for Glyph of death's Embrace - by Astellar
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branch : trunk
2009-07-14 13:35:29 +02:00
QAston 5ae6467fc7 *Fix the bug that DKs Death Coil is not learnable
*Remove some obsolete entries from spell_proc_event table.

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branch : trunk
2009-06-25 13:06:50 +02:00
Machiavelli 6ad7da569c *Integrate TicketMgr with ObjectMgr and clean up assosciated code. More features concerning ticket system are to be added soon. Please report any issues, thanks.
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branch : trunk
2009-06-15 23:58:29 +02:00
megamage 8d1f4f9ea0 *Provide another way to implement dynamic spawns. Now a creature will call its zonescript before spawn to determine the spawned entry. This can be used to implement zones such as wintergrasp with less data requirement (only need to know the entry of counterpart creatures, not require spawn points)
*Use zonescript as basic class of opvp script and dugeon script (can also be used for bg)
*Store zonescript in worldobject.
*Add door for sapphiron.

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branch : trunk
2009-05-30 22:15:05 -05:00
megamage ab5b273d3c *Some work on wintergrasp. Player can get ranks by killing other players and can build vehicles at workshop. Vehicles can be used to destroy buildings. Except these no other thing is done.
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branch : trunk
2009-05-22 10:29:48 -05:00
megamage dcf41256dd *Move some AI functions to core. No real change.
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branch : trunk
2009-05-10 16:07:49 -05:00
megamage 1d2d3693c4 *Replace some "mangos_debug" with "trinity_debug"
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branch : trunk
2009-05-04 13:13:07 -05:00
megamage dceb2b3a92 *Change some VC90 compile options to be the same as those of Mangos. I am not sure if this could be the reason that some windows users have cpu or memroy spikes.
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branch : trunk
2009-05-04 11:55:44 -05:00
megamage 5f167c56ef [7744] Use Precompiled Headers for fast build in win. Author: Ambal
Work in "Visual Studio 8 2005" and "Visual Studio 9 2008".
    For Compile without precompiled headers use Debug_NoPCH configuration.

*Note: I have only tested VC90. VC80 is not tested. And I do not know if cmake needs any changes.

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branch : trunk
2009-05-03 21:56:55 -05:00
QAston 02bb32f60f *Fix seals: command, justice, wisdom, light unleashing damage.
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branch : trunk
2009-04-09 14:58:25 +02:00
megamage f59c4debf6 [7622] Added creatureAI with related database tables. Author: AlexDereka
*Note: three tables are renamed.

--HG--
branch : trunk
2009-04-07 19:38:09 -05:00