Spline movement controls movements of server-side controlled units (monster movement, taxi movement, etc).
Proper implementation of effects such as charge, jump, cyclic movement will rely on it.
However, need improve our states system before.
Technical changes:
* Added linear, catmullrom and bezier3 splines which based on client's algorthims. They can be reused for proper transport position interpolation.
* Precission increased. There are no more position desync issues since client's position calculation formulas used.
* Now possible to move by paths with multiple points, send whole path to client.
--
Original author of research and implementation: SilverIce. Massive kudos.
Original port for Trinity (ref #4629) Chaplain and Venugh
With the following incremental fixes during my review:
- Restore flightmaster end grid pre-loading
- Fix uninitialized Creature::m_path_id
- Add missing trinity_string entries for .movegens command
- Fix a bug in WaypointMovementGenerator that would trigger unexpected pausing at waypoints for various amounts of time
Known issues:
- Errors like WaypointMovementGenerator::LoadPath creature XXX (Entry: YYYYY GUID: ZZZZZZ) doesn't have waypoint path id: 0.
This is caused by bad DB data. This commit didn't "break" it.
Do not forget to re-run CMake before compiling.
Note: The naming of classes is still confusing. "cell" usually refers to class "Grid", and "grid" usually refers to class "NGrid". But it requires a lot of changes to clean this up.
* Fixed pPlayer->player
* Fixed pCreature->creature
~DevNote: codestyle for Player should be (*player), not *plr or *p...
same goes for Creatures (*creature)... more cleaning needed.
We've way too many codestyles happening here.
*SpellEntry is now SpellInfo
*GetSpellProto is now GetSpellInfo
*SpellEntry::Effect*[effIndex] is now avalible under SpellInfo.Effects[effIndex].*
*sSpellStore.LookupEntry is no longer valid, use sSpellMgr->GetSpellInfo()
*SpellFunctions from SpellMgr.h like DoSpellStuff(spellId) are now: spellInfo->DoStuff()
*SpellMgr::CalculateEffectValue and similar functions are now avalible in SpellEffectInfo class.
*GET_SPELL macro is removed, code which used it is moved to SpellMgr::LoadDbcDataCorrections
*code which affected dbc data in SpellMgr::LoadSpellCustomAttr is now moved to LoadDbcDataCorrections
- Nuke the hacky column DeathState.
- Removed some hacks from Kologarn script, including some cleanup.
- Removed set deathstate command.
BIG thanks to Malcrom for replacing all creatures that had deathstate with proper dynamicflags/auras.
Core/Scripts: Moved scripts from ScriptedGuardAI to guards.cpp
Core/Creature: Removed custom npcflags UNIT_NPC_FLAG_GUARD (now moved to flag_extras) and UNIT_NPC_FLAG_OUTDOORPVP (not used)
Thanks to Kaelima, Xanadu, Shauren and linencloth.
Signed-off-by: Manuel Carrasco <[email protected]>
- Redesigned stealth and invisibility handling
- Implemented the handling of multiple stealth types
- Implemented fake inebriation
- The message deliverer no longer sends packets from a non-visible source
- The server won't send that much garbage which just takes bandwith
- It won't be possible to use cheats to detect invisible objects
- Removed a lot of checks for the Z-coord
- Fixes visibility problems happening while flying
- Limited the grid activation range of creatures to use less resources
- Implemented Shroud of Death
- Implemented increased visibility range for active objects
- Removed visibility check at spellhit (only sanctuary effects should prevent it)
(And a lot of other changes...)
Closes issue 4208
Closes issue 3049
Closes issue 2097
Closes issue 2198
Closes issue 2384
Closes issue 2197
Closes issue 2319
--HG--
branch : trunk
Core/Transport: Cleanup and optimize transport and passenger handling
- Only transports will be active objects
- Reduced cpu and memory usage
- Using FarTeleportTo for creature passengers at transport teleportation
- Creatures won't be recreated on teleport
--HG--
branch : trunk