Commits on Dec 22, 2010
Commits on Dec 21, 2010
  1. Happy 4000th revision Arcemu!

    MODIFIED: Changing the build tag to 4.0-TRUNK.
    dfighter1985 committed Dec 21, 2010
  2. ADDED: New class CRefCounter. It's a reference counting base class. R…

    …efactored (extract class) from PlayerCache. This way it's reusable for future classes that we might want to make reference counted ^^
    dfighter1985 committed Dec 21, 2010
  3. Removed Jeff LuaBridges from the all projects solution so people don'…

    …t get scared because of it throwing error messages.
    Bad Parox, very bad! Why are you scaring our users? :(
    dfighter1985 committed Dec 21, 2010
  4. FIXED: stack overflow due to typo in functions called.

    MODIFIED: Also modified the lua engine on windows to ignore hidden folders.
    Paroxysm committed Dec 21, 2010
  5. DELETED : unneeded source file that caused compilation conflicts.

    ADDED: Project files for luabridge as a separate project. It is located in arcemuvc100-allprojects.sln.
    REMOVED: some hacky code in Common.h
    Paroxysm committed Dec 21, 2010
  6. ADDED: GO_Destructible class. Implements type 33 ( DESTRUCTIBLE ) Gam…

    ADDED: .go damage < damage > < spellid >  -  damages the destructible GO for < damage > with spell < spellid > 
           .go rebuild - rebuilds the destructible GameObject, restores it to defaults.
    Thanks a bunch to Trinitycore and Silinoron for the research done regarding flags, packets, structures, etc :)
    dfighter1985 committed Dec 21, 2010
Commits on Dec 20, 2010
  1. Work done so far on adapting the Lua interpreter to the trunk.

    I will keep the two Lua interpreters separate because of alot of method renames which will result in alot of syntax errors in old scripts.
    Added some callback support for function pointers required by the engine.
    Cleaned and divided the lua interpreter's files into folders.
    Paroxysm committed Dec 20, 2010
  2. FIXED: Memory leak already there since r1.

    ==14187== 9,360 (9,288 direct, 72 indirect) bytes in 9 blocks are definitely lost in loss record 415 of 429
    ==14187==    at 0x4C28973: operator new(unsigned long) (vg_replace_malloc.c:261)
    ==14187==    by 0x87C25D: ObjectMgr::LoadItem(unsigned int) (ObjectMgr.cpp:1612)
    ==14187==    by 0x82E208: MailMessage::AddMessageDataToPacket(WorldPacket&) (MailSystem.cpp:167)
    ==14187==    by 0x82DE14: Mailbox::BuildMailboxListingPacket() (MailSystem.cpp:85)
    Big thanks to all our users who keep playing on our Test Realm at, helping us track down issues :)
    jackpoz committed Dec 20, 2010
  3. FIXED: Memory leaks, bugs and dupe exploit about stackable items adde…

    …d in r2297. This fixes ticket #48
    MODIFIED: Little cleanup.
    jackpoz committed Dec 20, 2010
  4. Planning to adapt luabridge to trunk soon since I do not know how lon…

    …g the airewrite branch will take to get approved.
    Paroxysm committed Dec 20, 2010
  5. Oups, it's not a bad idea to actually commit the new files too, espec…

    …ially if we want the project to build -.-
    dfighter1985 committed Dec 20, 2010
  6. ADDED: new class GO_SpellCaster. Implements Type 22 GameObjects.

    MODIFIED: Some refactoring regarding Spell::SpellEffectSummonObject.
    dfighter1985 committed Dec 20, 2010
Commits on Dec 19, 2010
  1. ADDED: CRitual class. It implements (summoning) rituals. It bears all…

    … responsibilities (regarding the rituals themselves ) previously vested in the GO_Ritual class.
    MODIFIED: Rituals will now be handled with this new class.
    dfighter1985 committed Dec 19, 2010
Commits on Dec 18, 2010
  1. FIXED: MapCell::CancelPendingUnload() was disabling MapCell::Unload()…

    … for that particular MapCell due to a missing "_unloadpending = false;"
    FIXED: MapCells are unloaded only if they have no Corpses. This fixes issues like dead Players without a Corpse anymore (since the Corpse was on an unloaded MapCell.
    MODIFIED: MapCells in battlegrounds can go idle (but can't still be unloaded).
    REMOVED: unused ObjectMgr::DespawnCorpse(). There's already MapMgr::EventCorpseDespawn().
    jackpoz committed Dec 18, 2010
Commits on Dec 17, 2010
  1. FIXED: Typo in MOD_TYPES

    MODIFIED: Using MOD_TYPES instead of magic numbers for SpellEntry::EffectApplyAuraName[]
    jackpoz committed Dec 17, 2010
Commits on Dec 16, 2010
  1. MODIFIED: Using DecRef() instead of "delete this" in Spell::prepare()

    FIXED: Memory leaks in Spell::prepare()
    ==29704== 552 bytes in 1 blocks are definitely lost in loss record 356 of 429
    ==29704== at 0x4C28973: operator new(unsigned long) (vg_replace_malloc.c:261)
    ==29704== by 0x70082E: AIInterface::CastSpell(Unit*, SpellEntry*, SpellCastTargets) (AIInterface.cpp:3357)
    ==29704== by 0x6F8F56: AIInterface::_UpdateCombat(unsigned int) (AIInterface.cpp:1407)
    jackpoz committed Dec 16, 2010
  2. FIXED: See how forgetful I am lately, I keep forgetting to change the…

    … damned MakeFile.... :(
    dfighter1985 committed Dec 16, 2010
Commits on Dec 15, 2010
  1. FIXED: Made the arcemu-world *typo negative*. It is no lo…

    …nger *haunted* by missing line terminator tokens.
    Also added a missing header include, so now it will really build on Unix and will be capable of hosting the game for any kind of a *druidess* :O
    dfighter1985 committed Dec 15, 2010
  2. MODIFIED: SpellEffectSummonWild should now work with GameObject caste…

    …r too. ( for example Blood of Heroes uses it to summon a fallen hero )
    dfighter1985 committed Dec 15, 2010
Commits on Dec 14, 2010
  1. ADDED: GameObject::Use method. Instead of directly calling Open/Close…

    … this will be called when using the GO, from either a spell effect or HandleGameObjectUse packet handler.
    ADDED: GameObject::CastSpell that takes SpellEntry instead of spellid.
    MODIFIED: Moved GO_Trap::CastSpell to GameObject::CastSpell
    MODIFIED: GO_Button, GO_Chest, GO_Goober should now cast their trap spells when "used". (lots of them however will be canceled due to the spell effect handlers requiring a Unit caster. This will have to be modified too )
    dfighter1985 committed Dec 14, 2010
Commits on Dec 13, 2010
  1. FIXED: Crash happening with items casting projectile spells (like Wei…

    …ghted Jack-o'-Lantern item ID 34068 and Snowball item ID 17202)
    MODIFEID: Using the right enum MECHANICS instead of magic numbers
    jackpoz committed Dec 13, 2010
  2. ADDED: GO_Button, GO_Door, and GO_Goober classes. These are mostly sk…

    …eleton classes for now. However opening/closing should work just fine (when you open one of these, some of them have auto-close events, it should work just fine now ).
    ADDED: GameObject::Open and GameObject::Close virtual methods. The names speak for themselves.
    MODIFIED: Trap invisibility will now be set in GO_Trap::InitAI instead of the summon spell effect handler.
    dfighter1985 committed Dec 13, 2010