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

    dfighter1985 committed Dec 21, 2010
    MODIFIED: Changing the build tag to 4.0-TRUNK.
    NOTE: THIS DOESN'T MEAN THAT WE SUPPORT 4.0.X OR CATACLYSM. THIS SIMPLY MEANS ARCEMU IS NOW AT REVISION 4000+!
  2. ADDED: New class CRefCounter. It's a reference counting base class. R…

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

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

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

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

    dfighter1985 committed Dec 21, 2010
    …eObjects!
    
    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 :)
Commits on Dec 20, 2010
  1. Work done so far on adapting the Lua interpreter to the trunk.

    Paroxysm Paroxysm
    Paroxysm authored and Paroxysm committed Dec 20, 2010
    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.
    
    MODIFIED: 
    Added some callback support for function pointers required by the engine.
    Cleaned and divided the lua interpreter's files into folders.
  2. FIXED: Memory leak already there since r1.

    jackpoz committed Dec 20, 2010
    ==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 arcemu.no-ip.info, helping us track down issues :)
  3. FIXED: Memory leaks, bugs and dupe exploit about stackable items adde…

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

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

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

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

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

    jackpoz committed Dec 18, 2010
    … 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().
Commits on Dec 17, 2010
  1. FIXED: Typo in MOD_TYPES

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

    jackpoz committed Dec 16, 2010
    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)
Commits on Dec 15, 2010
  1. FIXED: Made the arcemu-world Makefile.am *typo negative*. It is no lo…

    dfighter1985 committed Dec 15, 2010
    …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
  2. MODIFIED: SpellEffectSummonWild should now work with GameObject caste…

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

    dfighter1985 committed Dec 14, 2010
    … 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 )
Commits on Dec 13, 2010
  1. FIXED: Crash happening with items casting projectile spells (like Wei…

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

    dfighter1985 committed Dec 13, 2010
    …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.