Retail does not have a zone id for newly created character until their first login so we do the same as well. This will drastically improve performance on character creations as we no longer unnecessarily load grids and map data.
* simplified checks for liquid restrictions in mount capability helper
* handle missing case for liquid exclusive mounts
* update position data on character login to avoid some edge case outdoors checks
closes#95
* players and creatures now share the same power regeneration regeneration function
* UpdatePowerRegeneration is now virtual and handles creature and player specific formulas individually
* handle update field flag UF_FLAG_UNIT_ALL to handle UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER and UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER for creatures as well
* all stats and values will now be set before summons are getting added to map
* cleaned up summon spell effect handler to reduce duplicade code
* summoner guids will no longer be set for every minion and correctly handle assigning creator guids instead. These values will serve as fallback guid if there is no summoner guid
* friendly tempsummons will now inherit the guild data of their player and pass them on to further allied summons. This fixes guild specific visuals for creatures such as Guild Battle Standards and Guild Heralds.
Todo: check for regressions
* use a reversed client function to get the power regeneration rate for all types of powers
* unified all player based regeneration updates into a single statsystem helper
* cleaned up unnecessary regeneration timers
* implement power regeneration for alternative powers
* corrected rage gain numbers based on simulationcraft formulas
* store liquid status lookups from UpdatePositionData in a member and draw liquid status information from it instead of doing extra vmap lookups. This also fixes collision height based liquid status states which was leading to false positive movement speed selection for creatures
* remove redundant IsUnderWater helper override from player class as our object based liquid status also considers collision height
- Unify quest status checking function, use dedicated function instead of direct map checks
- Fixed seasonal quest chains and ability to complete the same quests rewarded in past
- Update area dependent auras on quest status change (they often requires specific quest status)
- Send all not stored quest rewards by mail
- When casting quest reward spell, check if it is not self casted, if so - use player to cast this spell
- Perform full db save on quest reward to prevent data desynchronization
- Don't allow to fail completed timed quests, except for quests which are completed right from the start
- Don't allow to share pooled quests, if they are not available in the current pool (eg sharing easy dalaran weeklies, stored at alt character)
- Remove seasonal quest if rewarded quest is removed
- Don't complete whole quest on AreaExplore event, check if there are no more requirements that should be fulfilled
- Quests with flag QUEST_SPECIAL_FLAGS_PLAYER_KILL can be only credited in quest zone
Closes#18913Closes#11187Closes#15279
- They should work as documented by wiki now.
- Add some consts to Player methods
- Fixed negative PrevQuestID to mean only active quest (ie not rewarded/complete, as those quests are required to complete another)
Closes#19300
- Made load/reload associated quest tables data-driven, so removed a bunch of similar looking code from ObjectMgr (yay!)
- Codestyle and encapsulation for ExclusiveQuestGroups