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Thyros

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Everything posted by Thyros

  1. sry for pushing this thread have anyone the updated source for the actually rev?
  2. okay thanks for the info.
  3. when i use this command then crash the server, i think the problem is this line: PSendSysMessage(LANG_GO_LIST_CHAT, guid, entry, guid, gInfo->name, x, y, z, mapid);
  4. i have found this: http://github.com/gc/mangos/commit/90a44595ccc7e5c05b0c355054a55640d3c43d4c
  5. some news about this ?
  6. works the mammuth with this patch????
  7. works the mamuth with multi passenger support?
  8. i test now the windows build
  9. Derex, is this compatible under unix?
  10. i have write reload for the quest poi system: here is the Code: commit e7ea22d3a867576bb076089843c902834d283c7b Author: unknown <Thyros@.(none)> Date: Sat Feb 13 16:56:29 2010 +0100 implemented .reload quest_poi and quest_poi_points. diff --git a/src/game/Chat.cpp b/src/game/Chat.cpp index cfcfa9f..c8cdf5d 100644 --- a/src/game/Chat.cpp +++ b/src/game/Chat.cpp @@ -453,6 +453,8 @@ ChatCommand * ChatHandler::getCommandTable() { "quest_end_scripts", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadQuestEndScriptsCommand, "", NULL }, { "quest_start_scripts", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadQuestStartScriptsCommand, "", NULL }, { "quest_template", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadQuestTemplateCommand, "", NULL }, + { "quest_poi", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadQuestPOICommand, "", NULL }, + { "quest_poi_points", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadQuestPOIPointsCommand, "", NULL }, { "reference_loot_template", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadLootTemplatesReferenceCommand, "", NULL }, { "reserved_name", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadReservedNameCommand, "", NULL }, { "skill_discovery_template", SEC_ADMINISTRATOR, true, &ChatHandler::HandleReloadSkillDiscoveryTemplateCommand, "", NULL }, diff --git a/src/game/Chat.h b/src/game/Chat.h index e2adf0d..1861085 100644 --- a/src/game/Chat.h +++ b/src/game/Chat.h @@ -375,6 +375,8 @@ class ChatHandler bool HandleReloadQuestEndScriptsCommand(const char* args); bool HandleReloadQuestStartScriptsCommand(const char* args); bool HandleReloadQuestTemplateCommand(const char* args); + bool HandleReloadQuestPOICommand(const char* args); + bool HandleReloadQuestPOIPointsCommand(const char* args); bool HandleReloadReservedNameCommand(const char*); bool HandleReloadSkillDiscoveryTemplateCommand(const char* args); bool HandleReloadSkillExtraItemTemplateCommand(const char* args); diff --git a/src/game/Level3.cpp b/src/game/Level3.cpp index 525fbc7..40434e7 100644 --- a/src/game/Level3.cpp +++ b/src/game/Level3.cpp @@ -473,6 +473,22 @@ bool ChatHandler::HandleReloadPointsOfInterestCommand(const char*) return true; } +bool ChatHandler::HandleReloadQuestPOICommand(const char*) +{ + sLog.outString( "Re-Loading `quest_poi` Table!" ); + sObjectMgr.LoadQuestPOI(); + SendGlobalSysMessage("DB Table `quest_poi` reloaded."); + return true; +} + +bool ChatHandler::HandleReloadQuestPOIPointsCommand(const char*) +{ + sLog.outString( "Re-Loading `quest_poi_points` Table!" ); + sObjectMgr.LoadQuestPOI(); + SendGlobalSysMessage("DB Table `quest_poi_points` reloaded."); + return true; +} + bool ChatHandler::HandleReloadSpellClickSpellsCommand(const char*) { sLog.outString( "Re-Loading `npc_spellclick_spells` Table!" ); diff --git a/src/game/ObjectMgr.cpp b/src/game/ObjectMgr.cpp index 5639a9f..38fc729 100644 --- a/src/game/ObjectMgr.cpp +++ b/src/game/ObjectMgr.cpp @@ -6476,6 +6476,8 @@ void ObjectMgr::LoadPointsOfInterest() void ObjectMgr::LoadQuestPOI() { + mQuestPOIMap.clear(); // need for reload case + uint32 count = 0; // 0 1 2 3 4 5 6 Fixed all Build errors, please test this.
  11. Copied from Offical InstallFile: Building and Installing ACE on Windows with Microsoft Visual Studio ACE contains project files for Microsoft Visual Studio .NET 2003 (VC7.1) and Visual Studio 2005 (VC8). Visual Studio 2005 supports building for desktop/server Windows as well as for Windows CE and Windows Mobile. Since not all users will be interested in the CE/Mobile capability, these platforms have separate solution and project files from the desktop/server Windows. Furthermore, VC7.1 and VC8 use different file formats but the same file suffixes (.sln and .vcproj). To support both environments, ACE supplies files with different names for the different development and target platforms. The platform/name mapping is shown below. All solution files have a .sln suffix and all project files have a .vcproj suffix. Visual Studio 2008 (VC9) is also supported. The free Visual C++ 2008 Express Edition will work in place of the traditional Visual Studio editions. All the other notes in this document that are for VC8 / VC9 also apply to the express edition. MFC, 64-bit, and CE/mobile options are not available with the express edition. 64-bit binaries can be built with the compiler and linker included in the Windows SDK, using nmake as the build system (generate nmake makefiles with mwc.pl -type nmake). Mapping of Platform to Solution/Project File Name Platform File Name VC7.1 name_vc71 VC8 for desktop/server name_vc8 VC8 for Windows CE/Mobile name_WinCE VC9 for desktop/server name_vc9 The VC++ compiler and linker can now be invoked from GNU make just like most UNIX builds. Follow the instructions in the ACE/GNU Configuration sections and see the additional information in the comments of platform_win32_msvc.GNU. If you happen to open a VC7.1 file from within VC8, it will offer to convert the file to the newer format for you. With the stock VC8, do not do this; Visual Studio will crash while attempting to convert the large solution and project files to build ACE. Simply refuse the conversion and open the file with the correct format. Note that Microsoft has fixed this problem. See https://msdn.microsoft.com/visualc/downloads/default.aspx for information. 1. Uncompress the ACE distribution into a directory, where it will create a ACE_wrappers directory containing the distribution. The ACE_wrappers directory will be referred to as ACE_ROOT in the following steps -- so ACE_ROOT\\ace would be C:\\ACE_wrappers\\ace if you uncompressed into the root directory. 2. Create a file called config.h in the ACE_ROOT\\ace directory that contains: #include "ace/config-win32.h" 3. The static, DLL and MFC library builds are kept in different workspaces. Files with names *_Static contain project files for static builds. Workspaces for static and DLL builds will be available through the stock release at DOC group's website. The workspaces for MFC are not available and have to be generated using MPC. Please see MPC's README for details. 4. Now load the solution file for ACE (ACE_ROOT/ACE.sln). 5. Make sure you are building the configuration (i.e, Debug/Release) the one you'll use (for example, the debug tests need the debug version of ACE, and so on). All these different configurations are provided for your convenience. You can either adopt the scheme to build your applications with different configurations, or use ace/config.h to tweak with the default settings on NT. Note: If you use the dynamic libraries, make sure you include ACE_ROOT\\lib in your PATH whenever you run programs that uses ACE. Otherwise you may experience problems finding ace.dll or aced.dll. 6. To use ACE with MFC libraries, also add the following to your config.h file. Notice that if you want to spawn a new thread with CWinThread, make sure you spawn the thread with THR_USE_AFX flag set. #define ACE_HAS_MFC 1 By default, all of the ACE projects use the DLL versions of the MSVC run-time libraries. You can still choose use the static (LIB) versions of ACE libraries regardless of run-time libraries. The reason we chose to link only the dynamic run-time library is that almost every NT box has these library installed and to save disk space. If you prefer to link MFC as a static library into ACE, you can do this by defining ACE_USES_STATIC_MFC in your config.h file. However, if you would like to link everything (including the MSVC run-time libraries) statically, you'll need to modify the project files in ACE yourself. 7. Static version of ACE libraries are built with ACE_AS_STATIC_LIBS defined. This macro should also be used in application projects that link to static ACE libraries Optionally you can also add the line #define ACE_NO_INLINE before the #include statement in ACE_ROOT\\ace\\config.h to disable inline function and reduce the size of static libraries (and your executables.) 8. ACE DLL and LIB naming scheme: We use the following rules to name the DLL and LIB files in ACE when using MSVC. "Library/DLL name" + (Is static library ? "s" : "") + (Is Debugging enable ? "d" : "") + {".dll"|".lib"} More information for ACE/TAO on MSVC can be found here. The doxygen version of this document is available under Related Topics in the ACE Library.
  12. Here is the patch: http://pastebin.com/f293fba1b
  13. i look later on my home pc i think i find the patch
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