edit by balrok:
currently this patch doesn't work anymore.. i will maybe update it somewhere in the first half of 2010
new downloadlocation is:
git://github.com/balrok/mangos.git
and the branch outdoor and outdoor-0.12
for downloading them I use follwing commands in an already existing git-repo
git remote add balrok git://github.com/balrok/mangos.git
git fetch balrok
git merge balrok outdoor
or instead of merge you also can create a patch and then apply it..
git checkout balrok/outdoor
git merge origin/master
git diff origin/master > outdoor.patch
for questions how to use git, please ask then in the source-code-management section in this forum
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This patch implements the outdoor world pvps for mangos (little cosmetics is most probably needed for them though).
Thanks and credits go to Daimon22 for the documentation of world state fields here.
What works:
- framework to code the outdoor pvps
- tower capturing using GAMEOBJECT_TYPE_CAPTURE_POINT type GOs and trigger npcs (entry 12999 seemed unused, so I used that.)
- buffs the players of the controlling faction in the associated zones
- kill tokens for pvp kills for the killer player's group
- the pvp associated quests in silithus, epl, halaa and hellfire peninsula work, with udb 0.10.1 the ones in terokkar forest are set to auto-complete (no requirements)
- added a function to objmgr to remove graveyard links by specified ghost zone id, graveyard id and team to support halaa and later zangarmarsh (though probably these graveyard links are already in your db, so you won't notice any change about it)
- some other boring stuff
Most of the code is reader-friendly except for some debug functions I left in; some parts still need cleanup.
Todo:
- reset timer for the outdoor pvps (I don't have information about this, whether they can reset when there are active players inside, if they reset when some of the objectives are neutral, in what intervals are they reset etc.)
SD2 related
- the fire bomb target npc could use a sd2 script to properly attack the nearby mobs (I think the mobs should cast the final damaging spell on themselves to prevent them from attacking the invisible trigger npc)
Note:
The project files for linux/vc7.10/vc9 are hand-made, so sorry for possible typos (doh!), vc8 is compiler generated.
Haven't tested on Linux.
I recommend you making a db backup in case you decide to test the patch, I haven't faced any db corruption (char db isn't used by the patch), there might be problems with some spawns not disappearing in halaa (they are supposedly cleaned up at server start in case there is a crash though)
Also note that halaa (namely the fire bomb) needs ScriptDev2/ACID to work, without that the players will have hard time killing the guards.
Additional note:
If you catch a crash, please report it with full backtrace, with optimizations turned off if possible.
On windows, make sure to put your .pdb files into your mangos directory after every compile, else the crashlogs just display some gibberish function names with no useful information.
Also, the last few dozen lines of the server log can prove valuable (especially with debug logging enabled).
FAQ:
Q: Is it compatible with <insert something here, totally up to your imagination>?
A: I have no idea... err.. sure it is! You might have to make some manual modifications though...
Download v38:
zip on filebeam
zip on sendspace