Update aura system:

* Change system logic - unify Auras, AreaAuras and PersistentAreaAuras:
  * Aura has now its owner - which is the WorldObject, which applies aura (creates AuraApplication object) dependant on aura radius, and effect type
  * Owner can be Dynobj (DynObjAura class) for PersistentAreaAuras, or Unit (UnitAura class) for Area and nonArea auras
  * Aura data is shared for all units which have AuraApplication of the Aura
   * Because of that AuraEffect handlers , and periodic tick functions can't modify AuraEffect object (they are const now)
  * Remove spell source and AreaAuraEffect classes
  * Add AuraEffect::UpdatePeriodic function, to allow periodic aura object modification (target independant)
  * Add AuraEffect::CalculateAmount and AuraEffect::CalculateSpellMod function, to allow non-default amount calculation
  * AreaAura updates are done in owner _UpdateSpells cycle
  * Since now you don't need to wait an aura update cycle to get area aura applied on it's correct target list
  * And you can access area aura target list
  * Add basic support for aura amount recalculation
  * Save recalculation state and base amount of auras to db
  * Add AuraEffect::CalculatePeriodic function to determine if aura is periodic, and to set correct tick number after aura is loaded from db
  * Add ChangeAmount function in addition to SetAmount function, to allow easy reapplication of AuraEffect handlers on all targets
  * Sort aura effect handlers in SpellAuras.cpp and .h by their use
  * Add check for already existing aura of that type to some AuraEffect handlers, to prevent incorrect effect removal
  * SPELL_AURA_CONVERT_RUNE and MOD_POWER_REGEN and MOD_REGEN hacky handlers are now implemented correctly
  * Send aura application client update only once per unit update - prevent unnecesary packet spam
 * Fix ByteBuffer::appendPackGUID function - it added additionall 0s at the end of the packet
 * Fix memory leak at player creation (not deleted auras)
 * Updated some naming conventions (too many to mention)
 * Added Unit::GetAuraOfRankedSpell() function
 * Remove procflags on aura remove, use Aura::HandleAuraSpecificMods instead
 * Added functions to maintain owned auras (GetOwnedAuras, GetOwnedAura, RemoveOwnedAura, etc)
 * Implement AURA_INTERRUPT_FLAG_LANDING
 * Implement EffectPlayerNotification (thanks to Spp)
 * Remove wrong aura 304 handler
 * Add better handler for death runes
 * Remove unnecesary variables from DynamicObject class, and cleanup related code, link dynobj duration with aura
 * Add GetAuraEffectTriggerTarget function in CreatureAi for special target selection for periodic trigger auras used in a script
 * Add many assert() procection from idiots using some functions in wrong way
 * I am to lazy to write here anything more
Thanks to Visagalis for testing this patch
PS: Do not make patches like this, please

--HG--
branch : trunk
This commit is contained in:
QAston
2010-01-10 01:23:15 +01:00
parent a0f7762cab
commit 8e9d2cdf01
55 changed files with 10071 additions and 9861 deletions
+12 -20
View File
@@ -24,32 +24,28 @@
#include "Object.h"
class Unit;
class Aura;
struct SpellEntry;
class DynamicObject : public WorldObject, public GridObject<DynamicObject>
{
public:
typedef std::set<Unit*> AffectedSet;
explicit DynamicObject();
void AddToWorld();
void RemoveFromWorld();
bool Create(uint32 guidlow, Unit *caster, uint32 spellId, uint32 effMask, const Position &pos, int32 duration, float radius, bool active);
bool Create(uint32 guidlow, Unit *caster, uint32 spellId, const Position &pos, float radius, bool active);
void Update(uint32 p_time);
void Delete();
uint32 GetSpellId() const { return m_spellId; }
uint32 GetEffectMask() const { return m_effMask; }
void AddEffect(uint32 effIndex) { m_effMask |= (1<<effIndex); }
bool HasEffect(uint32 effIndex) const { return m_effMask & (1<<effIndex); }
uint32 GetDuration() const { return m_aliveDuration; }
uint64 GetCasterGUID() const { return GetUInt64Value(DYNAMICOBJECT_CASTER); }
Unit* GetCaster() const;
float GetRadius() const { return m_radius; }
bool IsAffecting(Unit *unit) const { return m_affected.find(unit) != m_affected.end(); }
void AddAffected(Unit *unit) { m_affected.insert(unit); }
void RemoveAffected(Unit *unit) { m_affected.erase(unit); }
void SetDuration(int32 newDuration);
int32 GetDuration() const;
void SetAura(Aura * aura) {assert (!m_aura && aura); m_aura = aura;}
void Delay(int32 delaytime);
uint32 GetSpellId() const { return GetUInt32Value(DYNAMICOBJECT_SPELLID); }
uint64 GetCasterGUID() const { return GetUInt64Value(DYNAMICOBJECT_CASTER); }
float GetRadius() const { return GetFloatValue(DYNAMICOBJECT_RADIUS); }
Unit* GetCaster() const;
bool isVisibleForInState(Player const* u, bool inVisibleList) const;
void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); }
@@ -59,11 +55,7 @@ class DynamicObject : public WorldObject, public GridObject<DynamicObject>
void YellToZone(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYellToZone(textId,language,TargetGuid); }
protected:
uint32 m_spellId;
uint32 m_effMask;
int32 m_aliveDuration;
uint32 m_updateTimer;
float m_radius;
AffectedSet m_affected;
int32 m_duration; // for non-aura dynobjects
Aura * m_aura;
};
#endif
#endif␍