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