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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-8
@@ -363,6 +363,7 @@ class Spell
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void EffectPlayMusic(uint32 i);
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void EffectSpecCount(uint32 i);
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void EffectActivateSpec(uint32 i);
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void EffectPlayerNotification(uint32 i);
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void EffectCastButtons(uint32 i);
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void EffectRechargeManaGem(uint32 i);
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@@ -371,7 +372,7 @@ class Spell
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Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID = 0, Spell** triggeringContainer = NULL, bool skipCheck = false );
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~Spell();
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void prepare(SpellCastTargets const* targets, AuraEffect* triggeredByAura = NULL);
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void prepare(SpellCastTargets const* targets, AuraEffect const * triggeredByAura = NULL);
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void cancel();
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void update(uint32 difftime);
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void cast(bool skipCheck = false);
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@@ -440,8 +441,7 @@ class Spell
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void HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i);
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void HandleThreatSpells(uint32 spellId);
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//void HandleAddAura(Unit* Target);
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const SpellEntry * const m_spellInfo;
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int32 m_currentBasePoints[3]; // cache SpellEntry::EffectBasePoints and use for set custom base points
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Item* m_CastItem;
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@@ -492,7 +492,6 @@ class Spell
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void CleanupTargetList();
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void SetSpellValue(SpellValueMod mod, int32 value);
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//void SetSpellValue(SpellValueMod mod, float value);
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protected:
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void SendLoot(uint64 guid, LootType loottype);
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@@ -545,8 +544,8 @@ class Spell
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Item* itemTarget;
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GameObject* gameObjTarget;
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int32 damage;
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Aura * m_spellAura; // only used in DoAllEffectOnTarget
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DynamicObject *m_spellDynObj; // only used in DoAllEffectOnTarget
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// used in effects handlers
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Aura * m_spellAura;
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// this is set in Spell Hit, but used in Apply Aura handler
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DiminishingLevels m_diminishLevel;
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@@ -566,8 +565,7 @@ class Spell
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uint32 m_procAttacker; // Attacker trigger flags
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uint32 m_procVictim; // Victim trigger flags
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uint32 m_procEx;
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bool m_canTrigger;
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void prepareDataForTriggerSystem(AuraEffect * triggeredByAura);
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void prepareDataForTriggerSystem(AuraEffect const * triggeredByAura);
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//*****************************************
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// Spell target subsystem
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