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

View File

@@ -22,6 +22,7 @@
#include "Player.h"
#include "Creature.h"
#include "SpellAuras.h"
#include "SpellAuraEffects.h"
#include "SpellMgr.h"
#include "CreatureAIImpl.h"
@@ -370,9 +371,9 @@ void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
//kill self if charm aura has infinite duration
if(charmer->IsInEvadeMode())
{
Unit::AuraEffectList const& auras = me->GetAurasByType(SPELL_AURA_MOD_CHARM);
Unit::AuraEffectList const& auras = me->GetAuraEffectsByType(SPELL_AURA_MOD_CHARM);
for (Unit::AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->IsPermanent())
if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
{
charmer->Kill(me);
return;