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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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@@ -386,21 +386,21 @@ class ByteBuffer
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void appendPackGUID(uint64 guid)
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{
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if (_storage.size() < _wpos + sizeof(guid) + 1)
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_storage.resize(_wpos + sizeof(guid) + 1);
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size_t mask_position = wpos();
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*this << uint8(0);
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for (uint8 i = 0; i < 8; ++i)
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uint8 packGUID[8+1];
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packGUID[0] = 0;
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size_t size = 1;
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for(uint8 i = 0;guid != 0;++i)
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{
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if(guid & 0xFF)
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{
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_storage[mask_position] |= uint8(1 << i);
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*this << uint8(guid & 0xFF);
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packGUID[0] |= uint8(1 << i);
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packGUID[size] = uint8(guid & 0xFF);
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++size;
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}
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guid >>= 8;
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}
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append(packGUID, size);
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}
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void put(size_t pos, const uint8 *src, size_t cnt)
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