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authorQAston <none@none>2010-01-10 01:23:15 +0100
committerQAston <none@none>2010-01-10 01:23:15 +0100
commit8e9d2cdf01929f513e37eccbfdea952aa04e78f6 (patch)
tree54d298a9e7f5b84bd230bf340d76180116008496 /src/game/BattleGround.cpp
parenta0f7762cab9b759b7d3e7dc25a447b5e43f2048b (diff)
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
Diffstat (limited to 'src/game/BattleGround.cpp')
-rw-r--r--src/game/BattleGround.cpp18
1 files changed, 10 insertions, 8 deletions
diff --git a/src/game/BattleGround.cpp b/src/game/BattleGround.cpp
index 554f8555627..19643a6003e 100644
--- a/src/game/BattleGround.cpp
+++ b/src/game/BattleGround.cpp
@@ -34,6 +34,7 @@
#include "MapManager.h"
#include "Object.h"
#include "SpellAuras.h"
+#include "SpellAuraEffects.h"
#include "Util.h"
namespace Trinity
@@ -427,15 +428,16 @@ void BattleGround::Update(uint32 diff)
{
plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION);
// remove auras with duration lower than 30s
- Unit::AuraMap & aurMap = plr->GetAuras();
- for (Unit::AuraMap::iterator iter = aurMap.begin(); iter != aurMap.end();)
+ Unit::AuraMap & auraMap = plr->GetOwnedAuras();
+ for (Unit::AuraMap::iterator iter = auraMap.begin(); iter != auraMap.end();)
{
- if (!iter->second->IsPermanent()
- && iter->second->GetAuraDuration()<=30*IN_MILISECONDS
- && iter->second->IsPositive()
- && (!(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY))
- && (!iter->second->IsAuraType(SPELL_AURA_MOD_INVISIBILITY)))
- plr->RemoveAura(iter);
+ Aura * aura = iter->second;
+ if (!aura->IsPermanent()
+ && aura->GetDuration() <= 30*IN_MILISECONDS
+ && aura->IsPositive(plr)
+ && (!(aura->GetSpellProto()->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY))
+ && (!aura->HasEffectType(SPELL_AURA_MOD_INVISIBILITY)))
+ plr->RemoveOwnedAura(iter);
else
++iter;
}