diff options
author | QAston <none@none> | 2010-01-10 01:23:15 +0100 |
---|---|---|
committer | QAston <none@none> | 2010-01-10 01:23:15 +0100 |
commit | 8e9d2cdf01929f513e37eccbfdea952aa04e78f6 (patch) | |
tree | 54d298a9e7f5b84bd230bf340d76180116008496 /src/game/DynamicObject.h | |
parent | a0f7762cab9b759b7d3e7dc25a447b5e43f2048b (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/DynamicObject.h')
-rw-r--r-- | src/game/DynamicObject.h | 30 |
1 files changed, 11 insertions, 19 deletions
diff --git a/src/game/DynamicObject.h b/src/game/DynamicObject.h index 11cf030a6c6..de94b5877bd 100644 --- a/src/game/DynamicObject.h +++ b/src/game/DynamicObject.h @@ -24,32 +24,28 @@ #include "Object.h" class Unit; +class Aura; struct SpellEntry; class DynamicObject : public WorldObject, public GridObject<DynamicObject> { public: - typedef std::set<Unit*> AffectedSet; explicit DynamicObject(); void AddToWorld(); void RemoveFromWorld(); - bool Create(uint32 guidlow, Unit *caster, uint32 spellId, uint32 effMask, const Position &pos, int32 duration, float radius, bool active); + bool Create(uint32 guidlow, Unit *caster, uint32 spellId, const Position &pos, float radius, bool active); void Update(uint32 p_time); void Delete(); - uint32 GetSpellId() const { return m_spellId; } - uint32 GetEffectMask() const { return m_effMask; } - void AddEffect(uint32 effIndex) { m_effMask |= (1<<effIndex); } - bool HasEffect(uint32 effIndex) const { return m_effMask & (1<<effIndex); } - uint32 GetDuration() const { return m_aliveDuration; } + void SetDuration(int32 newDuration); + int32 GetDuration() const; + void SetAura(Aura * aura) {assert (!m_aura && aura); m_aura = aura;} + void Delay(int32 delaytime); + uint32 GetSpellId() const { return GetUInt32Value(DYNAMICOBJECT_SPELLID); } uint64 GetCasterGUID() const { return GetUInt64Value(DYNAMICOBJECT_CASTER); } + float GetRadius() const { return GetFloatValue(DYNAMICOBJECT_RADIUS); } Unit* GetCaster() const; - float GetRadius() const { return m_radius; } - bool IsAffecting(Unit *unit) const { return m_affected.find(unit) != m_affected.end(); } - void AddAffected(Unit *unit) { m_affected.insert(unit); } - void RemoveAffected(Unit *unit) { m_affected.erase(unit); } - void Delay(int32 delaytime); bool isVisibleForInState(Player const* u, bool inVisibleList) const; void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); } @@ -59,11 +55,7 @@ class DynamicObject : public WorldObject, public GridObject<DynamicObject> void YellToZone(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYellToZone(textId,language,TargetGuid); } protected: - uint32 m_spellId; - uint32 m_effMask; - int32 m_aliveDuration; - uint32 m_updateTimer; - float m_radius; - AffectedSet m_affected; + int32 m_duration; // for non-aura dynobjects + Aura * m_aura; }; -#endif +#endif
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