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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/GridNotifiers.h
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/GridNotifiers.h')
-rw-r--r--src/game/GridNotifiers.h23
1 files changed, 0 insertions, 23 deletions
diff --git a/src/game/GridNotifiers.h b/src/game/GridNotifiers.h
index f5d7b988fca..ca7844db21b 100644
--- a/src/game/GridNotifiers.h
+++ b/src/game/GridNotifiers.h
@@ -221,27 +221,6 @@ namespace Trinity
template<class NOT_INTERESTED> void Visit(GridRefManager<NOT_INTERESTED> &) {}
};
- struct TRINITY_DLL_DECL DynamicObjectUpdater
- {
- DynamicObject &i_dynobject;
- Unit* i_check;
- DynamicObjectUpdater(DynamicObject &dynobject, Unit* caster) : i_dynobject(dynobject)
- {
- i_check = caster;
- Unit* owner = i_check->GetOwner();
- if(owner)
- i_check = owner;
- }
-
- template<class T> inline void Visit(GridRefManager<T> &) {}
- #ifdef WIN32
- template<> inline void Visit<Player>(PlayerMapType &);
- template<> inline void Visit<Creature>(CreatureMapType &);
- #endif
-
- void VisitHelper(Unit* target);
- };
-
// SEARCHERS & LIST SEARCHERS & WORKERS
// WorldObject searchers & workers
@@ -1292,8 +1271,6 @@ namespace Trinity
template<> inline void PlayerRelocationNotifier::Visit<Creature>(CreatureMapType &);
template<> inline void CreatureRelocationNotifier::Visit<Player>(PlayerMapType &);
template<> inline void CreatureRelocationNotifier::Visit<Creature>(CreatureMapType &);
- template<> inline void DynamicObjectUpdater::Visit<Creature>(CreatureMapType &);
- template<> inline void DynamicObjectUpdater::Visit<Player>(PlayerMapType &);
#endif
}
#endif