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/GridNotifiersImpl.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/GridNotifiersImpl.h')
-rw-r--r-- | src/game/GridNotifiersImpl.h | 86 |
1 files changed, 0 insertions, 86 deletions
diff --git a/src/game/GridNotifiersImpl.h b/src/game/GridNotifiersImpl.h index c19dc66139c..6f8b191d551 100644 --- a/src/game/GridNotifiersImpl.h +++ b/src/game/GridNotifiersImpl.h @@ -170,92 +170,6 @@ Trinity::CreatureRelocationNotifier::Visit(CreatureMapType &m) } } -inline void Trinity::DynamicObjectUpdater::VisitHelper(Unit* target) -{ - if(!target->isAlive() || target->isInFlight() ) - return; - - if(target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->isTotem()) - return; - - if (!i_dynobject.IsWithinDistInMap(target, i_dynobject.GetRadius())) - return; - - //Check targets for not_selectable unit flag and remove - if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE)) - return; - - // Evade target - if( target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsInEvadeMode() ) - return; - - //Check player targets and remove if in GM mode or GM invisibility (for not self casting case) - if( target->GetTypeId() == TYPEID_PLAYER && target != i_check && (((Player*)target)->isGameMaster() || ((Player*)target)->GetVisibility()==VISIBILITY_OFF) ) - return; - - if (i_dynobject.IsAffecting(target)) - return; - - if(target->HasAura(i_dynobject.GetSpellId(), i_check->GetGUID())) - return; - - uint32 eff_index = 0; - for (; eff_index < MAX_SPELL_EFFECTS; ++eff_index) - if(i_dynobject.HasEffect(eff_index)) - break; - - if(eff_index == MAX_SPELL_EFFECTS) - return; - - SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_dynobject.GetSpellId()); - if(spellInfo->EffectImplicitTargetB[eff_index] == TARGET_DEST_DYNOBJ_ALLY - || spellInfo->EffectImplicitTargetB[eff_index] == TARGET_UNIT_AREA_ALLY_DST) - { - if(!i_check->IsFriendlyTo(target)) - return; - } - else if( i_check->GetTypeId() == TYPEID_PLAYER ) - { - if (i_check->IsFriendlyTo( target )) - return; - - i_check->CombatStart(target); - } - else - { - if (!i_check->IsHostileTo( target )) - return; - - i_check->CombatStart(target); - } - - // Check target immune to spell or aura - if (target->IsImmunedToSpell(spellInfo) || target->IsImmunedToSpellEffect(spellInfo, eff_index)) - return; - - // Apply PersistentAreaAura on target - Aura *aur = new Aura(spellInfo, i_dynobject.GetEffectMask(), target, &i_dynobject, i_check); - aur->SetAuraDuration(i_dynobject.GetDuration()); - if(target->AddAura(aur, true)) - i_dynobject.AddAffected(target); -} - -template<> -inline void -Trinity::DynamicObjectUpdater::Visit(CreatureMapType &m) -{ - for (CreatureMapType::iterator itr=m.begin(); itr != m.end(); ++itr) - VisitHelper(itr->getSource()); -} - -template<> -inline void -Trinity::DynamicObjectUpdater::Visit(PlayerMapType &m) -{ - for (PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr) - VisitHelper(itr->getSource()); -} - // SEARCHERS & LIST SEARCHERS & WORKERS // WorldObject searchers & workers |