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/GroupHandler.cpp | |
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/GroupHandler.cpp')
-rw-r--r-- | src/game/GroupHandler.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/game/GroupHandler.cpp b/src/game/GroupHandler.cpp index ef7cee5cfa4..c074d275614 100644 --- a/src/game/GroupHandler.cpp +++ b/src/game/GroupHandler.cpp @@ -703,8 +703,8 @@ void WorldSession::BuildPartyMemberStatsChangedPacket(Player *player, WorldPacke { if(auramask & (uint64(1) << i)) { - Aura * pAura = player->GetVisibleAura(i); - *data << uint32(pAura ? pAura->GetId() : 0); + AuraApplication const * aurApp = player->GetVisibleAura(i); + *data << uint32(aurApp ? aurApp->GetBase()->GetId() : 0); *data << uint8(1); } } @@ -785,8 +785,8 @@ void WorldSession::BuildPartyMemberStatsChangedPacket(Player *player, WorldPacke { if(auramask & (uint64(1) << i)) { - Aura * pAura = pet->GetVisibleAura(i); - *data << uint32(pAura ? pAura->GetId() : 0); + AuraApplication const * aurApp = player->GetVisibleAura(i); + *data << uint32(aurApp ? aurApp->GetBase()->GetId() : 0); *data << uint8(1); } } @@ -843,10 +843,10 @@ void WorldSession::HandleRequestPartyMemberStatsOpcode( WorldPacket &recv_data ) data << (uint64) auramask; // placeholder for (uint8 i = 0; i < MAX_AURAS; ++i) { - if(Aura * pAura = player->GetVisibleAura(i)) + if(AuraApplication * aurApp = player->GetVisibleAura(i)) { auramask |= (uint64(1) << i); - data << (uint32) pAura->GetId(); + data << (uint32) aurApp->GetBase()->GetId(); data << (uint8) 1; } } @@ -869,10 +869,10 @@ void WorldSession::HandleRequestPartyMemberStatsOpcode( WorldPacket &recv_data ) data << (uint64) petauramask; // placeholder for (uint8 i = 0; i < MAX_AURAS; ++i) { - if(Aura * pAura = pet->GetVisibleAura(i)) + if(AuraApplication * auraApp = pet->GetVisibleAura(i)) { petauramask |= (uint64(1) << i); - data << (uint32) pAura->GetId(); + data << (uint32) auraApp->GetBase()->GetId(); data << (uint8) 1; } } |