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/Spell.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/Spell.h')
-rw-r--r-- | src/game/Spell.h | 14 |
1 files changed, 6 insertions, 8 deletions
diff --git a/src/game/Spell.h b/src/game/Spell.h index 96d220bd696..04f3984ed91 100644 --- a/src/game/Spell.h +++ b/src/game/Spell.h @@ -363,6 +363,7 @@ class Spell void EffectPlayMusic(uint32 i); void EffectSpecCount(uint32 i); void EffectActivateSpec(uint32 i); + void EffectPlayerNotification(uint32 i); void EffectCastButtons(uint32 i); void EffectRechargeManaGem(uint32 i); @@ -371,7 +372,7 @@ class Spell Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID = 0, Spell** triggeringContainer = NULL, bool skipCheck = false ); ~Spell(); - void prepare(SpellCastTargets const* targets, AuraEffect* triggeredByAura = NULL); + void prepare(SpellCastTargets const* targets, AuraEffect const * triggeredByAura = NULL); void cancel(); void update(uint32 difftime); void cast(bool skipCheck = false); @@ -440,8 +441,7 @@ class Spell void HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i); void HandleThreatSpells(uint32 spellId); - //void HandleAddAura(Unit* Target); - + const SpellEntry * const m_spellInfo; int32 m_currentBasePoints[3]; // cache SpellEntry::EffectBasePoints and use for set custom base points Item* m_CastItem; @@ -492,7 +492,6 @@ class Spell void CleanupTargetList(); void SetSpellValue(SpellValueMod mod, int32 value); - //void SetSpellValue(SpellValueMod mod, float value); protected: void SendLoot(uint64 guid, LootType loottype); @@ -545,8 +544,8 @@ class Spell Item* itemTarget; GameObject* gameObjTarget; int32 damage; - Aura * m_spellAura; // only used in DoAllEffectOnTarget - DynamicObject *m_spellDynObj; // only used in DoAllEffectOnTarget + // used in effects handlers + Aura * m_spellAura; // this is set in Spell Hit, but used in Apply Aura handler DiminishingLevels m_diminishLevel; @@ -566,8 +565,7 @@ class Spell uint32 m_procAttacker; // Attacker trigger flags uint32 m_procVictim; // Victim trigger flags uint32 m_procEx; - bool m_canTrigger; - void prepareDataForTriggerSystem(AuraEffect * triggeredByAura); + void prepareDataForTriggerSystem(AuraEffect const * triggeredByAura); //***************************************** // Spell target subsystem |