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/StatSystem.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/StatSystem.cpp')
-rw-r--r-- | src/game/StatSystem.cpp | 27 |
1 files changed, 14 insertions, 13 deletions
diff --git a/src/game/StatSystem.cpp b/src/game/StatSystem.cpp index 05e47ee1db3..f5d8bf636f2 100644 --- a/src/game/StatSystem.cpp +++ b/src/game/StatSystem.cpp @@ -24,6 +24,7 @@ #include "Creature.h" #include "SharedDefines.h" #include "SpellAuras.h" +#include "SpellAuraEffects.h" /*####################################### ######## ######## @@ -97,9 +98,9 @@ bool Player::UpdateStats(Stats stat) // Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat uint32 mask = 0; - AuraEffectList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT); + AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT); for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i) - if (Stats((*i)->GetMiscBValue()) == stat) + if (Stats((*i)->GetMiscValueB()) == stat) mask |= (*i)->GetMiscValue(); if (mask) { @@ -188,11 +189,11 @@ void Player::UpdateArmor() value += GetModifierValue(unitMod, TOTAL_VALUE); //add dynamic flat mods - AuraEffectList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT); + AuraEffectList const& mResbyIntellect = GetAuraEffectsByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT); for (AuraEffectList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i) { if((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) - value += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetAmount() / 100.0f); + value += int32(GetStat(Stats((*i)->GetMiscValueB())) * (*i)->GetAmount() / 100.0f); } value *= GetModifierValue(unitMod, TOTAL_PCT); @@ -315,7 +316,7 @@ void Player::UpdateAttackPowerAndDamage(bool ranged ) case FORM_DIREBEAR: case FORM_MOONKIN: { - Unit::AuraEffectList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY); + Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_DUMMY); for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr) { // Predatory Strikes (effect 0) @@ -360,18 +361,18 @@ void Player::UpdateAttackPowerAndDamage(bool ranged ) { if ((getClassMask() & CLASSMASK_WAND_USERS)==0) { - AuraEffectList const& mRAPbyStat = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT); + AuraEffectList const& mRAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT); for (AuraEffectList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i) attPowerMod += int32(GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 100.0f); } } else { - AuraEffectList const& mAPbyStat = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT); + AuraEffectList const& mAPbyStat = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT); for (AuraEffectList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i) attPowerMod += int32(GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 100.0f); - AuraEffectList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR); + AuraEffectList const& mAPbyArmor = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR); for (AuraEffectList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter) // always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL) attPowerMod += int32(GetArmor() / (*iter)->GetAmount()); @@ -666,7 +667,7 @@ void Player::UpdateExpertise(WeaponAttackType attack) Item *weapon = GetWeaponForAttack(attack); - AuraEffectList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE); + AuraEffectList const& expAuras = GetAuraEffectsByType(SPELL_AURA_MOD_EXPERTISE); for (AuraEffectList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr) { // item neutral spell @@ -711,7 +712,7 @@ void Player::UpdateManaRegen() float power_regen_mp5 = (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) + m_baseManaRegen) / 5.0f; // Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura - AuraEffectList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT); + AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT); for (AuraEffectList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i) { power_regen_mp5 += GetStat(Stats((*i)->GetMiscValue())) * (*i)->GetAmount() / 500.0f; @@ -730,7 +731,7 @@ void Player::_ApplyAllStatBonuses() { SetCanModifyStats(false); - _ApplyAllAuraMods(); + _ApplyAllAuraStatMods(); _ApplyAllItemMods(); SetCanModifyStats(true); @@ -743,7 +744,7 @@ void Player::_RemoveAllStatBonuses() SetCanModifyStats(false); _RemoveAllItemMods(); - _RemoveAllAuraMods(); + _RemoveAllAuraStatMods(); SetCanModifyStats(true); @@ -1239,7 +1240,7 @@ void Guardian::UpdateDamagePhysical(WeaponAttackType attType) } } - Unit::AuraEffectList const& mDummy = GetAurasByType(SPELL_AURA_MOD_ATTACKSPEED); + Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED); for(Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr) { switch ((*itr)->GetSpellProto()->Id) |