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
This commit is contained in:
QAston
2010-01-10 01:23:15 +01:00
parent a0f7762cab
commit 8e9d2cdf01
55 changed files with 10071 additions and 9861 deletions
+48 -49
View File
@@ -36,6 +36,9 @@ DynamicObject::DynamicObject() : WorldObject()
m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION);
m_valuesCount = DYNAMICOBJECT_END;
m_aura = 0;
m_duration = 0;
}
void DynamicObject::AddToWorld()
@@ -70,13 +73,13 @@ void DynamicObject::RemoveFromWorld()
}
}
bool DynamicObject::Create(uint32 guidlow, Unit *caster, uint32 spellId, uint32 effMask, const Position &pos, int32 duration, float radius, bool active)
bool DynamicObject::Create(uint32 guidlow, Unit *caster, uint32 spellId, const Position &pos, float radius, bool active)
{
SetMap(caster->GetMap());
Relocate(pos);
if(!IsPositionValid())
{
sLog.outError("DynamicObject (spell %u eff %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",spellId,effMask,GetPositionX(),GetPositionY());
sLog.outError("DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",spellId,GetPositionX(),GetPositionY());
return false;
}
@@ -85,17 +88,11 @@ bool DynamicObject::Create(uint32 guidlow, Unit *caster, uint32 spellId, uint32
SetEntry(spellId);
SetFloatValue( OBJECT_FIELD_SCALE_X, 1 );
SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 ); // effectMask?
SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId );
SetFloatValue( DYNAMICOBJECT_RADIUS, radius);
SetFloatValue( DYNAMICOBJECT_RADIUS, radius );
SetUInt32Value( DYNAMICOBJECT_CASTTIME, getMSTime() ); // new 2.4.0
m_aliveDuration = duration;
m_radius = radius;
m_effMask = effMask;
m_spellId = spellId;
m_updateTimer = 0;
m_isWorldObject = active;
return true;
}
@@ -116,45 +113,25 @@ void DynamicObject::Update(uint32 p_time)
return;
}
bool deleteThis = false;
bool expired = false;
if(m_aliveDuration > int32(p_time))
m_aliveDuration -= p_time;
if (m_aura)
{
if (!m_aura->IsRemoved())
m_aura->UpdateOwner(p_time, this);
if (m_aura->IsRemoved() || m_aura->IsExpired())
expired = true;
}
else
deleteThis = true;
/*
// have radius and work as persistent effect
if(m_radius)
{
// TODO: make a timer and update this in larger intervals
CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::DynamicObjectUpdater notifier(*this, caster);
TypeContainerVisitor<Trinity::DynamicObjectUpdater, WorldTypeMapContainer > world_object_notifier(notifier);
TypeContainerVisitor<Trinity::DynamicObjectUpdater, GridTypeMapContainer > grid_object_notifier(notifier);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, world_object_notifier, *GetMap(), *this, m_radius);
cell_lock->Visit(cell_lock, grid_object_notifier, *GetMap(), *this, m_radius);
}
*/
if (m_effMask)
{
if (m_updateTimer < p_time)
{
Trinity::DynamicObjectUpdater notifier(*this,caster);
VisitNearbyObject(GetRadius(), notifier);
m_updateTimer = 500; // is this official-like?
} else m_updateTimer -= p_time;
if(GetDuration() > int32(p_time))
m_duration -= p_time;
else
expired = true;
}
if (deleteThis)
if (expired)
{
caster->RemoveDynObjectWithGUID(GetGUID());
Delete();
@@ -163,21 +140,43 @@ void DynamicObject::Update(uint32 p_time)
void DynamicObject::Delete()
{
if (m_aura)
{
// dynObj may be removed in Aura::Remove - we cannot delete there
// so recheck aura here
if (!m_aura->IsRemoved())
m_aura->_Remove(AURA_REMOVE_BY_DEFAULT);
delete m_aura;
m_aura = NULL;
}
SendObjectDeSpawnAnim(GetGUID());
RemoveFromWorld();
AddObjectToRemoveList();
}
int32 DynamicObject::GetDuration() const
{
if (!m_aura)
return m_duration;
else
return m_aura->GetDuration();
}
void DynamicObject::SetDuration(int32 newDuration)
{
if (!m_aura)
m_duration = newDuration;
else
m_aura->SetDuration(newDuration);
}
void DynamicObject::Delay(int32 delaytime)
{
m_aliveDuration -= delaytime;
for (AffectedSet::iterator iunit = m_affected.begin(); iunit != m_affected.end(); ++iunit)
if (*iunit)
(*iunit)->DelayAura(m_spellId, GetCaster()->GetGUID(), delaytime);
SetDuration(GetDuration() - delaytime);
}
bool DynamicObject::isVisibleForInState(Player const* u, bool inVisibleList) const
{
return IsInWorld() && u->IsInWorld()
&& (IsWithinDistInMap(u->m_seer,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false));
}
}