[7523] Fixed: players will now drop flag in battleground if they cast immunity buff on themselves. Author: `win

TODO: players who carry flag in bg are imune to immunity buffs casted by friendly players. (todo added to code).
    Bug: if paladin casts Hand of protection on flag carrier - flag will be dropped, but he should get "target is immune" message.
    Fixed: Do not call Battleground::Update for battleground template objects.
    Fixed: Do not allow immune player to click on object in battleground (not sure if this is correct in all cases).

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-24 09:36:50 -06:00
parent 9dfe48747f
commit 7d9a71a6cf
8 changed files with 90 additions and 145 deletions
+1 -1
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@@ -1178,7 +1178,7 @@ void BattleGroundMgr::Update(uint32 diff)
// skip updating battleground template
if( itr != m_BattleGrounds[i].end() )
++itr;
for(itr = m_BattleGrounds[i].begin(); itr != m_BattleGrounds[i].end(); itr = next)
for(; itr != m_BattleGrounds[i].end(); itr = next)
{
next = itr;
++next;
+16
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@@ -19384,6 +19384,7 @@ void Player::SummonIfPossible(bool agree)
}
// drop flag at summon
// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
if(BattleGround *bg = GetBattleGround())
bg->EventPlayerDroppedFlag(this);
@@ -20129,6 +20130,7 @@ bool Player::CanUseBattleGroundObject()
return ( //InBattleGround() && // in battleground - not need, check in other cases
//!IsMounted() && - not correct, player is dismounted when he clicks on flag
//i'm not sure if these two are correct, because invisible players should get visible when they click on flag
!isTotalImmune() && // not totally immune
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // not invisible
!HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
@@ -20285,6 +20287,20 @@ void Player::ExitVehicle(Vehicle *vehicle)
CastSpell(this, 45472, true); // Parachute
}
bool Player::isTotalImmune()
{
AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
uint32 immuneMask = 0;
for(AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
{
immuneMask |= (*itr)->GetModifier()->m_miscvalue;
if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
return true;
}
return false;
}
bool Player::HasTitle(uint32 bitIndex)
{
if (bitIndex > 128)
+1
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@@ -1920,6 +1920,7 @@ class TRINITY_DLL_SPEC Player : public Unit
bool GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const;
bool isTotalImmunity();
bool CanUseBattleGroundObject();
bool isTotalImmune();
bool CanCaptureTowerPoint();
/*********************************************************/
+1 -1
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@@ -307,7 +307,7 @@ enum SpellCategory
#define SPELL_ATTR_EX2_UNK18 0x00040000 // 18 Only Revive pet - possible req dead pet
#define SPELL_ATTR_EX2_NOT_NEED_SHAPESHIFT 0x00080000 // 19 does not necessarly need shapeshift
#define SPELL_ATTR_EX2_UNK20 0x00100000 // 20
#define SPELL_ATTR_EX2_UNK21 0x00200000 // 21
#define SPELL_ATTR_EX2_DAMAGE_REDUCED_SHIELD 0x00200000 // 21 for ice blocks, pala immunity buffs, priest absorb shields, but used also for other spells -> not sure!
#define SPELL_ATTR_EX2_UNK22 0x00400000 // 22
#define SPELL_ATTR_EX2_UNK23 0x00800000 // 23 Only mage Arcane Concentration have this flag
#define SPELL_ATTR_EX2_UNK24 0x01000000 // 24
+64 -131
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@@ -3338,7 +3338,7 @@ void Aura::HandleFeignDeath(bool apply, bool Real)
m_target->addUnitState(UNIT_STAT_DIED);
m_target->CombatStop();
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_STEALTH);
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
// prevent interrupt message
if(m_caster_guid==m_target->GetGUID() && m_target->m_currentSpells[CURRENT_GENERIC_SPELL])
@@ -3417,62 +3417,30 @@ void Aura::HandleAuraModDisarm(bool apply, bool Real)
void Aura::HandleModStealth(bool apply, bool Real)
{
if(!Real)
return;
if(apply)
{
if(Real && m_target->GetTypeId()==TYPEID_PLAYER)
{
// drop flag at stealth in bg
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_STEALTH);
// drop flag at stealth in bg
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
// remove player from the objective's active player count at stealth
if(OutdoorPvP * pvp = ((Player*)m_target)->GetOutdoorPvP())
pvp->HandlePlayerActivityChanged((Player*)m_target);
}
m_target->SetStandFlags(UNIT_STAND_FLAGS_CREEP);
if(m_target->GetTypeId()==TYPEID_PLAYER)
m_target->SetFlag(PLAYER_FIELD_BYTES2, 0x2000);
// only at real aura add
if(Real)
{
m_target->SetStandFlags(UNIT_STAND_FLAGS_CREEP);
if(m_target->GetTypeId()==TYPEID_PLAYER)
m_target->SetFlag(PLAYER_FIELD_BYTES2, 0x2000);
// apply only if not in GM invisibility (and overwrite invisibility state)
if(m_target->GetVisibility()!=VISIBILITY_OFF)
{
//m_target->SetVisibility(VISIBILITY_GROUP_NO_DETECT);
//m_target->SetVisibility(VISIBILITY_OFF);
m_target->SetVisibility(VISIBILITY_GROUP_STEALTH);
}
}
// apply only if not in GM invisibility (and overwrite invisibility state)
if(m_target->GetVisibility() != VISIBILITY_OFF)
m_target->SetVisibility(VISIBILITY_GROUP_STEALTH);
}
else
else if(!m_target->HasAuraType(SPELL_AURA_MOD_STEALTH)) // if last SPELL_AURA_MOD_STEALTH
{
// only at real aura remove
if(Real)
{
// if last SPELL_AURA_MOD_STEALTH and no GM invisibility
if(!m_target->HasAuraType(SPELL_AURA_MOD_STEALTH) && m_target->GetVisibility()!=VISIBILITY_OFF)
{
m_target->RemoveStandFlags(UNIT_STAND_FLAGS_CREEP);
if(m_target->GetTypeId()==TYPEID_PLAYER)
m_target->RemoveFlag(PLAYER_FIELD_BYTES2, 0x2000);
m_target->RemoveStandFlags(UNIT_STAND_FLAGS_CREEP);
if(m_target->GetTypeId()==TYPEID_PLAYER)
m_target->RemoveFlag(PLAYER_FIELD_BYTES2, 0x2000);
// restore invisibility if any
if(m_target->HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
{
//m_target->SetVisibility(VISIBILITY_GROUP_NO_DETECT);
//m_target->SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
m_target->SetVisibility(VISIBILITY_ON);
}
else
{
m_target->SetVisibility(VISIBILITY_ON);
if(m_target->GetTypeId() == TYPEID_PLAYER)
if(OutdoorPvP * pvp = ((Player*)m_target)->GetOutdoorPvP())
pvp->HandlePlayerActivityChanged((Player*)m_target);
}
}
}
if(m_target->GetVisibility() != VISIBILITY_OFF)
m_target->SetVisibility(VISIBILITY_ON);
}
}
@@ -3482,24 +3450,15 @@ void Aura::HandleInvisibility(bool apply, bool Real)
{
m_target->m_invisibilityMask |= (1 << m_modifier.m_miscvalue);
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_STEALTH);
if(Real && m_target->GetTypeId()==TYPEID_PLAYER)
if(Real)
{
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
// apply glow vision
m_target->SetFlag(PLAYER_FIELD_BYTES2,PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW);
// remove player from the objective's active player count at invisibility
if(OutdoorPvP * pvp = ((Player*)m_target)->GetOutdoorPvP())
pvp->HandlePlayerActivityChanged((Player*)m_target);
}
if(m_target->GetTypeId()==TYPEID_PLAYER)
m_target->SetFlag(PLAYER_FIELD_BYTES2,PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW);
// apply only if not in GM invisibility and not stealth
if(m_target->GetVisibility()==VISIBILITY_ON)
{
// Aura not added yet but visibility code expect temporary add aura
//m_target->SetVisibility(VISIBILITY_GROUP_NO_DETECT);
//m_target->SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
m_target->SetVisibility(VISIBILITY_ON);
m_target->SetToNotify();
}
}
else
@@ -3511,24 +3470,13 @@ void Aura::HandleInvisibility(bool apply, bool Real)
m_target->m_invisibilityMask |= (1 << m_modifier.m_miscvalue);
// only at real aura remove and if not have different invisibility auras.
if(Real && m_target->m_invisibilityMask==0)
if(Real)
{
// remove glow vision
if(m_target->GetTypeId() == TYPEID_PLAYER)
if(!m_target->m_invisibilityMask && m_target->GetTypeId() == TYPEID_PLAYER)
m_target->RemoveFlag(PLAYER_FIELD_BYTES2,PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW);
// apply only if not in GM invisibility & not stealthed while invisible
if(m_target->GetVisibility()!=VISIBILITY_OFF)
{
// if have stealth aura then already have stealth visibility
if(!m_target->HasAuraType(SPELL_AURA_MOD_STEALTH))
{
m_target->SetVisibility(VISIBILITY_ON);
if(m_target->GetTypeId() == TYPEID_PLAYER)
if(OutdoorPvP * pvp = ((Player*)m_target)->GetOutdoorPvP())
pvp->HandlePlayerActivityChanged((Player*)m_target);
}
}
m_target->SetToNotify();
}
}
}
@@ -3872,42 +3820,19 @@ void Aura::HandleModMechanicImmunity(bool apply, bool Real)
}
}
//this method is called whenever we add / remove aura which gives m_target some imunity to some spell effect
void Aura::HandleAuraModEffectImmunity(bool apply, bool Real)
{
if(!apply)
// when removing flag aura, handle flag drop
if( !apply && m_target->GetTypeId() == TYPEID_PLAYER
&& (GetSpellProto()->AuraInterruptFlags & AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION) )
{
if(m_target->GetTypeId() == TYPEID_PLAYER)
{
if(((Player*)m_target)->InBattleGround())
{
BattleGround *bg = ((Player*)m_target)->GetBattleGround();
if(bg)
{
switch(bg->GetTypeID())
{
case BATTLEGROUND_AV:
{
break;
}
case BATTLEGROUND_WS:
{
// Warsong Flag, horde // Silverwing Flag, alliance
if(GetId() == 23333 || GetId() == 23335)
bg->EventPlayerDroppedFlag(((Player*)m_target));
break;
}
case BATTLEGROUND_AB:
{
break;
}
case BATTLEGROUND_EY:
{
if(GetId() == 34976)
bg->EventPlayerDroppedFlag(((Player*)m_target));
break;
}
}
}
if( BattleGround *bg = ((Player*)m_target)->GetBattleGround() )
bg->EventPlayerDroppedFlag(((Player*)m_target));
}
else
sOutdoorPvPMgr.HandleDropFlag((Player*)m_target,GetSpellProto()->Id);
@@ -3940,32 +3865,37 @@ void Aura::HandleAuraModStateImmunity(bool apply, bool Real)
void Aura::HandleAuraModSchoolImmunity(bool apply, bool Real)
{
if(apply && m_modifier.m_miscvalue == SPELL_SCHOOL_MASK_NORMAL)
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_STEALTH);
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
m_target->ApplySpellImmune(GetId(),IMMUNITY_SCHOOL,m_modifier.m_miscvalue,apply);
if(Real && apply && GetSpellProto()->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)
// remove all flag auras (they are positive, but they must be removed when you are immune)
if( this->GetSpellProto()->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY
&& this->GetSpellProto()->AttributesEx2 & SPELL_ATTR_EX2_DAMAGE_REDUCED_SHIELD )
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
// TODO: optimalize this cycle - use RemoveAurasWithInterruptFlags call or something else
if( Real && apply
&& GetSpellProto()->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY
&& IsPositiveSpell(GetId()) ) //Only positive immunity removes auras
{
if(IsPositiveSpell(GetId())) //Only positive immunity removes auras
uint32 school_mask = m_modifier.m_miscvalue;
Unit::AuraMap& Auras = m_target->GetAuras();
for(Unit::AuraMap::iterator iter = Auras.begin(), next; iter != Auras.end(); iter = next)
{
uint32 school_mask = m_modifier.m_miscvalue;
Unit::AuraMap& Auras = m_target->GetAuras();
for(Unit::AuraMap::iterator iter = Auras.begin(), next; iter != Auras.end(); iter = next)
next = iter;
++next;
SpellEntry const *spell = iter->second->GetSpellProto();
if((GetSpellSchoolMask(spell) & school_mask)//Check for school mask
&& !( spell->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) //Spells unaffected by invulnerability
&& !iter->second->IsPositive() //Don't remove positive spells
&& spell->Id != GetId() ) //Don't remove self
{
next = iter;
++next;
SpellEntry const *spell = iter->second->GetSpellProto();
if((GetSpellSchoolMask(spell) & school_mask)//Check for school mask
&& !( spell->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) //Spells unaffected by invulnerability
&& !iter->second->IsPositive() //Don't remove positive spells
&& spell->Id != GetId() ) //Don't remove self
{
m_target->RemoveAurasDueToSpell(spell->Id);
if(Auras.empty())
break;
else
next = Auras.begin();
}
m_target->RemoveAurasDueToSpell(spell->Id);
if(Auras.empty())
break;
else
next = Auras.begin();
}
}
}
@@ -5422,13 +5352,16 @@ void Aura::HandleAuraRetainComboPoints(bool apply, bool Real)
void Aura::HandleModUnattackable( bool Apply, bool Real )
{
if(Real && Apply)
if(!Real)
return;
if(Apply)
{
m_target->CombatStop();
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_STEALTH);
m_target->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
}
m_target->ApplyModFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE,Apply);
m_target->ApplyModFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE, Apply);
}
void Aura::HandleSpiritOfRedemption( bool apply, bool Real )
+6 -9
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@@ -2483,6 +2483,8 @@ void Spell::EffectPowerDrain(uint32 i)
void Spell::EffectSendEvent(uint32 EffectIndex)
{
/* we do not drop a flag by sendevent system, OBSOLETE CODE:
this code caused crashes
if (m_caster->GetTypeId() == TYPEID_PLAYER && ((Player*)m_caster)->InBattleGround())
{
BattleGround* bg = ((Player *)m_caster)->GetBattleGround();
@@ -2491,25 +2493,22 @@ void Spell::EffectSendEvent(uint32 EffectIndex)
switch(m_spellInfo->Id)
{
case 23333: // Pickup Horde Flag
/*do not uncomment .
/*do not uncomment
if(bg->GetTypeID()==BATTLEGROUND_WS)
bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
sLog.outDebug("Send Event Horde Flag Picked Up");
break;
/* not used :
case 23334: // Drop Horde Flag
if(bg->GetTypeID()==BATTLEGROUND_WS)
bg->EventPlayerDroppedFlag((Player*)m_caster);
sLog.outDebug("Drop Horde Flag");
break;
*/
case 23335: // Pickup Alliance Flag
/*do not uncomment ... (it will cause crash, because of null targetobject!) anyway this is a bad way to call that event, because it would cause recursion
/*do not uncomment - it will cause crash, because of null targetobject!
if(bg->GetTypeID()==BATTLEGROUND_WS)
bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
sLog.outDebug("Send Event Alliance Flag Picked Up");
break;
/* not used :
case 23336: // Drop Alliance Flag
if(bg->GetTypeID()==BATTLEGROUND_WS)
bg->EventPlayerDroppedFlag((Player*)m_caster);
@@ -2524,19 +2523,17 @@ void Spell::EffectSendEvent(uint32 EffectIndex)
if(bg->GetTypeID()==BATTLEGROUND_WS)
bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
sLog.outDebug("Horde Flag Returned");
break;*/
break;
case 34976:
/*
if(bg->GetTypeID()==BATTLEGROUND_EY)
bg->EventPlayerClickedOnFlag((Player*)m_caster, gameObjTarget);
*/
break;
default:
sLog.outDebug("Unknown spellid %u in BG event", m_spellInfo->Id);
break;
}
}
}
}*/
sLog.outDebug("Spell ScriptStart %u for spellid %u in EffectSendEvent ", m_spellInfo->EffectMiscValue[EffectIndex], m_spellInfo->Id);
sWorld.ScriptsStart(sEventScripts, m_spellInfo->EffectMiscValue[EffectIndex], m_caster, focusObject);
}
-2
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@@ -548,8 +548,6 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex, bool deep)
switch(spellId)
{
case 23333: case 23335: case 34976: // BG spell
return true;
case 28441: // not positive dummy spell
case 37675: // Chaos Blast
case 41519: // Mark of Stormrage
+1 -1
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@@ -79,7 +79,7 @@ enum SpellAuraInterruptFlags
AURA_INTERRUPT_FLAG_MOUNT = 0x00020000, // 17 misdirect, aspect, swim speed
AURA_INTERRUPT_FLAG_NOT_SEATED = 0x00040000, // 18 removed by standing up
AURA_INTERRUPT_FLAG_CHANGE_MAP = 0x00080000, // 19 leaving map/getting teleported
AURA_INTERRUPT_FLAG_IMMUNE_OR_STEALTH = 0x00100000, // 20 removed when player on himself casts immunity spell or vanish?
AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION = 0x00100000, // 20 removed by auras that make you invulnerable, or make other to loose selection on you
AURA_INTERRUPT_FLAG_UNK21 = 0x00200000, // 21
AURA_INTERRUPT_FLAG_TELEPORTED = 0x00400000, // 22
AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT = 0x00800000, // 23 removed by entering pvp combat