- Redesigned stealth and invisibility handling
  - Implemented the handling of multiple stealth types
- Implemented fake inebriation
- The message deliverer no longer sends packets from a non-visible source
  - The server won't send that much garbage which just takes bandwith
  - It won't be possible to use cheats to detect invisible objects
- Removed a lot of checks for the Z-coord
  - Fixes visibility problems happening while flying
- Limited the grid activation range of creatures to use less resources
- Implemented Shroud of Death
- Implemented increased visibility range for active objects
- Removed visibility check at spellhit (only sanctuary effects should prevent it)
(And a lot of other changes...)

Closes issue 4208
Closes issue 3049
Closes issue 2097
Closes issue 2198
Closes issue 2384
Closes issue 2197
Closes issue 2319

--HG--
branch : trunk
This commit is contained in:
linencloth
2010-11-13 17:18:09 +01:00
parent 995408f0a9
commit bf888285aa
36 changed files with 780 additions and 791 deletions
+4 -19
View File
@@ -1396,18 +1396,6 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask, bool
if (!m_caster->IsFriendlyTo(unit))
{
// reset damage to 0 if target has Invisibility and isn't visible for caster
// I do not think this is a correct way to fix it. Sanctuary effect should make all delayed spells invalid
// for delayed spells ignore not visible explicit target
if (m_spellInfo->speed > 0.0f && unit == m_targets.getUnitTarget()
&& (unit->m_invisibilityMask || m_caster->m_invisibilityMask)
&& !m_caster->canSeeOrDetect(unit, true))
{
// that was causing CombatLog errors
// return SPELL_MISS_EVADE;
return SPELL_MISS_MISS; // miss = do not send anything here
}
unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL);
//TODO: This is a hack. But we do not know what types of stealth should be interrupted by CC
if ((m_customAttr & SPELL_ATTR_CU_AURA_CC) && unit->IsControlledByPlayer())
@@ -1793,7 +1781,7 @@ void Spell::SearchChainTarget(std::list<Unit*> &TagUnitMap, float max_range, uin
break;
while ((m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE
&& !m_caster->isInFrontInMap(*next, max_range))
|| !m_caster->canSeeOrDetect(*next, false)
|| !m_caster->canSeeOrDetect(*next)
|| !cur->IsWithinLOSInMap(*next))
{
++next;
@@ -3118,9 +3106,7 @@ void Spell::cast(bool skipCheck)
{
// three check: prepare, cast (m_casttime > 0), hit (delayed)
if (m_casttime && target->isAlive()
&& (target->m_invisibilityMask || m_caster->m_invisibilityMask
|| target->GetVisibility() == VISIBILITY_GROUP_STEALTH)
&& !target->IsFriendlyTo(m_caster) && !m_caster->canSeeOrDetect(target, true))
&& !target->IsFriendlyTo(m_caster) && !m_caster->canSeeOrDetect(target))
{
SendCastResult(SPELL_FAILED_BAD_TARGETS);
SendInterrupted(0);
@@ -4846,8 +4832,7 @@ SpellCastResult Spell::CheckCast(bool strict)
if (target->hasUnitState(UNIT_STAT_UNATTACKABLE))
return SPELL_FAILED_BAD_TARGETS;
if (!m_IsTriggeredSpell && (target->HasAuraType(SPELL_AURA_MOD_STEALTH)
|| target->m_invisibilityMask) && !m_caster->canSeeOrDetect(target, true))
if (!m_IsTriggeredSpell && !m_caster->canSeeOrDetect(target))
return SPELL_FAILED_BAD_TARGETS;
if (m_caster->GetTypeId() == TYPEID_PLAYER)
@@ -6014,7 +5999,7 @@ SpellCastResult Spell::CheckItems()
TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectFocusCheck>, GridTypeMapContainer > object_checker(checker);
Map& map = *m_caster->GetMap();
cell.Visit(p, object_checker, map, *m_caster, map.GetVisibilityDistance());
cell.Visit(p, object_checker, map, *m_caster, m_caster->GetVisibilityRange());
if (!ok)
return SPELL_FAILED_REQUIRES_SPELL_FOCUS;