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authormik1893 <michele.roscelli@gmail.com>2015-07-15 18:43:19 +0200
committerDDuarte <dnpd.dd@gmail.com>2015-07-19 01:43:05 +0100
commitfa0e5289a87fea15fac2ab0c2ace26ee06288174 (patch)
tree911637b91b6eb8560c9df986c5480fcfb6039598 /src/server/game/Entities/Unit
parent0ea0e9ee01383d8a74357000e854dc0777669d6d (diff)
Merge pull request #14974 from pete318/stealth_work
Stealth changes (Player stealthed vs NPCs) - 3.3.5 (cherry picked from commit 90fcfb3f2d71e15d162cb52b915b53a11bc42212) Conflicts: src/server/game/Entities/Object/Object.h src/server/game/Entities/Unit/Unit.cpp
Diffstat (limited to 'src/server/game/Entities/Unit')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp26
-rw-r--r--src/server/game/Entities/Unit/Unit.h1
2 files changed, 25 insertions, 2 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index edf6d75b047..54a79f3e1fd 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -318,6 +318,28 @@ Unit::~Unit()
ASSERT(m_dynObj.empty());
}
+// Check if unit in combat with specific unit
+bool Unit::IsInCombatWith(Unit const* who) const
+{
+ // Check target exists
+ if (!who)
+ return false;
+
+ // Search in threat list
+ ObjectGuid guid = who->GetGUID();
+ for (ThreatContainer::StorageType::const_iterator i = m_ThreatManager.getThreatList().begin(); i != m_ThreatManager.getThreatList().end(); ++i)
+ {
+ HostileReference* ref = (*i);
+
+ // Return true if the unit matches
+ if (ref && ref->getUnitGuid() == guid)
+ return true;
+ }
+
+ // Nothing found, false.
+ return false;
+}
+
void Unit::Update(uint32 p_time)
{
// WARNING! Order of execution here is important, do not change.
@@ -9971,8 +9993,8 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
if (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target))
return false;
- // can't attack invisible (ignore stealth for aoe spells) also if the area being looked at is from a spell use the dynamic object created instead of the casting unit.
- if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && (obj ? !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea(GetMap()->GetDifficultyID())) : !CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea(GetMap()->GetDifficultyID()))))
+ // can't attack invisible (ignore stealth for aoe spells) also if the area being looked at is from a spell use the dynamic object created instead of the casting unit. Ignore stealth if target is player and unit in combat with same player
+ if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && (obj ? !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea(GetMap()->GetDifficultyID())) : !CanSeeOrDetect(target, (bySpell && bySpell->IsAffectingArea(GetMap()->GetDifficultyID())) || (target->GetTypeId() == TYPEID_PLAYER && target->HasStealthAura() && target->IsInCombat() && IsInCombatWith(target)))))
return false;
// can't attack dead
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index aead560caa8..8ac08ba24dc 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1557,6 +1557,7 @@ class Unit : public WorldObject
bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
bool IsInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); }
+ bool IsInCombatWith(Unit const* who) const;
void CombatStart(Unit* target, bool initialAggro = true);
void SetInCombatState(bool PvP, Unit* enemy = NULL);
void SetInCombatWith(Unit* enemy);