13 cmangos commits implemented

commits:

432bd63 Commit Ported  Core Implement TakePossessOf to generalize the
code.
0b663eb Commit Ported  Core Implement a possibility to summon manualy a

temporary creature.
b6a9ead Commit Imported  Core Little rewrite of resurect code to prepare
ability
ro resurrect a player to a ghoul form.
e98b42c Commit Imported  Core Implement TemporarySummon Linked aura to
owner.
ab139ff Commit Imported  Core Do not force the creature to attack
summoner in all
case
555f055 Commit Imported  Core Avoid possibility to charm more than one
new
creature for an unit.
fd78c4a Commit Imported  Core Fix problem that occur when the charm unit
field is
updated after the possess bar.
e9821e2 Commit Imported  Core fix lightwell gameobject not appearing
after spell
is cast
17d0e93 Commit Imported  Core Implement logic for Target 95 as
TARGET_VEHICLE_DRIVER
42b3545 Commit Imported  Core Now npc/gameobject interaction will remove

unauthorized aura
1195398 Commit Imported  Core Improve functionality for eventAI action
26 -
ACTION_T_QUEST_EVENT_ALL
72b7a48 Commit Ported  Core fix pet stay
245f068 Commit Imported  Warlock [Charm] prevent charming multiple
demons also remove
pet temporarily when casting specific channels that summon other charmed
creatures
This commit is contained in:
Charles A Edwards 2016-09-13 10:37:38 +01:00 committed by Antz
parent 18dd18780d
commit df3ab5df8e
25 changed files with 508 additions and 313 deletions

View file

@ -12298,3 +12298,225 @@ void Unit::SendCollisionHeightUpdate(float height)
}
}
// This will create a new creature and set the current unit as the controller of that new creature
Unit* Unit::TakePossessOf(SpellEntry const* spellEntry, SummonPropertiesEntry const* summonProp, SpellEffectEntry const* spellEffect, float x, float y, float z, float ang)
{
int32 const& creatureEntry = spellEffect->EffectMiscValue;
CreatureInfo const* cinfo = ObjectMgr::GetCreatureTemplate(creatureEntry);
if (!cinfo)
{
sLog.outErrorDb("WorldObject::SummonCreature: Creature (Entry: %u) not existed for summoner: %s. ", creatureEntry, GetGuidStr().c_str());
return nullptr;
}
if (GetCharm())
{
sLog.outError("Unit::TakePossessOf> There is already a charmed creature for %s its : %s. ", GetGuidStr().c_str(), GetCharm()->GetGuidStr().c_str());
return nullptr;
}
TemporarySummon* pCreature = new TemporarySummon(GetObjectGuid());
CreatureCreatePos pos(GetMap(), x, y, z, ang, GetPhaseMask());
if (x == 0.0f && y == 0.0f && z == 0.0f)
pos = CreatureCreatePos(this, GetOrientation(), CONTACT_DISTANCE, ang);
if (!pCreature->Create(GetMap()->GenerateLocalLowGuid(cinfo->GetHighGuid()), pos, cinfo))
{
delete pCreature;
return nullptr;
}
Player* player = GetTypeId() == TYPEID_PLAYER ? static_cast<Player*>(this): nullptr;
pCreature->setFaction(getFaction()); // set same faction than player
pCreature->SetRespawnCoord(pos); // set spawn coord
pCreature->SetCharmerGuid(GetObjectGuid()); // save guid of the charmer
pCreature->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellEntry->Id); // set the spell id used to create this (may be used for removing corresponding aura
pCreature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); // set flag for client that mean this unit is controlled by a player
pCreature->addUnitState(UNIT_STAT_CONTROLLED); // also set internal unit state flag
pCreature->SelectLevel(getLevel()); // set level to same level than summoner TODO:: not sure its always the case...
pCreature->SetLinkedToOwnerAura(TEMPSUMMON_LINKED_AURA_OWNER_CHECK | TEMPSUMMON_LINKED_AURA_REMOVE_OWNER); // set what to do if linked aura is removed or the creature is dead.
pCreature->SetWalk(IsWalking(), true); // sync the walking state with the summoner
// important before adding to the map!
SetCharmGuid(pCreature->GetObjectGuid()); // save guid of charmed creature
pCreature->SetSummonProperties(TEMPSUMMON_CORPSE_TIMED_DESPAWN, 5000); // set 5s corpse decay
GetMap()->Add(static_cast<Creature*>(pCreature)); // create the creature in the client
// Give the control to the player
if (player)
{
player->GetCamera().SetView(pCreature); // modify camera view to the creature view
player->SetClientControl(pCreature, 1); // transfer client control to the creature
player->SetMover(pCreature); // set mover so now we know that creature is "moved" by this unit
player->SendForcedObjectUpdate(); // we have to update client data here to avoid problem with the "release spirit" windows reappear.
}
// initialize AI
pCreature->AIM_Initialize();
if (player)
{
// Initialize pet bar
if (CharmInfo* charmInfo = pCreature->InitCharmInfo(pCreature))
charmInfo->InitPossessCreateSpells();
player->PossessSpellInitialize();
}
else
{
// fire just summoned hook
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
((Creature*)this)->AI()->JustSummoned(pCreature);
}
// Creature Linking, Initial load is handled like respawn
if (pCreature->IsLinkingEventTrigger())
GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_RESPAWN, pCreature);
// return the creature therewith the summoner has access to it
return pCreature;
}
bool Unit::TakePossessOf(Unit* possessed)
{
Player* player = nullptr;
if (GetTypeId() == TYPEID_PLAYER)
player = static_cast<Player *>(this);
possessed->addUnitState(UNIT_STAT_CONTROLLED);
possessed->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
possessed->SetCharmerGuid(GetObjectGuid());
possessed->setFaction(getFaction());
SetCharm(possessed);
Creature* possessedCreature = nullptr;
if (possessed->GetTypeId() == TYPEID_UNIT)
possessedCreature = static_cast<Creature *>(possessed);
if (player)
{
player->GetCamera().SetView(possessed);
player->SetClientControl(possessed, 1);
player->SetMover(possessed);
player->SendForcedObjectUpdate();
if (possessedCreature && possessedCreature->IsPet() && possessedCreature->GetObjectGuid() == GetPetGuid())
{
possessed->StopMoving();
possessed->GetMotionMaster()->Clear(false);
possessed->GetMotionMaster()->MoveIdle();
return true;
}
else if (CharmInfo* charmInfo = possessed->InitCharmInfo(possessed))
{
charmInfo->InitPossessCreateSpells();
charmInfo->SetReactState(REACT_PASSIVE);
charmInfo->SetCommandState(COMMAND_STAY);
}
player->PossessSpellInitialize();
}
possessed->CombatStop(true);
possessed->DeleteThreatList();
possessed->getHostileRefManager().deleteReferences();
if (possessedCreature)
{
possessedCreature->AIM_Initialize();
}
else if (possessed->GetTypeId() == TYPEID_PLAYER)
{
static_cast<Player*>(possessed)->SetClientControl(possessed, 0);
}
return true;
}
void Unit::ResetControlState(bool attackCharmer /*= true*/)
{
Player* player = nullptr;
if (GetTypeId() == TYPEID_PLAYER)
player = static_cast<Player *>(this);
Unit* possessed = GetCharm();
if (!possessed)
{
if (player)
{
player->GetCamera().ResetView();
player->SetClientControl(player, 1);
player->SetMover(nullptr);
}
return;
}
Creature* possessedCreature = static_cast<Creature *>(possessed);
possessed->clearUnitState(UNIT_STAT_CONTROLLED);
possessed->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
possessed->SetCharmerGuid(ObjectGuid());
SetCharmGuid(ObjectGuid());
if (player)
{
player->SetClientControl(possessed, 0);
player->SetMover(nullptr);
player->GetCamera().ResetView();
if (possessedCreature->IsPet() && possessedCreature->GetObjectGuid() == GetPetGuid())
{
// out of range pet dismissed
if (!possessedCreature->IsWithinDistInMap(this, possessedCreature->GetMap()->GetVisibilityDistance()))
{
player->RemovePet(PET_SAVE_REAGENTS);
}
else
{
possessedCreature->GetMotionMaster()->MoveFollow(this, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
return;
}
else
player->RemovePetActionBar();
}
possessed->CombatStop(true);
possessed->DeleteThreatList();
possessed->getHostileRefManager().deleteReferences();
if (possessed->GetTypeId() == TYPEID_PLAYER)
{
Player* possessedPlayer = static_cast<Player *>(possessed);
possessedPlayer->setFactionForRace(possessedPlayer->getRace());
possessedPlayer->SetClientControl(possessedPlayer, 1);
}
else if (possessedCreature)
{
if (possessedCreature->IsPet() && possessedCreature->GetObjectGuid() == GetPetGuid())
{
// out of range pet dismissed
if (!possessedCreature->IsWithinDistInMap(this, possessedCreature->GetMap()->GetVisibilityDistance()))
{
player->RemovePet(PET_SAVE_REAGENTS);
}
else
{
possessedCreature->GetMotionMaster()->MoveFollow(this, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
}
else if (attackCharmer)
{
CreatureInfo const* cinfo = possessedCreature->GetCreatureInfo();
possessedCreature->setFaction(cinfo->FactionAlliance);
possessedCreature->AIM_Initialize();
possessedCreature->AttackedBy(this);
}
}
}