Core/Objects: Move personal summon handling from TemporarySummon/GameObject to WorldObject and check it using dedicated guid field

This commit is contained in:
Matan Shukry authored and Ovahlord committed 2021-03-29 20:45:13 +02:00
1 parent a40e18367a
commit 434bc017c2
8 files changed
+26 -43

No files matched your search

+10 -16
View File
@@ -1731,6 +1731,9 @@ bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
if (this == obj)
return true;
if (!obj->GetPrivateObjectOwner().IsEmpty())
return GetGUID() == obj->GetPrivateObjectOwner() || GetPrivateObjectOwner() == obj->GetPrivateObjectOwner();
if (obj->IsNeverVisible() || CanNeverSee(obj))
return false;
@@ -1766,18 +1769,8 @@ bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
WorldObject const* viewpoint = this;
if (Player const* player = this->ToPlayer())
{
viewpoint = player->GetViewpoint();
if (Creature const* creature = obj->ToCreature())
if (TempSummon::IsPersonalSummonOfAnotherPlayer(creature, GetGUID()))
return false;
}
if (GameObject const* go = obj->ToGameObject())
if (go->IsVisibleByUnitOnly() && GetGUID() != go->GetVisibleByUnitOnly())
return false;
if (!viewpoint)
viewpoint = this;
@@ -2010,7 +2003,7 @@ void WorldObject::AddObjectToRemoveList()
map->AddObjectToRemoveList(this);
}
TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties /*= nullptr*/, uint32 duration /*= 0*/, Unit* summoner /*= nullptr*/, uint32 spellId /*= 0*/, uint32 vehId /*= 0*/, bool visibleBySummonerOnly /*= false*/, uint32 health /*= 0*/)
TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties /*= nullptr*/, uint32 duration /*= 0*/, Unit* summoner /*= nullptr*/, uint32 spellId /*= 0*/, uint32 vehId /*= 0*/, bool personalSpawn /*= false*/, uint32 health /*= 0*/)
{
uint32 mask = UNIT_MASK_SUMMON;
if (properties)
@@ -2109,7 +2102,8 @@ TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropert
summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellId);
summon->SetHomePosition(pos);
summon->InitStats(duration);
summon->SetVisibleBySummonerOnly(visibleBySummonerOnly);
if (personalSpawn && summoner)
summon->SetPrivateObjectOwner(summoner->IsPrivateObject() ? summoner->GetPrivateObjectOwner() : summoner->GetGUID());
// Handle health argument (totem health via base points)
if (health)
@@ -2168,11 +2162,11 @@ void WorldObject::ClearZoneScript()
m_zoneScript = nullptr;
}
TempSummon* WorldObject::SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despawnTime /*= 0*/, uint32 vehId /*= 0*/, bool visibleBySummonerOnly /*= false*/)
TempSummon* WorldObject::SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despawnTime /*= 0*/, uint32 vehId /*= 0*/, bool personalSpawn /*= false*/)
{
if (Map* map = FindMap())
{
if (TempSummon* summon = map->SummonCreature(entry, pos, nullptr, despawnTime, ToUnit(), 0, vehId, visibleBySummonerOnly))
if (TempSummon* summon = map->SummonCreature(entry, pos, nullptr, despawnTime, ToUnit(), 0, vehId, personalSpawn))
{
summon->SetTempSummonType(despawnType);
return summon;
@@ -2182,13 +2176,13 @@ TempSummon* WorldObject::SummonCreature(uint32 entry, Position const& pos, TempS
return nullptr;
}
TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float o /*= 0*/, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despawnTime /*= 0*/, bool visibleBySummonerOnly /*= false*/)
TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float o /*= 0*/, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despawnTime /*= 0*/, bool personalSpawn /*= false*/)
{
if (!x && !y && !z)
GetClosePoint(x, y, z, GetCombatReach());
if (!o)
o = GetOrientation();
return SummonCreature(id, { x, y, z, o }, despawnType, despawnTime, 0, visibleBySummonerOnly);
return SummonCreature(id, { x, y, z, o }, despawnType, despawnTime, 0, personalSpawn);
}
GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, QuaternionData const& rot, uint32 respawnTime, GOSummonType summonType)