* Even more restructuring of the game library.
--HG-- branch : trunk
This commit is contained in:
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "Corpse.h"
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#include "Player.h"
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#include "UpdateMask.h"
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#include "ObjectAccessor.h"
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#include "Database/DatabaseEnv.h"
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#include "Opcodes.h"
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#include "GossipDef.h"
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#include "World.h"
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Corpse::Corpse(CorpseType type) : WorldObject()
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, m_type(type)
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{
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m_objectType |= TYPEMASK_CORPSE;
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m_objectTypeId = TYPEID_CORPSE;
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m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION);
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m_valuesCount = CORPSE_END;
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m_time = time(NULL);
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lootForBody = false;
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if (type != CORPSE_BONES)
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m_isWorldObject = true;
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}
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Corpse::~Corpse()
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{
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}
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void Corpse::AddToWorld()
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{
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///- Register the corpse for guid lookup
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if (!IsInWorld())
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ObjectAccessor::Instance().AddObject(this);
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Object::AddToWorld();
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}
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void Corpse::RemoveFromWorld()
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{
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///- Remove the corpse from the accessor
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if (IsInWorld())
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ObjectAccessor::Instance().RemoveObject(this);
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Object::RemoveFromWorld();
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}
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bool Corpse::Create(uint32 guidlow, Map *map)
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{
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SetMap(map);
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Object::_Create(guidlow, 0, HIGHGUID_CORPSE);
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return true;
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}
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bool Corpse::Create(uint32 guidlow, Player *owner)
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{
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ASSERT(owner);
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Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
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if (!IsPositionValid())
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{
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sLog.outError("Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
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guidlow, owner->GetName(), owner->GetPositionX(), owner->GetPositionY());
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return false;
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}
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//we need to assign owner's map for corpse
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//in other way we will get a crash in Corpse::SaveToDB()
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SetMap(owner->GetMap());
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WorldObject::_Create(guidlow, HIGHGUID_CORPSE, owner->GetPhaseMask());
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SetFloatValue(OBJECT_FIELD_SCALE_X, 1);
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SetUInt64Value(CORPSE_FIELD_OWNER, owner->GetGUID());
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m_grid = Trinity::ComputeGridPair(GetPositionX(), GetPositionY());
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return true;
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}
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void Corpse::SaveToDB()
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{
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// prevent DB data inconsistence problems and duplicates
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CharacterDatabase.BeginTransaction();
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DeleteFromDB();
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std::ostringstream ss;
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ss << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,zone,map,data,time,corpse_type,instance,phaseMask) VALUES ("
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<< GetGUIDLow() << ", "
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<< GUID_LOPART(GetOwnerGUID()) << ", "
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<< GetPositionX() << ", "
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<< GetPositionY() << ", "
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<< GetPositionZ() << ", "
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<< GetOrientation() << ", "
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<< GetZoneId() << ", "
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<< GetMapId() << ", '";
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for (uint16 i = 0; i < m_valuesCount; ++i)
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ss << GetUInt32Value(i) << " ";
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ss << "',"
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<< uint64(m_time) <<", "
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<< uint32(GetType()) << ", "
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<< int(GetInstanceId()) << ", "
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<< uint16(GetPhaseMask()) << ")"; // prevent out of range error
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CharacterDatabase.Execute(ss.str().c_str());
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CharacterDatabase.CommitTransaction();
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}
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void Corpse::DeleteBonesFromWorld()
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{
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assert(GetType() == CORPSE_BONES);
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Corpse* corpse = ObjectAccessor::GetCorpse(*this, GetGUID());
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if (!corpse)
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{
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sLog.outError("Bones %u not found in world.", GetGUIDLow());
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return;
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}
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AddObjectToRemoveList();
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}
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void Corpse::DeleteFromDB()
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{
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if (GetType() == CORPSE_BONES)
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// only specific bones
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CharacterDatabase.PExecute("DELETE FROM corpse WHERE guid = '%d'", GetGUIDLow());
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else
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// all corpses (not bones)
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CharacterDatabase.PExecute("DELETE FROM corpse WHERE player = '%d' AND corpse_type <> '0'", GUID_LOPART(GetOwnerGUID()));
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}
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/*
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bool Corpse::LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId)
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{
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bool external = (result != NULL);
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if (!external)
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// 0 1 2 3 4 5 6 7 8 9
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result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,data,time,corpse_type,instance,phaseMask FROM corpse WHERE guid = '%u'",guid);
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if (!result)
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{
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sLog.outError("Corpse (GUID: %u) not found in table `corpse`, can't load. ",guid);
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return false;
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}
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Field *fields = result->Fetch();
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if (!LoadFromDB(guid, fields))
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{
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if (!external)
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delete result;
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return false;
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}
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if (!external)
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delete result;
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return true;
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}*/
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bool Corpse::LoadFromDB(uint32 guid, Field *fields)
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{
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float positionX = fields[0].GetFloat();
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float positionY = fields[1].GetFloat();
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float positionZ = fields[2].GetFloat();
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float ort = fields[3].GetFloat();
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uint32 mapid = fields[4].GetUInt32();
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Object::_Create(guid, 0, HIGHGUID_CORPSE);
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if (!LoadValues(fields[5].GetString()))
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{
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sLog.outError("Corpse #%d have broken data in `data` field. Can't be loaded.",guid);
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return false;
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}
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m_time = time_t(fields[6].GetUInt64());
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m_type = CorpseType(fields[7].GetUInt32());
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if (m_type >= MAX_CORPSE_TYPE)
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{
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sLog.outError("Corpse (guidlow %d, owner %d) have wrong corpse type, not load.",GetGUIDLow(),GUID_LOPART(GetOwnerGUID()));
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return false;
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}
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if (m_type != CORPSE_BONES)
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m_isWorldObject = true;
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uint32 instanceid = fields[8].GetUInt32();
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uint32 phaseMask = fields[9].GetUInt32();
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// overwrite possible wrong/corrupted guid
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SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_CORPSE));
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// place
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SetLocationInstanceId(instanceid);
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SetLocationMapId(mapid);
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SetPhaseMask(phaseMask, false);
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Relocate(positionX, positionY, positionZ, ort);
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if (!IsPositionValid())
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{
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sLog.outError("Corpse (guidlow %d, owner %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
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GetGUIDLow(), GUID_LOPART(GetOwnerGUID()), GetPositionX(), GetPositionY());
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return false;
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}
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m_grid = Trinity::ComputeGridPair(GetPositionX(), GetPositionY());
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return true;
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}
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bool Corpse::isVisibleForInState(Player const* u, bool inVisibleList) const
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{
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u->m_seer, World::GetMaxVisibleDistanceForObject() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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@@ -0,0 +1,97 @@
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITYCORE_CORPSE_H
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#define TRINITYCORE_CORPSE_H
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#include "Object.h"
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#include "Database/DatabaseEnv.h"
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#include "GridDefines.h"
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#include "LootMgr.h"
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enum CorpseType
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{
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CORPSE_BONES = 0,
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CORPSE_RESURRECTABLE_PVE = 1,
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CORPSE_RESURRECTABLE_PVP = 2
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};
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#define MAX_CORPSE_TYPE 3
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// Value equal client resurrection dialog show radius.
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#define CORPSE_RECLAIM_RADIUS 39
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enum CorpseFlags
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{
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CORPSE_FLAG_NONE = 0x00,
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CORPSE_FLAG_BONES = 0x01,
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CORPSE_FLAG_UNK1 = 0x02,
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CORPSE_FLAG_UNK2 = 0x04,
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CORPSE_FLAG_HIDE_HELM = 0x08,
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CORPSE_FLAG_HIDE_CLOAK = 0x10,
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CORPSE_FLAG_LOOTABLE = 0x20
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};
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class Corpse : public WorldObject, public GridObject<Corpse>
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{
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public:
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explicit Corpse(CorpseType type = CORPSE_BONES);
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~Corpse();
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void AddToWorld();
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void RemoveFromWorld();
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bool Create(uint32 guidlow, Map *map);
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bool Create(uint32 guidlow, Player *owner);
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void SaveToDB();
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//bool LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId);
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bool LoadFromDB(uint32 guid, Field *fields);
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void DeleteBonesFromWorld();
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void DeleteFromDB();
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uint64 const& GetOwnerGUID() const { return GetUInt64Value(CORPSE_FIELD_OWNER); }
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time_t const& GetGhostTime() const { return m_time; }
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void ResetGhostTime() { m_time = time(NULL); }
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CorpseType GetType() const { return m_type; }
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GridPair const& GetGrid() const { return m_grid; }
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void SetGrid(GridPair const& grid) { m_grid = grid; }
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bool isVisibleForInState(Player const* u, bool inVisibleList) const;
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Loot loot; // remove insignia ONLY at BG
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Player* lootRecipient;
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bool lootForBody;
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void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); }
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void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); }
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void TextEmote(int32 textId, uint64 TargetGuid) { MonsterTextEmote(textId,TargetGuid); }
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void Whisper(int32 textId,uint64 receiver) { MonsterWhisper(textId,receiver); }
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void YellToZone(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYellToZone(textId,language,TargetGuid); }
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private:
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CorpseType m_type;
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time_t m_time;
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GridPair m_grid; // gride for corpse position for fast search
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};
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#endif
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