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99 lines
3.4 KiB
C++
99 lines
3.4 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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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 MANGOSSERVER_CORPSE_H
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#define MANGOSSERVER_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
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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 );
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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);
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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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GridReference<Corpse> &GetGridRef() { return m_gridRef; }
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bool isActiveObject() const { return false; }
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private:
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GridReference<Corpse> m_gridRef;
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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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