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Conflicts: contrib/extractor/System.cpp contrib/extractor/ad.exe src/game/WorldSocket.cpp
213 lines
6.8 KiB
C++
213 lines
6.8 KiB
C++
/*
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* Copyright (C) 2005-2008 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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#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 "MapManager.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 "WorldSession.h"
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#include "WorldPacket.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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{
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m_objectType |= TYPEMASK_CORPSE;
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m_objectTypeId = TYPEID_CORPSE;
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// 2.3.2 - 0x58
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m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION);
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m_valuesCount = CORPSE_END;
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m_type = type;
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m_time = time(NULL);
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lootForBody = false;
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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()) 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()) ObjectAccessor::Instance().RemoveObject(this);
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Object::RemoveFromWorld();
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}
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bool Corpse::Create( uint32 guidlow )
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{
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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, uint32 mapid, float x, float y, float z, float ang )
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{
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SetInstanceId(owner->GetInstanceId());
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WorldObject::_Create(guidlow, HIGHGUID_CORPSE, mapid);
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Relocate(x,y,z,ang);
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if(!IsPositionValid())
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{
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sLog.outError("ERROR: Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
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guidlow,owner->GetName(),x,y);
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return false;
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}
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SetFloatValue( OBJECT_FIELD_SCALE_X, 1 );
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SetFloatValue( CORPSE_FIELD_POS_X, x );
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SetFloatValue( CORPSE_FIELD_POS_Y, y );
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SetFloatValue( CORPSE_FIELD_POS_Z, z );
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SetFloatValue( CORPSE_FIELD_FACING, ang );
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SetUInt64Value( CORPSE_FIELD_OWNER, owner->GetGUID() );
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m_grid = MaNGOS::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 inconsistance 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) VALUES ("
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<< GetGUIDLow() << ", " << GUID_LOPART(GetOwnerGUID()) << ", " << GetPositionX() << ", " << GetPositionY() << ", " << GetPositionZ() << ", "
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<< GetOrientation() << ", " << GetZoneId() << ", " << 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 << "'," << uint64(m_time) <<", " << uint32(GetType()) << ", " << int(GetInstanceId()) << ")";
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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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bool Corpse::LoadFromDB(uint32 guid, QueryResult *result)
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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
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result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,data,time,corpse_type,instance FROM corpse WHERE guid = '%u'",guid);
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if( ! result )
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{
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sLog.outError("ERROR: 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) delete result;
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return false;
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}
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if (!external) 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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// 0 1 2 3 4 5 6 7 8
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//result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,data,time,corpse_type,instance FROM corpse WHERE guid = '%u'",guid);
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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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if(!LoadValues( fields[5].GetString() ))
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{
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sLog.outError("ERROR: 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("ERROR: 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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uint32 instanceid = fields[8].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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SetInstanceId(instanceid);
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SetMapId(mapid);
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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("ERROR: 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 = MaNGOS::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,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
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}
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