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ASSERT hard use in predictable way because diff. 3rd party libs code redefine it inf different ways and hard make sure that used in end of mangos define version. This is real detected problem make some expected assert checks ignored and so bugs not detected as expected from code. In addition made related changes: * Common.h header expected to be first include in any src/game/header except most simple cases. * Related FILE.h header expected to be first include in FILE.cpp * Fixed some absent includes and type forwards for safe build without PCH enabled. * Avoid using MANGOS_ASSERT in src/framework code
102 lines
3.4 KiB
C++
102 lines
3.4 KiB
C++
/*
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* Copyright (C) 2005-2010 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 "Common.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, 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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bool IsHostileTo(Unit const* unit) const;
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bool IsFriendlyTo(Unit const* unit) const;
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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, WorldObject const* viewPoint, 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 IsExpired(time_t t) const;
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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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