root/trunk/src/game/Corpse.cpp @ 248

Revision 230, 6.9 kB (checked in by yumileroy, 17 years ago)

[svn] *** Source: MaNGOS ***
* Implement localization of creature/gameobject name that say/yell. Author: evilstar (rewrited by: Vladimir)
* Fix auth login queue. Author: Derex
* Allowed switching INVTYPE_HOLDABLE items during combat, used correct spells for triggering global cooldown at weapon switch. Author: mobel/simak
* Fixed some format arg type/value pairs. Other warnings. Author: Vladimir
* [238_world.sql] Allow have team dependent graveyards at entrance map for instances. Author: Vladimir

NOTE:
Entrance map graveyards selected by same way as local (by distance from entrance) Until DB support will work in old way base at current DB data.

Original author: visagalis
Date: 2008-11-14 17:03:03-06:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#include "Common.h"
22#include "Corpse.h"
23#include "Player.h"
24#include "UpdateMask.h"
25#include "MapManager.h"
26#include "ObjectAccessor.h"
27#include "Database/DatabaseEnv.h"
28#include "Opcodes.h"
29#include "WorldSession.h"
30#include "WorldPacket.h"
31#include "GossipDef.h"
32#include "World.h"
33
34Corpse::Corpse(CorpseType type) : WorldObject()
35{
36    m_objectType |= TYPEMASK_CORPSE;
37    m_objectTypeId = TYPEID_CORPSE;
38                                                            // 2.3.2 - 0x58
39    m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HASPOSITION);
40
41    m_valuesCount = CORPSE_END;
42
43    m_type = type;
44
45    m_time = time(NULL);
46
47    lootForBody = false;
48}
49
50Corpse::~Corpse()
51{
52}
53
54void Corpse::AddToWorld()
55{
56    ///- Register the corpse for guid lookup
57    if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this);
58    Object::AddToWorld();
59}
60
61void Corpse::RemoveFromWorld()
62{
63    ///- Remove the corpse from the accessor
64    if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this);
65    Object::RemoveFromWorld();
66}
67
68bool Corpse::Create( uint32 guidlow )
69{
70    Object::_Create(guidlow, 0, HIGHGUID_CORPSE);
71    return true;
72}
73
74bool Corpse::Create( uint32 guidlow, Player *owner, uint32 mapid, float x, float y, float z, float ang )
75{
76    SetInstanceId(owner->GetInstanceId());
77
78    WorldObject::_Create(guidlow, HIGHGUID_CORPSE, mapid);
79
80    Relocate(x,y,z,ang);
81
82    if(!IsPositionValid())
83    {
84        sLog.outError("ERROR: Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
85            guidlow,owner->GetName(),x,y);
86        return false;
87    }
88
89    SetFloatValue( OBJECT_FIELD_SCALE_X, 1 );
90    SetFloatValue( CORPSE_FIELD_POS_X, x );
91    SetFloatValue( CORPSE_FIELD_POS_Y, y );
92    SetFloatValue( CORPSE_FIELD_POS_Z, z );
93    SetFloatValue( CORPSE_FIELD_FACING, ang );
94    SetUInt64Value( CORPSE_FIELD_OWNER, owner->GetGUID() );
95
96    m_grid = Trinity::ComputeGridPair(GetPositionX(), GetPositionY());
97
98    return true;
99}
100
101void Corpse::SaveToDB()
102{
103    // prevent DB data inconsistance problems and duplicates
104    CharacterDatabase.BeginTransaction();
105    DeleteFromDB();
106
107    std::ostringstream ss;
108    ss  << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,zone,map,data,time,corpse_type,instance) VALUES ("
109        << GetGUIDLow() << ", " << GUID_LOPART(GetOwnerGUID()) << ", " << GetPositionX() << ", " << GetPositionY() << ", " << GetPositionZ() << ", "
110        << GetOrientation() << ", "  << GetZoneId() << ", "  << GetMapId() << ", '";
111    for(uint16 i = 0; i < m_valuesCount; i++ )
112        ss << GetUInt32Value(i) << " ";
113    ss << "'," << uint64(m_time) <<", " << uint32(GetType()) << ", " << int(GetInstanceId()) << ")";
114    CharacterDatabase.Execute( ss.str().c_str() );
115    CharacterDatabase.CommitTransaction();
116}
117
118void Corpse::DeleteBonesFromWorld()
119{
120    assert(GetType()==CORPSE_BONES);
121    Corpse* corpse = ObjectAccessor::GetCorpse(*this, GetGUID());
122
123    if (!corpse)
124    {
125        sLog.outError("Bones %u not found in world.", GetGUIDLow());
126        return;
127    }
128
129    AddObjectToRemoveList();
130}
131
132void Corpse::DeleteFromDB()
133{
134    if(GetType() == CORPSE_BONES)
135        // only specific bones
136        CharacterDatabase.PExecute("DELETE FROM corpse WHERE guid = '%d'", GetGUIDLow());
137    else
138        // all corpses (not bones)
139        CharacterDatabase.PExecute("DELETE FROM corpse WHERE player = '%d' AND corpse_type <> '0'",  GUID_LOPART(GetOwnerGUID()));
140}
141
142bool Corpse::LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId)
143{
144    bool external = (result != NULL);
145    if (!external)
146        //                                        0          1          2          3           4   5    6    7           8
147        result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,data,time,corpse_type,instance FROM corpse WHERE guid = '%u'",guid);
148
149    if( ! result )
150    {
151        sLog.outError("ERROR: Corpse (GUID: %u) not found in table `corpse`, can't load. ",guid);
152        return false;
153    }
154
155    Field *fields = result->Fetch();
156
157    if(!LoadFromDB(guid,fields))
158    {
159        if (!external) delete result;
160        return false;
161    }
162
163    if (!external) delete result;
164    return true;
165}
166
167bool Corpse::LoadFromDB(uint32 guid, Field *fields)
168{
169    //                                          0          1          2          3           4   5    6    7           8
170    //result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,data,time,corpse_type,instance FROM corpse WHERE guid = '%u'",guid);
171    float positionX = fields[0].GetFloat();
172    float positionY = fields[1].GetFloat();
173    float positionZ = fields[2].GetFloat();
174    float ort       = fields[3].GetFloat();
175    uint32 mapid    = fields[4].GetUInt32();
176
177    if(!LoadValues( fields[5].GetString() ))
178    {
179        sLog.outError("ERROR: Corpse #%d have broken data in `data` field. Can't be loaded.",guid);
180        return false;
181    }
182
183    m_time             = time_t(fields[6].GetUInt64());
184    m_type             = CorpseType(fields[7].GetUInt32());
185    if(m_type >= MAX_CORPSE_TYPE)
186    {
187        sLog.outError("ERROR: Corpse (guidlow %d, owner %d) have wrong corpse type, not load.",GetGUIDLow(),GUID_LOPART(GetOwnerGUID()));
188        return false;
189    }
190    uint32 instanceid  = fields[8].GetUInt32();
191
192    // overwrite possible wrong/corrupted guid
193    SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_CORPSE));
194
195    // place
196    SetInstanceId(instanceid);
197    SetMapId(mapid);
198    Relocate(positionX,positionY,positionZ,ort);
199
200    if(!IsPositionValid())
201    {
202        sLog.outError("ERROR: Corpse (guidlow %d, owner %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
203            GetGUIDLow(),GUID_LOPART(GetOwnerGUID()),GetPositionX(),GetPositionY());
204        return false;
205    }
206
207    m_grid = Trinity::ComputeGridPair(GetPositionX(), GetPositionY());
208
209    return true;
210}
211
212bool Corpse::isVisibleForInState(Player const* u, bool inVisibleList) const
213{
214    return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
215}
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