/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TRINITYCORE_CORPSE_H
#define TRINITYCORE_CORPSE_H
#include "Object.h"
#include "Database/DatabaseEnv.h"
#include "GridDefines.h"
#include "LootMgr.h"
enum CorpseType
{
CORPSE_BONES = 0,
CORPSE_RESURRECTABLE_PVE = 1,
CORPSE_RESURRECTABLE_PVP = 2
};
#define MAX_CORPSE_TYPE 3
// Value equal client resurrection dialog show radius.
#define CORPSE_RECLAIM_RADIUS 39
enum CorpseFlags
{
CORPSE_FLAG_NONE = 0x00,
CORPSE_FLAG_BONES = 0x01,
CORPSE_FLAG_UNK1 = 0x02,
CORPSE_FLAG_UNK2 = 0x04,
CORPSE_FLAG_HIDE_HELM = 0x08,
CORPSE_FLAG_HIDE_CLOAK = 0x10,
CORPSE_FLAG_LOOTABLE = 0x20
};
class Corpse : public WorldObject
{
public:
explicit Corpse( CorpseType type = CORPSE_BONES );
~Corpse( );
void AddToWorld();
void RemoveFromWorld();
bool Create( uint32 guidlow );
bool Create( uint32 guidlow, Player *owner, uint32 mapid, float x, float y, float z, float ang );
void SaveToDB();
bool LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId);
bool LoadFromDB(uint32 guid, Field *fields);
void DeleteBonesFromWorld();
void DeleteFromDB();
uint64 const& GetOwnerGUID() const { return GetUInt64Value(CORPSE_FIELD_OWNER); }
time_t const& GetGhostTime() const { return m_time; }
void ResetGhostTime() { m_time = time(NULL); }
CorpseType GetType() const { return m_type; }
GridPair const& GetGrid() const { return m_grid; }
void SetGrid(GridPair const& grid) { m_grid = grid; }
bool isVisibleForInState(Player const* u, bool inVisibleList) const;
Loot loot; // remove insignia ONLY at BG
Player* lootRecipient;
bool lootForBody;
void Say(const char* text, uint32 language, uint64 TargetGuid) { MonsterSay(text,language,TargetGuid); }
void Yell(const char* text, uint32 language, uint64 TargetGuid) { MonsterYell(text,language,TargetGuid); }
void TextEmote(const char* text, uint64 TargetGuid) { MonsterTextEmote(text,TargetGuid); }
void Whisper(const char* text, uint64 receiver) { MonsterWhisper(text,receiver); }
void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); }
void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); }
void TextEmote(int32 textId, uint64 TargetGuid) { MonsterTextEmote(textId,TargetGuid); }
void Whisper(int32 textId,uint64 receiver) { MonsterWhisper(textId,receiver); }
GridReference &GetGridRef() { return m_gridRef; }
private:
GridReference m_gridRef;
CorpseType m_type;
time_t m_time;
GridPair m_grid; // gride for corpse position for fast search
};
#endif