/* * 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