root/trunk/src/game/Corpse.h @ 83

Revision 44, 3.7 kB (checked in by yumileroy, 17 years ago)

[svn] * Merge Temp dev SVN with Assembla.
* Changes include:

  • Implementation of w12x's Outdoor PvP and Game Event Systems.
  • Temporary removal of IRC Chat Bot (until infinite loop when disabled is fixed).
  • All mangos -> trinity (to convert your mangos_string table, please run mangos_string_to_trinity_string.sql).
  • Improved Config cleanup.
  • And many more changes.

Original author: Seline
Date: 2008-10-14 11:57:03-05:00

Line 
1/*
2 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
3 *
4 * Thanks to the original authors: MaNGOS <http://www.mangosproject.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#ifndef TRINITYCORE_CORPSE_H
22#define TRINITYCORE_CORPSE_H
23
24#include "Object.h"
25#include "Database/DatabaseEnv.h"
26#include "GridDefines.h"
27#include "LootMgr.h"
28
29enum CorpseType
30{
31    CORPSE_BONES             = 0,
32    CORPSE_RESURRECTABLE_PVE = 1,
33    CORPSE_RESURRECTABLE_PVP = 2
34};
35#define MAX_CORPSE_TYPE        3
36
37// Value equal client resurrection dialog show radius.
38#define CORPSE_RECLAIM_RADIUS 39
39
40enum CorpseFlags
41{
42    CORPSE_FLAG_NONE        = 0x00,
43    CORPSE_FLAG_BONES       = 0x01,
44    CORPSE_FLAG_UNK1        = 0x02,
45    CORPSE_FLAG_UNK2        = 0x04,
46    CORPSE_FLAG_HIDE_HELM   = 0x08,
47    CORPSE_FLAG_HIDE_CLOAK  = 0x10,
48    CORPSE_FLAG_LOOTABLE    = 0x20
49};
50
51class Corpse : public WorldObject
52{
53    public:
54        explicit Corpse( CorpseType type = CORPSE_BONES );
55        ~Corpse( );
56
57        void AddToWorld();
58        void RemoveFromWorld();
59
60        bool Create( uint32 guidlow );
61        bool Create( uint32 guidlow, Player *owner, uint32 mapid, float x, float y, float z, float ang );
62
63        void SaveToDB();
64        bool LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId);
65        bool LoadFromDB(uint32 guid, Field *fields);
66
67        void DeleteBonesFromWorld();
68        void DeleteFromDB();
69
70        uint64 const& GetOwnerGUID() const { return GetUInt64Value(CORPSE_FIELD_OWNER); }
71
72        time_t const& GetGhostTime() const { return m_time; }
73        void ResetGhostTime() { m_time = time(NULL); }
74        CorpseType GetType() const { return m_type; }
75
76        GridPair const& GetGrid() const { return m_grid; }
77        void SetGrid(GridPair const& grid) { m_grid = grid; }
78
79        bool isVisibleForInState(Player const* u, bool inVisibleList) const;
80
81        Loot loot;                                          // remove insignia ONLY at BG
82        Player* lootRecipient;
83        bool lootForBody;
84
85        void Say(const char* text, uint32 language, uint64 TargetGuid) { MonsterSay(text,language,TargetGuid); }
86        void Yell(const char* text, uint32 language, uint64 TargetGuid) { MonsterYell(text,language,TargetGuid); }
87        void TextEmote(const char* text, uint64 TargetGuid) { MonsterTextEmote(text,TargetGuid); }
88        void Whisper(const char* text, uint64 receiver) { MonsterWhisper(text,receiver); }
89        void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); }
90        void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); }
91        void TextEmote(int32 textId, uint64 TargetGuid) { MonsterTextEmote(textId,TargetGuid); }
92        void Whisper(int32 textId,uint64 receiver) { MonsterWhisper(textId,receiver); }
93
94        GridReference<Corpse> &GetGridRef() { return m_gridRef; }
95    private:
96        GridReference<Corpse> m_gridRef;
97
98        CorpseType m_type;
99        time_t m_time;
100        GridPair m_grid;                                    // gride for corpse position for fast search
101};
102#endif
Note: See TracBrowser for help on using the browser.