/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2018 MaNGOS project * * 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 * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "Corpse.h" #include "Player.h" #include "ObjectAccessor.h" #include "ObjectGuid.h" #include "Database/DatabaseEnv.h" #include "World.h" #include "ObjectMgr.h" Corpse::Corpse(CorpseType type) : WorldObject(), loot(this), lootRecipient(NULL), lootForBody(false) { m_objectType |= TYPEMASK_CORPSE; m_objectTypeId = TYPEID_CORPSE; m_updateFlag = (UPDATEFLAG_TRANSPORT | UPDATEFLAG_ALL | UPDATEFLAG_HAS_POSITION); m_valuesCount = CORPSE_END; m_type = type; m_time = time(NULL); } Corpse::~Corpse() { } void Corpse::AddToWorld() { ///- Register the corpse for guid lookup if (!IsInWorld()) { sObjectAccessor.AddObject(this); } Object::AddToWorld(); } void Corpse::RemoveFromWorld() { ///- Remove the corpse from the accessor if (IsInWorld()) { sObjectAccessor.RemoveObject(this); } Object::RemoveFromWorld(); } bool Corpse::Create(uint32 guidlow) { Object::_Create(guidlow, 0, HIGHGUID_CORPSE); return true; } bool Corpse::Create(uint32 guidlow, Player* owner) { MANGOS_ASSERT(owner); WorldObject::_Create(guidlow, HIGHGUID_CORPSE); Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation()); // we need to assign owner's map for corpse // in other way we will get a crash in Corpse::SaveToDB() SetMap(owner->GetMap()); if (!IsPositionValid()) { sLog.outError("Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)", guidlow, owner->GetName(), owner->GetPositionX(), owner->GetPositionY()); return false; } SetObjectScale(DEFAULT_OBJECT_SCALE); SetFloatValue(CORPSE_FIELD_POS_X, GetPositionX()); SetFloatValue(CORPSE_FIELD_POS_Y, GetPositionY()); SetFloatValue(CORPSE_FIELD_POS_Z, GetPositionZ()); SetFloatValue(CORPSE_FIELD_FACING, GetOrientation()); SetGuidValue(CORPSE_FIELD_OWNER, owner->GetObjectGuid()); m_grid = MaNGOS::ComputeGridPair(GetPositionX(), GetPositionY()); return true; } void Corpse::SaveToDB() { // bones should not be saved to DB (would be deleted on startup anyway) MANGOS_ASSERT(GetType() != CORPSE_BONES); // prevent DB data inconsistence problems and duplicates CharacterDatabase.BeginTransaction(); DeleteFromDB(); std::ostringstream ss; ss << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,map,time,corpse_type,instance) VALUES (" << GetGUIDLow() << ", " << GetOwnerGuid().GetCounter() << ", " << GetPositionX() << ", " << GetPositionY() << ", " << GetPositionZ() << ", " << GetOrientation() << ", " << GetMapId() << ", " << uint64(m_time) << ", " << uint32(GetType()) << ", " << int(GetInstanceId()) << ")"; CharacterDatabase.Execute(ss.str().c_str()); CharacterDatabase.CommitTransaction(); } void Corpse::DeleteBonesFromWorld() { MANGOS_ASSERT(GetType() == CORPSE_BONES); Corpse* corpse = GetMap()->GetCorpse(GetObjectGuid()); if (!corpse) { sLog.outError("Bones %u not found in world.", GetGUIDLow()); return; } AddObjectToRemoveList(); } void Corpse::DeleteFromDB() { // bones should not be saved to DB (would be deleted on startup anyway) MANGOS_ASSERT(GetType() != CORPSE_BONES); // all corpses (not bones) static SqlStatementID id; SqlStatement stmt = CharacterDatabase.CreateStatement(id, "DELETE FROM corpse WHERE player = ? AND corpse_type <> '0'"); stmt.PExecute(GetOwnerGuid().GetCounter()); } bool Corpse::LoadFromDB(uint32 lowguid, Field* fields) { //// 0 1 2 3 4 5 6 // QueryResult *result = CharacterDatabase.Query("SELECT corpse.guid, player, corpse.position_x, corpse.position_y, corpse.position_z, corpse.orientation, corpse.map," //// 7 8 9 10 11 12 13 14 15 16 17 // "time, corpse_type, instance, gender, race, class, playerBytes, playerBytes2, equipmentCache, guildId, playerFlags FROM corpse" uint32 playerLowGuid = fields[1].GetUInt32(); float positionX = fields[2].GetFloat(); float positionY = fields[3].GetFloat(); float positionZ = fields[4].GetFloat(); float orientation = fields[5].GetFloat(); uint32 mapid = fields[6].GetUInt32(); Object::_Create(lowguid, 0, HIGHGUID_CORPSE); m_time = time_t(fields[7].GetUInt64()); m_type = CorpseType(fields[8].GetUInt32()); if (m_type >= MAX_CORPSE_TYPE) { sLog.outError("%s Owner %s have wrong corpse type (%i), not load.", GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), m_type); return false; } uint32 instanceid = fields[9].GetUInt32(); uint8 gender = fields[10].GetUInt8(); uint8 race = fields[11].GetUInt8(); uint8 _class = fields[12].GetUInt8(); uint32 playerBytes = fields[13].GetUInt32(); uint32 playerBytes2 = fields[14].GetUInt32(); uint32 guildId = fields[16].GetUInt32(); uint32 playerFlags = fields[17].GetUInt32(); ObjectGuid guid = ObjectGuid(HIGHGUID_CORPSE, lowguid); ObjectGuid playerGuid = ObjectGuid(HIGHGUID_PLAYER, playerLowGuid); // overwrite possible wrong/corrupted guid SetGuidValue(OBJECT_FIELD_GUID, guid); SetGuidValue(CORPSE_FIELD_OWNER, playerGuid); SetObjectScale(DEFAULT_OBJECT_SCALE); PlayerInfo const* info = sObjectMgr.GetPlayerInfo(race, _class); if (!info) { sLog.outError("Player %u has incorrect race/class pair.", GetGUIDLow()); return false; } SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, gender == GENDER_FEMALE ? info->displayId_f : info->displayId_m); // Load equipment Tokens data = StrSplit(fields[15].GetCppString(), " "); for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot) { uint32 visualbase = slot * 2; uint32 item_id = GetUInt32ValueFromArray(data, visualbase); const ItemPrototype* proto = ObjectMgr::GetItemPrototype(item_id); if (!proto) { SetUInt32Value(CORPSE_FIELD_ITEM + slot, 0); continue; } SetUInt32Value(CORPSE_FIELD_ITEM + slot, proto->DisplayInfoID | (proto->InventoryType << 24)); } uint8 skin = (uint8)(playerBytes); uint8 face = (uint8)(playerBytes >> 8); uint8 hairstyle = (uint8)(playerBytes >> 16); uint8 haircolor = (uint8)(playerBytes >> 24); uint8 facialhair = (uint8)(playerBytes2); SetUInt32Value(CORPSE_FIELD_BYTES_1, ((0x00) | (race << 8) | (gender << 16) | (skin << 24))); SetUInt32Value(CORPSE_FIELD_BYTES_2, ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24))); SetUInt32Value(CORPSE_FIELD_GUILD, guildId); uint32 flags = CORPSE_FLAG_UNK2; if (playerFlags & PLAYER_FLAGS_HIDE_HELM) { flags |= CORPSE_FLAG_HIDE_HELM; } if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK) { flags |= CORPSE_FLAG_HIDE_CLOAK; } SetUInt32Value(CORPSE_FIELD_FLAGS, flags); // no need to mark corpse as lootable, because corpses are not saved in battle grounds // place SetLocationInstanceId(instanceid); SetLocationMapId(mapid); Relocate(positionX, positionY, positionZ, orientation); if (!IsPositionValid()) { sLog.outError("%s Owner %s not created. Suggested coordinates isn't valid (X: %f Y: %f)", GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), GetPositionX(), GetPositionY()); return false; } m_grid = MaNGOS::ComputeGridPair(GetPositionX(), GetPositionY()); return true; } bool Corpse::IsVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const { return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(viewPoint, GetMap()->GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false); } bool Corpse::IsHostileTo(Unit const* unit) const { if (Player* owner = sObjectMgr.GetPlayer(GetOwnerGuid())) { return owner->IsHostileTo(unit); } else { return false; } } bool Corpse::IsFriendlyTo(Unit const* unit) const { if (Player* owner = sObjectMgr.GetPlayer(GetOwnerGuid())) { return owner->IsFriendlyTo(unit); } else { return true; } } bool Corpse::IsExpired(time_t t) const { if (m_type == CORPSE_BONES) { return m_time < t - 60 * MINUTE; } else { return m_time < t - 3 * DAY; } }