mangos/src/game/Object/Corpse.cpp
2018-01-14 10:24:47 +00:00

288 lines
9.6 KiB
C++

/**
* 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 <https://getmangos.eu>
*
* 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; }
}