Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia) { Corpse* corpse = GetCorpseForPlayerGUID(player_guid); if (!corpse) { //in fact this function is called from several places //even when player doesn't have a corpse, not an error //sLog->outError("Try remove corpse that not in map for GUID %ul", player_guid); return NULL; } sLog->outDebug("Deleting Corpse and spawned bones."); Map *map = corpse->FindMap(); // remove corpse from player_guid -> corpse map RemoveCorpse(corpse); // done in removecorpse // remove resurrectable corpse from grid object registry (loaded state checked into call) // do not load the map if it's not loaded //Map *map = sMapMgr->FindMap(corpse->GetMapId(), corpse->GetInstanceId()); //if (map) // map->Remove(corpse, false); // remove corpse from DB corpse->DeleteFromDB(); Corpse* bones = NULL; // create the bones only if the map and the grid is loaded at the corpse's location // ignore bones creating option in case insignia if (map && (insignia || (map->IsBattleGroundOrArena() ? sWorld->getConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getConfig(CONFIG_DEATH_BONES_WORLD))) && !map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY())) { // Create bones, don't change Corpse bones = new Corpse; bones->Create(corpse->GetGUIDLow(), map); for (int i = 3; i < CORPSE_END; ++i) // don't overwrite guid and object type bones->SetUInt32Value(i, corpse->GetUInt32Value(i)); bones->SetGrid(corpse->GetGrid()); // bones->m_time = m_time; // don't overwrite time // bones->m_inWorld = m_inWorld; // don't overwrite in-world state // bones->m_type = m_type; // don't overwrite type bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation()); bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES); bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0); for (int i = 0; i < EQUIPMENT_SLOT_END; ++i) { if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i)) bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0); } // add bones in grid store if grid loaded where corpse placed map->Add(bones); } // all references to the corpse should be removed at this point delete corpse; return bones; }
Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia /*=false*/) { Corpse* corpse = GetCorpseForPlayerGUID(player_guid); if (!corpse) { //in fact this function is called from several places //even when player doesn't have a corpse, not an error return NULL; } TC_LOG_DEBUG("misc", "Deleting Corpse and spawned bones."); // Map can be NULL Map* map = corpse->FindMap(); // remove corpse from player_guid -> corpse map and from current map RemoveCorpse(corpse); // remove corpse from DB SQLTransaction trans = CharacterDatabase.BeginTransaction(); corpse->DeleteFromDB(trans); CharacterDatabase.CommitTransaction(trans); Corpse* bones = nullptr; // create the bones only if the map and the grid is loaded at the corpse's location // ignore bones creating option in case insignia if (map && (insignia || (map->IsBattlegroundOrArena() ? sWorld->getBoolConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getBoolConfig(CONFIG_DEATH_BONES_WORLD))) && !map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY())) { // Create bones, don't change Corpse bones = new Corpse; bones->Create(corpse->GetGUIDLow(), map); for (uint8 i = OBJECT_FIELD_TYPE + 1; i < CORPSE_END; ++i) // don't overwrite guid and object type bones->SetUInt32Value(i, corpse->GetUInt32Value(i)); bones->SetGridCoord(corpse->GetGridCoord()); // bones->m_time = m_time; // don't overwrite time // bones->m_type = m_type; // don't overwrite type bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation()); bones->CopyPhaseFrom(corpse); bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES); bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0); for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) { if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i)) bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0); } // add bones in grid store if grid loaded where corpse placed map->AddToMap(bones); } // all references to the corpse should be removed at this point delete corpse; return bones; }
void WorldSession::_HandleUpdateObjectOpcode(WorldPacket& recvPacket) { uint8 utype; //uint8 hasTransport; uint32 usize, ublocks, readblocks=0; uint64 uguid; recvPacket >> ublocks; // >> hasTransport; //logdev("UpdateObject: blocks = %u, hasTransport = %u", ublocks, hasTransport); logdev("UpdateObject: blocks = %u", ublocks); while((recvPacket.rpos() < recvPacket.size())&& (readblocks < ublocks)) { recvPacket >> utype; switch(utype) { case UPDATETYPE_VALUES: { uguid = recvPacket.GetPackedGuid(); _ValuesUpdate(uguid,recvPacket); } break; case UPDATETYPE_MOVEMENT: { recvPacket >> uguid; // the guid is NOT packed here! uint8 tyid; Object *obj = objmgr.GetObj(uguid, true); // here we update also depleted objects, its just safer if(obj) tyid = obj->GetTypeId(); else // sometimes objects get deleted BEFORE a last update packet arrives, this must be handled also { tyid = GetTypeIdByGuid(uguid); logerror("Got UpdateObject_Movement for unknown object "I64FMT". Using typeid %u",uguid,(uint32)tyid); } if(obj) this->_MovementUpdate(tyid,uguid,recvPacket); } break; case UPDATETYPE_CREATE_OBJECT2: // will be sent when our very own character is created case UPDATETYPE_CREATE_OBJECT: // will be sent on any other object creation { uguid = recvPacket.GetPackedGuid(); uint8 objtypeid; recvPacket >> objtypeid; logdebug("Create Object type %u with guid "I64FMT,objtypeid,uguid); // dont create objects if already present in memory. // recreate every object except ourself! if(objmgr.GetObj(uguid)) { if(uguid != GetGuid()) { logdev("- already exists, deleting old, creating new object"); objmgr.Remove(uguid, false); // do not call script here, since the object does not really get deleted } else { logdev("- already exists, but not deleted (has our current GUID)"); } } // only if the obj didnt exist or was just deleted above, create it.... if(!objmgr.GetObj(uguid)) { switch(objtypeid) { case TYPEID_OBJECT: // no data to read { logerror("Recieved wrong UPDATETYPE_CREATE_OBJECT to create Object base type!"); logerror("%s",toHexDump((uint8*)recvPacket.contents(),recvPacket.size(),true).c_str()); } case TYPEID_ITEM: { Item *item = new Item(); item->Create(uguid); objmgr.Add(item); break; } case TYPEID_CONTAINER: { Bag *bag = new Bag(); bag->Create(uguid); objmgr.Add(bag); break; } case TYPEID_UNIT: { Unit *unit = new Unit(); unit->Create(uguid); objmgr.Add(unit); break; } case TYPEID_PLAYER: { if(GetGuid() == uguid) // objmgr.Add() would cause quite some trouble if we added ourself again break; Player *player = new Player(); player->Create(uguid); objmgr.Add(player); break; } case TYPEID_GAMEOBJECT: { GameObject *go = new GameObject(); go->Create(uguid); objmgr.Add(go); break; } case TYPEID_CORPSE: { Corpse *corpse = new Corpse(); corpse->Create(uguid); objmgr.Add(corpse); break; } case TYPEID_DYNAMICOBJECT: { DynamicObject *dobj = new DynamicObject(); dobj->Create(uguid); objmgr.Add(dobj); break; } } } else { logdebug("Obj "I64FMT" not created, already exists",uguid); } // ...regardless if it was freshly created or already present, update its values and stuff now... this->_MovementUpdate(objtypeid, uguid, recvPacket); this->_ValuesUpdate(uguid, recvPacket); // ...and ask the server for eventually missing data. _QueryObjectInfo(uguid); // call script "_OnObjectCreate" if(GetInstance()->GetScripts()->ScriptExists("_onobjectcreate")) { CmdSet Set; Set.defaultarg = toString(uguid); Set.arg[0] = toString(objtypeid); GetInstance()->GetScripts()->RunScript("_onobjectcreate", &Set); } // if our own character got finally created, we have successfully entered the world, // and should have gotten all info about our char already. } break; case UPDATETYPE_OUT_OF_RANGE_OBJECTS: { recvPacket >> usize; for(uint16 i=0; i<usize; i++) { uguid = recvPacket.GetPackedGuid(); // not 100% sure if this is correct logdebug("GUID "I64FMT" out of range",uguid); // call script just before object removal if(GetInstance()->GetScripts()->ScriptExists("_onobjectdelete")) { Object *del_obj = objmgr.GetObj(uguid); CmdSet Set; Set.defaultarg = toString(uguid); Set.arg[0] = del_obj ? toString(del_obj->GetTypeId()) : ""; Set.arg[1] = "true"; // out of range = true GetInstance()->GetScripts()->RunScript("_onobjectdelete", &Set); } objmgr.Remove(uguid, false); } } break; default: { logerror("UPDATE_OBJECT: Got unk updatetype 0x%X",utype); logerror("UPDATE_OBJECT: Read %u / %u bytes, skipped rest",recvPacket.rpos(),recvPacket.size()); logerror("%s",toHexDump((uint8*)recvPacket.contents(),recvPacket.size(),true).c_str()); char buf[100]; sprintf(buf,"Got unk updatetype=0x%X, read %u / %u bytes",utype,recvPacket.rpos(),recvPacket.size()); if(GetInstance()->GetConf()->dumpPackets) { char buf[100]; sprintf(buf,"Got unk updatetype=0x%X, read %u / %u bytes",utype,recvPacket.rpos(),recvPacket.size()); DumpPacket(recvPacket, recvPacket.rpos(),buf); } return; } } // switch readblocks++; } // while } // func