Пример #1
0
void WorldSession::SendSpiritResurrect()
{
    _player->ResurrectPlayer(0.5f, true);
    _player->DurabilityLossAll(0.25f, true);

    // get corpse nearest graveyard
    WorldSafeLocsEntry const* corpseGrave = NULL;
    WorldLocation corpseLocation = _player->GetCorpseLocation();
    if (_player->HasCorpse())
    {
        corpseGrave = sObjectMgr->GetClosestGraveYard(corpseLocation.GetPositionX(), corpseLocation.GetPositionY(),
            corpseLocation.GetPositionZ(), corpseLocation.GetMapId(), _player->GetTeam());
    }

    // now can spawn bones
    _player->SpawnCorpseBones();

    // teleport to nearest from corpse graveyard, if different from nearest to player ghost
    if (corpseGrave)
    {
        WorldSafeLocsEntry const* ghostGrave = sObjectMgr->GetClosestGraveYard(
            _player->GetPositionX(), _player->GetPositionY(), _player->GetPositionZ(), _player->GetMapId(), _player->GetTeam());

        if (corpseGrave != ghostGrave)
            _player->TeleportTo(corpseGrave->map_id, corpseGrave->x, corpseGrave->y, corpseGrave->z, _player->GetOrientation());
        // or update at original position
        else
            _player->UpdateObjectVisibility();
    }
    // or update at original position
    else
        _player->UpdateObjectVisibility();
}
            void HandleSummon(SpellEffIndex effIndex)
            {
                PreventHitDefaultEffect(effIndex);
                Unit* caster = GetCaster();
                uint32 entry = uint32(GetSpellInfo()->EffectMiscValue[effIndex]);
                WorldLocation* summonLocation = GetTargetDest();
                if (!caster || !summonLocation)
                    return;

                caster->SummonCreature(entry, summonLocation->GetPositionX(), summonLocation->GetPositionY(), GROUND_Z, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 20000);
            }
Пример #3
0
void WorldSession::HandleCorpseQueryOpcode(WorldPacket & /*recvData*/)
{
    if (!_player->HasCorpse())
    {
        WorldPacket data(MSG_CORPSE_QUERY, 1);
        data << uint8(0);                                   // corpse not found
        SendPacket(&data);
        return;
    }

    WorldLocation corpseLocation = _player->GetCorpseLocation();
    uint32 corpseMapID = corpseLocation.GetMapId();
    uint32 mapID = corpseLocation.GetMapId();
    float x = corpseLocation.GetPositionX();
    float y = corpseLocation.GetPositionY();
    float z = corpseLocation.GetPositionZ();

    // if corpse at different map
    if (mapID != _player->GetMapId())
    {
        // search entrance map for proper show entrance
        if (MapEntry const* corpseMapEntry = sMapStore.LookupEntry(mapID))
        {
            if (corpseMapEntry->IsDungeon() && corpseMapEntry->entrance_map >= 0)
            {
                // if corpse map have entrance
                if (Map const* entranceMap = sMapMgr->CreateBaseMap(corpseMapEntry->entrance_map))
                {
                    mapID = corpseMapEntry->entrance_map;
                    x = corpseMapEntry->entrance_x;
                    y = corpseMapEntry->entrance_y;
                    z = entranceMap->GetHeight(GetPlayer()->GetPhaseMask(), x, y, MAX_HEIGHT);
                }
            }
        }
    }

    WorldPacket data(MSG_CORPSE_QUERY, 1+(6*4));
    data << uint8(1);                                       // corpse found
    data << int32(mapID);
    data << float(x);
    data << float(y);
    data << float(z);
    data << int32(corpseMapID);
    data << uint32(0);                                      // unknown
    SendPacket(&data);
}