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 = 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->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->SetPhaseMask(corpse->GetPhaseMask(), false); 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_ITEMS + i)) bones->SetUInt32Value(CORPSE_FIELD_ITEMS + 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; }
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; } DEBUG_LOG("Deleting Corpse and spawning bones."); // remove corpse from player_guid -> corpse map RemoveCorpse(corpse); // remove resurrectble corpse from grid object registry (loaded state checked into call) // do not load the map if it's not loaded Map *map = MapManager::Instance().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->IsBattleGround() ? sWorld.getConfig(CONFIG_DEATH_BONES_BG) : 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()); 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 world state // bones->m_type = m_type; // don't overwrite type bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation()); bones->SetMapId(corpse->GetMapId()); bones->SetInstanceId(corpse->GetInstanceId()); 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*/) { 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 // TODO: really, now... //sLog->outError("Try remove corpse that not in map for GUID %ul", player_guid); return NULL; } sLog->outStaticDebug("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 SQLTransaction trans = CharacterDatabase.BeginTransaction(); corpse->DeleteFromDB(trans); CharacterDatabase.CommitTransaction(trans); // we don't want bones to save some cpu.. :) delete corpse; return NULL; /* 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->getIntConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getIntConfig(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->SetPhaseMask(corpse->GetPhaseMask(), false); 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; */ }