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[9838] More log filters and macro uses.
* LogFilter_Weather * LogFilter_PeriodicAffects * LogFilter_PlayerMoves * LogFilter_SQLText * LogFilter_AIAndMovegens * LogFilter_PlayerStats
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e83aa1ba9d
commit
722135b326
89 changed files with 996 additions and 997 deletions
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@ -48,7 +48,7 @@ void BattleGroundAV::HandleKillPlayer(Player *player, Player *killer)
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void BattleGroundAV::HandleKillUnit(Creature *creature, Player *killer)
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{
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sLog.outDebug("BattleGroundAV: HandleKillUnit %i", creature->GetEntry());
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DEBUG_LOG("BattleGroundAV: HandleKillUnit %i", creature->GetEntry());
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if (GetStatus() != STATUS_IN_PROGRESS)
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return;
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uint8 event1 = (sBattleGroundMgr.GetCreatureEventIndex(creature->GetDBTableGUIDLow())).event1;
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@ -115,7 +115,7 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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reputation = 1;
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if( m_Team_QuestStatus[team][0] == 500 || m_Team_QuestStatus[team][0] == 1000 || m_Team_QuestStatus[team][0] == 1500 ) //25,50,75 turn ins
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{
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sLog.outDebug("BattleGroundAV: Quest %i completed starting with unit upgrading..", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed starting with unit upgrading..", questid);
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for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
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if (m_Nodes[i].Owner == team && m_Nodes[i].State == POINT_CONTROLLED)
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PopulateNode(i);
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@ -126,14 +126,14 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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m_Team_QuestStatus[team][1]++;
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reputation = 1;
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if (m_Team_QuestStatus[team][1] == 120)
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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break;
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case BG_AV_QUEST_A_COMMANDER2:
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case BG_AV_QUEST_H_COMMANDER2:
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m_Team_QuestStatus[team][2]++;
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reputation = 2;
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if (m_Team_QuestStatus[team][2] == 60)
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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break;
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case BG_AV_QUEST_A_COMMANDER3:
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case BG_AV_QUEST_H_COMMANDER3:
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@ -141,7 +141,7 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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reputation = 5;
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RewardReputationToTeam(team, 1, player->GetTeam());
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if (m_Team_QuestStatus[team][1] == 30)
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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break;
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case BG_AV_QUEST_A_BOSS1:
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case BG_AV_QUEST_H_BOSS1:
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@ -152,7 +152,7 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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m_Team_QuestStatus[team][4]++;
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reputation += 1;
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if (m_Team_QuestStatus[team][4] >= 200)
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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break;
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case BG_AV_QUEST_A_NEAR_MINE:
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case BG_AV_QUEST_H_NEAR_MINE:
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@ -160,9 +160,9 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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reputation = 2;
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if (m_Team_QuestStatus[team][5] == 28)
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{
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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if (m_Team_QuestStatus[team][6] == 7)
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
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}
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break;
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case BG_AV_QUEST_A_OTHER_MINE:
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@ -171,9 +171,9 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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reputation = 3;
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if (m_Team_QuestStatus[team][6] == 7)
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{
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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if (m_Team_QuestStatus[team][5] == 20)
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
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}
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break;
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case BG_AV_QUEST_A_RIDER_HIDE:
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@ -182,9 +182,9 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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reputation = 1;
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if (m_Team_QuestStatus[team][7] == 25)
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{
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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if (m_Team_QuestStatus[team][8] == 25)
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid);
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}
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break;
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case BG_AV_QUEST_A_RIDER_TAME:
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@ -193,13 +193,13 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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reputation = 1;
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if (m_Team_QuestStatus[team][8] == 25)
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{
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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if (m_Team_QuestStatus[team][7] == 25)
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sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid);
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}
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break;
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default:
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sLog.outDebug("BattleGroundAV: Quest %i completed but is not interesting for us", questid);
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DEBUG_LOG("BattleGroundAV: Quest %i completed but is not interesting for us", questid);
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return;
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break;
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}
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@ -272,7 +272,7 @@ void BattleGroundAV::Update(uint32 diff)
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void BattleGroundAV::StartingEventCloseDoors()
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{
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sLog.outDebug("BattleGroundAV: entering state STATUS_WAIT_JOIN ...");
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DEBUG_LOG("BattleGroundAV: entering state STATUS_WAIT_JOIN ...");
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}
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void BattleGroundAV::StartingEventOpenDoors()
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@ -326,7 +326,7 @@ void BattleGroundAV::EndBattleGround(uint32 winner)
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RewardReputationToTeam(faction[i], tower_survived[i] * m_RepSurviveTower, team[i]);
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RewardHonorToTeam(GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), team[i]);
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}
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sLog.outDebug("BattleGroundAV: EndbattleGround: bgteam: %u towers:%u honor:%u rep:%u", i, tower_survived[i], GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), tower_survived[i] * BG_AV_REP_SURVIVING_TOWER);
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DEBUG_LOG("BattleGroundAV: EndbattleGround: bgteam: %u towers:%u honor:%u rep:%u", i, tower_survived[i], GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), tower_survived[i] * BG_AV_REP_SURVIVING_TOWER);
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if (graves_owned[i])
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RewardReputationToTeam(faction[i], graves_owned[i] * m_RepOwnedGrave, team[i]);
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if (mines_owned[i])
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@ -379,7 +379,7 @@ void BattleGroundAV::HandleAreaTrigger(Player *Source, uint32 Trigger)
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//Source->Unmount();
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break;
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default:
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sLog.outDebug("BattleGroundAV: WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
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DEBUG_LOG("BattleGroundAV: WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
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// Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger);
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break;
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}
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@ -418,7 +418,7 @@ void BattleGroundAV::UpdatePlayerScore(Player* Source, uint32 type, uint32 value
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void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
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{
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sLog.outDebug("BattleGroundAV: player destroyed point node %i", node);
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DEBUG_LOG("BattleGroundAV: player destroyed point node %i", node);
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// despawn banner
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DestroyNode(node);
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@ -513,7 +513,7 @@ void BattleGroundAV::EventPlayerClickedOnFlag(Player *source, GameObject* target
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{
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if (GetStatus() != STATUS_IN_PROGRESS)
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return;
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sLog.outDebug("BattleGroundAV: using gameobject %i", target_obj->GetEntry());
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DEBUG_LOG("BattleGroundAV: using gameobject %i", target_obj->GetEntry());
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uint8 event = (sBattleGroundMgr.GetGameObjectEventIndex(target_obj->GetDBTableGUIDLow())).event1;
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if (event >= BG_AV_NODES_MAX) // not a node
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return;
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@ -547,7 +547,7 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
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EventPlayerAssaultsPoint(player, node);
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return;
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}
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sLog.outDebug("BattleGroundAV: player defends node: %i", node);
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DEBUG_LOG("BattleGroundAV: player defends node: %i", node);
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if (m_Nodes[node].PrevOwner != team)
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{
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sLog.outError("BattleGroundAV: player defends point which doesn't belong to his team %i", node);
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@ -581,7 +581,7 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node)
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{
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// TODO implement quest 7101, 7081
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uint32 team = GetTeamIndexByTeamId(player->GetTeam());
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sLog.outDebug("BattleGroundAV: player assaults node %i", node);
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DEBUG_LOG("BattleGroundAV: player assaults node %i", node);
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if (m_Nodes[node].Owner == team || team == m_Nodes[node].TotalOwner)
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return;
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