mirror of
https://github.com/mangosfour/server.git
synced 2025-12-15 01:37:00 +00:00
[9413] Use SpellEffectIndex in EffectDummy* script calls.
Scripts used this script calls will need update...
This commit is contained in:
parent
dd2f02699e
commit
79a54286fd
3 changed files with 88 additions and 75 deletions
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@ -35,7 +35,7 @@ extern void AddSC_default();
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MANGOS_DLL_EXPORT
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void ScriptsFree()
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{ // Free resources before library unload
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for(int i=0;i<nrscripts;i++)
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for(int i = 0; i < nrscripts; ++i)
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delete m_scripts[i];
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nrscripts = 0;
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@ -45,10 +45,8 @@ MANGOS_DLL_EXPORT
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void ScriptsInit()
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{
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nrscripts = GetScriptNames().size();
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for(int i=0;i<MAX_SCRIPTS;i++)
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{
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m_scripts[i]=NULL;
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}
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for(int i = 0; i < MAX_SCRIPTS; ++i)
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m_scripts[i]=NULL;
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// -- Inicialize the Scripts to be Added --
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AddSC_default();
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@ -64,17 +62,19 @@ char const* ScriptsVersion()
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void Script::registerSelf()
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{
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int id = GetScriptId(Name.c_str());
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if(id != 0) m_scripts[id] = this;
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if (int id = GetScriptId(Name.c_str()))
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m_scripts[id] = this;
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}
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MANGOS_DLL_EXPORT
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bool GossipHello ( Player * player, Creature *_Creature )
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{
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Script *tmpscript = m_scripts[_Creature->GetScriptId()];
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if(!tmpscript || !tmpscript->pGossipHello) return false;
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if (!tmpscript || !tmpscript->pGossipHello)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGossipHello(player,_Creature);
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}
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@ -84,9 +84,11 @@ bool GossipSelect( Player *player, Creature *_Creature,uint32 sender, uint32 act
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debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action);
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Script *tmpscript = m_scripts[_Creature->GetScriptId()];
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if(!tmpscript || !tmpscript->pGossipSelect) return false;
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if (!tmpscript || !tmpscript->pGossipSelect)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGossipSelect(player,_Creature,sender,action);
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}
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@ -96,9 +98,11 @@ bool GossipSelectWithCode( Player *player, Creature *_Creature, uint32 sender, u
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debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action);
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Script *tmpscript = m_scripts[_Creature->GetScriptId()];
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if(!tmpscript || !tmpscript->pGossipSelectWithCode) return false;
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if (!tmpscript || !tmpscript->pGossipSelectWithCode)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGossipSelectWithCode(player,_Creature,sender,action,sCode);
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}
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@ -106,9 +110,11 @@ MANGOS_DLL_EXPORT
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bool QuestAccept( Player *player, Creature *_Creature, Quest *_Quest )
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{
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Script *tmpscript = m_scripts[_Creature->GetScriptId()];
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if(!tmpscript || !tmpscript->pQuestAccept) return false;
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if (!tmpscript || !tmpscript->pQuestAccept)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pQuestAccept(player,_Creature,_Quest);
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}
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@ -116,9 +122,11 @@ MANGOS_DLL_EXPORT
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bool QuestSelect( Player *player, Creature *_Creature, Quest *_Quest )
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{
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Script *tmpscript = m_scripts[_Creature->GetScriptId()];
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if(!tmpscript || !tmpscript->pQuestSelect) return false;
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if (!tmpscript || !tmpscript->pQuestSelect)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pQuestSelect(player,_Creature,_Quest);
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}
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@ -126,9 +134,11 @@ MANGOS_DLL_EXPORT
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bool QuestComplete( Player *player, Creature *_Creature, Quest *_Quest )
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{
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Script *tmpscript = m_scripts[_Creature->GetScriptId()];
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if(!tmpscript || !tmpscript->pQuestComplete) return false;
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if (!tmpscript || !tmpscript->pQuestComplete)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pQuestComplete(player,_Creature,_Quest);
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}
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@ -136,9 +146,11 @@ MANGOS_DLL_EXPORT
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bool ChooseReward( Player *player, Creature *_Creature, Quest *_Quest, uint32 opt )
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{
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Script *tmpscript = m_scripts[_Creature->GetScriptId()];
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if(!tmpscript || !tmpscript->pChooseReward) return false;
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if (!tmpscript || !tmpscript->pChooseReward)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pChooseReward(player,_Creature,_Quest,opt);
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}
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@ -146,79 +158,80 @@ MANGOS_DLL_EXPORT
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uint32 NPCDialogStatus( Player *player, Creature *_Creature )
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{
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Script *tmpscript = m_scripts[_Creature->GetScriptId()];
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if(!tmpscript || !tmpscript->pNPCDialogStatus) return 100;
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if (!tmpscript || !tmpscript->pNPCDialogStatus)
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return 100;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pNPCDialogStatus(player,_Creature);
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}
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MANGOS_DLL_EXPORT
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uint32 GODialogStatus( Player *player, GameObject *_GO )
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{
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Script *tmpscript = NULL;
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tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
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if(!tmpscript || !tmpscript->pGODialogStatus) return 100;
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Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
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if (!tmpscript || !tmpscript->pGODialogStatus)
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return 100;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGODialogStatus(player,_GO);
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}
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MANGOS_DLL_EXPORT
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bool ItemHello( Player *player, Item *_Item, Quest *_Quest )
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{
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Script *tmpscript = NULL;
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tmpscript = m_scripts[_Item->GetProto()->ScriptId];
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if(!tmpscript || !tmpscript->pItemHello) return false;
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Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId];
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if (!tmpscript || !tmpscript->pItemHello)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pItemHello(player,_Item,_Quest);
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}
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MANGOS_DLL_EXPORT
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bool ItemQuestAccept( Player *player, Item *_Item, Quest *_Quest )
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{
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Script *tmpscript = NULL;
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tmpscript = m_scripts[_Item->GetProto()->ScriptId];
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if(!tmpscript || !tmpscript->pItemQuestAccept) return false;
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Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId];
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if (!tmpscript || !tmpscript->pItemQuestAccept)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pItemQuestAccept(player,_Item,_Quest);
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}
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MANGOS_DLL_EXPORT
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bool GOHello( Player *player, GameObject *_GO )
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{
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Script *tmpscript = NULL;
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tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
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if(!tmpscript || !tmpscript->pGOHello) return false;
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Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
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if (!tmpscript || !tmpscript->pGOHello)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGOHello(player,_GO);
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}
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MANGOS_DLL_EXPORT
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bool GOQuestAccept( Player *player, GameObject *_GO, Quest *_Quest )
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{
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Script *tmpscript = NULL;
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tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
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if(!tmpscript || !tmpscript->pGOQuestAccept) return false;
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Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
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if (!tmpscript || !tmpscript->pGOQuestAccept)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGOQuestAccept(player,_GO,_Quest);
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}
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MANGOS_DLL_EXPORT
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bool GOChooseReward( Player *player, GameObject *_GO, Quest *_Quest, uint32 opt )
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{
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Script *tmpscript = NULL;
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tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
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if(!tmpscript || !tmpscript->pGOChooseReward) return false;
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Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
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if (!tmpscript || !tmpscript->pGOChooseReward)
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return false;
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player->PlayerTalkClass->ClearMenus();
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return tmpscript->pGOChooseReward(player,_GO,_Quest,opt);
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@ -227,10 +240,9 @@ bool GOChooseReward( Player *player, GameObject *_GO, Quest *_Quest, uint32 opt
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MANGOS_DLL_EXPORT
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bool AreaTrigger ( Player *player, AreaTriggerEntry* atEntry )
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{
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Script *tmpscript = NULL;
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tmpscript = m_scripts[GetAreaTriggerScriptId(atEntry->id)];
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if(!tmpscript || !tmpscript->pAreaTrigger) return false;
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Script *tmpscript = m_scripts[GetAreaTriggerScriptId(atEntry->id)];
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if (!tmpscript || !tmpscript->pAreaTrigger)
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return false;
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return tmpscript->pAreaTrigger(player, atEntry);
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}
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@ -238,10 +250,9 @@ bool AreaTrigger ( Player *player, AreaTriggerEntry* atEntry )
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MANGOS_DLL_EXPORT
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bool ItemUse( Player *player, Item* _Item, SpellCastTargets const& targets)
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{
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Script *tmpscript = NULL;
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tmpscript = m_scripts[_Item->GetProto()->ScriptId];
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if(!tmpscript || !tmpscript->pItemUse) return false;
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Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId];
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if (!tmpscript || !tmpscript->pItemUse)
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return false;
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return tmpscript->pItemUse(player,_Item,targets);
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}
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@ -250,7 +261,8 @@ MANGOS_DLL_EXPORT
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CreatureAI* GetAI(Creature *_Creature )
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{
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Script *tmpscript = m_scripts[_Creature->GetScriptId()];
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if(!tmpscript || !tmpscript->GetAI) return NULL;
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if (!tmpscript || !tmpscript->GetAI)
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return NULL;
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return tmpscript->GetAI(_Creature);
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}
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@ -258,52 +270,55 @@ CreatureAI* GetAI(Creature *_Creature )
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MANGOS_DLL_EXPORT
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InstanceData* CreateInstanceData(Map *map)
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{
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if(!map->IsDungeon()) return NULL;
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if (!map->IsDungeon())
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return NULL;
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Script *tmpscript = m_scripts[((InstanceMap*)map)->GetScriptId()];
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if(!tmpscript || !tmpscript->GetInstanceData) return NULL;
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if (!tmpscript || !tmpscript->GetInstanceData)
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return NULL;
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return tmpscript->GetInstanceData(map);
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}
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MANGOS_DLL_EXPORT
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bool EffectDummyGameObj(Unit *caster, uint32 spellId, uint32 effIndex, GameObject *gameObjTarget )
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bool EffectDummyGameObj(Unit *caster, uint32 spellId, SpellEffectIndex effIndex, GameObject *gameObjTarget )
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{
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Script *tmpscript = m_scripts[gameObjTarget->GetGOInfo()->ScriptId];
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if (!tmpscript || !tmpscript->pEffectDummyGameObj)
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return false;
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if (!tmpscript || !tmpscript->pEffectDummyGameObj) return false;
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return tmpscript->pEffectDummyGameObj(caster, spellId,effIndex,gameObjTarget);
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return tmpscript->pEffectDummyGameObj(caster, spellId, effIndex, gameObjTarget);
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}
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MANGOS_DLL_EXPORT
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bool EffectDummyCreature(Unit *caster, uint32 spellId, uint32 effIndex, Creature *crTarget )
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bool EffectDummyCreature(Unit *caster, uint32 spellId, SpellEffectIndex effIndex, Creature *crTarget )
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{
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Script *tmpscript = m_scripts[crTarget->GetScriptId()];
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if (!tmpscript || !tmpscript->pEffectDummyCreature)
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return false;
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if (!tmpscript || !tmpscript->pEffectDummyCreature) return false;
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return tmpscript->pEffectDummyCreature(caster, spellId,effIndex,crTarget);
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return tmpscript->pEffectDummyCreature(caster, spellId, effIndex, crTarget);
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}
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MANGOS_DLL_EXPORT
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bool EffectDummyItem(Unit *caster, uint32 spellId, uint32 effIndex, Item *itemTarget )
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bool EffectDummyItem(Unit *caster, uint32 spellId, SpellEffectIndex effIndex, Item *itemTarget )
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{
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Script *tmpscript = m_scripts[itemTarget->GetProto()->ScriptId];
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if (!tmpscript || !tmpscript->pEffectDummyItem)
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return false;
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if (!tmpscript || !tmpscript->pEffectDummyItem) return false;
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return tmpscript->pEffectDummyItem(caster, spellId,effIndex,itemTarget);
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return tmpscript->pEffectDummyItem(caster, spellId, effIndex, itemTarget);
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}
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void ScriptedAI::UpdateAI(const uint32)
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{
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//Check if we have a current target
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if( m_creature->isAlive() && m_creature->SelectHostileTarget() && m_creature->getVictim())
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if (m_creature->isAlive() && m_creature->SelectHostileTarget() && m_creature->getVictim())
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{
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//If we are within range melee the target
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if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
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if (m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
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{
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if( m_creature->isAttackReady() )
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if (m_creature->isAttackReady())
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{
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m_creature->AttackerStateUpdate(m_creature->getVictim());
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m_creature->resetAttackTimer();
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@ -315,26 +330,24 @@ void ScriptedAI::UpdateAI(const uint32)
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void ScriptedAI::EnterEvadeMode()
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{
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m_creature->CombatStop(true);
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if( m_creature->isAlive() )
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if (m_creature->isAlive())
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DoGoHome();
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}
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void ScriptedAI::DoStartAttack(Unit* victim)
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{
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if( m_creature->Attack(victim, true) )
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if (m_creature->Attack(victim, true))
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m_creature->GetMotionMaster()->MoveChase(victim);
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}
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void ScriptedAI::DoStopAttack()
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{
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if( m_creature->getVictim() != NULL )
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{
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if (m_creature->getVictim() != NULL)
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m_creature->AttackStop();
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}
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}
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void ScriptedAI::DoGoHome()
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{
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if( !m_creature->getVictim() && m_creature->isAlive() )
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if (!m_creature->getVictim() && m_creature->isAlive())
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m_creature->GetMotionMaster()->MoveTargetedHome();
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}
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