[9413] Use SpellEffectIndex in EffectDummy* script calls.

Scripts used this script calls will need update...
This commit is contained in:
VladimirMangos 2010-02-19 17:41:34 +03:00
parent dd2f02699e
commit 79a54286fd
3 changed files with 88 additions and 75 deletions

View file

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