[10935] Move script calls to ScriptMgr

- Script library presence is now optional.
- Some script hooks have new names. Scripting libraries need to be adjusted accordingly.

Signed-off-by: zergtmn <zerg@myisp.com>
This commit is contained in:
zergtmn 2010-12-29 21:48:06 +05:00
parent 918e646ca2
commit ec6089bbd8
32 changed files with 454 additions and 435 deletions

View file

@ -27,7 +27,7 @@
#include "GossipDef.h"
#include "QuestDef.h"
#include "ObjectAccessor.h"
#include "ScriptCalls.h"
#include "ScriptMgr.h"
#include "Group.h"
void WorldSession::HandleQuestgiverStatusQueryOpcode( WorldPacket & recv_data )
@ -54,7 +54,7 @@ void WorldSession::HandleQuestgiverStatusQueryOpcode( WorldPacket & recv_data )
if (!cr_questgiver->IsHostileTo(_player)) // not show quest status to enemies
{
dialogStatus = Script->NPCDialogStatus(_player, cr_questgiver);
dialogStatus = sScriptMgr.OnDialogStatus(_player, cr_questgiver);
if (dialogStatus > DIALOG_STATUS_REWARD_REP)
dialogStatus = getDialogStatus(_player, cr_questgiver, DIALOG_STATUS_NONE);
@ -64,7 +64,7 @@ void WorldSession::HandleQuestgiverStatusQueryOpcode( WorldPacket & recv_data )
case TYPEID_GAMEOBJECT:
{
GameObject* go_questgiver = (GameObject*)questgiver;
dialogStatus = Script->GODialogStatus(_player, go_questgiver);
dialogStatus = sScriptMgr.OnDialogStatus(_player, go_questgiver);
if (dialogStatus > DIALOG_STATUS_REWARD_REP)
dialogStatus = getDialogStatus(_player, go_questgiver, DIALOG_STATUS_NONE);
@ -103,7 +103,7 @@ void WorldSession::HandleQuestgiverHelloOpcode(WorldPacket & recv_data)
if (!pCreature->IsStopped())
pCreature->StopMoving();
if (Script->GossipHello(_player, pCreature))
if (sScriptMgr.OnGossipHello(_player, pCreature))
return;
_player->PrepareGossipMenu(pCreature, pCreature->GetCreatureInfo()->GossipMenuId);
@ -192,12 +192,12 @@ void WorldSession::HandleQuestgiverAcceptQuestOpcode( WorldPacket & recv_data )
switch(pObject->GetTypeId())
{
case TYPEID_UNIT:
Script->QuestAccept(_player, ((Creature*)pObject), qInfo );
sScriptMgr.OnQuestAccept(_player, (Creature*)pObject, qInfo);
break;
case TYPEID_ITEM:
case TYPEID_CONTAINER:
{
Script->ItemQuestAccept(_player, ((Item*)pObject), qInfo );
sScriptMgr.OnQuestAccept(_player, (Item*)pObject, qInfo);
// destroy not required for quest finish quest starting item
bool destroyItem = true;
@ -216,7 +216,7 @@ void WorldSession::HandleQuestgiverAcceptQuestOpcode( WorldPacket & recv_data )
break;
}
case TYPEID_GAMEOBJECT:
Script->GOQuestAccept(_player, ((GameObject*)pObject), qInfo );
sScriptMgr.OnQuestAccept(_player, (GameObject*)pObject, qInfo);
break;
}
_player->PlayerTalkClass->CloseGossip();
@ -299,7 +299,7 @@ void WorldSession::HandleQuestgiverChooseRewardOpcode( WorldPacket & recv_data )
switch(pObject->GetTypeId())
{
case TYPEID_UNIT:
if (!(Script->ChooseReward(_player, ((Creature*)pObject), pQuest, reward)))
if (!sScriptMgr.OnQuestChooseReward(_player, (Creature*)pObject, pQuest, reward))
{
// Send next quest
if (Quest const* nextquest = _player->GetNextQuest(guid, pQuest))
@ -307,10 +307,10 @@ void WorldSession::HandleQuestgiverChooseRewardOpcode( WorldPacket & recv_data )
}
break;
case TYPEID_GAMEOBJECT:
if (!Script->GOChooseReward(_player, ((GameObject*)pObject), pQuest, reward))
if (!sScriptMgr.OnQuestChooseReward(_player, (GameObject*)pObject, pQuest, reward))
{
// Send next quest
if (Quest const* nextquest = _player->GetNextQuest(guid ,pQuest))
if (Quest const* nextquest = _player->GetNextQuest(guid, pQuest))
_player->PlayerTalkClass->SendQuestGiverQuestDetails(nextquest, guid, true);
}
break;
@ -663,7 +663,7 @@ void WorldSession::HandleQuestgiverStatusMultipleQuery(WorldPacket& /*recvPacket
if (!questgiver->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER))
continue;
dialogStatus = Script->NPCDialogStatus(_player, questgiver);
dialogStatus = sScriptMgr.OnDialogStatus(_player, questgiver);
if (dialogStatus > DIALOG_STATUS_REWARD_REP)
dialogStatus = getDialogStatus(_player, questgiver, DIALOG_STATUS_NONE);
@ -682,7 +682,7 @@ void WorldSession::HandleQuestgiverStatusMultipleQuery(WorldPacket& /*recvPacket
if (questgiver->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER)
continue;
dialogStatus = Script->GODialogStatus(_player, questgiver);
dialogStatus = sScriptMgr.OnDialogStatus(_player, questgiver);
if (dialogStatus > DIALOG_STATUS_REWARD_REP)
dialogStatus = getDialogStatus(_player, questgiver, DIALOG_STATUS_NONE);