Merge [SD2]

r1284 Apply SD2 code style to all uint32 arguments in gossip related functions.
r1285 Replace all remains of _GO with proper pointer style.
Aslo some other code style.
Fix typo in world_scripts_full.sql. thx Sundark

--HG--
branch : trunk
This commit is contained in:
Kudlaty
2009-08-15 00:32:04 +02:00
parent ce84190b5c
commit 68c015af44
131 changed files with 1403 additions and 1404 deletions

View File

@@ -687,14 +687,14 @@ void LoadDatabase()
//Get db string from file
std::string dbstring = TScriptConfig.GetStringDefault("WorldDatabaseInfo", "");
if (dbstring.empty() )
if (dbstring.empty())
{
error_log("TSCR: Missing world database info from configuration file. Load database aborted.");
return;
}
//Initialize connection to DB
if (!dbstring.empty() && TScriptDB.Initialize(dbstring.c_str()) )
if (!dbstring.empty() && TScriptDB.Initialize(dbstring.c_str()))
outstring_log("TSCR: TrinityScript database: %s",dbstring.c_str());
else
{
@@ -764,14 +764,14 @@ void LoadDatabase()
if (temp.SoundId)
{
if (!GetSoundEntriesStore()->LookupEntry(temp.SoundId))
error_db_log("TSCR: Entry %i in table `script_texts` has soundId %u but sound does not exist.",i,temp.SoundId);
error_db_log("TSCR: Entry %i in table `script_texts` has soundId %u but sound does not exist.",i, temp.SoundId);
}
if (!GetLanguageDescByID(temp.Language))
error_db_log("TSCR: Entry %i in table `script_texts` using Language %u but Language does not exist.",i,temp.Language);
error_db_log("TSCR: Entry %i in table `script_texts` using Language %u but Language does not exist.",i, temp.Language);
if (temp.Type > CHAT_TYPE_ZONE_YELL)
error_db_log("TSCR: Entry %i in table `script_texts` has Type %u but this Chat Type does not exist.",i,temp.Type);
error_db_log("TSCR: Entry %i in table `script_texts` has Type %u but this Chat Type does not exist.",i, temp.Type);
TextMap[i] = temp;
++count;
@@ -829,14 +829,14 @@ void LoadDatabase()
if (temp.SoundId)
{
if (!GetSoundEntriesStore()->LookupEntry(temp.SoundId))
error_db_log("TSCR: Entry %i in table `custom_texts` has soundId %u but sound does not exist.",i,temp.SoundId);
error_db_log("TSCR: Entry %i in table `custom_texts` has soundId %u but sound does not exist.",i, temp.SoundId);
}
if (!GetLanguageDescByID(temp.Language))
error_db_log("TSCR: Entry %i in table `custom_texts` using Language %u but Language does not exist.",i,temp.Language);
error_db_log("TSCR: Entry %i in table `custom_texts` using Language %u but Language does not exist.",i, temp.Language);
if (temp.Type > CHAT_TYPE_ZONE_YELL)
error_db_log("TSCR: Entry %i in table `custom_texts` has Type %u but this Chat Type does not exist.",i,temp.Type);
error_db_log("TSCR: Entry %i in table `custom_texts` has Type %u but this Chat Type does not exist.",i, temp.Type);
TextMap[i] = temp;
++count;
@@ -1655,7 +1655,7 @@ void DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target)
if((*i).second.SoundId)
{
if( GetSoundEntriesStore()->LookupEntry((*i).second.SoundId) )
if(GetSoundEntriesStore()->LookupEntry((*i).second.SoundId))
{
pSource->SendPlaySound((*i).second.SoundId, false);
}
@@ -1670,7 +1670,7 @@ void DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target)
((Unit*)pSource)->HandleEmoteCommand((*i).second.Emote);
}
else
error_log("TSCR: DoScriptText entry %i tried to process emote for invalid TypeId (%u).",textEntry,pSource->GetTypeId());
error_log("TSCR: DoScriptText entry %i tried to process emote for invalid TypeId (%u).",textEntry, pSource->GetTypeId());
}
switch((*i).second.Type)
@@ -1732,242 +1732,242 @@ char const* ScriptsVersion()
return "Default Trinity scripting library";
}
TRINITY_DLL_EXPORT
bool GossipHello ( Player * player, Creature *_Creature )
bool GossipHello (Player * pPlayer, Creature* pCreature)
{
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
Script *tmpscript = m_scripts[pCreature->GetScriptId()];
if (!tmpscript || !tmpscript->pGossipHello) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipHello(player,_Creature);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipHello(pPlayer, pCreature);
}
TRINITY_DLL_EXPORT
bool GossipSelect( Player *player, Creature *_Creature, uint32 sender, uint32 action )
bool GossipSelect(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
{
debug_log("TSCR: Gossip selection, sender: %d, action: %d",sender, action);
debug_log("TSCR: Gossip selection, sender: %d, action: %d", uiSender, uiAction);
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
Script *tmpscript = m_scripts[pCreature->GetScriptId()];
if (!tmpscript || !tmpscript->pGossipSelect) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipSelect(player,_Creature,sender,action);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipSelect(pPlayer, pCreature, uiSender, uiAction);
}
TRINITY_DLL_EXPORT
bool GossipSelectWithCode( Player *player, Creature *_Creature, uint32 sender, uint32 action, const char* sCode )
bool GossipSelectWithCode(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
{
debug_log("TSCR: Gossip selection with code, sender: %d, action: %d",sender, action);
debug_log("TSCR: Gossip selection with code, sender: %d, action: %d", uiSender, uiAction);
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
Script *tmpscript = m_scripts[pCreature->GetScriptId()];
if (!tmpscript || !tmpscript->pGossipSelectWithCode) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipSelectWithCode(player,_Creature,sender,action,sCode);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipSelectWithCode(pPlayer, pCreature, uiSender, uiAction, sCode);
}
TRINITY_DLL_EXPORT
bool GOSelect( Player *player, GameObject *_GO, uint32 sender, uint32 action )
bool GOSelect(Player* pPlayer, GameObject* pGO, uint32 uiSender, uint32 uiAction)
{
if(!_GO)
if(!pGO)
return false;
debug_log("TSCR: Gossip selection, sender: %d, action: %d",sender, action);
debug_log("TSCR: Gossip selection, sender: %d, action: %d", uiSender, uiAction);
Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
if(!tmpscript || !tmpscript->pGOSelect) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGOSelect(player,_GO,sender,action);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pGOSelect(pPlayer, pGO, uiSender, uiAction);
}
TRINITY_DLL_EXPORT
bool GOSelectWithCode( Player *player, GameObject *_GO, uint32 sender, uint32 action, const char* sCode )
bool GOSelectWithCode(Player* pPlayer, GameObject* pGO, uint32 uiSender, uint32 uiAction, const char* sCode)
{
if(!_GO)
if(!pGO)
return false;
debug_log("TSCR: Gossip selection, sender: %d, action: %d",sender, action);
debug_log("TSCR: Gossip selection, sender: %d, action: %d",uiSender, uiAction);
Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
if(!tmpscript || !tmpscript->pGOSelectWithCode) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGOSelectWithCode(player,_GO,sender,action,sCode);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pGOSelectWithCode(pPlayer, pGO, uiSender ,uiAction, sCode);
}
TRINITY_DLL_EXPORT
bool QuestAccept( Player *player, Creature *_Creature, Quest const *_Quest )
bool QuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
{
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
Script *tmpscript = m_scripts[pCreature->GetScriptId()];
if (!tmpscript || !tmpscript->pQuestAccept) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestAccept(player,_Creature,_Quest);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestAccept(pPlayer, pCreature, pQuest);
}
TRINITY_DLL_EXPORT
bool QuestSelect( Player *player, Creature *_Creature, Quest const *_Quest )
bool QuestSelect(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
{
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
Script *tmpscript = m_scripts[pCreature->GetScriptId()];
if (!tmpscript || !tmpscript->pQuestSelect) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestSelect(player,_Creature,_Quest);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestSelect(pPlayer, pCreature, pQuest);
}
TRINITY_DLL_EXPORT
bool QuestComplete( Player *player, Creature *_Creature, Quest const *_Quest )
bool QuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
{
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
Script *tmpscript = m_scripts[pCreature->GetScriptId()];
if (!tmpscript || !tmpscript->pQuestComplete) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestComplete(player,_Creature,_Quest);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestComplete(pPlayer, pCreature, pQuest);
}
TRINITY_DLL_EXPORT
bool ChooseReward( Player *player, Creature *_Creature, Quest const *_Quest, uint32 opt )
bool ChooseReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest, uint32 opt)
{
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
Script *tmpscript = m_scripts[pCreature->GetScriptId()];
if (!tmpscript || !tmpscript->pChooseReward) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pChooseReward(player,_Creature,_Quest,opt);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pChooseReward(pPlayer, pCreature, pQuest, opt);
}
TRINITY_DLL_EXPORT
uint32 NPCDialogStatus( Player *player, Creature *_Creature )
uint32 NPCDialogStatus(Player* pPlayer, Creature* pCreature)
{
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
Script *tmpscript = m_scripts[pCreature->GetScriptId()];
if (!tmpscript || !tmpscript->pNPCDialogStatus) return 100;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pNPCDialogStatus(player,_Creature);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pNPCDialogStatus(pPlayer, pCreature);
}
TRINITY_DLL_EXPORT
uint32 GODialogStatus( Player *player, GameObject *_GO )
uint32 GODialogStatus(Player* pPlayer, GameObject* pGO)
{
Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
if (!tmpscript || !tmpscript->pGODialogStatus) return 100;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGODialogStatus(player,_GO);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pGODialogStatus(pPlayer, pGO);
}
TRINITY_DLL_EXPORT
bool ItemHello( Player *player, Item *_Item, Quest const *_Quest )
bool ItemHello(Player* pPlayer, Item* pItem, Quest const* pQuest)
{
Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId];
Script *tmpscript = m_scripts[pItem->GetProto()->ScriptId];
if (!tmpscript || !tmpscript->pItemHello) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pItemHello(player,_Item,_Quest);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pItemHello(pPlayer, pItem, pQuest);
}
TRINITY_DLL_EXPORT
bool ItemQuestAccept( Player *player, Item *_Item, Quest const *_Quest )
bool ItemQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest)
{
Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId];
Script *tmpscript = m_scripts[pItem->GetProto()->ScriptId];
if (!tmpscript || !tmpscript->pItemQuestAccept) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pItemQuestAccept(player,_Item,_Quest);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pItemQuestAccept(pPlayer, pItem, pQuest);
}
TRINITY_DLL_EXPORT
bool GOHello( Player *player, GameObject *_GO )
bool GOHello(Player* pPlayer, GameObject* pGO)
{
Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
if (!tmpscript || !tmpscript->pGOHello) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGOHello(player,_GO);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pGOHello(pPlayer, pGO);
}
TRINITY_DLL_EXPORT
bool GOQuestAccept( Player *player, GameObject *_GO, Quest const *_Quest )
bool GOQuestAccept(Player* pPlayer, GameObject* pGO, Quest const* pQuest)
{
Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
if (!tmpscript || !tmpscript->pGOQuestAccept) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGOQuestAccept(player,_GO,_Quest);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pGOQuestAccept(pPlayer, pGO, pQuest);
}
TRINITY_DLL_EXPORT
bool GOChooseReward( Player *player, GameObject *_GO, Quest const *_Quest, uint32 opt )
bool GOChooseReward(Player* pPlayer, GameObject* pGO, Quest const* pQuest, uint32 opt)
{
Script *tmpscript = m_scripts[_GO->GetGOInfo()->ScriptId];
Script *tmpscript = m_scripts[pGO->GetGOInfo()->ScriptId];
if (!tmpscript || !tmpscript->pGOChooseReward) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGOChooseReward(player,_GO,_Quest,opt);
pPlayer->PlayerTalkClass->ClearMenus();
return tmpscript->pGOChooseReward(pPlayer, pGO, pQuest, opt);
}
TRINITY_DLL_EXPORT
bool AreaTrigger( Player *player, AreaTriggerEntry * atEntry)
bool AreaTrigger(Player* pPlayer, AreaTriggerEntry * atEntry)
{
Script *tmpscript = m_scripts[GetAreaTriggerScriptId(atEntry->id)];
if (!tmpscript || !tmpscript->pAreaTrigger) return false;
return tmpscript->pAreaTrigger(player, atEntry);
return tmpscript->pAreaTrigger(pPlayer, atEntry);
}
TRINITY_DLL_EXPORT
CreatureAI* GetAI(Creature *_Creature)
CreatureAI* GetAI(Creature* pCreature)
{
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
Script *tmpscript = m_scripts[pCreature->GetScriptId()];
if (!tmpscript || !tmpscript->GetAI) return NULL;
return tmpscript->GetAI(_Creature);
return tmpscript->GetAI(pCreature);
}
TRINITY_DLL_EXPORT
bool ItemUse( Player *player, Item* _Item, SpellCastTargets const& targets)
bool ItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets)
{
Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId];
Script *tmpscript = m_scripts[pItem->GetProto()->ScriptId];
if (!tmpscript || !tmpscript->pItemUse) return false;
return tmpscript->pItemUse(player,_Item,targets);
return tmpscript->pItemUse(pPlayer, pItem, targets);
}
TRINITY_DLL_EXPORT
bool ItemExpire( Player *player, ItemPrototype const * _ItemProto)
bool ItemExpire(Player* pPlayer, ItemPrototype const * pItemProto)
{
Script *tmpscript = m_scripts[_ItemProto->ScriptId];
Script *tmpscript = m_scripts[pItemProto->ScriptId];
if (!tmpscript || !tmpscript->pItemExpire) return true;
return tmpscript->pItemExpire(player,_ItemProto);
return tmpscript->pItemExpire(pPlayer, pItemProto);
}
TRINITY_DLL_EXPORT
bool EffectDummyCreature(Unit *caster, uint32 spellId, uint32 effIndex, Creature *crTarget )
bool EffectDummyCreature(Unit *caster, uint32 spellId, uint32 effIndex, Creature *crTarget)
{
Script *tmpscript = m_scripts[crTarget->GetScriptId()];
if (!tmpscript || !tmpscript->pEffectDummyCreature) return false;
return tmpscript->pEffectDummyCreature(caster, spellId,effIndex,crTarget);
return tmpscript->pEffectDummyCreature(caster, spellId, effIndex, crTarget);
}
TRINITY_DLL_EXPORT
bool EffectDummyGameObj(Unit *caster, uint32 spellId, uint32 effIndex, GameObject *gameObjTarget )
bool EffectDummyGameObj(Unit *caster, uint32 spellId, uint32 effIndex, GameObject *gameObjTarget)
{
Script *tmpscript = m_scripts[gameObjTarget->GetGOInfo()->ScriptId];
if (!tmpscript || !tmpscript->pEffectDummyGameObj) return false;
return tmpscript->pEffectDummyGameObj(caster, spellId,effIndex,gameObjTarget);
return tmpscript->pEffectDummyGameObj(caster, spellId, effIndex, gameObjTarget);
}
TRINITY_DLL_EXPORT
bool EffectDummyItem(Unit *caster, uint32 spellId, uint32 effIndex, Item *itemTarget )
bool EffectDummyItem(Unit *caster, uint32 spellId, uint32 effIndex, Item *itemTarget)
{
Script *tmpscript = m_scripts[itemTarget->GetProto()->ScriptId];
if (!tmpscript || !tmpscript->pEffectDummyItem) return false;
return tmpscript->pEffectDummyItem(caster, spellId,effIndex,itemTarget);
return tmpscript->pEffectDummyItem(caster, spellId, effIndex, itemTarget);
}
TRINITY_DLL_EXPORT