merged from raczman fix for compile without scripts.

--HG--
branch : trunk
This commit is contained in:
KingPin
2008-11-24 11:31:16 -06:00

View File

@@ -78,23 +78,31 @@ Script* GetScriptByName(std::string Name)
return NULL;
}
//********************************
//*** Functions to be Exported ***
TRINITY_DLL_EXPORT
char const* ScriptsVersion()
{
return "Default Trinity scripting library";
}
TRINITY_DLL_EXPORT
bool GossipHello ( Player * player, Creature *_Creature )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pGossipHello) return false;
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->pGossipHello) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipHello(player,_Creature);
}
TRINITY_DLL_EXPORT
bool GossipSelect( Player *player, Creature *_Creature,uint32 sender, uint32 action )
bool GossipSelect( Player *player, Creature *_Creature, uint32 sender, uint32 action )
{
debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action);
debug_log("TSCR: Gossip selection, sender: %d, action: %d",sender, action);
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pGossipSelect) return false;
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->pGossipSelect) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipSelect(player,_Creature,sender,action);
@@ -103,50 +111,50 @@ bool GossipSelect( Player *player, Creature *_Creature,uint32 sender, uint32 act
TRINITY_DLL_EXPORT
bool GossipSelectWithCode( Player *player, Creature *_Creature, uint32 sender, uint32 action, const char* sCode )
{
debug_log("DEBUG: Gossip selection, sender: %d, action: %d",sender, action);
debug_log("TSCR: Gossip selection with code, sender: %d, action: %d",sender, action);
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pGossipSelectWithCode) return false;
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->pGossipSelectWithCode) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pGossipSelectWithCode(player,_Creature,sender,action,sCode);
}
TRINITY_DLL_EXPORT
bool QuestAccept( Player *player, Creature *_Creature, Quest *_Quest )
bool QuestAccept( Player *player, Creature *_Creature, Quest const *_Quest )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pQuestAccept) return false;
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->pQuestAccept) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestAccept(player,_Creature,_Quest);
}
TRINITY_DLL_EXPORT
bool QuestSelect( Player *player, Creature *_Creature, Quest *_Quest )
bool QuestSelect( Player *player, Creature *_Creature, Quest const *_Quest )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pQuestSelect) return false;
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->pQuestSelect) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestSelect(player,_Creature,_Quest);
}
TRINITY_DLL_EXPORT
bool QuestComplete( Player *player, Creature *_Creature, Quest *_Quest )
bool QuestComplete( Player *player, Creature *_Creature, Quest const *_Quest )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pQuestComplete) return false;
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->pQuestComplete) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pQuestComplete(player,_Creature,_Quest);
}
TRINITY_DLL_EXPORT
bool ChooseReward( Player *player, Creature *_Creature, Quest *_Quest, uint32 opt )
bool ChooseReward( Player *player, Creature *_Creature, Quest const *_Quest, uint32 opt )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pChooseReward) return false;
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->pChooseReward) return false;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pChooseReward(player,_Creature,_Quest,opt);
@@ -155,8 +163,8 @@ bool ChooseReward( Player *player, Creature *_Creature, Quest *_Quest, uint32 op
TRINITY_DLL_EXPORT
uint32 NPCDialogStatus( Player *player, Creature *_Creature )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pNPCDialogStatus) return 100;
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->pNPCDialogStatus) return 100;
player->PlayerTalkClass->ClearMenus();
return tmpscript->pNPCDialogStatus(player,_Creature);
@@ -165,34 +173,28 @@ uint32 NPCDialogStatus( Player *player, Creature *_Creature )
TRINITY_DLL_EXPORT
uint32 GODialogStatus( Player *player, GameObject *_GO )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
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);
}
TRINITY_DLL_EXPORT
bool ItemHello( Player *player, Item *_Item, Quest *_Quest )
bool ItemHello( Player *player, Item *_Item, Quest const *_Quest )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_Item->GetProto()->ScriptName);
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);
}
TRINITY_DLL_EXPORT
bool ItemQuestAccept( Player *player, Item *_Item, Quest *_Quest )
bool ItemQuestAccept( Player *player, Item *_Item, Quest const *_Quest )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_Item->GetProto()->ScriptName);
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);
@@ -201,91 +203,80 @@ bool ItemQuestAccept( Player *player, Item *_Item, Quest *_Quest )
TRINITY_DLL_EXPORT
bool GOHello( Player *player, GameObject *_GO )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
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);
}
TRINITY_DLL_EXPORT
bool GOQuestAccept( Player *player, GameObject *_GO, Quest *_Quest )
bool GOQuestAccept( Player *player, GameObject *_GO, Quest const *_Quest )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
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);
}
TRINITY_DLL_EXPORT
bool GOChooseReward( Player *player, GameObject *_GO, Quest *_Quest, uint32 opt )
bool GOChooseReward( Player *player, GameObject *_GO, Quest const *_Quest, uint32 opt )
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_GO->GetGOInfo()->ScriptName);
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);
}
TRINITY_DLL_EXPORT
bool AreaTrigger ( Player *player, AreaTriggerEntry* atEntry )
bool AreaTrigger( Player *player, AreaTriggerEntry * atEntry)
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(GetAreaTriggerScriptNameById(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);
}
TRINITY_DLL_EXPORT
bool ReceiveEmote ( Player *player, Creature *_Creature, uint32 emote )
CreatureAI* GetAI(Creature *_Creature)
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->pReceiveEmote) return false;
return tmpscript->pReceiveEmote(player,_Creature, emote);
}
TRINITY_DLL_EXPORT
bool ItemUse( Player *player, Item* _Item, SpellCastTargets const& targets)
{
Script *tmpscript = NULL;
tmpscript = GetScriptByName(_Item->GetProto()->ScriptName);
if(!tmpscript || !tmpscript->pItemUse) return false;
return tmpscript->pItemUse(player,_Item,targets);
}
TRINITY_DLL_EXPORT
CreatureAI* GetAI(Creature *_Creature )
{
Script *tmpscript = GetScriptByName(_Creature->GetScriptName());
if(!tmpscript || !tmpscript->GetAI) return NULL;
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->GetAI) return NULL;
return tmpscript->GetAI(_Creature);
}
TRINITY_DLL_EXPORT
InstanceData* CreateInstanceData(Map *map)
bool ItemUse( Player *player, Item* _Item, SpellCastTargets const& targets)
{
if(!map->IsDungeon()) return NULL;
std::string name = ((InstanceMap*)map)->GetScript();
if(!name.empty())
for(int i=0;i<num_inst_scripts;i++)
if(m_instance_scripts[i] && m_instance_scripts[i]->name == name)
return m_instance_scripts[i]->GetInstanceData(map);
return NULL;
Script *tmpscript = m_scripts[_Item->GetProto()->ScriptId];
if (!tmpscript || !tmpscript->pItemUse) return false;
return tmpscript->pItemUse(player,_Item,targets);
}
TRINITY_DLL_EXPORT
bool ReceiveEmote( Player *player, Creature *_Creature, uint32 emote )
{
Script *tmpscript = m_scripts[_Creature->GetScriptId()];
if (!tmpscript || !tmpscript->pReceiveEmote) return false;
return tmpscript->pReceiveEmote(player, _Creature, emote);
}
/*TRINITY_DLL_EXPORT
InstanceData* CreateInstanceData(Map *map)
{
if (!map->IsDungeon()) return NULL;
Script *tmpscript = m_scripts[((InstanceMap*)map)->GetScriptId()];
if (!tmpscript || !tmpscript->GetInstanceData) return NULL;
return tmpscript->GetInstanceData(map);
}
*/
void ScriptedAI::UpdateAI(const uint32)
{
//Check if we have a current target