Core/Game: Include cleanup

* Mostly aimed at removing Log/DatabaseEnv includes from other headers
* Fix most packet headers including other packet headers - moved common structures such as ItemInstance to their own files
* Moved SAI function definitions to source files (massive or requiring many different dependencies)
This commit is contained in:
Shauren
2017-05-18 23:52:58 +02:00
parent 7445670314
commit c5d3dd90be
357 changed files with 4791 additions and 3886 deletions

View File

@@ -17,27 +17,34 @@
*/
#include "ScriptMgr.h"
#include "ScriptReloadMgr.h"
#include "Config.h"
#include "DatabaseEnv.h"
#include "AreaTrigger.h"
#include "AreaTriggerAI.h"
#include "Chat.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "Errors.h"
#include "GameObject.h"
#include "GossipDef.h"
#include "LFGScripts.h"
#include "Log.h"
#include "Map.h"
#include "MapManager.h"
#include "ObjectMgr.h"
#include "OutdoorPvPMgr.h"
#include "Player.h"
#include "ScriptReloadMgr.h"
#include "ScriptSystem.h"
#include "Transport.h"
#include "Vehicle.h"
#include "SmartAI.h"
#include "SpellInfo.h"
#include "SpellMgr.h"
#include "SpellScript.h"
#include "GossipDef.h"
#include "CreatureAIImpl.h"
#include "Player.h"
#include "Timer.h"
#include "Transport.h"
#include "Vehicle.h"
#include "Weather.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Chat.h"
#include "MapManager.h"
#include "LFGScripts.h"
#include "InstanceScript.h"
#include "AreaTriggerAI.h"
#include <unordered_map>
// Trait which indicates whether this script type
// must be assigned in the database.
@@ -2518,12 +2525,22 @@ CreatureScript::CreatureScript(const char* name)
ScriptRegistry<CreatureScript>::Instance()->AddScript(this);
}
uint32 CreatureScript::GetDialogStatus(Player* /*player*/, Creature* /*creature*/)
{
return DIALOG_STATUS_SCRIPTED_NO_STATUS;
}
GameObjectScript::GameObjectScript(const char* name)
: ScriptObject(name)
{
ScriptRegistry<GameObjectScript>::Instance()->AddScript(this);
}
uint32 GameObjectScript::GetDialogStatus(Player* /*player*/, GameObject* /*go*/)
{
return DIALOG_STATUS_SCRIPTED_NO_STATUS;
}
AreaTriggerScript::AreaTriggerScript(const char* name)
: ScriptObject(name)
{