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

@@ -20,12 +20,8 @@
#define SC_SCRIPTMGR_H
#include "Common.h"
#include <atomic>
#include "DB2Stores.h"
#include "QuestDef.h"
#include "SharedDefines.h"
#include "World.h"
#include "Weather.h"
#include "ObjectGuid.h"
#include <vector>
class AccountMgr;
class AreaTrigger;
@@ -60,6 +56,7 @@ class SpellCastTargets;
class Transport;
class Unit;
class Vehicle;
class Weather;
class WorldPacket;
class WorldSocket;
class WorldObject;
@@ -76,6 +73,17 @@ struct MapEntry;
struct OutdoorPvPData;
struct SceneTemplate;
enum BattlegroundTypeId : uint32;
enum Difficulty : uint8;
enum DuelCompleteType : uint8;
enum QuestStatus : uint8;
enum RemoveMethod : uint8;
enum ShutdownExitCode : uint32;
enum ShutdownMask : uint32;
enum SpellEffIndex : uint8;
enum WeatherState : uint32;
enum XPColorChar : uint8;
#define VISIBLE_RANGE 166.0f //MAX visible range (size of grid)
@@ -296,7 +304,8 @@ class TC_GAME_API FormulaScript : public ScriptObject
virtual void OnGroupRateCalculation(float& /*rate*/, uint32 /*count*/, bool /*isRaid*/) { }
};
template<class TMap> class MapScript : public UpdatableScript<TMap>
template<class TMap>
class MapScript : public UpdatableScript<TMap>
{
MapEntry const* _mapEntry;
@@ -432,7 +441,7 @@ class TC_GAME_API CreatureScript : public UnitScript, public UpdatableScript<Cre
virtual bool OnQuestReward(Player* /*player*/, Creature* /*creature*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
// Called when the dialog status between a player and the creature is requested.
virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
virtual uint32 GetDialogStatus(Player* /*player*/, Creature* /*creature*/);
// Called when the creature tries to spawn. Return false to block spawn and re-evaluate on next tick.
virtual bool CanSpawn(ObjectGuid::LowType /*spawnId*/, uint32 /*entry*/, CreatureTemplate const* /*baseTemplate*/, CreatureTemplate const* /*actTemplate*/, CreatureData const* /*cData*/, Map const* /*map*/) const { return true; }
@@ -468,7 +477,7 @@ class TC_GAME_API GameObjectScript : public ScriptObject, public UpdatableScript
virtual bool OnQuestReward(Player* /*player*/, GameObject* /*go*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
// Called when the dialog status between a player and the gameobject is requested.
virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/) { return DIALOG_STATUS_SCRIPTED_NO_STATUS; }
virtual uint32 GetDialogStatus(Player* /*player*/, GameObject* /*go*/);
// Called when the game object is destroyed (destructible buildings only).
virtual void OnDestroyed(GameObject* /*go*/, Player* /*player*/) { }