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https://github.com/TrinityCore/TrinityCore.git
synced 2026-02-05 00:19:59 +01:00
Aaand, finally, scripting is working. Thanks to Derex for helping with debugging/suggestions.
--HG-- branch : trunk
This commit is contained in:
@@ -136,6 +136,7 @@ void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
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}
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ScriptMgr::ScriptMgr()
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: _scriptCount(0)
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{
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}
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@@ -1106,7 +1107,7 @@ WorldMapScript::WorldMapScript(const char* name, uint32 mapId)
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}
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InstanceMapScript::InstanceMapScript(const char* name, uint32 mapId)
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: ScriptObject(name), MapScript<InstanceMap>(0)
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: ScriptObject(name), MapScript<InstanceMap>(mapId)
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{
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if (GetEntry() && !GetEntry()->IsDungeon())
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sLog.outError("InstanceMapScript for map %u is invalid.", mapId);
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@@ -1209,7 +1210,7 @@ AchievementCriteriaScript::AchievementCriteriaScript(const char* name)
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// Instantiate static members of ScriptMgr::ScriptRegistry.
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template<class TScript> std::map<uint32, TScript*> ScriptMgr::ScriptRegistry<TScript>::ScriptPointerList;
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template<class TScript> uint32 ScriptMgr::ScriptRegistry<TScript>::_scriptIdCounter;
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template<class TScript> uint32 ScriptMgr::ScriptRegistry<TScript>::_scriptIdCounter = 0;
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// Specialize for each script type class like so:
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template class ScriptMgr::ScriptRegistry<SpellHandlerScript>;
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@@ -145,13 +145,6 @@ class ScriptObject
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public:
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// Called when the script is initialized. Use it to initialize any properties of the script. Do not use
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// the constructor for this.
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virtual void OnInitialize() { }
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// Called when the script is deleted. Use it to free memory, etc. Do not use the destructor for this.
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virtual void OnTeardown() { }
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// Do not override this in scripts; it should be overridden by the various script type classes. It indicates
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// whether or not this script type must be assigned in the database.
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virtual bool IsDatabaseBound() const { return false; }
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@@ -163,14 +156,10 @@ class ScriptObject
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ScriptObject(const char* name)
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: _name(std::string(name))
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{
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// Allow the script to do startup routines.
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OnInitialize();
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}
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virtual ~ScriptObject()
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{
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// Allow the script to do cleanup routines.
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OnTeardown();
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}
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private:
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@@ -902,7 +891,7 @@ class ScriptMgr
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sLog.outError("Script '%s' already assigned with the same script name, so the script can't work.",
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script->GetName().c_str());
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delete script;
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ASSERT(false); // Error that should be fixed ASAP.
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}
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}
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else
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@@ -911,8 +900,6 @@ class ScriptMgr
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if (script->GetName().find("example") == std::string::npos)
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sLog.outErrorDb("Script named '%s' does not have a script name assigned in database.",
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script->GetName().c_str());
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delete script;
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}
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}
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else
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