* Modify PlayerScript::OnChat hook. Now it takes one optional parameter of type void *. Value of this parameter depends on chat type.

* Modify chat and emote hook in PlayerScript to take Player parameter insted on WorldSession (this is player script, isn't it?)
* Move calls of OnChat hooks after validation of parameters and before actual call to chat methods. It's more logical because otherwise it will be necessary to repeat validation inside hooks.
* Make use of new PlayeScript hooks. Move chat logging logic into separate script.
* Add one path to scripts CMakeLists to make ChatLogScript happy.

--HG--
branch : trunk
This commit is contained in:
azazel
2010-08-12 22:33:45 +06:00
parent f9997b7eb3
commit ed08bedc6e
7 changed files with 231 additions and 103 deletions

View File

@@ -535,6 +535,9 @@ void AddSC_outdoorpvp_si();
void AddSC_outdoorpvp_tf();
void AddSC_outdoorpvp_zm();
// player
void AddSC_chat_log();
#endif
void AddScripts()
@@ -597,6 +600,7 @@ void AddWorldScripts()
AddSC_npcs_special();
AddSC_npc_taxi();
AddSC_achievement_scripts();
AddSC_chat_log();
#endif
}

View File

@@ -1112,19 +1112,19 @@ void ScriptMgr::OnPlayerReputationChange(Player *player, uint32 factionID, int32
FOREACH_SCRIPT(PlayerScript)->OnReputationChange(player, factionID, standing, incremental);
}
void ScriptMgr::OnPlayerChat(WorldSession *session, uint32 type, uint32 lang, std::string msg, std::string toOrChannel)
void ScriptMgr::OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string msg, void* param)
{
FOREACH_SCRIPT(PlayerScript)->OnChat(session, type, lang, msg, toOrChannel);
FOREACH_SCRIPT(PlayerScript)->OnChat(player, type, lang, msg, param);
}
void ScriptMgr::OnPlayerEmote(WorldSession *session, uint32 emote)
void ScriptMgr::OnPlayerEmote(Player* player, uint32 emote)
{
FOREACH_SCRIPT(PlayerScript)->OnEmote(session, emote);
FOREACH_SCRIPT(PlayerScript)->OnEmote(player, emote);
}
void ScriptMgr::OnPlayerTextEmote(WorldSession *session, uint32 text_emote, uint32 emoteNum, uint64 guid)
void ScriptMgr::OnPlayerTextEmote(Player* player, uint32 text_emote, uint32 emoteNum, uint64 guid)
{
FOREACH_SCRIPT(PlayerScript)->OnTextEmote(session, text_emote, emoteNum, guid);
FOREACH_SCRIPT(PlayerScript)->OnTextEmote(player, text_emote, emoteNum, guid);
}
SpellHandlerScript::SpellHandlerScript(const char* name)

View File

@@ -687,12 +687,19 @@ public:
// Called when a player's reputation changes (before it is actually changed)
virtual void OnReputationChange(Player *player, uint32 factionID, int32& standing, bool incremental) { }
// Called when a player sends a chat message. toOrChannel is empty when type is neither whisper nor channel
virtual void OnChat(WorldSession *session, uint32 type, uint32 lang, std::string msg, std::string toOrChannel) { }
// Called when a player sends a chat message. param depends on the chat type:
// CHAT_MSG_WHISPER - Player*: receiver;
// CHAT_MSG_PARTY, CHAT_MSG_PARTY_LEADER - Group*: group of player;
// CHAT_MSG_OFFICER, CHAT_MSG_GUILD - Guild*: guild of player;
// CHAT_MSG_RAID, CHAT_MSG_RAID_LEADER, CHAT_MSG_RAID_WARNING - Group*: group of player;
// CHAT_MSG_BATTLEGROUND, CHAT_MSG_BATTLEGROUND_LEADER - Group*: group of player;
// CHAT_MSG_CHANNEL - Channel*: channel player speaks to;
// other - NULL.
virtual void OnChat(Player* player, uint32 type, uint32 lang, std::string msg, void* param = NULL) { }
// Both of the below are called on emote opcodes
virtual void OnEmote(WorldSession *session, uint32 emote) { }
virtual void OnTextEmote(WorldSession *session, uint32 text_emote, uint32 emoteNum, uint64 guid) { }
virtual void OnEmote(Player* player, uint32 emote) { }
virtual void OnTextEmote(Player* player, uint32 text_emote, uint32 emoteNum, uint64 guid) { }
};
// Placed here due to ScriptRegistry::AddScript dependency.
@@ -877,9 +884,9 @@ class ScriptMgr
void OnPlayerMoneyChanged(Player *player, int32& amount);
void OnGivePlayerXP(Player *player, uint32& amount, Unit *victim);
void OnPlayerReputationChange(Player *player, uint32 factionID, int32& standing, bool incremental);
void OnPlayerChat(WorldSession *session, uint32 type, uint32 lang, std::string msg, std::string toOrChannel);
void OnPlayerEmote(WorldSession *session, uint32 emote);
void OnPlayerTextEmote(WorldSession *session, uint32 text_emote, uint32 emoteNum, uint64 guid);
void OnPlayerChat(Player* player, uint32 type, uint32 lang, std::string msg, void* param = NULL);
void OnPlayerEmote(Player* player, uint32 emote);
void OnPlayerTextEmote(Player* player, uint32 text_emote, uint32 emoteNum, uint64 guid);
public: /* ScriptRegistry */