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authorXanadu <none@none>2010-06-22 02:53:04 +0200
committerXanadu <none@none>2010-06-22 02:53:04 +0200
commitc9b20170a34feeaae4d57c6feba374b653223824 (patch)
tree452f4dddd8c702e4e737891b5b93a630776b4903 /src/server/game/AI/ScriptedAI
parent06ef6e2553a76bd9be2562d89a1128e840a290c8 (diff)
Cleanup of logging - removed a few duplicit functions from olden times, fixed a typo.
--HG-- branch : trunk
Diffstat (limited to 'src/server/game/AI/ScriptedAI')
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedCreature.cpp8
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp36
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp20
-rw-r--r--src/server/game/AI/ScriptedAI/ScriptedInstance.h10
4 files changed, 37 insertions, 37 deletions
diff --git a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
index a10d576e309..9ab9e06b624 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
@@ -153,7 +153,7 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
{
- error_log("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
+ sLog.outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
return;
}
@@ -398,7 +398,7 @@ void ScriptedAI::DoResetThreat()
{
if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
{
- error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
+ sLog.outError("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
return;
}
@@ -441,7 +441,7 @@ void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, flo
if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
{
if (pUnit)
- error_log("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
+ sLog.outError("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
return;
}
@@ -578,7 +578,7 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
return false;
break;
default:
- error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
+ sLog.outError("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
return false;
}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
index 217dd066310..0549858d1c7 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
@@ -177,7 +177,7 @@ void npc_escortAI::EnterEvadeMode()
{
AddEscortState(STATE_ESCORT_RETURNING);
ReturnToLastPoint();
- debug_log("TSCR: EscortAI has left combat and is now returning to last point");
+ sLog.outDebug("TSCR: EscortAI has left combat and is now returning to last point");
}
else
{
@@ -224,7 +224,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
{
if (DespawnAtEnd)
{
- debug_log("TSCR: EscortAI reached end of waypoints");
+ sLog.outDebug("TSCR: EscortAI reached end of waypoints");
if (m_bCanReturnToStart)
{
@@ -235,7 +235,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
m_uiWPWaitTimer = 0;
- debug_log("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
+ sLog.outDebug("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
return;
}
@@ -251,7 +251,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
}
else
{
- debug_log("TSCR: EscortAI reached end of waypoints with Despawn off");
+ sLog.outDebug("TSCR: EscortAI reached end of waypoints with Despawn off");
return;
}
@@ -260,7 +260,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
if (!HasEscortState(STATE_ESCORT_PAUSED))
{
me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
- debug_log("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
+ sLog.outDebug("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
WaypointStart(CurrentWP->id);
@@ -278,7 +278,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
- debug_log("TSCR: EscortAI failed because player/group was to far away or not found");
+ sLog.outDebug("TSCR: EscortAI failed because player/group was to far away or not found");
if (m_bCanInstantRespawn)
{
@@ -316,7 +316,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
//Combat start position reached, continue waypoint movement
if (uiPointId == POINT_LAST_POINT)
{
- debug_log("TSCR: EscortAI has returned to original position before combat");
+ sLog.outDebug("TSCR: EscortAI has returned to original position before combat");
if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
@@ -330,7 +330,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
}
else if (uiPointId == POINT_HOME)
{
- debug_log("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
+ sLog.outDebug("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
CurrentWP = WaypointList.begin();
m_uiWPWaitTimer = 1;
@@ -340,11 +340,11 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
//Make sure that we are still on the right waypoint
if (CurrentWP->id != uiPointId)
{
- error_log("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, me->GetEntry());
+ sLog.outError("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, me->GetEntry());
return;
}
- debug_log("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
+ sLog.outDebug("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
//Call WP function
WaypointReached(CurrentWP->id);
@@ -415,14 +415,14 @@ void npc_escortAI::SetRun(bool bRun)
if (!m_bIsRunning)
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
- debug_log("TSCR: EscortAI attempt to set run mode, but is already running.");
+ sLog.outDebug("TSCR: EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
- debug_log("TSCR: EscortAI attempt to set walk mode, but is already walking.");
+ sLog.outDebug("TSCR: EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = bRun;
}
@@ -432,13 +432,13 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
{
if (me->getVictim())
{
- error_log("TSCR ERROR: EscortAI attempt to Start while in combat. Scriptname: %s, creature entry: %u", me->GetScriptName().c_str(), me->GetEntry());
+ sLog.outError("TSCR ERROR: EscortAI attempt to Start while in combat. Scriptname: %s, creature entry: %u", me->GetScriptName().c_str(), me->GetEntry());
return;
}
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
- error_log("TSCR: EscortAI attempt to Start while already escorting.");
+ sLog.outError("TSCR: EscortAI attempt to Start while already escorting.");
return;
}
@@ -454,7 +454,7 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
if (WaypointList.empty())
{
- error_db_log("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).", pQuest ? pQuest->GetQuestId() : 0);
+ sLog.outErrorDb("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).", pQuest ? pQuest->GetQuestId() : 0);
return;
}
@@ -469,19 +469,19 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
m_bCanReturnToStart = bCanLoopPath;
if (m_bCanReturnToStart && m_bCanInstantRespawn)
- debug_log("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
+ sLog.outDebug("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->MoveIdle();
- debug_log("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
+ sLog.outDebug("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
//disable npcflags
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
- debug_log("TSCR: EscortAI started with %u waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %u", WaypointList.size(), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
+ sLog.outDebug("TSCR: EscortAI started with %u waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %u", WaypointList.size(), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
CurrentWP = WaypointList.begin();
diff --git a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
index b4a51f9eb27..6147edac45c 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
+++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
@@ -164,7 +164,7 @@ void FollowerAI::EnterEvadeMode()
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
- debug_log("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
+ sLog.outDebug("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
@@ -190,7 +190,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
- debug_log("TSCR: FollowerAI is set completed, despawns.");
+ sLog.outDebug("TSCR: FollowerAI is set completed, despawns.");
me->ForcedDespawn();
return;
}
@@ -201,7 +201,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_RETURNING))
{
- debug_log("TSCR: FollowerAI is returning to leader.");
+ sLog.outDebug("TSCR: FollowerAI is returning to leader.");
RemoveFollowState(STATE_FOLLOW_RETURNING);
me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
@@ -230,7 +230,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
if (bIsMaxRangeExceeded)
{
- debug_log("TSCR: FollowerAI failed because player/group was to far away or not found");
+ sLog.outDebug("TSCR: FollowerAI failed because player/group was to far away or not found");
me->ForcedDespawn();
return;
}
@@ -273,13 +273,13 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
{
if (me->getVictim())
{
- debug_log("TSCR: FollowerAI attempt to StartFollow while in combat.");
+ sLog.outDebug("TSCR: FollowerAI attempt to StartFollow while in combat.");
return;
}
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
- error_log("TSCR: FollowerAI attempt to StartFollow while already following.");
+ sLog.outError("TSCR: FollowerAI attempt to StartFollow while already following.");
return;
}
@@ -295,7 +295,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
- debug_log("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
+ sLog.outDebug("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
}
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
@@ -304,7 +304,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
- debug_log("TSCR: FollowerAI start follow %s (GUID %u)", pLeader->GetName(), m_uiLeaderGUID);
+ sLog.outDebug("TSCR: FollowerAI start follow %s (GUID %u)", pLeader->GetName(), m_uiLeaderGUID);
}
Player* FollowerAI::GetLeaderForFollower()
@@ -323,7 +323,7 @@ Player* FollowerAI::GetLeaderForFollower()
if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
{
- debug_log("TSCR: FollowerAI GetLeader changed and returned new leader.");
+ sLog.outDebug("TSCR: FollowerAI GetLeader changed and returned new leader.");
m_uiLeaderGUID = pMember->GetGUID();
return pMember;
break;
@@ -333,7 +333,7 @@ Player* FollowerAI::GetLeaderForFollower()
}
}
- debug_log("TSCR: FollowerAI GetLeader can not find suitable leader.");
+ sLog.outDebug("TSCR: FollowerAI GetLeader can not find suitable leader.");
return NULL;
}
diff --git a/src/server/game/AI/ScriptedAI/ScriptedInstance.h b/src/server/game/AI/ScriptedAI/ScriptedInstance.h
index 25593e05300..8a9b8c4c5a3 100644
--- a/src/server/game/AI/ScriptedAI/ScriptedInstance.h
+++ b/src/server/game/AI/ScriptedAI/ScriptedInstance.h
@@ -8,11 +8,11 @@
#include "InstanceData.h"
#include "Map.h"
-#define OUT_SAVE_INST_DATA debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
-#define OUT_SAVE_INST_DATA_COMPLETE debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
-#define OUT_LOAD_INST_DATA(a) debug_log("TSCR: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
-#define OUT_LOAD_INST_DATA_COMPLETE debug_log("TSCR: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
-#define OUT_LOAD_INST_DATA_FAIL error_log("TSCR: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_SAVE_INST_DATA sLog.outDebug("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_SAVE_INST_DATA_COMPLETE sLog.outDebug("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_LOAD_INST_DATA(a) sLog.outDebug("TSCR: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
+#define OUT_LOAD_INST_DATA_COMPLETE sLog.outDebug("TSCR: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_LOAD_INST_DATA_FAIL sLog.outError("TSCR: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define ScriptedInstance InstanceData