diff options
| author | Machiavelli <machiavelli.trinity@gmail.com> | 2011-02-20 20:16:34 +0100 |
|---|---|---|
| committer | Machiavelli <machiavelli.trinity@gmail.com> | 2011-02-20 20:16:34 +0100 |
| commit | e07e20ffcaf6911d4dd47e0895fbdc52c5a52f05 (patch) | |
| tree | fcc0c8865a387c67b925df174e22f49820a985a0 /src/server/game/AI | |
| parent | 45db1591a4959ca9d58fc40ea2294936bcf4bd10 (diff) | |
Core/Log: Implement log masks for debug log level, to allow selective debug output. Update your worldserver.conf.
Diffstat (limited to 'src/server/game/AI')
| -rwxr-xr-x | src/server/game/AI/CoreAI/CombatAI.cpp | 4 | ||||
| -rwxr-xr-x | src/server/game/AI/CreatureAI.cpp | 2 | ||||
| -rwxr-xr-x | src/server/game/AI/EventAI/CreatureEventAI.cpp | 4 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp | 28 | ||||
| -rw-r--r-- | src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp | 18 | ||||
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 4 | ||||
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartScript.cpp | 14 | ||||
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartScriptMgr.h | 2 |
8 files changed, 36 insertions, 40 deletions
diff --git a/src/server/game/AI/CoreAI/CombatAI.cpp b/src/server/game/AI/CoreAI/CombatAI.cpp index 1aedf41cd47..d1c30a76932 100755 --- a/src/server/game/AI/CoreAI/CombatAI.cpp +++ b/src/server/game/AI/CoreAI/CombatAI.cpp @@ -340,9 +340,7 @@ void VehicleAI::LoadConditions() { conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE, me->GetEntry()); if (!conditions.empty()) - { - sLog->outDebug("VehicleAI::LoadConditions: loaded %u conditions", uint32(conditions.size())); - } + sLog->outDebug(LOG_FILTER_CONDITIONSYS, "VehicleAI::LoadConditions: loaded %u conditions", uint32(conditions.size())); } void VehicleAI::CheckConditions(const uint32 diff) diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index afa928e52e8..be4cbc4f56b 100755 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -140,7 +140,7 @@ void CreatureAI::EnterEvadeMode() if (!_EnterEvadeMode()) return; - sLog->outDebug("Creature %u enters evade mode.", me->GetEntry()); + sLog->outDebug(LOG_FILTER_UNITS, "Creature %u enters evade mode.", me->GetEntry()); if (!me->GetVehicle()) // otherwise me will be in evade mode forever { diff --git a/src/server/game/AI/EventAI/CreatureEventAI.cpp b/src/server/game/AI/EventAI/CreatureEventAI.cpp index ba7ed560589..8a7f20e8687 100755 --- a/src/server/game/AI/EventAI/CreatureEventAI.cpp +++ b/src/server/game/AI/EventAI/CreatureEventAI.cpp @@ -1256,7 +1256,7 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* return; } - sLog->outDebug("CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",textEntry,(*i).second.SoundId,(*i).second.Type,(*i).second.Language,(*i).second.Emote); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",textEntry,(*i).second.SoundId,(*i).second.Type,(*i).second.Language,(*i).second.Emote); if ((*i).second.SoundId) { @@ -1356,7 +1356,7 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote) if (cond.Meets(pPlayer)) { - sLog->outDebug("CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing"); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing"); ProcessEvent(*itr, pPlayer); } } diff --git a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp index fb97feb8ab4..780b07b6352 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp @@ -178,7 +178,7 @@ void npc_escortAI::EnterEvadeMode() { AddEscortState(STATE_ESCORT_RETURNING); ReturnToLastPoint(); - sLog->outDebug("TSCR: EscortAI has left combat and is now returning to last point"); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has left combat and is now returning to last point"); } else { @@ -225,7 +225,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff) { if (DespawnAtEnd) { - sLog->outDebug("TSCR: EscortAI reached end of waypoints"); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI reached end of waypoints"); if (m_bCanReturnToStart) { @@ -236,7 +236,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff) m_uiWPWaitTimer = 0; - sLog->outDebug("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ); return; } @@ -252,7 +252,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff) } else { - sLog->outDebug("TSCR: EscortAI reached end of waypoints with Despawn off"); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI reached end of waypoints with Despawn off"); return; } @@ -261,7 +261,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff) if (!HasEscortState(STATE_ESCORT_PAUSED)) { me->GetMotionMaster()->MovePoint(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); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z); WaypointStart(CurrentWP->id); @@ -279,7 +279,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff) { if (DespawnAtFar && !IsPlayerOrGroupInRange()) { - sLog->outDebug("TSCR: EscortAI failed because player/group was to far away or not found"); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI failed because player/group was to far away or not found"); if (m_bCanInstantRespawn) { @@ -317,7 +317,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId) //Combat start position reached, continue waypoint movement if (uiPointId == POINT_LAST_POINT) { - sLog->outDebug("TSCR: EscortAI has returned to original position before combat"); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original position before combat"); if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALKING)) me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING); @@ -331,7 +331,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId) } else if (uiPointId == POINT_HOME) { - sLog->outDebug("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list."); CurrentWP = WaypointList.begin(); m_uiWPWaitTimer = 1; @@ -345,7 +345,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId) return; } - sLog->outDebug("TSCR: EscortAI Waypoint %u reached", CurrentWP->id); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI Waypoint %u reached", CurrentWP->id); //Call WP function WaypointReached(CurrentWP->id); @@ -416,14 +416,14 @@ void npc_escortAI::SetRun(bool bRun) if (!m_bIsRunning) me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING); else - sLog->outDebug("TSCR: EscortAI attempt to set run mode, but is already running."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set run mode, but is already running."); } else { if (m_bIsRunning) me->AddUnitMovementFlag(MOVEMENTFLAG_WALKING); else - sLog->outDebug("TSCR: EscortAI attempt to set walk mode, but is already walking."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set walk mode, but is already walking."); } m_bIsRunning = bRun; } @@ -468,19 +468,19 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID, m_bCanReturnToStart = bCanLoopPath; if (m_bCanReturnToStart && m_bCanInstantRespawn) - sLog->outDebug("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn."); + sLog->outDebug(LOG_FILTER_TSCR, "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(); - sLog->outDebug("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle."); } //disable npcflags me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE); - sLog->outDebug("TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(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 06fb3bc667a..8b2eef48d56 100644 --- a/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp +++ b/src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp @@ -165,7 +165,7 @@ void FollowerAI::EnterEvadeMode() if (HasFollowState(STATE_FOLLOW_INPROGRESS)) { - sLog->outDebug("TSCR: FollowerAI left combat, returning to CombatStartPosition."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI left combat, returning to CombatStartPosition."); if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE) { @@ -191,7 +191,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff) { if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT)) { - sLog->outDebug("TSCR: FollowerAI is set completed, despawns."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is set completed, despawns."); me->DespawnOrUnsummon(); return; } @@ -202,7 +202,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff) { if (HasFollowState(STATE_FOLLOW_RETURNING)) { - sLog->outDebug("TSCR: FollowerAI is returning to leader."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is returning to leader."); RemoveFollowState(STATE_FOLLOW_RETURNING); me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); @@ -231,7 +231,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff) if (bIsMaxRangeExceeded) { - sLog->outDebug("TSCR: FollowerAI failed because player/group was to far away or not found"); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI failed because player/group was to far away or not found"); me->DespawnOrUnsummon(); return; } @@ -274,7 +274,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const { if (me->getVictim()) { - sLog->outDebug("TSCR: FollowerAI attempt to StartFollow while in combat."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI attempt to StartFollow while in combat."); return; } @@ -296,7 +296,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const { me->GetMotionMaster()->Clear(); me->GetMotionMaster()->MoveIdle(); - sLog->outDebug("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle."); } me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE); @@ -305,7 +305,7 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); - sLog->outDebug("TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", pLeader->GetName(), m_uiLeaderGUID); } Player* FollowerAI::GetLeaderForFollower() @@ -324,7 +324,7 @@ Player* FollowerAI::GetLeaderForFollower() if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE)) { - sLog->outDebug("TSCR: FollowerAI GetLeader changed and returned new leader."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader changed and returned new leader."); m_uiLeaderGUID = pMember->GetGUID(); return pMember; break; @@ -334,7 +334,7 @@ Player* FollowerAI::GetLeaderForFollower() } } - sLog->outDebug("TSCR: FollowerAI GetLeader can not find suitable leader."); + sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader can not find suitable leader."); return NULL; } diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index dbd58b06a5f..422096b3798 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -845,7 +845,7 @@ void SmartGameObjectAI::Reset() // Called when a player opens a gossip dialog with the gameobject. bool SmartGameObjectAI::GossipHello(Player* player) { - sLog->outDebug("SmartGameObjectAI::GossipHello"); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartGameObjectAI::GossipHello"); GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, 0 ,0 , false, NULL, go); return false; } @@ -909,7 +909,7 @@ class SmartTrigger : public AreaTriggerScript bool OnTrigger(Player* player, AreaTriggerEntry const* trigger) { - sLog->outDebug("AreaTrigger %u is using SmartTrigger script", trigger->id); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "AreaTrigger %u is using SmartTrigger script", trigger->id); SmartScript script; script.OnInitialize(NULL, trigger); script.ProcessEventsFor(SMART_EVENT_AREATRIGGER_ONTRIGGER, player, trigger->id); diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp index e8610ff94b5..f9371979a77 100644 --- a/src/server/game/AI/SmartScripts/SmartScript.cpp +++ b/src/server/game/AI/SmartScripts/SmartScript.cpp @@ -115,11 +115,9 @@ void SmartScript::ProcessAction(SmartScriptHolder &e, Unit* unit, uint32 var0, u { SmartScriptHolder linked = FindLinkedEvent(e.link); if (linked.GetActionType() && linked.GetEventType() == SMART_EVENT_LINK) - { ProcessEvent(linked, unit, var0, var1, bvar, spell, gob); - }else{ + else sLog->outErrorDb("SmartScript::ProcessAction: Entry %d SourceType %u, Event %u, Link Event %u not found or invalid, skipped.", e.entryOrGuid, e.GetScriptType(), e.event_id, e.link); - } } switch (e.GetActionType()) @@ -2150,9 +2148,9 @@ void SmartScript::FillScript(SmartAIEventList e, WorldObject* obj, AreaTriggerEn if (e.empty()) { if (obj) - sLog->outDebug("SmartScript: EventMap for Entry %u is empty but is using SmartScript.", obj->GetEntry()); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript: EventMap for Entry %u is empty but is using SmartScript.", obj->GetEntry()); if (at) - sLog->outDebug("SmartScript: EventMap for AreaTrigger %u is empty but is using SmartScript.", at->id); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript: EventMap for AreaTrigger %u is empty but is using SmartScript.", at->id); return; } for (SmartAIEventList::iterator i = e.begin(); i != e.end(); ++i) @@ -2214,12 +2212,12 @@ void SmartScript::OnInitialize(WorldObject* obj, AreaTriggerEntry const* at) case TYPEID_UNIT: mScriptType = SMART_SCRIPT_TYPE_CREATURE; me = obj->ToCreature(); - sLog->outDebug("SmartScript::OnInitialize: source is Creature %u", me->GetEntry()); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::OnInitialize: source is Creature %u", me->GetEntry()); break; case TYPEID_GAMEOBJECT: mScriptType = SMART_SCRIPT_TYPE_GAMEOBJECT; go = obj->ToGameObject(); - sLog->outDebug("SmartScript::OnInitialize: source is GameObject %u", go->GetEntry()); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::OnInitialize: source is GameObject %u", go->GetEntry()); break; default: sLog->outError("SmartScript::OnInitialize: Unhandled TypeID !WARNING!"); @@ -2229,7 +2227,7 @@ void SmartScript::OnInitialize(WorldObject* obj, AreaTriggerEntry const* at) { mScriptType = SMART_SCRIPT_TYPE_AREATRIGGER; trigger = at; - sLog->outDebug("SmartScript::OnInitialize: source is AreaTrigger %u", trigger->id); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::OnInitialize: source is AreaTrigger %u", trigger->id); } else { diff --git a/src/server/game/AI/SmartScripts/SmartScriptMgr.h b/src/server/game/AI/SmartScripts/SmartScriptMgr.h index 0dcb166070f..51f31e401ad 100644 --- a/src/server/game/AI/SmartScripts/SmartScriptMgr.h +++ b/src/server/game/AI/SmartScripts/SmartScriptMgr.h @@ -1203,7 +1203,7 @@ class SmartAIMgr else { if(entry > 0)//first search is for guid (negative), do not drop error if not found - sLog->outDebug("SmartAIMgr::GetScript: Could not load Script for Entry %d ScriptType %u.", entry, uint32(type)); + sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartAIMgr::GetScript: Could not load Script for Entry %d ScriptType %u.", entry, uint32(type)); return temp; } } |
