Erik Strandberg authored and Aokromes committed 2017-12-10 00:37:21 +00:00
1 parent dcc4d29276
commit a3b16c040b
122 files changed
+6029 -5246

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+24 -21
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@@ -795,24 +795,29 @@ void SmartAI::SetEvadeDisabled(bool disable)
mEvadeDisabled = disable;
}
void SmartAI::sGossipHello(Player* player)
bool SmartAI::GossipHello(Player* player)
{
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player);
return false;
}
void SmartAI::sGossipSelect(Player* player, uint32 menuId, uint32 gossipListId)
bool SmartAI::GossipSelect(Player* player, uint32 menuId, uint32 gossipListId)
{
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, menuId, gossipListId);
return false;
}
void SmartAI::sGossipSelectCode(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/, const char* /*code*/) { }
bool SmartAI::GossipSelectCode(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/, const char* /*code*/)
{
return false;
}
void SmartAI::sQuestAccept(Player* player, Quest const* quest)
void SmartAI::QuestAccept(Player* player, Quest const* quest)
{
GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId());
}
void SmartAI::sQuestReward(Player* player, Quest const* quest, uint32 opt)
void SmartAI::QuestReward(Player* player, Quest const* quest, uint32 opt)
{
GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt);
}
@@ -902,7 +907,7 @@ void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker)
GetScript()->SetScript9(e, entry);
}
void SmartAI::sOnGameEvent(bool start, uint16 eventId)
void SmartAI::OnGameEvent(bool start, uint16 eventId)
{
GetScript()->ProcessEventsFor(start ? SMART_EVENT_GAME_EVENT_START : SMART_EVENT_GAME_EVENT_END, nullptr, eventId);
}
@@ -951,10 +956,10 @@ void SmartGameObjectAI::UpdateAI(uint32 diff)
void SmartGameObjectAI::InitializeAI()
{
GetScript()->OnInitialize(go);
GetScript()->OnInitialize(me);
// do not call respawn event if go is not spawned
if (go->isSpawned())
if (me->isSpawned())
GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
//Reset();
}
@@ -971,41 +976,39 @@ void SmartGameObjectAI::Reset()
bool SmartGameObjectAI::GossipHello(Player* player, bool reportUse)
{
TC_LOG_DEBUG("scripts.ai", "SmartGameObjectAI::GossipHello");
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, uint32(reportUse), 0, false, nullptr, go);
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, uint32(reportUse), 0, false, nullptr, me);
return false;
}
// Called when a player selects a gossip item in the gameobject's gossip menu.
bool SmartGameObjectAI::GossipSelect(Player* player, uint32 sender, uint32 action)
bool SmartGameObjectAI::GossipSelect(Player* player, uint32 menuId, uint32 gossipListId)
{
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, sender, action, false, nullptr, go);
GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_SELECT, player, menuId, gossipListId, false, nullptr, me);
return false;
}
// Called when a player selects a gossip with a code in the gameobject's gossip menu.
bool SmartGameObjectAI::GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, const char* /*code*/)
bool SmartGameObjectAI::GossipSelectCode(Player* /*player*/, uint32 /*menuId*/, uint32 /*gossipListId*/, const char* /*code*/)
{
return false;
}
// Called when a player accepts a quest from the gameobject.
bool SmartGameObjectAI::QuestAccept(Player* player, Quest const* quest)
void SmartGameObjectAI::QuestAccept(Player* player, Quest const* quest)
{
GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId(), 0, false, nullptr, go);
return false;
GetScript()->ProcessEventsFor(SMART_EVENT_ACCEPTED_QUEST, player, quest->GetQuestId(), 0, false, nullptr, me);
}
// Called when a player selects a quest reward.
bool SmartGameObjectAI::QuestReward(Player* player, Quest const* quest, uint32 opt)
void SmartGameObjectAI::QuestReward(Player* player, Quest const* quest, uint32 opt)
{
GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt, false, nullptr, go);
return false;
GetScript()->ProcessEventsFor(SMART_EVENT_REWARD_QUEST, player, quest->GetQuestId(), opt, false, nullptr, me);
}
// Called when the gameobject is destroyed (destructible buildings only).
void SmartGameObjectAI::Destroyed(Player* player, uint32 eventId)
{
GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, player, eventId, 0, false, nullptr, go);
GetScript()->ProcessEventsFor(SMART_EVENT_DEATH, player, eventId, 0, false, nullptr, me);
}
void SmartGameObjectAI::SetData(uint32 id, uint32 value)
@@ -1025,9 +1028,9 @@ void SmartGameObjectAI::OnGameEvent(bool start, uint16 eventId)
GetScript()->ProcessEventsFor(start ? SMART_EVENT_GAME_EVENT_START : SMART_EVENT_GAME_EVENT_END, nullptr, eventId);
}
void SmartGameObjectAI::OnStateChanged(uint32 state, Unit* unit)
void SmartGameObjectAI::OnLootStateChanged(uint32 state, Unit* unit)
{
GetScript()->ProcessEventsFor(SMART_EVENT_GO_STATE_CHANGED, unit, state);
GetScript()->ProcessEventsFor(SMART_EVENT_GO_LOOT_STATE_CHANGED, unit, state);
}
void SmartGameObjectAI::EventInform(uint32 eventId)