Refactor(Core/Gossip): Replacing old macros with new (#1338)

* Correct support new macro
This commit is contained in:
Kargatum
2019-03-25 21:10:57 +07:00
committed by GitHub
parent 4abe082190
commit b6cb9247ba
99 changed files with 2840 additions and 2775 deletions

View File

@@ -42,12 +42,12 @@ public:
EventMap events;
void Reset()
void Reset() override
{
events.Reset();
}
void DoAction(int32 a)
void DoAction(int32 a) override
{
if (a == 1)
if (me->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
@@ -58,7 +58,7 @@ public:
}
}
void UpdateAI(uint32 diff)
void UpdateAI(uint32 diff) override
{
events.Update(diff);
switch(events.GetEvent())
@@ -166,7 +166,7 @@ public:
}
};
bool OnGossipHello(Player* player, Creature* creature)
bool OnGossipHello(Player* player, Creature* creature) override
{
if (creature->IsQuestGiver())
player->PrepareQuestMenu(creature->GetGUID());
@@ -174,22 +174,22 @@ public:
if (creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
{
if (creature->GetEntry() == NPC_JAINA_PART1)
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "What would you have of me, my lady?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
AddGossipItemFor(player, GOSSIP_ICON_CHAT, "What would you have of me, my lady?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
else
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, "What would you have of me, Banshee Queen?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
AddGossipItemFor(player, GOSSIP_ICON_CHAT, "What would you have of me, Banshee Queen?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
}
player->SEND_GOSSIP_MENU(15207, creature->GetGUID());
SendGossipMenuFor(player, 15207, creature->GetGUID());
return true;
}
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 uiAction)
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 uiAction) override
{
player->PlayerTalkClass->ClearMenus();
ClearGossipMenuFor(player);
switch(uiAction)
{
case GOSSIP_ACTION_INFO_DEF+1:
player->CLOSE_GOSSIP_MENU();
CloseGossipMenuFor(player);
if (creature->AI())
creature->AI()->DoAction(1);
break;
@@ -198,7 +198,7 @@ public:
return true;
}
CreatureAI *GetAI(Creature* creature) const
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_fos_leaderAI(creature);
}

View File

@@ -76,7 +76,7 @@ class npc_hor_leader : public CreatureScript
public:
npc_hor_leader() : CreatureScript("npc_hor_leader") { }
bool OnGossipHello(Player* player, Creature* creature)
bool OnGossipHello(Player* player, Creature* creature) override
{
if (!creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
return true;
@@ -94,24 +94,24 @@ public:
{
QuestStatus status = player->GetQuestStatus(creature->GetEntry() == NPC_SYLVANAS_PART1 ? QUEST_DELIVRANCE_FROM_THE_PIT_H2 : QUEST_DELIVRANCE_FROM_THE_PIT_A2);
if (status == QUEST_STATUS_COMPLETE || status == QUEST_STATUS_REWARDED)
player->ADD_GOSSIP_ITEM(0, "Can you remove the sword?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
AddGossipItemFor(player, 0, "Can you remove the sword?", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
// once last quest is completed, she offers this shortcut of the starting event
status = player->GetQuestStatus(creature->GetEntry() == NPC_SYLVANAS_PART1 ? QUEST_WRATH_OF_THE_LICH_KING_H2 : QUEST_WRATH_OF_THE_LICH_KING_A2);
if (status == QUEST_STATUS_COMPLETE || status == QUEST_STATUS_REWARDED)
{
if (creature->GetEntry() == NPC_SYLVANAS_PART1)
player->ADD_GOSSIP_ITEM(0, "Dark Lady, I think I hear Arthas coming. Whatever you're going to do, do it quickly.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
AddGossipItemFor(player, 0, "Dark Lady, I think I hear Arthas coming. Whatever you're going to do, do it quickly.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
else
player->ADD_GOSSIP_ITEM(0, "My Lady, I think I hear Arthas coming. Whatever you're going to do, do it quickly.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
AddGossipItemFor(player, 0, "My Lady, I think I hear Arthas coming. Whatever you're going to do, do it quickly.", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
}
}
player->SEND_GOSSIP_MENU(DEFAULT_GOSSIP_MESSAGE, creature->GetGUID());
SendGossipMenuFor(player, DEFAULT_GOSSIP_MESSAGE, creature->GetGUID());
return true;
}
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 uiAction)
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 uiAction) override
{
if (!creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
return true;
@@ -126,17 +126,17 @@ public:
instance->SetData(DATA_BATTERED_HILT, 1);
player->PlayerTalkClass->ClearMenus();
ClearGossipMenuFor(player);
switch (uiAction)
{
case GOSSIP_ACTION_INFO_DEF+1:
player->CLOSE_GOSSIP_MENU();
CloseGossipMenuFor(player);
if (creature->AI())
creature->AI()->DoAction(ACTION_START_INTRO);
creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP | UNIT_NPC_FLAG_QUESTGIVER);
break;
case GOSSIP_ACTION_INFO_DEF+2:
player->CLOSE_GOSSIP_MENU();
CloseGossipMenuFor(player);
if (creature->AI())
creature->AI()->DoAction(ACTION_SKIP_INTRO);
creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP | UNIT_NPC_FLAG_QUESTGIVER);
@@ -146,7 +146,7 @@ public:
return true;
}
CreatureAI* GetAI(Creature* creature) const
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_hor_leaderAI(creature);
}
@@ -166,7 +166,7 @@ public:
bool first;
bool shortver;
void Reset()
void Reset() override
{
shortver = false;
events.Reset();
@@ -180,7 +180,7 @@ public:
}
}
void DoAction(int32 actionId)
void DoAction(int32 actionId) override
{
switch(actionId)
{
@@ -193,7 +193,7 @@ public:
}
}
void UpdateAI(uint32 diff)
void UpdateAI(uint32 diff) override
{
events.Update(diff);
switch(events.ExecuteEvent())
@@ -1452,7 +1452,7 @@ public:
me->SetHealth(me->GetMaxHealth()*3/4);
events.Update(diff);
if (me->IsNonMeleeSpellCast(false, true, true))
return;
@@ -1597,12 +1597,12 @@ class npc_hor_leader_second : public CreatureScript
public:
npc_hor_leader_second() : CreatureScript("npc_hor_leader_second") { }
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 /*uiAction*/)
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*uiSender*/, uint32 /*uiAction*/) override
{
if (!creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
return true;
player->PlayerTalkClass->ClearMenus();
ClearGossipMenuFor(player);
if (InstanceScript* pInstance = creature->GetInstanceScript())
if (!pInstance->GetData(DATA_LICH_KING))
@@ -1615,7 +1615,7 @@ public:
return true;
}
CreatureAI* GetAI(Creature* creature) const
CreatureAI* GetAI(Creature* creature) const override
{
return new npc_hor_leader_secondAI(creature);
}
@@ -1633,13 +1633,13 @@ public:
EventMap events;
uint8 currentStopPoint;
void Reset()
void Reset() override
{
currentStopPoint = 0;
events.Reset();
}
void DoAction(int32 actionId)
void DoAction(int32 actionId) override
{
switch(actionId)
{
@@ -1657,7 +1657,7 @@ public:
}
}
void DamageTaken(Unit*, uint32& dmg, DamageEffectType, SpellSchoolMask)
void DamageTaken(Unit*, uint32& dmg, DamageEffectType, SpellSchoolMask) override
{
if (dmg >= me->GetHealth())
dmg = me->GetHealth()-1;
@@ -1674,13 +1674,13 @@ public:
me->GetMotionMaster()->MoveSplinePath(&path);
}
void MovementInform(uint32 type, uint32 /*id*/)
void MovementInform(uint32 type, uint32 /*id*/) override
{
if (type == ESCORT_MOTION_TYPE && me->movespline->Finalized())
events.ScheduleEvent(EVENT_SAY_LEADER_STOP_TEXT, 1000);
}
void UpdateAI(uint32 diff)
void UpdateAI(uint32 diff) override
{
events.Update(diff);
switch(events.ExecuteEvent())