Change all SD2: to TSCR:

--HG--
branch : trunk
This commit is contained in:
Chaz Brown
2009-04-24 00:51:09 -04:00
parent 034a9be723
commit b14bb5b39a
28 changed files with 87 additions and 87 deletions
+3 -3
View File
@@ -859,7 +859,7 @@ void LoadDatabase()
delete result;
}
outstring_log("SD2: Loading Script Waypoints for %u creature(s)...", uiCreatureCount);
outstring_log("TSCR: Loading Script Waypoints for %u creature(s)...", uiCreatureCount);
result = TScriptDB.PQuery("SELECT entry, pointid, location_x, location_y, location_z, waittime FROM script_waypoint ORDER BY pointid");
@@ -885,12 +885,12 @@ void LoadDatabase()
CreatureInfo const* pCInfo = GetCreatureTemplateStore(pTemp.m_uiCreatureEntry);
if (!pCInfo)
{
error_db_log("SD2: DB table script_waypoint has waypoint for non-existant creature entry %u", pTemp.m_uiCreatureEntry);
error_db_log("TSCR: DB table script_waypoint has waypoint for non-existant creature entry %u", pTemp.m_uiCreatureEntry);
continue;
}
if (!pCInfo->ScriptID)
error_db_log("SD2: DB table script_waypoint has waypoint for creature entry %u, but creature does not have ScriptName defined and then useless.", pTemp.m_uiCreatureEntry);
error_db_log("TSCR: DB table script_waypoint has waypoint for creature entry %u, but creature does not have ScriptName defined and then useless.", pTemp.m_uiCreatureEntry);
PointMovementMap[uiCreatureEntry].push_back(pTemp);
++uiNodeCount;
+3 -3
View File
@@ -237,7 +237,7 @@ void ScriptedAI::DoPlaySoundToSet(Unit* pSource, uint32 uiSoundId)
if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
{
error_log("SD2: Invalid soundId %u used in DoPlaySoundToSet (by unit TypeId %u, guid %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUID());
error_log("TSCR: Invalid soundId %u used in DoPlaySoundToSet (by unit TypeId %u, guid %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUID());
return;
}
@@ -635,7 +635,7 @@ void ScriptedAI::DoResetThreat()
{
if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty())
{
error_log("SD2: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetEntry());
error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetEntry());
return;
}
@@ -675,7 +675,7 @@ void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float
if(!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
{
if(pUnit)
error_log("SD2: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", m_creature->GetGUID(), m_creature->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), x, y, z, o);
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.", m_creature->GetGUID(), m_creature->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), x, y, z, o);
return;
}
+5 -5
View File
@@ -17,11 +17,11 @@ enum EncounterState
SPECIAL = 4
};
#define OUT_SAVE_INST_DATA debug_log("SD2: 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("SD2: 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("SD2: 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("SD2: 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("SD2: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#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())
class TRINITY_DLL_DECL ScriptedInstance : public InstanceData
{
@@ -211,7 +211,7 @@ bool ItemUse_item_flying_machine(Player *player, Item* _Item, SpellCastTargets c
if( player->GetBaseSkillValue(SKILL_RIDING) == 300 )
return false;
debug_log("SD2: Player attempt to use item %u, but did not meet riding requirement",itemId);
debug_log("TSCR: Player attempt to use item %u, but did not meet riding requirement",itemId);
player->SendEquipError(EQUIP_ERR_ERR_CANT_EQUIP_SKILL,_Item,NULL);
return true;
}
@@ -45,7 +45,7 @@ void npc_escortAI::AttackStart(Unit *who)
//Store last position
m_creature->GetPosition(LastPos.x, LastPos.y, LastPos.z);
debug_log("SD2: EscortAI has entered combat and stored last location.");
debug_log("TSCR: EscortAI has entered combat and stored last location.");
}
Aggro(who);
@@ -90,7 +90,7 @@ void npc_escortAI::EnterEvadeMode()
if (IsBeingEscorted)
{
debug_log("SD2: EscortAI has left combat and is now returning to last point.");
debug_log("TSCR: EscortAI has left combat and is now returning to last point.");
Returning = true;
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MovePoint(WP_LAST_POINT, LastPos.x, LastPos.y, LastPos.z);
@@ -142,7 +142,7 @@ void npc_escortAI::UpdateAI(const uint32 diff)
{
if(DespawnAtEnd)
{
debug_log("SD2: EscortAI reached end of waypoints");
debug_log("TSCR: EscortAI reached end of waypoints");
m_creature->setDeathState(JUST_DIED);
m_creature->SetHealth(0);
@@ -160,7 +160,7 @@ void npc_escortAI::UpdateAI(const uint32 diff)
}
else
{
debug_log("SD2: EscortAI reached end of waypoints with Despawn off");
debug_log("TSCR: EscortAI reached end of waypoints with Despawn off");
IsBeingEscorted = false;
WaitTimer = 0;
return;
@@ -170,7 +170,7 @@ void npc_escortAI::UpdateAI(const uint32 diff)
if( !IsOnHold )
{
m_creature->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z );
debug_log("SD2: EscortAI Next WP is: %u, %f, %f, %f", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
debug_log("TSCR: EscortAI Next WP is: %u, %f, %f, %f", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
WaitTimer = 0;
}
}else WaitTimer -= diff;
@@ -188,7 +188,7 @@ void npc_escortAI::UpdateAI(const uint32 diff)
JustDied(m_creature);
IsBeingEscorted = false;
debug_log("SD2: EscortAI Evaded back to spawn point because player was to far away or not found");
debug_log("TSCR: EscortAI Evaded back to spawn point because player was to far away or not found");
m_creature->setDeathState(JUST_DIED);
m_creature->SetHealth(0);
@@ -232,7 +232,7 @@ void npc_escortAI::MovementInform(uint32 type, uint32 id)
//Original position reached, continue waypoint movement
if (id == WP_LAST_POINT)
{
debug_log("SD2: EscortAI has returned to original position before combat");
debug_log("TSCR: EscortAI has returned to original position before combat");
ReconnectWP = true;
Returning = false;
WaitTimer = 1;
@@ -247,7 +247,7 @@ void npc_escortAI::MovementInform(uint32 type, uint32 id)
return;
}
debug_log("SD2: EscortAI Waypoint %d reached", CurrentWP->id);
debug_log("TSCR: EscortAI Waypoint %d reached", CurrentWP->id);
//Call WP function
WaypointReached(CurrentWP->id);
@@ -310,7 +310,7 @@ void npc_escortAI::SetRun(bool bRun)
bIsRunning = true;
}
else
debug_log("SD2: EscortAI attempt to set run mode, but is already running.");
debug_log("TSCR: EscortAI attempt to set run mode, but is already running.");
}
else
{
@@ -320,7 +320,7 @@ void npc_escortAI::SetRun(bool bRun)
bIsRunning = false;
}
else
debug_log("SD2: EscortAI attempt to set walk mode, but is already walking.");
debug_log("TSCR: EscortAI attempt to set walk mode, but is already walking.");
}
}
@@ -334,13 +334,13 @@ void npc_escortAI::Start(bool bAttack, bool bDefend, bool bRun, uint64 pGUID)
if (IsBeingEscorted)
{
error_log("SD2: EscortAI attempt to Start while already escorting");
error_log("TSCR: EscortAI attempt to Start while already escorting");
return;
}
if (WaypointList.empty())
{
error_db_log("SD2: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint)");
error_db_log("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint)");
return;
}
@@ -356,7 +356,7 @@ void npc_escortAI::Start(bool bAttack, bool bDefend, bool bRun, uint64 pGUID)
if (m_uiNpcFlags)
m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
debug_log("SD2: EscortAI started with %d waypoints. Attack = %d, Defend = %d, Run = %d, PlayerGUID = %d", WaypointList.size(), Attack, Defend, bIsRunning, PlayerGUID);
debug_log("TSCR: EscortAI started with %d waypoints. Attack = %d, Defend = %d, Run = %d, PlayerGUID = %d", WaypointList.size(), Attack, Defend, bIsRunning, PlayerGUID);
CurrentWP = WaypointList.begin();
@@ -368,7 +368,7 @@ void npc_escortAI::Start(bool bAttack, bool bDefend, bool bRun, uint64 pGUID)
//Start WP
m_creature->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z );
debug_log("SD2: EscortAI Next WP is: %d, %f, %f, %f", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
debug_log("TSCR: EscortAI Next WP is: %d, %f, %f, %f", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
IsBeingEscorted = true;
ReconnectWP = false;
Returning = false;
@@ -238,7 +238,7 @@ bool EquippedOk(Player* player, uint32 spellId)
if( pItem->GetProto()->RequiredSpell == reqSpell )
{
//player has item equipped that require specialty. Not allow to unlearn, player has to unequip first
debug_log("SD2: player attempt to unlearn spell %u, but item %u is equipped.",reqSpell,pItem->GetProto()->ItemId);
debug_log("TSCR: player attempt to unlearn spell %u, but item %u is equipped.",reqSpell,pItem->GetProto()->ItemId);
return false;
}
}
@@ -545,7 +545,7 @@ void npc_doctorAI::UpdateAI(const uint32 diff)
case DOCTOR_ALLIANCE: patientEntry = AllianceSoldierId[rand()%3]; break;
case DOCTOR_HORDE: patientEntry = HordeSoldierId[rand()%3]; break;
default:
error_log("SD2: Invalid entry for Triage doctor. Please check your database");
error_log("TSCR: Invalid entry for Triage doctor. Please check your database");
return;
}
@@ -87,7 +87,7 @@ struct TRINITY_DLL_DECL instance_shadow_labyrinth : public ScriptedInstance
break;
case 18796:
++FelOverseerCount;
debug_log("SD2: Shadow Labyrinth: counting %u Fel Overseers.",FelOverseerCount);
debug_log("TSCR: Shadow Labyrinth: counting %u Fel Overseers.",FelOverseerCount);
break;
}
}
@@ -105,7 +105,7 @@ struct TRINITY_DLL_DECL instance_shadow_labyrinth : public ScriptedInstance
}
}
debug_log("SD2: Instance Shadow Labyrinth: GetPlayerInMap, but PlayerList is empty!");
debug_log("TSCR: Instance Shadow Labyrinth: GetPlayerInMap, but PlayerList is empty!");
return NULL;
}
@@ -115,7 +115,7 @@ struct TRINITY_DLL_DECL instance_shadow_labyrinth : public ScriptedInstance
if (!player || !guid)
{
debug_log("SD2: Shadow Labyrinth: HandleGameObject fail");
debug_log("TSCR: Shadow Labyrinth: HandleGameObject fail");
return;
}
@@ -133,16 +133,16 @@ struct TRINITY_DLL_DECL instance_shadow_labyrinth : public ScriptedInstance
case TYPE_OVERSEER:
if( data != DONE )
error_log("SD2: Shadow Labyrinth: TYPE_OVERSEER did not expect other data than DONE");
error_log("TSCR: Shadow Labyrinth: TYPE_OVERSEER did not expect other data than DONE");
if( FelOverseerCount )
{
--FelOverseerCount;
debug_log("SD2: Shadow Labyrinth: %u Fel Overseers left to kill.",FelOverseerCount);
debug_log("TSCR: Shadow Labyrinth: %u Fel Overseers left to kill.",FelOverseerCount);
}
if( FelOverseerCount == 0 )
{
Encounter[1] = DONE;
debug_log("SD2: Shadow Labyrinth: TYPE_OVERSEER == DONE");
debug_log("TSCR: Shadow Labyrinth: TYPE_OVERSEER == DONE");
}
break;
@@ -289,7 +289,7 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI
if(reseting)
return;
debug_log("SD2: Increasing Death Count for Shade of Akama encounter");
debug_log("TSCR: Increasing Death Count for Shade of Akama encounter");
++DeathCount;
m_creature->RemoveAuraFromStack(SPELL_SHADE_SOUL_CHANNEL_2);
if(guid)
@@ -358,7 +358,7 @@ struct TRINITY_DLL_DECL boss_shade_of_akamaAI : public ScriptedAI
{
((mob_ashtongue_channelerAI*)(*itr)->AI())->ShadeGUID = m_creature->GetGUID();
Channelers.push_back((*itr)->GetGUID());
debug_log("SD2: Shade of Akama Grid Search found channeler %u. Adding to list", (*itr)->GetGUID());
debug_log("TSCR: Shade of Akama Grid Search found channeler %u. Adding to list", (*itr)->GetGUID());
}
}
else error_log("SD2 ERROR: Grid Search was unable to find any channelers. Shade of Akama encounter will be buggy");
@@ -134,7 +134,7 @@ struct TRINITY_DLL_DECL npc_grimstoneAI : public npc_escortAI
if (GameObject *go = GameObject::GetGameObject(*m_creature,pInstance->GetData64(id)))
go->SetGoState(state);
debug_log("SD2: npc_grimstone, arena gate update state.");
debug_log("TSCR: npc_grimstone, arena gate update state.");
}
//TODO: move them to center
@@ -187,7 +187,7 @@ struct TRINITY_DLL_DECL npc_grimstoneAI : public npc_escortAI
if (pInstance)
{
pInstance->SetData(TYPE_RING_OF_LAW,DONE);
debug_log("SD2: npc_grimstone: event reached end and set complete.");
debug_log("TSCR: npc_grimstone: event reached end and set complete.");
}
break;
}
@@ -127,7 +127,7 @@ struct TRINITY_DLL_DECL instance_blackrock_depths : public ScriptedInstance
}
}
debug_log("SD2: Instance Blackrock Depths: GetPlayerInMap, but PlayerList is empty!");
debug_log("TSCR: Instance Blackrock Depths: GetPlayerInMap, but PlayerList is empty!");
return NULL;
}
@@ -170,11 +170,11 @@ struct TRINITY_DLL_DECL instance_blackrock_depths : public ScriptedInstance
if (!player)
{
debug_log("SD2: Instance Blackrock Depths: SetData (Type: %u Data %u) cannot find any player.", type, data);
debug_log("TSCR: Instance Blackrock Depths: SetData (Type: %u Data %u) cannot find any player.", type, data);
return;
}
debug_log("SD2: Instance Blackrock Depths: SetData update (Type: %u Data %u)", type, data);
debug_log("TSCR: Instance Blackrock Depths: SetData update (Type: %u Data %u)", type, data);
switch(type)
{
@@ -319,7 +319,7 @@ struct TRINITY_DLL_DECL boss_victor_nefariusAI : public ScriptedAI
Nefarian->setFaction(103);
NefarianGUID = Nefarian->GetGUID();
}
else error_log("SD2: Blackwing Lair: Unable to spawn nefarian properly.");
else error_log("TSCR: Blackwing Lair: Unable to spawn nefarian properly.");
}
AddSpawnTimer = 4000;
@@ -310,7 +310,7 @@ struct TRINITY_DLL_DECL npc_time_riftAI : public ScriptedAI
mRiftWaveCount = 0;
entry = PortalWaves[mWaveId].PortalMob[mRiftWaveCount];
debug_log("SD2: npc_time_rift: summoning wave creature (Wave %u, Entry %u).",mRiftWaveCount,entry);
debug_log("TSCR: npc_time_rift: summoning wave creature (Wave %u, Entry %u).",mRiftWaveCount,entry);
++mRiftWaveCount;
@@ -335,7 +335,7 @@ struct TRINITY_DLL_DECL npc_time_riftAI : public ScriptedAI
if (m_creature->IsNonMeleeSpellCasted(false))
return;
debug_log("SD2: npc_time_rift: not casting anylonger, i need to die.");
debug_log("TSCR: npc_time_rift: not casting anylonger, i need to die.");
m_creature->setDeathState(JUST_DIED);
if (pInstance->GetData(TYPE_RIFT) == IN_PROGRESS)
@@ -104,7 +104,7 @@ bool GossipSelect_npc_jaina_proudmoore(Player *player, Creature *_Creature, uint
break;
case GOSSIP_ACTION_INFO_DEF:
ai->Debug = !ai->Debug;
debug_log("SD2: HyjalAI - Debug mode has been toggled");
debug_log("TSCR: HyjalAI - Debug mode has been toggled");
break;
}
return true;
@@ -174,7 +174,7 @@ bool GossipSelect_npc_thrall(Player *player, Creature *_Creature, uint32 sender,
break;
case GOSSIP_ACTION_INFO_DEF:
ai->Debug = !ai->Debug;
debug_log("SD2: HyjalAI - Debug mode has been toggled");
debug_log("TSCR: HyjalAI - Debug mode has been toggled");
break;
}
return true;
@@ -228,7 +228,7 @@ struct TRINITY_DLL_DECL instance_mount_hyjal : public ScriptedInstance
break;
}
debug_log("SD2: Instance Hyjal: Instance data updated for event %u (Data=%u)",type,data);
debug_log("TSCR: Instance Hyjal: Instance data updated for event %u (Data=%u)",type,data);
if(data == DONE)
{
@@ -72,7 +72,7 @@ struct TRINITY_DLL_DECL instance_old_hillsbrad : public ScriptedInstance
}
}
debug_log("SD2: Instance Old Hillsbrad: GetPlayerInMap, but PlayerList is empty!");
debug_log("TSCR: Instance Old Hillsbrad: GetPlayerInMap, but PlayerList is empty!");
return NULL;
}
@@ -93,7 +93,7 @@ struct TRINITY_DLL_DECL instance_old_hillsbrad : public ScriptedInstance
}
}
}else
debug_log("SD2: Instance Old Hillsbrad: UpdateOHWorldState, but PlayerList is empty!");
debug_log("TSCR: Instance Old Hillsbrad: UpdateOHWorldState, but PlayerList is empty!");
}
void OnCreatureCreate(Creature *creature, uint32 creature_entry)
@@ -118,7 +118,7 @@ struct TRINITY_DLL_DECL instance_old_hillsbrad : public ScriptedInstance
if (!player)
{
debug_log("SD2: Instance Old Hillsbrad: SetData (Type: %u Data %u) cannot find any player.", type, data);
debug_log("TSCR: Instance Old Hillsbrad: SetData (Type: %u Data %u) cannot find any player.", type, data);
return;
}
@@ -134,7 +134,7 @@ struct TRINITY_DLL_DECL instance_old_hillsbrad : public ScriptedInstance
++mBarrelCount;
UpdateOHWorldState();
debug_log("SD2: Instance Old Hillsbrad: go_barrel_old_hillsbrad count %u",mBarrelCount);
debug_log("TSCR: Instance Old Hillsbrad: go_barrel_old_hillsbrad count %u",mBarrelCount);
Encounter[0] = IN_PROGRESS;
@@ -154,7 +154,7 @@ struct TRINITY_DLL_DECL instance_old_hillsbrad : public ScriptedInstance
{
mThrallEventCount++;
Encounter[1] = NOT_STARTED;
debug_log("SD2: Instance Old Hillsbrad: Thrall event failed %u times. Resetting all sub-events.",mThrallEventCount);
debug_log("TSCR: Instance Old Hillsbrad: Thrall event failed %u times. Resetting all sub-events.",mThrallEventCount);
Encounter[2] = NOT_STARTED;
Encounter[3] = NOT_STARTED;
Encounter[4] = NOT_STARTED;
@@ -167,29 +167,29 @@ struct TRINITY_DLL_DECL instance_old_hillsbrad : public ScriptedInstance
Encounter[3] = data;
Encounter[4] = data;
Encounter[5] = data;
debug_log("SD2: Instance Old Hillsbrad: Thrall event failed %u times. Resetting all sub-events.",mThrallEventCount);
debug_log("TSCR: Instance Old Hillsbrad: Thrall event failed %u times. Resetting all sub-events.",mThrallEventCount);
}
}
else
Encounter[1] = data;
debug_log("SD2: Instance Old Hillsbrad: Thrall escort event adjusted to data %u.",data);
debug_log("TSCR: Instance Old Hillsbrad: Thrall escort event adjusted to data %u.",data);
break;
}
case TYPE_THRALL_PART1:
Encounter[2] = data;
debug_log("SD2: Instance Old Hillsbrad: Thrall event part I adjusted to data %u.",data);
debug_log("TSCR: Instance Old Hillsbrad: Thrall event part I adjusted to data %u.",data);
break;
case TYPE_THRALL_PART2:
Encounter[3] = data;
debug_log("SD2: Instance Old Hillsbrad: Thrall event part II adjusted to data %u.",data);
debug_log("TSCR: Instance Old Hillsbrad: Thrall event part II adjusted to data %u.",data);
break;
case TYPE_THRALL_PART3:
Encounter[4] = data;
debug_log("SD2: Instance Old Hillsbrad: Thrall event part III adjusted to data %u.",data);
debug_log("TSCR: Instance Old Hillsbrad: Thrall event part III adjusted to data %u.",data);
break;
case TYPE_THRALL_PART4:
Encounter[5] = data;
debug_log("SD2: Instance Old Hillsbrad: Thrall event part IV adjusted to data %u.",data);
debug_log("TSCR: Instance Old Hillsbrad: Thrall event part IV adjusted to data %u.",data);
break;
}
}
@@ -101,7 +101,7 @@ struct TRINITY_DLL_DECL instance_steam_vault : public ScriptedInstance
}
}
debug_log("SD2: Instance Steamvault: GetPlayerInMap, but PlayerList is empty!");
debug_log("TSCR: Instance Steamvault: GetPlayerInMap, but PlayerList is empty!");
return NULL;
}
@@ -131,7 +131,7 @@ struct TRINITY_DLL_DECL instance_steam_vault : public ScriptedInstance
if (!player)
{
debug_log("SD2: Instance Steamvault: SetData (Type: %u Data %u) cannot find any player.", type, data);
debug_log("TSCR: Instance Steamvault: SetData (Type: %u Data %u) cannot find any player.", type, data);
return;
}
@@ -148,7 +148,7 @@ struct TRINITY_DLL_DECL instance_steam_vault : public ScriptedInstance
if (GameObject *_go = GameObject::GetGameObject(*player,MainChambersDoor))
_go->SetGoState(0);
}
debug_log("SD2: Instance Steamvault: Access panel used.");
debug_log("TSCR: Instance Steamvault: Access panel used.");
}
Encounter[0] = data;
break;
@@ -163,7 +163,7 @@ struct TRINITY_DLL_DECL instance_steam_vault : public ScriptedInstance
if (GameObject *_go = GameObject::GetGameObject(*player,MainChambersDoor))
_go->SetGoState(0);
}
debug_log("SD2: Instance Steamvault: Access panel used.");
debug_log("TSCR: Instance Steamvault: Access panel used.");
}
Encounter[1] = data;
break;
@@ -566,7 +566,7 @@ CreatureAI* GetAI_water_elemental(Creature *_Creature)
// CONVERT TO ACID
CreatureAI* GetAI_shadow_of_aran(Creature *_Creature)
{
outstring_log("SD2: Convert simpleAI script for Creature Entry %u to ACID", _Creature->GetEntry());
outstring_log("TSCR: Convert simpleAI script for Creature Entry %u to ACID", _Creature->GetEntry());
SimpleAI* ai = new SimpleAI (_Creature);
ai->Spell[0].Enabled = true;
@@ -325,7 +325,7 @@ struct TRINITY_DLL_DECL npc_barnesAI : public npc_escortAI
void PrepareEncounter()
{
debug_log("SD2: Barnes Opera Event - Introduction complete - preparing encounter %d", Event);
debug_log("TSCR: Barnes Opera Event - Introduction complete - preparing encounter %d", Event);
uint8 index = 0;
uint8 count = 0;
switch(Event)
@@ -63,7 +63,7 @@ struct TRINITY_DLL_DECL boss_selin_fireheartAI : public ScriptedAI
for(uint8 i = 0; i < size; ++i)
{
uint64 guid = pInstance->GetData64(DATA_FEL_CRYSTAL);
debug_log("SD2: Selin: Adding Fel Crystal %u to list", guid);
debug_log("TSCR: Selin: Adding Fel Crystal %u to list", guid);
Crystals.push_back(guid);
}
}
@@ -218,7 +218,7 @@ struct TRINITY_DLL_DECL boss_selin_fireheartAI : public ScriptedAI
else
{
// Make an error message in case something weird happened here
error_log("SD2: Selin Fireheart unable to drain crystal as the crystal is either dead or despawned");
error_log("TSCR: Selin Fireheart unable to drain crystal as the crystal is either dead or despawned");
DrainingCrystal = false;
}
}
@@ -157,7 +157,7 @@ struct TRINITY_DLL_DECL instance_magisters_terrace : public ScriptedInstance
{
if(FelCrystals.empty())
{
error_log("SD2: Magisters Terrace: No Fel Crystals loaded in Inst Data");
error_log("TSCR: Magisters Terrace: No Fel Crystals loaded in Inst Data");
return 0;
}
@@ -118,7 +118,7 @@ struct TRINITY_DLL_DECL instance_shadowfang_keep : public ScriptedInstance
if (!player || !guid)
{
debug_log("SD2: Instance Shadowfang Keep: HandleGameObject fail");
debug_log("TSCR: Instance Shadowfang Keep: HandleGameObject fail");
return;
}
@@ -115,7 +115,7 @@ struct TRINITY_DLL_DECL instance_stratholme : public ScriptedInstance
}
}
debug_log("SD2: Instance Stratholme: GetPlayerInMap, but PlayerList is empty!");
debug_log("TSCR: Instance Stratholme: GetPlayerInMap, but PlayerList is empty!");
return NULL;
}
@@ -129,7 +129,7 @@ struct TRINITY_DLL_DECL instance_stratholme : public ScriptedInstance
return true;
}
debug_log("SD2: Instance Stratholme: Cannot open slaugther square yet.");
debug_log("TSCR: Instance Stratholme: Cannot open slaugther square yet.");
return false;
}
@@ -189,7 +189,7 @@ struct TRINITY_DLL_DECL instance_stratholme : public ScriptedInstance
if (!player)
{
debug_log("SD2: Instance Stratholme: SetData (Type: %u Data %u) cannot find any player.", type, data);
debug_log("TSCR: Instance Stratholme: SetData (Type: %u Data %u) cannot find any player.", type, data);
return;
}
@@ -202,7 +202,7 @@ struct TRINITY_DLL_DECL instance_stratholme : public ScriptedInstance
if (Encounter[0] == IN_PROGRESS || Encounter[0] == FAIL)
break;
BaronRun_Timer = 2700000;
debug_log("SD2: Instance Stratholme: Baron run in progress.");
debug_log("TSCR: Instance Stratholme: Baron run in progress.");
break;
case FAIL:
//may add code to remove aura from players, but in theory the time should be up already and removed.
@@ -257,13 +257,13 @@ struct TRINITY_DLL_DECL instance_stratholme : public ScriptedInstance
//a bit itchy, it should close the door after 10 secs, but it doesn't. skipping it for now.
//UpdateGoState(ziggurat4GUID,0,true);
player->SummonCreature(C_RAMSTEIN,4032.84,-3390.24,119.73,4.71,TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,1800000);
debug_log("SD2: Instance Stratholme: Ramstein spawned.");
} else debug_log("SD2: Instance Stratholme: %u Abomnation left to kill.",count);
debug_log("TSCR: Instance Stratholme: Ramstein spawned.");
} else debug_log("TSCR: Instance Stratholme: %u Abomnation left to kill.",count);
}
if (data == DONE)
{
SlaugtherSquare_Timer = 300000;
debug_log("SD2: Instance Stratholme: Slaugther event will continue in 5 minutes.");
debug_log("TSCR: Instance Stratholme: Slaugther event will continue in 5 minutes.");
}
Encounter[4] = data;
break;
@@ -357,7 +357,7 @@ struct TRINITY_DLL_DECL instance_stratholme : public ScriptedInstance
if (GetData(TYPE_BARON_RUN) != DONE)
SetData(TYPE_BARON_RUN, FAIL);
BaronRun_Timer = 0;
debug_log("SD2: Instance Stratholme: Baron run event reached end. Event has state %u.",GetData(TYPE_BARON_RUN));
debug_log("TSCR: Instance Stratholme: Baron run event reached end. Event has state %u.",GetData(TYPE_BARON_RUN));
}else BaronRun_Timer -= diff;
}
@@ -372,7 +372,7 @@ struct TRINITY_DLL_DECL instance_stratholme : public ScriptedInstance
UpdateGoState(ziggurat4GUID,0,false);
UpdateGoState(ziggurat5GUID,0,false);
debug_log("SD2: Instance Stratholme: Black guard sentries spawned. Opening gates to baron.");
debug_log("TSCR: Instance Stratholme: Black guard sentries spawned. Opening gates to baron.");
}
SlaugtherSquare_Timer = 0;
}else SlaugtherSquare_Timer -= diff;
@@ -389,8 +389,8 @@ struct TRINITY_DLL_DECL boss_kaelthasAI : public ScriptedAI
if(!AdvisorGuid[0] || !AdvisorGuid[1] || !AdvisorGuid[2] || !AdvisorGuid[3])
{
error_log("SD2: Kael'Thas One or more advisors missing, Skipping Phases 1-3");
DoYell("SD2: Kael'Thas One or more advisors missing, Skipping Phases 1-3", LANG_UNIVERSAL, NULL);
error_log("TSCR: Kael'Thas One or more advisors missing, Skipping Phases 1-3");
DoYell("TSCR: Kael'Thas One or more advisors missing, Skipping Phases 1-3", LANG_UNIVERSAL, NULL);
DoScriptText(SAY_PHASE4_INTRO2, m_creature);
Phase = 4;
@@ -138,7 +138,7 @@ struct TRINITY_DLL_DECL eye_of_cthunAI : public Scripted_NoMovementAI
{
pInst = (ScriptedInstance*)c->GetInstanceData();
if (!pInst)
error_log("SD2: No Instance eye_of_cthunAI");
error_log("TSCR: No Instance eye_of_cthunAI");
}
ScriptedInstance* pInst;
@@ -437,7 +437,7 @@ struct TRINITY_DLL_DECL cthunAI : public Scripted_NoMovementAI
{
pInst = (ScriptedInstance*)c->GetInstanceData();
if (!pInst)
error_log("SD2: No Instance eye_of_cthunAI");
error_log("TSCR: No Instance eye_of_cthunAI");
}
ScriptedInstance* pInst;
@@ -185,7 +185,7 @@ struct TRINITY_DLL_DECL instance_zulaman : public ScriptedInstance
ss << "S " << BossKilled << " " << ChestLooted << " " << QuestMinute;
char* data = new char[ss.str().length()+1];
strcpy(data, ss.str().c_str());
//error_log("SD2: Zul'aman saved, %s.", data);
//error_log("TSCR: Zul'aman saved, %s.", data);
return data;
}
@@ -193,17 +193,17 @@ struct TRINITY_DLL_DECL instance_zulaman : public ScriptedInstance
{
if(!load) return;
std::istringstream ss(load);
//error_log("SD2: Zul'aman loaded, %s.", ss.str().c_str());
//error_log("TSCR: Zul'aman loaded, %s.", ss.str().c_str());
char dataHead; // S
uint16 data1, data2, data3;
ss >> dataHead >> data1 >> data2 >> data3;
//error_log("SD2: Zul'aman loaded, %d %d %d.", data1, data2, data3);
//error_log("TSCR: Zul'aman loaded, %d %d %d.", data1, data2, data3);
if(dataHead == 'S')
{
BossKilled = data1;
ChestLooted = data2;
QuestMinute = data3;
}else error_log("SD2: Zul'aman: corrupted save data.");
}else error_log("TSCR: Zul'aman: corrupted save data.");
}
void SetData(uint32 type, uint32 data)
+1 -1
View File
@@ -994,7 +994,7 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
pObject = m_creature->SummonGameObject(param1, x, y, z, 0, 0, 0, 0, 0, param2);
if (!pObject)
{
sLog.outErrorDb("SD2: EventAI failed to spawn object %u. Spawn event %d is on creature %d", param1, EventId, m_creature->GetEntry());
sLog.outErrorDb("TSCR: EventAI failed to spawn object %u. Spawn event %d is on creature %d", param1, EventId, m_creature->GetEntry());
}
}
break;
+1 -1
View File
@@ -37,6 +37,6 @@ void InstanceData::HandleGameObject(uint64 GUID, bool open, GameObject *go)
if(go)
go->SetGoState(open ? 0 : 1);
else
debug_log("SD2: InstanceData: HandleGameObject failed");
debug_log("TSCR: InstanceData: HandleGameObject failed");
}