[Cleanup] Make use of AccountStatus constants wherever status is checked or used. (#1764)

* [Cleanup] Make use of AccountStatus constants wherever status is checked or used.
- Cleanup all instances of SendEmoteMessage.
- Cleanup all instances of SendEmoteMessageRaw.
- Cleanup all instances of MessageStatus.
- Convert Quest API method defaults to use constants.

* Cleanup constant names.
This commit is contained in:
Kinglykrab
2021-11-14 22:01:13 -05:00
committed by GitHub
parent 5d75b7b365
commit 293361a1f7
38 changed files with 1369 additions and 870 deletions
+92 -30
View File
@@ -765,18 +765,39 @@ void QuestManager::shout2(const char *str) {
if (!owner) {
LogQuests("QuestManager::shout2 called with nullptr owner. Probably syntax error in quest file");
return;
}
else {
worldserver.SendEmoteMessage(0,0,0,13, "%s shouts, '%s'", owner->GetCleanName(), str);
} else {
worldserver.SendEmoteMessage(
0,
0,
AccountStatus::Player,
Chat::Red,
fmt::format(
"{} shouts, '{}'",
owner->GetCleanName(),
str
).c_str()
);
}
}
void QuestManager::gmsay(const char *str, uint32 color, bool send_to_world, uint32 to_guilddbid, uint32 to_minstatus) {
QuestManagerCurrentQuestVars();
if(send_to_world)
worldserver.SendEmoteMessage(0, to_guilddbid, to_minstatus, color, "%s", str);
else
entity_list.MessageStatus(to_guilddbid, to_minstatus, color, "%s", str);
if(send_to_world) {
worldserver.SendEmoteMessage(
0,
to_guilddbid,
to_minstatus,
color,
str
);
} else {
entity_list.MessageStatus(
to_guilddbid,
to_minstatus,
color,
str
);
}
}
void QuestManager::depop(int npc_type) {
@@ -1349,30 +1370,66 @@ void QuestManager::setguild(uint32 new_guild_id, uint8 new_rank) {
void QuestManager::CreateGuild(const char *guild_name, const char *leader) {
QuestManagerCurrentQuestVars();
uint32 cid = database.GetCharacterID(leader);
char hString[250];
if (cid == 0) {
worldserver.SendEmoteMessage(0, 0, 80, 15, "%s", "Guild Creation: Guild leader not found.");
return;
}
uint32 tmp = guild_mgr.FindGuildByLeader(cid);
if (tmp != GUILD_NONE) {
sprintf(hString, "Guild Creation: Error: %s already is the leader of DB# %u '%s'.", leader, tmp, guild_mgr.GetGuildName(tmp));
worldserver.SendEmoteMessage(0, 0, 80, 15, "%s", hString);
}
else {
uint32 gid = guild_mgr.CreateGuild(guild_name, cid);
if (gid == GUILD_NONE)
worldserver.SendEmoteMessage(0, 0, 80, 15, "%s", "Guild Creation: Guild creation failed");
else {
sprintf(hString, "Guild Creation: Guild created: Leader: %u, number %u: %s", cid, gid, leader);
worldserver.SendEmoteMessage(0, 0, 80, 15, "%s", hString);
if(!guild_mgr.SetGuild(cid, gid, GUILD_LEADER))
worldserver.SendEmoteMessage(0, 0, 80, 15, "%s", "Unable to set guild leader's guild in the database. Your going to have to run #guild set");
}
uint32 character_id = database.GetCharacterID(leader);
if (character_id == 0) {
worldserver.SendEmoteMessage(
0,
0,
AccountStatus::QuestTroupe,
Chat::Yellow,
"Guild Error | Guild leader not found."
);
return;
}
uint32 tmp = guild_mgr.FindGuildByLeader(character_id);
if (tmp != GUILD_NONE) {
worldserver.SendEmoteMessage(
0,
0,
AccountStatus::QuestTroupe,
Chat::Yellow,
fmt::format(
"Guild Error | {} already is the leader of {} ({}).",
leader,
guild_mgr.GetGuildName(tmp),
tmp
).c_str()
);
} else {
uint32 gid = guild_mgr.CreateGuild(guild_name, character_id);
if (gid == GUILD_NONE) {
worldserver.SendEmoteMessage(
0,
0,
AccountStatus::QuestTroupe,
Chat::Yellow,
"Guild Error | Guild creation failed."
);
} else {
worldserver.SendEmoteMessage(
0,
0,
AccountStatus::QuestTroupe,
Chat::Yellow,
fmt::format(
"Guild Created | Leader: {} ({}) ID: {}",
leader,
character_id,
gid
).c_str()
);
if (!guild_mgr.SetGuild(character_id, gid, GUILD_LEADER)) {
worldserver.SendEmoteMessage(
0,
0,
AccountStatus::QuestTroupe,
Chat::Yellow,
"Unable to set guild leader's guild in the database. Use #guild set."
);
}
}
}
}
void QuestManager::settime(uint8 new_hour, uint8 new_min, bool update_world /*= true*/)
@@ -2458,7 +2515,12 @@ void QuestManager::ze(int type, const char *str) {
}
void QuestManager::we(int type, const char *str) {
worldserver.SendEmoteMessage(0, 0, type, str);
worldserver.SendEmoteMessage(
0,
0,
type,
str
);
}
void QuestManager::message(int color, const char *message) {