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*Integrate Script system to Core
-added ScriptMgr for loading scripts -removed bindings -moved script system to src/game -moved scripts to src/scripts -VC project files updated -cmakes updated (not 100% done yet) NOTE to Devs: -file locations changed -precompiled renamed to ScriptedPch -ecsort_ai renamed to ScriptedEscortAI -follower_ai renamed to ScriptedFollowerAI -guard_ai renamed to ScriptedGuardAI -simple_ai renamed to ScriptedSimpleAI -sc_creature renamed to ScriptedCreature -sc_gossip renamed to ScriptedGossip -sc_instance renamed to ScriptedInstance *use the new headers in scripts, thank you NOTE to ALL: cmake not fully tested, please report any errors with it could make creashes, incompability USE AT YOUR OWN RISK before further tests!! --HG-- branch : trunk
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src/game/ScriptSystem.h
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102
src/game/ScriptSystem.h
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/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#ifndef SC_SYSTEM_H
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#define SC_SYSTEM_H
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extern DatabaseType TScriptDB;
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#define TEXT_SOURCE_RANGE -1000000 //the amount of entries each text source has available
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//TODO: find better namings and definitions.
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//N=Neutral, A=Alliance, H=Horde.
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//NEUTRAL or FRIEND = Hostility to player surroundings (not a good definition)
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//ACTIVE or PASSIVE = Hostility to environment surroundings.
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enum eEscortFaction
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{
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FACTION_ESCORT_A_NEUTRAL_PASSIVE = 10,
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FACTION_ESCORT_H_NEUTRAL_PASSIVE = 33,
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FACTION_ESCORT_N_NEUTRAL_PASSIVE = 113,
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FACTION_ESCORT_A_NEUTRAL_ACTIVE = 231,
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FACTION_ESCORT_H_NEUTRAL_ACTIVE = 232,
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FACTION_ESCORT_N_NEUTRAL_ACTIVE = 250,
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FACTION_ESCORT_N_FRIEND_PASSIVE = 290,
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FACTION_ESCORT_N_FRIEND_ACTIVE = 495,
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FACTION_ESCORT_A_PASSIVE = 774,
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FACTION_ESCORT_H_PASSIVE = 775,
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FACTION_ESCORT_N_ACTIVE = 1986,
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FACTION_ESCORT_H_ACTIVE = 2046
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};
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struct ScriptPointMove
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{
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uint32 uiCreatureEntry;
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uint32 uiPointId;
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float fX;
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float fY;
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float fZ;
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uint32 uiWaitTime;
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};
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struct StringTextData
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{
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uint32 uiSoundId;
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uint8 uiType;
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uint32 uiLanguage;
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uint32 uiEmote;
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};
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#define pSystemMgr SystemMgr::Instance()
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class SystemMgr
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{
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public:
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SystemMgr();
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~SystemMgr() {}
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static SystemMgr& Instance();
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//Maps and lists
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typedef UNORDERED_MAP<int32, StringTextData> TextDataMap;
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typedef UNORDERED_MAP<uint32, std::vector<ScriptPointMove> > PointMoveMap;
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//Database
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void LoadVersion();
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void LoadScriptTexts();
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void LoadScriptTextsCustom();
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void LoadScriptWaypoints();
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//Retrive from storage
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StringTextData const* GetTextData(int32 uiTextId) const
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{
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TextDataMap::const_iterator itr = m_mTextDataMap.find(uiTextId);
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if (itr == m_mTextDataMap.end())
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return NULL;
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return &itr->second;
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}
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std::vector<ScriptPointMove> const &GetPointMoveList(uint32 uiCreatureEntry) const
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{
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static std::vector<ScriptPointMove> vEmpty;
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PointMoveMap::const_iterator itr = m_mPointMoveMap.find(uiCreatureEntry);
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if (itr == m_mPointMoveMap.end())
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return vEmpty;
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return itr->second;
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}
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protected:
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TextDataMap m_mTextDataMap; //additional data for text strings
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PointMoveMap m_mPointMoveMap; //coordinates for waypoints
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};
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#endif
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