*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
This commit is contained in:
Rat
2010-01-19 11:36:05 +01:00
parent f5dea61b66
commit 0cc053ea4d
601 changed files with 3908 additions and 7245 deletions

View File

@@ -32,6 +32,7 @@
#include "TemporarySummon.h"
#include "SpellAuras.h"
#include "CreatureAI.h"
#include "ScriptMgr.h"
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
@@ -146,7 +147,7 @@ void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
}
//Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
if(!Script->ItemUse(pUser,pItem,targets))
if(!sScriptMgr.ItemUse(pUser,pItem,targets))
{
// no script or script not process request by self
pUser->CastItemUseSpell(pItem,targets,cast_count,glyphIndex);
@@ -257,7 +258,7 @@ void WorldSession::HandleGameObjectUseOpcode( WorldPacket & recv_data )
if(!obj)
return;
if (Script->GOHello(_player, obj))
if (sScriptMgr.GOHello(_player, obj))
return;
obj->Use(_player);