[7666] For heroic mode creature use AIName from normal mode version in same way as done for ScriptName. Author: VladimirMangos

Also at creature templates loading check that AIName/ScriptName not set for heroic mode creature versions.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-14 18:31:31 -05:00
parent 9ec70b5e72
commit 4f4c6aeaf5
5 changed files with 25 additions and 10 deletions

View File

@@ -2237,12 +2237,17 @@ uint32 Creature::getLevelForTarget( Unit const* target ) const
return level;
}
std::string Creature::GetScriptName()
std::string Creature::GetAIName() const
{
return ObjectMgr::GetCreatureTemplate(GetEntry())->AIName;
}
std::string Creature::GetScriptName() const
{
return objmgr.GetScriptName(GetScriptId());
}
uint32 Creature::GetScriptId()
uint32 Creature::GetScriptId() const
{
return ObjectMgr::GetCreatureTemplate(GetEntry())->ScriptID;
}

View File

@@ -560,8 +560,9 @@ class TRINITY_DLL_SPEC Creature : public Unit
CreatureInfo const *GetCreatureInfo() const { return m_creatureInfo; }
CreatureDataAddon const* GetCreatureAddon() const;
std::string GetScriptName();
uint32 GetScriptId();
std::string GetAIName() const;
std::string GetScriptName() const;
uint32 GetScriptId() const;
void prepareGossipMenu( Player *pPlayer, uint32 gossipid = 0 );
void sendPreparedGossip( Player* player );

View File

@@ -47,11 +47,8 @@ namespace FactorySelector
if(CreatureAI* scriptedAI = Script->GetAI(creature))
return scriptedAI;
CreatureInfo const *cinfo = creature->GetCreatureInfo();
assert(cinfo);
// this seems to be useless
std::string ainame=cinfo->AIName;
// AIname in db
std::string ainame=creature->GetAIName();
if(!ai_factory && !ainame.empty())
ai_factory = ai_registry.GetRegistryItem( ainame.c_str() );

View File

@@ -34,7 +34,7 @@
int CreatureEventAI::Permissible(const Creature *creature)
{
if( creature->GetCreatureInfo()->AIName == "EventAI" )
if( creature->GetAIName() == "EventAI" )
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}

View File

@@ -591,6 +591,18 @@ void ObjectMgr::LoadCreatureTemplates()
continue;
}
if(heroicInfo->AIName && *heroicInfo->AIName)
{
sLog.outErrorDb("Heroic mode creature (Entry: %u) has `AIName`, but in any case will used normal mode creature (Entry: %u) AIName.",cInfo->HeroicEntry,i);
continue;
}
if(heroicInfo->ScriptID)
{
sLog.outErrorDb("Heroic mode creature (Entry: %u) has `ScriptName`, but in any case will used normal mode creature (Entry: %u) ScriptName.",cInfo->HeroicEntry,i);
continue;
}
hasHeroicEntries.insert(i);
heroicEntries.insert(cInfo->HeroicEntry);
}