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authorRat <none@none>2010-10-27 21:01:47 +0200
committerRat <none@none>2010-10-27 21:01:47 +0200
commit5cb119e617195bfe4ddb35ce377201e0d01807fb (patch)
treeaa8a528ec76b9b28081714dbdb769ccbdfa22556 /src/server/game/World
parentc9fba03da9b095ee1b76329af4db90ce18b31598 (diff)
Core/AI: implemented SmartScripts System (still beta) not 100% complete
WARNING: Use scripts at own risk. You were warned. NOTE0: creature, gameobject, areatrigger type scripts should be fully functional NOTE1: has no effect on any core related stuff if not using any SmartScript NOTE2: all event/action/etc descriptions can be found in SmartScriptMgr.h SmartScripts is a reloadable DB-Sript system, with full control for special scripting, like escorting, following, complex combat handling, pre-stored AI templates(caster, turret, etc) and much more with a total of 66 events, 78 actions, 22 target types, and can be easily extended --HG-- branch : trunk
Diffstat (limited to 'src/server/game/World')
-rwxr-xr-xsrc/server/game/World/World.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/server/game/World/World.cpp b/src/server/game/World/World.cpp
index efc2690a6e8..2c7790de35c 100755
--- a/src/server/game/World/World.cpp
+++ b/src/server/game/World/World.cpp
@@ -70,6 +70,7 @@
#include "ScriptMgr.h"
#include "WeatherMgr.h"
#include "CreatureTextMgr.h"
+#include "SmartAI.h"
volatile bool World::m_stopEvent = false;
uint8 World::m_ExitCode = SHUTDOWN_EXIT_CODE;
@@ -1571,6 +1572,9 @@ void World::SetInitialWorldSettings()
sLog.outString("Loading Waypoints...");
sWaypointMgr->Load();
+ sLog.outString("Loading SmartAI Waypoints...");
+ sSmartWaypointMgr.LoadFromDB();
+
sLog.outString("Loading Creature Formations...");
formation_mgr.LoadCreatureFormations();
@@ -1641,6 +1645,9 @@ void World::SetInitialWorldSettings()
sLog.outString("Validating spell scripts...");
sObjectMgr.ValidateSpellScripts();
+ sLog.outString("Loading SmartAI scripts...");
+ sSmartScriptMgr.LoadSmartAIFromDB();
+
///- Initialize game time and timers
sLog.outDebug("DEBUG:: Initialize game time and timers");
m_gameTime = time(NULL);