[10299] Add new script call ProcessEventId

Let script library know when some event is about to start. Event id's may be found in several sources, such as spells, GO's and transport/taxi paths.
Database scripts may be prevented by returning true from script side whenever needed. If false, DB script will run like normal.
New database table event_id_scripts will need a ScriptName for the event id, in same way as for example areatrigger_scripts.

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-07-31 17:51:49 +02:00
parent 28d1ac66c3
commit 2ad9cd34b2
16 changed files with 180 additions and 11 deletions

View file

@ -39,6 +39,7 @@ alter table creature_movement add `wpguid` int(11) default '0';
#include "CreatureAI.h"
#include "WaypointManager.h"
#include "WorldPacket.h"
#include "ScriptCalls.h"
#include <cassert>
@ -412,7 +413,9 @@ void FlightPathMovementGenerator::DoEventIfAny(Player& player, TaxiPathNodeEntry
if (uint32 eventid = departure ? node.departureEventID : node.arrivalEventID)
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Taxi %s event %u of node %u of path %u for player %s", departure ? "departure" : "arrival", eventid, node.index, node.path, player.GetName());
player.GetMap()->ScriptsStart(sEventScripts, eventid, &player, &player);
if (!Script->ProcessEventId(eventid, &player, &player, departure))
player.GetMap()->ScriptsStart(sEventScripts, eventid, &player, &player);
}
}