[9891] Implement *_scripts for creature_movement

New field script_id in creature_movement can be filled for each waypoint point and run the corresponding script from creature_movement_scripts.
Script_id can be any value and several points/creatures can share the same script (with limits of course, such as script depending on location and other factors).

DB projects are advised to move current text, spells and emotes data in creature_movement fields as these fields are strictly no longer needed and may be fully removed in the future.

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-05-14 12:15:50 +02:00
parent 5a72466935
commit 312a076491
12 changed files with 110 additions and 9 deletions

View file

@ -93,6 +93,7 @@ extern ScriptMapMap sSpellScripts;
extern ScriptMapMap sGameObjectScripts;
extern ScriptMapMap sEventScripts;
extern ScriptMapMap sGossipScripts;
extern ScriptMapMap sCreatureMovementScripts;
struct SpellClickInfo
{
@ -595,6 +596,7 @@ class ObjectMgr
void LoadEventScripts();
void LoadSpellScripts();
void LoadGossipScripts();
void LoadCreatureMovementScripts();
bool LoadMangosStrings(DatabaseType& db, char const* table, int32 min_value, int32 max_value);
bool LoadMangosStrings() { return LoadMangosStrings(WorldDatabase,"mangos_string",MIN_MANGOS_STRING_ID,MAX_MANGOS_STRING_ID); }