[10660] Make quest for game event be independent of source

Create new table and convert existing data.
Simplify how game event quests are activated during event by adding generic function to set quest active/inactive.
Any quest in game_event_quest are disabled until event start (and deactivated once stopped)

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2010-10-31 11:34:25 +01:00
parent 1370ead743
commit 449a708728
12 changed files with 97 additions and 67 deletions

View file

@ -1055,12 +1055,6 @@ void World::SetInitialWorldSettings()
sLog.outString( "Loading Objects Pooling Data...");
sPoolMgr.LoadFromDB();
sLog.outString( "Loading Game Event Data..."); // must be after sPoolMgr.LoadFromDB for proper load pool events
sLog.outString();
sGameEventMgr.LoadFromDB();
sLog.outString( ">>> Game Event Data loaded" );
sLog.outString();
sLog.outString( "Loading Weather Data..." );
sObjectMgr.LoadWeatherZoneChances();
@ -1076,6 +1070,12 @@ void World::SetInitialWorldSettings()
sLog.outString( ">>> Quests Relations loaded" );
sLog.outString();
sLog.outString( "Loading Game Event Data..."); // must be after sPoolMgr.LoadFromDB and quests to properly load pool events and quests for events
sLog.outString();
sGameEventMgr.LoadFromDB();
sLog.outString( ">>> Game Event Data loaded" );
sLog.outString();
sLog.outString( "Loading UNIT_NPC_FLAG_SPELLCLICK Data..." );
sObjectMgr.LoadNPCSpellClickSpells();