[Rel21] Stage 1 of updates for Rel21 Build System

This commit is contained in:
Antz 2015-07-28 10:59:34 +01:00 committed by Antz
parent 13292befd6
commit fdefc0869a
1951 changed files with 40474 additions and 252610 deletions

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#
# Copyright (C) 2005-2012 MaNGOS project <http://getmangos.com/>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
set(LIBRARY_NAME Bots)
#Add PCH Files
set(bots_PCH "${CMAKE_CURRENT_SOURCE_DIR}/botpch.h")
if(PCH)
LIST(APPEND bots_PCH "${CMAKE_CURRENT_SOURCE_DIR}/botpch.cpp")
endif()
#Base files
file(GLOB Playerbot_Source ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/*.h)
source_group("Player Bot" FILES ${Playerbot_Source})
file(GLOB AHbot_Source ${CMAKE_CURRENT_SOURCE_DIR}/ahbot/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/ahbot/*.h)
source_group("AH Bot" FILES ${AHbot_Source})
#Define base source library
set(LIBRARY_SRCS
${Playerbot_Source}
${AHbot_Source}
${bots_PCH}
)
#Strategy files
file(GLOB Playerbot_Strategy ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/*.h)
source_group("Player Bot\\Strategies" FILES ${Playerbot_Strategy})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Strategy})
#Action files
file(GLOB Playerbot_Actions ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/actions/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/actions/*.h)
source_group("Player Bot\\Strategies\\Actions" FILES ${Playerbot_Actions})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Actions})
#Generic files
file(GLOB Playerbot_Generic ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/generic/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/generic/*.h)
source_group("Player Bot\\Strategies\\Generic" FILES ${Playerbot_Generic})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Generic})
#Trigger files
file(GLOB Playerbot_Triggers ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/triggers/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/triggers/*.h)
source_group("Player Bot\\Strategies\\Triggers" FILES ${Playerbot_Triggers})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Triggers})
#Value files
file(GLOB Playerbot_Values ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/values/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/values/*.h)
source_group("Player Bot\\Strategies\\Values" FILES ${Playerbot_Values})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Values})
## Class files
#Druid AI
file(GLOB Playerbot_Druid ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/druid/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/druid/*.h)
source_group("Player Bot\\Strategies\\Druid" FILES ${Playerbot_Druid})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Druid})
#Hunter AI
file(GLOB Playerbot_Hunter ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/hunter/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/hunter/*.h)
source_group("Player Bot\\Strategies\\Hunter" FILES ${Playerbot_Hunter})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Hunter})
#Mage AI
file(GLOB Playerbot_Mage ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/mage/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/mage/*.h)
source_group("Player Bot\\Strategies\\Mage" FILES ${Playerbot_Mage})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Mage})
#Paladin AI
file(GLOB Playerbot_Paladin ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/paladin/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/paladin/*.h)
source_group("Player Bot\\Strategies\\Paladin" FILES ${Playerbot_Paladin})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Paladin})
#Priest AI
file(GLOB Playerbot_Priest ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/priest/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/priest/*.h)
source_group("Player Bot\\Strategies\\Priest" FILES ${Playerbot_Priest})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Priest})
#Rogue AI
file(GLOB Playerbot_Rogue ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/rogue/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/rogue/*.h)
source_group("Player Bot\\Strategies\\Rogue" FILES ${Playerbot_Rogue})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Rogue})
#Shaman AI
file(GLOB Playerbot_Shaman ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/shaman/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/shaman/*.h)
source_group("Player Bot\\Strategies\\Shaman" FILES ${Playerbot_Shaman})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Shaman})
#Warlock AI
file(GLOB Playerbot_Warlock ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/warlock/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/warlock/*.h)
source_group("Player Bot\\Strategies\\Warlock" FILES ${Playerbot_Warlock})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Warlock})
#Warrior AI
file(GLOB Playerbot_Warrior ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/warrior/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/playerbot/strategy/warrior/*.h)
source_group("Player Bot\\Strategies\\Warrior" FILES ${Playerbot_Warrior})
LIST(APPEND LIBRARY_SRCS ${Playerbot_Warrior})
include_directories(
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/ahbot
${CMAKE_CURRENT_SOURCE_DIR}/playerbot
${CMAKE_SOURCE_DIR}/src/game
${CMAKE_SOURCE_DIR}/src/game/AuctionHouseBot
${CMAKE_SOURCE_DIR}/src/game/BattleGround
${CMAKE_SOURCE_DIR}/src/game/ChatCommands
${CMAKE_SOURCE_DIR}/src/game/Maps
${CMAKE_SOURCE_DIR}/src/game/MotionGenerators
${CMAKE_SOURCE_DIR}/src/game/movement
${CMAKE_SOURCE_DIR}/src/game/Object
${CMAKE_SOURCE_DIR}/src/game/OutdoorPvP
${CMAKE_SOURCE_DIR}/src/game/References
${CMAKE_SOURCE_DIR}/src/game/Server
${CMAKE_SOURCE_DIR}/src/game/Tools
${CMAKE_SOURCE_DIR}/src/game/vmap
${CMAKE_SOURCE_DIR}/src/game/WorldHandlers
${CMAKE_SOURCE_DIR}/src/shared
${CMAKE_SOURCE_DIR}/src/shared/Config
${CMAKE_SOURCE_DIR}/src/shared/Common
${CMAKE_SOURCE_DIR}/src/shared/Database
${CMAKE_SOURCE_DIR}/src/shared/DataStores
${CMAKE_SOURCE_DIR}/src/shared/Log
${CMAKE_SOURCE_DIR}/src/shared/Threading
${CMAKE_SOURCE_DIR}/src/shared/Utilities
${CMAKE_SOURCE_DIR}/src/framework
${CMAKE_SOURCE_DIR}/src/framework/Platform
${CMAKE_BINARY_DIR}
${CMAKE_BINARY_DIR}/src/shared
${MYSQL_INCLUDE_DIR}
${ACE_INCLUDE_DIR}
)
if(PCH)
include_directories(${CMAKE_CURRENT_BINARY_DIR})
endif()
add_library(${LIBRARY_NAME} STATIC ${LIBRARY_SRCS})
target_link_libraries(${LIBRARY_NAME} shared detour)
if(UNIX)
# Both systems don't have libdl and don't need them
if (NOT (CMAKE_SYSTEM_NAME STREQUAL "FreeBSD" OR CMAKE_SYSTEM_NAME STREQUAL "NetBSD"))
target_link_libraries(${LIBRARY_NAME} dl)
endif()
endif()
add_dependencies(${LIBRARY_NAME} revision.h)
if(NOT ACE_USE_EXTERNAL)
add_dependencies(${LIBRARY_NAME} ace)
endif()
# Install config files
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/playerbot/aiplayerbot.conf.dist.in ${CMAKE_CURRENT_BINARY_DIR}/aiplayerbot.conf.dist)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/aiplayerbot.conf.dist DESTINATION ${CONF_INSTALL_DIR})
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/ahbot/ahbot.conf.dist.in ${CMAKE_CURRENT_BINARY_DIR}/ahbot.conf.dist)
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/ahbot.conf.dist DESTINATION ${CONF_INSTALL_DIR})
if(WIN32 AND MSVC)
add_custom_command(TARGET ${LIBRARY_NAME}
POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_BINARY_DIR}/ahbot.conf.dist" "${CONF_COPY_DIR}"
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_BINARY_DIR}/aiplayerbot.conf.dist" "${CONF_COPY_DIR}"
)
endif()
# Generate PCH
if(PCH)
ADD_CXX_PCH(Bots ${bots_PCH})
endif()

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################################################
# MANGOS Auction House Bot Configuration file #
################################################
[AhbotConf]
ConfVersion=2010102201
###################################################################################################################
# AUCTION HOUSE BOT SETTINGS
#
###################################################################################################################
# Disable original AuctionHouseBot
AuctionHouseBot.Seller.Enabled = 0
AuctionHouseBot.Buyer.Enabled = 0
# Replace with the new AhBot
AhBot.Enabled = 1
# Should be used only if random bots are disabled
# AhBot.GUID = 0
# 199 for 80, 80 for 70, 70 for 60, ..., 25 for 20
AhBot.MaxItemLevel = 199
# Same as level cap
AhBot.MaxRequiredLevel = 80
# Ignore items by ID
AhBot.IgnoreItemIds = 49283,52200,8494,6345,6891,2460
AhBot.PriceMultiplier = 1.0
AhBot.DefaultMinPrice = 20
AhBot.PriceQualityMultiplier = 1.0
AhBot.AlwaysAvailableMoney = 2000000
# Buy/sell delays
AhBot.ItemBuyMinInterval = 7200
AhBot.ItemBuyMaxInterval = 28800
AhBot.ItemSellMinInterval = 7200
AhBot.ItemSellMaxInterval = 28800
#
# Items
#
AhBot.MaxAuctionCount.equip.green = 0
AhBot.MaxAuctionCount.equip.blue = 40
AhBot.MaxAuctionCount.equip.epic = 20
AhBot.PriceMultiplier.Sell.equip = 1.0
AhBot.PriceMultiplier.Buy.equip = 1.0
AhBot.PricingStrategy.equip = buyOnlyRare
AhBot.MaxAuctionCount.reagent.white = 6
AhBot.MaxAuctionCount.reagent.green = 2
AhBot.PriceMultiplier.Sell.reagent = 1.0
AhBot.PriceMultiplier.Buy.reagent = 1.0
AhBot.PricingStrategy.reagent = buyOnlyRare
AhBot.MaxAuctionCount.other.white = 20
AhBot.MaxAuctionCount.other.green = 10
AhBot.MaxAuctionCount.other.blue = 6
AhBot.PriceMultiplier.Sell.other = 1.0
AhBot.PriceMultiplier.Buy.other = 1.0
AhBot.PricingStrategy.other = buyOnlyRare
#
# Container
#
AhBot.MaxAuctionCount.quiver.white = 2
AhBot.PriceMultiplier.Sell.quiver = 1.0
AhBot.PriceMultiplier.Buy.quiver = 1.0
AhBot.PricingStrategy.quiver = buyOnlyRare
AhBot.MaxAuctionCount.container.white = 6
AhBot.MaxAuctionCount.container.green = 2
AhBot.MaxAuctionCount.container.blue = 2
AhBot.PriceMultiplier.Sell.container = 1.0
AhBot.PriceMultiplier.Buy.container = 1.0
#
# Glyph
#
AhBot.MaxAuctionCount.glyph.white = 50
AhBot.MaxAuctionCount.glyph.green = 20
AhBot.MaxAuctionCount.glyph.blue = 10
AhBot.PriceMultiplier.Sell.glyph = 1.0
AhBot.PriceMultiplier.Buy.glyph = 1.0
#
# Quest
#
AhBot.MaxAuctionCount.quest.white = 14
AhBot.MaxAuctionCount.quest.green = 2
AhBot.MaxAuctionCount.quest.blue = 2
AhBot.PriceMultiplier.Sell.quest = 1.0
AhBot.PriceMultiplier.Buy.quest = 1.0
#
# Consumables
#
AhBot.MaxAuctionCount.alchemy.white = 50
AhBot.MaxAuctionCount.alchemy.green = 20
AhBot.MaxAuctionCount.alchemy.blue = 10
AhBot.PriceMultiplier.Sell.alchemy = 1.0
AhBot.PriceMultiplier.Buy.alchemy = 1.0
AhBot.MaxAuctionCount.scroll.white = 40
AhBot.MaxAuctionCount.scroll.green = 6
AhBot.MaxAuctionCount.scroll.blue = 4
AhBot.PriceMultiplier.Sell.scroll = 1.0
AhBot.PriceMultiplier.Buy.scroll = 1.0
AhBot.MaxAuctionCount.Food.white = 40
AhBot.PriceMultiplier.Sell.Food = 1.0
AhBot.PriceMultiplier.Buy.Food = 1.0
AhBot.MaxAuctionCount.bandage.white = 10
AhBot.PriceMultiplier.Sell.bandage = 1.0
AhBot.PriceMultiplier.Buy.bandage = 1.0
AhBot.MaxAuctionCount.OtherConsumable.white = 20
AhBot.MaxAuctionCount.OtherConsumable.green = 10
AhBot.MaxAuctionCount.OtherConsumable.blue = 5
AhBot.PriceMultiplier.Sell.OtherConsumable = 1.0
AhBot.PriceMultiplier.Buy.OtherConsumable = 1.0
#
# Recipe
#
AhBot.MaxAuctionCount.recipe.white = 8
AhBot.MaxAuctionCount.recipe.green = 4
AhBot.MaxAuctionCount.recipe.blue = 2
AhBot.MaxAuctionCount.recipe.epic = 2
AhBot.PriceMultiplier.Sell.recipe = 1.0
AhBot.PriceMultiplier.Buy.recipe = 1.0
#
# Trade
#
AhBot.MaxAuctionCount.Elemental.white = 30
AhBot.MaxAuctionCount.Elemental.green = 20
AhBot.MaxAuctionCount.Elemental.blue = 6
AhBot.PriceMultiplier.Sell.Elemental = 1.0
AhBot.PriceMultiplier.Buy.Elemental = 1.0
AhBot.MaxAuctionCount.Cloth.white = 50
AhBot.MaxAuctionCount.Cloth.green = 14
AhBot.MaxAuctionCount.Cloth.blue = 6
AhBot.PriceMultiplier.Sell.Cloth = 1.0
AhBot.PriceMultiplier.Buy.Cloth = 1.0
AhBot.MaxAuctionCount.Leather.white = 50
AhBot.MaxAuctionCount.Leather.green = 14
AhBot.MaxAuctionCount.Leather.blue = 6
AhBot.PriceMultiplier.Sell.Leather = 1.0
AhBot.PriceMultiplier.Buy.Leather = 1.0
AhBot.MaxAuctionCount.Herb.white = 50
AhBot.MaxAuctionCount.Herb.green = 14
AhBot.PriceMultiplier.Sell.Herb = 1.0
AhBot.PriceMultiplier.Buy.Herb = 1.0
AhBot.MaxAuctionCount.Meat.white = 50
AhBot.PriceMultiplier.Sell.Meat = 1.0
AhBot.PriceMultiplier.Buy.Meat = 1.0
AhBot.MaxAuctionCount.Metal.white = 50
AhBot.MaxAuctionCount.Metal.green = 14
AhBot.MaxAuctionCount.Metal.blue = 6
AhBot.PriceMultiplier.Sell.Metal = 1.0
AhBot.PriceMultiplier.Buy.Metal = 1.0
AhBot.MaxAuctionCount.Engineering.white = 20
AhBot.MaxAuctionCount.Engineering.green = 10
AhBot.MaxAuctionCount.Engineering.blue = 4
AhBot.PriceMultiplier.Sell.Engineering = 1.0
AhBot.PriceMultiplier.Buy.Engineering = 1.0
AhBot.MaxAuctionCount.Disenchants.white = 40
AhBot.MaxAuctionCount.Disenchants.green = 20
AhBot.MaxAuctionCount.Disenchants.blue = 20
AhBot.PriceMultiplier.Sell.Disenchants = 1.0
AhBot.PriceMultiplier.Buy.Disenchants = 1.0
AhBot.MaxAuctionCount.SimpleGems.green = 30
AhBot.MaxAuctionCount.SimpleGems.blue = 20
AhBot.MaxAuctionCount.SimpleGems.epic = 4
AhBot.PriceMultiplier.Sell.SimpleGems = 1.0
AhBot.PriceMultiplier.Buy.SimpleGems = 1.0
AhBot.MaxAuctionCount.SocketGems.green = 50
AhBot.MaxAuctionCount.SocketGems.blue = 20
AhBot.MaxAuctionCount.SocketGems.epic = 4
AhBot.PriceMultiplier.Sell.SocketGems = 1.0
AhBot.PriceMultiplier.Buy.SocketGems = 1.0
AhBot.MaxAuctionCount.OtherTrade.white = 10
AhBot.PriceMultiplier.Sell.OtherTrade = 1.0
AhBot.PriceMultiplier.Buy.OtherTrade = 1.0
AhBot.PriceMultiplier.Sell.projectile = 1.0
AhBot.PriceMultiplier.Buy.projectile = 1.0
AhBot.PricingStrategy.projectile = buyOnlyRare

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##########################################
# MANGOS Ai Playerbot Configuration file #
##########################################
[AiPlayerbotConf]
ConfVersion=2010102201
# Enable or disable AI Playerbot
AiPlayerbot.Enabled = 1
# Warrior
AiPlayerbot.RandomClassSpecProbability.1.0 = 20
AiPlayerbot.RandomClassSpecProbability.1.1 = 30
AiPlayerbot.RandomClassSpecProbability.1.2 = 50
# Paladin
AiPlayerbot.RandomClassSpecProbability.2.0 = 20
AiPlayerbot.RandomClassSpecProbability.2.1 = 50
AiPlayerbot.RandomClassSpecProbability.2.2 = 30
# Hunter
AiPlayerbot.RandomClassSpecProbability.3.0 = 25
AiPlayerbot.RandomClassSpecProbability.3.1 = 50
AiPlayerbot.RandomClassSpecProbability.3.2 = 25
# Rogue
AiPlayerbot.RandomClassSpecProbability.4.0 = 40
AiPlayerbot.RandomClassSpecProbability.4.1 = 50
AiPlayerbot.RandomClassSpecProbability.4.2 = 10
# Priest
AiPlayerbot.RandomClassSpecProbability.5.0 = 40
AiPlayerbot.RandomClassSpecProbability.5.1 = 40
AiPlayerbot.RandomClassSpecProbability.5.2 = 20
# Shaman
AiPlayerbot.RandomClassSpecProbability.7.0 = 10
AiPlayerbot.RandomClassSpecProbability.7.1 = 45
AiPlayerbot.RandomClassSpecProbability.7.2 = 45
# Mage
AiPlayerbot.RandomClassSpecProbability.8.0 = 20
AiPlayerbot.RandomClassSpecProbability.8.1 = 10
AiPlayerbot.RandomClassSpecProbability.8.2 = 70
# Warlock
AiPlayerbot.RandomClassSpecProbability.9.0 = 33
AiPlayerbot.RandomClassSpecProbability.9.1 = 33
AiPlayerbot.RandomClassSpecProbability.9.2 = 33
# Druid
AiPlayerbot.RandomClassSpecProbability.11.0 = 10
AiPlayerbot.RandomClassSpecProbability.11.1 = 45
AiPlayerbot.RandomClassSpecProbability.11.2 = 45
#
# All other parameters are optional but can be changed by uncommenting them here
#
# Prefix for bot chat commands (e.g. follow, stay)
AiPlayerbot.CommandPrefix = ~
# Max AI iterations per tick
#AiPlayerbot.IterationsPerTick = 10
# Allow/deny bots from your guild
#AiPlayerbot.AllowGuildBots = 1
# Delay between two short-time spells cast
#AiPlayerbot.GlobalCooldown = 500
# Max wait time when moving
#AiPlayerbot.MaxWaitForMove = 5000
# Delay between two bot actions
#AiPlayerbot.ReactDelay = 100
# Distances
#AiPlayerbot.SightDistance = 50.0
#AiPlayerbot.SpellDistance = 30.0
#AiPlayerbot.ReactDistance = 150.0
#AiPlayerbot.GrindDistance = 100.0
#AiPlayerbot.LootDistance = 20.0
#AiPlayerbot.FleeDistance = 20.0
#AiPlayerbot.TooCloseDistance = 7.0
#AiPlayerbot.MeleeDistance = 1.0
#AiPlayerbot.FollowDistance = 1.5
#AiPlayerbot.WhisperDistance = 6000.0
#AiPlayerbot.ContactDistance = 0.5
# Bot can flee for enemy
#AiPlayerbot.FleeingEnabled = 1
# Health/Mana levels
#AiPlayerbot.CriticalHealth = 25
#AiPlayerbot.LowHealth = 45
#AiPlayerbot.MediumHealth = 65
#AiPlayerbot.AlmostFullHealth = 85
#AiPlayerbot.LowMana = 15
#AiPlayerbot.MediumMana = 40
# Enable random bot system
#AiPlayerbot.RandomBotAutologin = 1
# Random bot default strategies (applied after defaults)
#AiPlayerbot.RandomBotCombatStrategies = +dps,+attack weak
#AiPlayerbot.RandomBotNonCombatStrategies = +grind,+move random,+loot
# Create random bot characters automatically
#AiPlayerbot.RandomBotAutoCreate = 1
# Random bot count
#AiPlayerbot.MinRandomBots = 50
#AiPlayerbot.MaxRandomBots = 200
#AiPlayerbot.RandomBotMinLevel = 1
#AiPlayerbot.RandomBotMaxLevel = 255 (ignored if more than MaxPlayerLevel mangosd.conf value)
# Accounts to create for random bots
#AiPlayerbot.RandomBotAccountPrefix = rndbot
#AiPlayerbot.RandomBotAccountCount = 50
# Delete all random bot accounts
#AiPlayerbot.DeleteRandomBotAccounts = 0
# Maps to teleport random bots
#AiPlayerbot.RandomBotMaps = 0,1,530,571
# Change random bot has lower gear
#AiPlayerbot.RandomGearLoweringChance = 0.15
# Chance random bot has max level on first randomize
#AiPlayerbot.RandomBotMaxLevelChance = 0.4
# Quest items to leave (do not destroy)
#AiPlayerbot.RandomBotQuestItems = 6948,5175,5176,5177,5178
# Spells every random bot will learn on randomize (54197 - cold weather flying)
#AiPlayerbot.RandomBotSpellIds = 54197
# Enable LFG for random bots
#AiPlayerbot.RandomBotJoinLfg = 1
# Level diff between random bots and nearby creatures for random teleports
AiPlayerbot.RandomBotTeleLevel = 3
# Intervals
#AiPlayerbot.RandomBotUpdateInterval = 60
#AiPlayerbot.RandomBotCountChangeMinInterval = 86400
#AiPlayerbot.RandomBotCountChangeMaxInterval = 259200
#AiPlayerbot.MinRandomBotInWorldTime = 7200
#AiPlayerbot.MaxRandomBotInWorldTime = 1209600
#AiPlayerbot.MinRandomBotRandomizeTime = 7200
#AiPlayerbot.MaxRandomRandomizeTime = 1209600
#AiPlayerbot.MinRandomBotsPerInterval = 50
#AiPlayerbot.MaxRandomBotsPerInterval = 100
#AiPlayerbot.MinRandomBotsPriceChangeInterval = 7200
#AiPlayerbot.MaxRandomBotsPriceChangeInterval = 172800
# Log on all random bots on start
#AiPlayerbot.RandomBotLoginAtStartup = 1
# How far random bots are teleported after death
#AiPlayerbot.RandomBotTeleportDistance = 1000
# Debug switches
#AiPlayerbot.SpellDump = 0
#AiPlayerbot.LogInGroupOnly = 1
#AiPlayerbot.LogValuesPerTick = 0
#AiPlayerbot.RandomChangeMultiplier = 1
# Command server port, 0 - disabled
#AiPlayerbot.CommandServerPort = 8888

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#-----------------------------------------------------------------------------
# Build the mangos-zero script library if wished for
# MaNGOS is a full featured server for World of Warcraft, supporting
# the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
#
# Copyright (C) 2005-2015 MaNGOS project <http://getmangos.eu>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
# Build the mangos script library if enabled
if(SCRIPT_LIB_SD2)
add_subdirectory(SD2)
endif()
#-----------------------------------------------------------------------------
# Build the Eluna library if wished for
# Build the Eluna library if enabled
if(SCRIPT_LIB_ELUNA)
add_subdirectory(Eluna)
endif()
endif()
# Include Player Bots if enabled
#if(PLAYERBOTS)
# add_subdirectory(Bots)
#endif()

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Subproject commit 5f6417663e395987585466ab62f4fbce7d0a7ba3

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<ProjectName>ScriptDev2</ProjectName>
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@ -1,5 +1,8 @@
# MaNGOS is a full featured server for World of Warcraft, supporting
# the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
#
# Copyright (C) 2005-2015 MaNGOS <http://getmangos.eu/>
# Copyright (C) 2005-2015 MaNGOS project <http://getmangos.eu>
# Copyright (C) 2006-2013 ScriptDev2 project <http://www.scriptdev2.com>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
@ -14,503 +17,485 @@
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# ***** END GPL LICENSE BLOCK *****
#
# World of Warcraft, and all World of Warcraft or Warcraft art, images,
# and lore are copyrighted by Blizzard Entertainment, Inc.
include(MacroMangosSourceGroup)
set(mangosscript_PCH_H "${CMAKE_CURRENT_SOURCE_DIR}/include/precompiled.h")
#Add PCH Files
set(mangosscript_PCH "${CMAKE_CURRENT_SOURCE_DIR}/precompiled.h")
if(PCH)
set(mangosscript_PCH_CPP "${CMAKE_CURRENT_SOURCE_DIR}/include/precompiled.cpp")
LIST(APPEND mangosscript_PCH "${CMAKE_CURRENT_SOURCE_DIR}/precompiled.cpp")
endif()
include_directories(
"${CMAKE_CURRENT_SOURCE_DIR}/base"
"${CMAKE_CURRENT_SOURCE_DIR}/include"
"${CMAKE_SOURCE_DIR}/src/shared"
"${CMAKE_SOURCE_DIR}/src/framework"
"${CMAKE_SOURCE_DIR}/src/game/Server"
"${CMAKE_SOURCE_DIR}/src/game/BattleGround"
"${CMAKE_SOURCE_DIR}/src/game/WorldHandlers"
"${CMAKE_SOURCE_DIR}/src/game/Object"
"${CMAKE_SOURCE_DIR}/src/game/References"
"${CMAKE_SOURCE_DIR}/src/game/MotionGenerators"
"${CMAKE_SOURCE_DIR}/src/game/vmap"
"${CMAKE_SOURCE_DIR}/dep/include"
"${CMAKE_BINARY_DIR}"
"${CMAKE_BINARY_DIR}/src/shared"
"${ACE_INCLUDE_DIR}"
"${MYSQL_INCLUDE_DIR}"
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/base
${CMAKE_CURRENT_SOURCE_DIR}/include
${CMAKE_SOURCE_DIR}/src/shared
${CMAKE_SOURCE_DIR}/src/framework
${CMAKE_SOURCE_DIR}/src/game/Server
${CMAKE_SOURCE_DIR}/src/game/BattleGround
${CMAKE_SOURCE_DIR}/src/game/WorldHandlers
${CMAKE_SOURCE_DIR}/src/game/Object
${CMAKE_SOURCE_DIR}/src/game/References
${CMAKE_SOURCE_DIR}/src/game/MotionGenerators
${CMAKE_SOURCE_DIR}/src/game/vmap
${CMAKE_SOURCE_DIR}/src/shared
${CMAKE_SOURCE_DIR}/src/shared/Utilities
${CMAKE_SOURCE_DIR}/src/shared/Log
${CMAKE_SOURCE_DIR}/src/shared/DataStores
${CMAKE_SOURCE_DIR}/src/shared/Common
${CMAKE_BINARY_DIR}
${CMAKE_BINARY_DIR}/src/shared
${ACE_INCLUDE_DIR}
${MYSQL_INCLUDE_DIR}
)
#-----------------------------------------------------------------------------
# Define the scriptdev2 library
set(sources
sd2_revision_nr.h
sd2_revision_sql.h
ScriptDevMgr.cpp
ScriptDevMgr.h
base/escort_ai.cpp
base/escort_ai.h
base/follower_ai.cpp
base/follower_ai.h
base/guard_ai.cpp
base/guard_ai.h
base/pet_ai.cpp
base/pet_ai.h
# Define the SD2 library
set(mangosscript_LIB_SRCS ${mangosscript_PCH})
${mangosscript_PCH_H}
${mangosscript_PCH_CPP}
include/sc_creature.cpp
include/sc_creature.h
include/sc_grid_searchers.cpp
include/sc_grid_searchers.h
include/sc_instance.cpp
include/sc_instance.h
include/sc_gossip.h
#Include Files
file(GLOB sources_include include/*.cpp include/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_include})
source_group("Include Files" FILES ${sources_include})
system/ScriptLoader.cpp
system/ScriptLoader.h
system/system.cpp
system/system.h
)
#System Files
file(GLOB sources_system system/*.cpp system/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_system})
source_group("System Files" FILES ${sources_system})
set(mangosscript_LIB_SRCS ${sources})
#Base Files
file(GLOB sources_base base/*.cpp base/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_base})
source_group("Base Files" FILES ${sources_base})
#Battleground Scripts
file(GLOB sources_battlegrounds scripts/battlegrounds/*.cpp scripts/battlegrounds/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_battlegrounds})
source_group("Battleground Scripts" FILES ${sources_battlegrounds})
LIST(APPEND mangosscript_LIB_SRCS ${sources_battlegrounds})
source_group("Battleground Scripts" FILES ${sources_battlegrounds})
#World Scripts
file(GLOB sources_world scripts/world/*.cpp scripts/world/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_world})
source_group("World Scripts" FILES ${sources_world})
LIST(APPEND mangosscript_LIB_SRCS ${sources_world})
source_group("World Scripts" FILES ${sources_world})
#Eastern Kingdom Scripts
file(GLOB sources_eastern_kingdoms scripts/eastern_kingdoms/*.cpp scripts/eastern_kingdoms/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_eastern_kingdoms})
source_group("Eastern Kingdoms Scripts" FILES ${sources_eastern_kingdoms})
LIST(APPEND mangosscript_LIB_SRCS ${sources_eastern_kingdoms})
source_group("Eastern Kingdoms Scripts" FILES ${sources_eastern_kingdoms})
#Kalimdor Scripts
file(GLOB sources_kalimdor scripts/kalimdor/*.cpp scripts/kalimdor/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_kalimdor})
source_group("Kalimdor Scripts" FILES ${sources_kalimdor})
LIST(APPEND mangosscript_LIB_SRCS ${sources_kalimdor})
source_group("Kalimdor Scripts" FILES ${sources_kalimdor})
#Outlands Scripts
file(GLOB sources_outlands scripts/outland/*.cpp scripts/outland/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_outlands})
source_group("Outlands Scripts" FILES ${sources_outlands})
LIST(APPEND mangosscript_LIB_SRCS ${sources_outlands})
source_group("Outlands Scripts" FILES ${sources_outlands})
#Northrend Scripts
file(GLOB sources_northrend scripts/northrend/*.cpp scripts/northrend/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_northrend})
source_group("Northrend Scripts" FILES ${sources_northrend})
LIST(APPEND mangosscript_LIB_SRCS ${sources_northrend})
source_group("Northrend Scripts" FILES ${sources_northrend})
#Instance: Blackrock Depths Scripts
file(GLOB sources_instance_ek_brd scripts/eastern_kingdoms/blackrock_mountain/blackrock_depths/*.cpp scripts/eastern_kingdoms/blackrock_mountain/blackrock_depths/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_brd})
source_group("Eastern Kingdoms Scripts\\Instances\\Blackrock Depths" FILES ${sources_instance_ek_brd})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_brd})
source_group("Eastern Kingdoms Scripts\\Instances\\Blackrock Depths" FILES ${sources_instance_ek_brd})
#Instance: Blackrock Spire Scripts
file(GLOB sources_instance_ek_brs scripts/eastern_kingdoms/blackrock_mountain/blackrock_spire/*.cpp scripts/eastern_kingdoms/blackrock_mountain/blackrock_spire/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_brs})
source_group("Eastern Kingdoms Scripts\\Instances\\Blackrock Spire" FILES ${sources_instance_ek_brs})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_brs})
source_group("Eastern Kingdoms Scripts\\Instances\\Blackrock Spire" FILES ${sources_instance_ek_brs})
#Instance: Deadmines Scripts
file(GLOB sources_instance_ek_tdm scripts/eastern_kingdoms/deadmines/*.cpp scripts/eastern_kingdoms/deadmines/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_tdm})
source_group("Eastern Kingdoms Scripts\\Instances\\Deadmines" FILES ${sources_instance_ek_tdm})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_tdm})
source_group("Eastern Kingdoms Scripts\\Instances\\Deadmines" FILES ${sources_instance_ek_tdm})
#Instance: Gnomeregan Scripts
file(GLOB sources_instance_ek_gno scripts/eastern_kingdoms/gnomeregan/*.cpp scripts/eastern_kingdoms/gnomeregan/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_gno})
source_group("Eastern Kingdoms Scripts\\Instances\\Gnomeregan" FILES ${sources_instance_ek_gno})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_gno})
source_group("Eastern Kingdoms Scripts\\Instances\\Gnomeregan" FILES ${sources_instance_ek_gno})
#Instance: Scarlet Monastery Scripts
file(GLOB sources_instance_ek_sm scripts/eastern_kingdoms/scarlet_monastery/*.cpp scripts/eastern_kingdoms/scarlet_monastery/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_sm})
source_group("Eastern Kingdoms Scripts\\Instances\\Scarlet Monastery" FILES ${sources_instance_ek_sm})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_sm})
source_group("Eastern Kingdoms Scripts\\Instances\\Scarlet Monastery" FILES ${sources_instance_ek_sm})
#Instance: Scholomance Scripts
file(GLOB sources_instance_ek_scholo scripts/eastern_kingdoms/scholomance/*.cpp scripts/eastern_kingdoms/scholomance/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_scholo})
source_group("Eastern Kingdoms Scripts\\Instances\\Scholomance" FILES ${sources_instance_ek_scholo})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_scholo})
source_group("Eastern Kingdoms Scripts\\Instances\\Scholomance" FILES ${sources_instance_ek_scholo})
#Instance: Uldaman Scripts
file(GLOB sources_instance_ek_uld scripts/eastern_kingdoms/uldaman/*.cpp scripts/eastern_kingdoms/uldaman/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_uld})
source_group("Eastern Kingdoms Scripts\\Instances\\Uldaman" FILES ${sources_instance_ek_uld})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_uld})
source_group("Eastern Kingdoms Scripts\\Instances\\Uldaman" FILES ${sources_instance_ek_uld})
#Instance: Shadowfang Keep Scripts
file(GLOB sources_instance_ek_sfk scripts/eastern_kingdoms/shadowfang_keep/*.cpp scripts/eastern_kingdoms/shadowfang_keep/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_sfk})
source_group("Eastern Kingdoms Scripts\\Instances\\Shadowfang Keep" FILES ${sources_instance_ek_sfk})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_sfk})
source_group("Eastern Kingdoms Scripts\\Instances\\Shadowfang Keep" FILES ${sources_instance_ek_sfk})
#Instance: Sunken Temple Scripts
file(GLOB sources_instance_ek_st scripts/eastern_kingdoms/sunken_temple/*.cpp scripts/eastern_kingdoms/sunken_temple/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_st})
source_group("Eastern Kingdoms Scripts\\Instances\\Sunken Temple" FILES ${sources_instance_ek_st})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_st})
source_group("Eastern Kingdoms Scripts\\Instances\\Sunken Temple" FILES ${sources_instance_ek_st})
#Instance: Stratholme Scripts
file(GLOB sources_instance_ek_strat scripts/eastern_kingdoms/stratholme/*.cpp scripts/eastern_kingdoms/stratholme/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_strat})
source_group("Eastern Kingdoms Scripts\\Instances\\Stratholme" FILES ${sources_instance_ek_strat})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_strat})
source_group("Eastern Kingdoms Scripts\\Instances\\Stratholme" FILES ${sources_instance_ek_strat})
#Instance: Magisters Terrace Scripts
file(GLOB sources_instance_ek_mt scripts/eastern_kingdoms/magisters_terrace/*.cpp scripts/eastern_kingdoms/magisters_terrace/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_mt})
source_group("Eastern Kingdoms Scripts\\Instances\\Magisters Terrace" FILES ${sources_instance_ek_mt})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ek_mt})
source_group("Eastern Kingdoms Scripts\\Instances\\Magisters Terrace" FILES ${sources_instance_ek_mt})
#Raid: Karazhan Scripts
file(GLOB sources_raid_ek_kara scripts/eastern_kingdoms/karazhan/*.cpp scripts/eastern_kingdoms/karazhan/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_kara})
source_group("Eastern Kingdoms Scripts\\Raids\\Karazhan" FILES ${sources_raid_ek_kara})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_kara})
source_group("Eastern Kingdoms Scripts\\Raids\\Karazhan" FILES ${sources_raid_ek_kara})
#Raid: Sunwell Plateau Scripts
file(GLOB sources_raid_ek_sp scripts/eastern_kingdoms/sunwell_plateau/*.cpp scripts/eastern_kingdoms/sunwell_plateau/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_sp})
source_group("Eastern Kingdoms Scripts\\Raids\\Sunwell Plateau" FILES ${sources_raid_ek_sp})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_sp})
source_group("Eastern Kingdoms Scripts\\Raids\\Sunwell Plateau" FILES ${sources_raid_ek_sp})
#Raid: Zul'Aman Scripts
file(GLOB sources_raid_ek_za scripts/eastern_kingdoms/zulaman/*.cpp scripts/eastern_kingdoms/zulaman/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_za})
source_group("Eastern Kingdoms Scripts\\Raids\\Zul'Aman" FILES ${sources_raid_ek_za})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_za})
source_group("Eastern Kingdoms Scripts\\Raids\\Zul'Aman" FILES ${sources_raid_ek_za})
#Raid: Molten Core Scripts
file(GLOB sources_raid_ek_mc scripts/eastern_kingdoms/blackrock_mountain/molten_core/*.cpp scripts/eastern_kingdoms/blackrock_mountain/molten_core/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_mc})
source_group("Eastern Kingdoms Scripts\\Raids\\Molten Core" FILES ${sources_raid_ek_mc})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_mc})
source_group("Eastern Kingdoms Scripts\\Raids\\Molten Core" FILES ${sources_raid_ek_mc})
#Raid: Blackwing Lair Scripts
file(GLOB sources_raid_ek_bwl scripts/eastern_kingdoms/blackrock_mountain/blackwing_lair/*.cpp scripts/eastern_kingdoms/blackrock_mountain/blackwing_lair/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_bwl})
source_group("Eastern Kingdoms Scripts\\Raids\\Blackwing Lair" FILES ${sources_raid_ek_bwl})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_bwl})
source_group("Eastern Kingdoms Scripts\\Raids\\Blackwing Lair" FILES ${sources_raid_ek_bwl})
#Raid: Zul Gurub Scripts
file(GLOB sources_raid_ek_zg scripts/eastern_kingdoms/zulgurub/*.cpp scripts/eastern_kingdoms/zulgurub/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_zg})
source_group("Eastern Kingdoms Scripts\\Raids\\Zul Gurub" FILES ${sources_raid_ek_zg})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ek_zg})
source_group("Eastern Kingdoms Scripts\\Raids\\Zul Gurub" FILES ${sources_raid_ek_zg})
#Instance: Blackfathom Deeps Scripts
file(GLOB sources_instance_k_bdf scripts/kalimdor/blackfathom_deeps/*.cpp scripts/kalimdor/blackfathom_deeps/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_bdf})
source_group("Kalimdor Scripts\\Instances\\Blackfathom Deeps" FILES ${sources_instance_k_bdf})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_bdf})
source_group("Kalimdor Scripts\\Instances\\Blackfathom Deeps" FILES ${sources_instance_k_bdf})
#Instance: Dire Maul Scripts
file(GLOB sources_instance_k_dm scripts/kalimdor/dire_maul/*.cpp scripts/kalimdor/dire_maul/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_dm})
source_group("Kalimdor Scripts\\Instances\\Dire Maul" FILES ${sources_instance_k_dm})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_dm})
source_group("Kalimdor Scripts\\Instances\\Dire Maul" FILES ${sources_instance_k_dm})
#Instance: Maraudon Scripts
file(GLOB sources_instance_k_mara scripts/kalimdor/maraudon/*.cpp scripts/kalimdor/maraudon/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_mara})
source_group("Kalimdor Scripts\\Instances\\Maraudon Scripts" FILES ${sources_instance_k_mara})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_mara})
source_group("Kalimdor Scripts\\Instances\\Maraudon Scripts" FILES ${sources_instance_k_mara})
#Instance: Razorfen Downs Scripts
file(GLOB sources_instance_k_rfd scripts/kalimdor/razorfen_downs/*.cpp scripts/kalimdor/razorfen_downs/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_rfd})
source_group("Kalimdor Scripts\\Instances\\Razorfen Downs" FILES ${sources_instance_k_rfd})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_rfd})
source_group("Kalimdor Scripts\\Instances\\Razorfen Downs" FILES ${sources_instance_k_rfd})
#Instance: Razorfen Kraul Scripts
file(GLOB sources_instance_k_rfk scripts/kalimdor/razorfen_kraul/*.cpp scripts/kalimdor/razorfen_kraul/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_rfk})
source_group("Kalimdor Scripts\\Instances\\Razorfen Kraul" FILES ${sources_instance_k_rfk})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_rfk})
source_group("Kalimdor Scripts\\Instances\\Razorfen Kraul" FILES ${sources_instance_k_rfk})
#Instance: Wailing Caverns Scripts
file(GLOB sources_instance_k_wc scripts/kalimdor/wailing_caverns/*.cpp scripts/kalimdor/wailing_caverns/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_wc})
source_group("Kalimdor Scripts\\Instances\\Wailing Caverns" FILES ${sources_instance_k_wc})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_wc})
source_group("Kalimdor Scripts\\Instances\\Wailing Caverns" FILES ${sources_instance_k_wc})
#Instance: Caverns of Time - Black Morass
file(GLOB sources_instance_k_cot_bm scripts/kalimdor/caverns_of_time/dark_portal/*.cpp scripts/kalimdor/caverns_of_time/dark_portal/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_cot_bm})
source_group("Kalimdor Scripts\\Instances\\Caverns of Time\\Black Morass" FILES ${sources_instance_k_cot_bm})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_cot_bm})
source_group("Kalimdor Scripts\\Instances\\Caverns of Time\\Black Morass" FILES ${sources_instance_k_cot_bm})
#Instance: Caverns of Time - Old Hillsbrad
file(GLOB sources_instance_k_cot_oh scripts/kalimdor/caverns_of_time/old_hillsbrad/*.cpp scripts/kalimdor/caverns_of_time/old_hillsbrad/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_cot_oh})
source_group("Kalimdor Scripts\\Instances\\Caverns of Time\\Old Hillsbrad" FILES ${sources_instance_k_cot_oh})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_cot_oh})
source_group("Kalimdor Scripts\\Instances\\Caverns of Time\\Old Hillsbrad" FILES ${sources_instance_k_cot_oh})
#Instance: Caverns of Time - Culling of Stratholme
file(GLOB sources_instance_k_cot_cos scripts/kalimdor/caverns_of_time/culling_of_stratholme/*.cpp scripts/kalimdor/caverns_of_time/culling_of_stratholme/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_cot_cos})
source_group("Kalimdor Scripts\\Instances\\Caverns of Time\\Culling of Stratholme" FILES ${sources_instance_k_cot_cos})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_cot_cos})
source_group("Kalimdor Scripts\\Instances\\Caverns of Time\\Culling of Stratholme" FILES ${sources_instance_k_cot_cos})
#Instance: Zul Farrak Scripts
file(GLOB sources_instance_k_zf scripts/kalimdor/zulfarrak/*.cpp scripts/kalimdor/zulfarrak/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_zf})
source_group("Kalimdor Scripts\\Instances\\Zul Farrak" FILES ${sources_instance_k_zf})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_zf})
source_group("Kalimdor Scripts\\Instances\\Zul Farrak" FILES ${sources_instance_k_zf})
#Raid: Caverns of Time - Mount Hyjal
file(GLOB sources_instance_k_cot_mh scripts/kalimdor/caverns_of_time/hyjal/*.cpp scripts/kalimdor/caverns_of_time/hyjal/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_cot_mh})
source_group("Kalimdor Scripts\\Raids\\Caverns of Time\\Mount Hyjal" FILES ${sources_instance_k_cot_mh})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_k_cot_mh})
source_group("Kalimdor Scripts\\Raids\\Caverns of Time\\Mount Hyjal" FILES ${sources_instance_k_cot_mh})
#Raid: Onyxias Lair Scripts
file(GLOB sources_raid_k_ony scripts/kalimdor/onyxias_lair/*.cpp scripts/kalimdor/onyxias_lair/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_k_ony})
source_group("Kalimdor Scripts\\Raids\\Onyxias Lair" FILES ${sources_raid_k_ony})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_k_ony})
source_group("Kalimdor Scripts\\Raids\\Onyxias Lair" FILES ${sources_raid_k_ony})
#Raid: Ruins of AQ Scripts
file(GLOB sources_raid_k_raq scripts/kalimdor/ruins_of_ahnqiraj/*.cpp scripts/kalimdor/ruins_of_ahnqiraj/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_k_raq})
source_group("Kalimdor Scripts\\Raids\\Ruins of AQ" FILES ${sources_raid_k_raq})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_k_raq})
source_group("Kalimdor Scripts\\Raids\\Ruins of AQ" FILES ${sources_raid_k_raq})
#Raid: Temple of AQ Scripts
file(GLOB sources_raid_k_taq scripts/kalimdor/temple_of_ahnqiraj/*.cpp scripts/kalimdor/temple_of_ahnqiraj/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_k_taq})
source_group("Kalimdor Scripts\\Raids\\Temple of AQ" FILES ${sources_raid_k_taq})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_k_taq})
source_group("Kalimdor Scripts\\Raids\\Temple of AQ" FILES ${sources_raid_k_taq})
#Instance: Auchindoun - Auchenai Crypts
file(GLOB sources_instance_ol_aac scripts/outland/auchindoun/auchenai_crypts/*.cpp scripts/outland/auchindoun/auchenai_crypts/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_aac})
source_group("Outlands Scripts\\Instances\\Auchindoun\\Auchenai Crypts" FILES ${sources_instance_ol_aac})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_aac})
source_group("Outlands Scripts\\Instances\\Auchindoun\\Auchenai Crypts" FILES ${sources_instance_ol_aac})
#Instance: Auchindoun - Mana Tombs
file(GLOB sources_instance_ol_amt scripts/outland/auchindoun/mana_tombs/*.cpp scripts/outland/auchindoun/mana_tombs/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_amt})
source_group("Outlands Scripts\\Instances\\Auchindoun\\Mana Tombs" FILES ${sources_instance_ol_amt})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_amt})
source_group("Outlands Scripts\\Instances\\Auchindoun\\Mana Tombs" FILES ${sources_instance_ol_amt})
#Instance: Auchindoun - Sethekk Halls
file(GLOB sources_instance_ol_ash scripts/outland/auchindoun/sethekk_halls/*.cpp scripts/outland/auchindoun/sethekk_halls/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_ash})
source_group("Outlands Scripts\\Instances\\Auchindoun\\Sethekk Halls" FILES ${sources_instance_ol_ash})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_ash})
source_group("Outlands Scripts\\Instances\\Auchindoun\\Sethekk Halls" FILES ${sources_instance_ol_ash})
#Instance: Auchindoun - Shadow Labyrinth
file(GLOB sources_instance_ol_asl scripts/outland/auchindoun/shadow_labyrinth/*.cpp scripts/outland/auchindoun/shadow_labyrinth/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_asl})
source_group("Outlands Scripts\\Instances\\Auchindoun\\Shadow Labyrinth" FILES ${sources_instance_ol_asl})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_asl})
source_group("Outlands Scripts\\Instances\\Auchindoun\\Shadow Labyrinth" FILES ${sources_instance_ol_asl})
#Instance: Coilfang Reservoir - Slave Pens
file(GLOB sources_instance_ol_csp scripts/outland/coilfang_reservoir/slave_pens/*.cpp scripts/outland/coilfang_reservoir/slave_pens/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_csp})
source_group("Outlands Scripts\\Instances\\Coilfang Reservoir\\Slave Pens" FILES ${sources_instance_ol_csp})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_csp})
source_group("Outlands Scripts\\Instances\\Coilfang Reservoir\\Slave Pens" FILES ${sources_instance_ol_csp})
#Instance: Coilfang Reservoir - Steam Vaults
file(GLOB sources_instance_ol_cst scripts/outland/coilfang_reservoir/steam_vault/*.cpp scripts/outland/coilfang_reservoir/steam_vault/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_cst})
source_group("Outlands Scripts\\Instances\\Coilfang Reservoir\\Steam Vaults" FILES ${sources_instance_ol_cst})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_cst})
source_group("Outlands Scripts\\Instances\\Coilfang Reservoir\\Steam Vaults" FILES ${sources_instance_ol_cst})
#Instance: Coilfang Reservoir - Underbog
file(GLOB sources_instance_ol_cu scripts/outland/coilfang_reservoir/underbog/*.cpp scripts/outland/coilfang_reservoir/underbog/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_cu})
source_group("Outlands Scripts\\Instances\\Coilfang Reservoir\\Underbog" FILES ${sources_instance_ol_cu})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_ol_cu})
source_group("Outlands Scripts\\Instances\\Coilfang Reservoir\\Underbog" FILES ${sources_instance_ol_cu})
#Instance: Hellfire Citadel - Blood Furnace
file(GLOB sources_raid_ol_hbf scripts/outland/hellfire_citadel/blood_furnace/*.cpp scripts/outland/hellfire_citadel/blood_furnace/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_hbf})
source_group("Outlands Scripts\\Instances\\Hellfire Citadel\\Blood Furnace" FILES ${sources_raid_ol_hbf})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_hbf})
source_group("Outlands Scripts\\Instances\\Hellfire Citadel\\Blood Furnace" FILES ${sources_raid_ol_hbf})
#Instance: Hellfire Citadel - Hellfire Ramparts
file(GLOB sources_raid_ol_hhr scripts/outland/hellfire_citadel/hellfire_ramparts/*.cpp scripts/outland/hellfire_citadel/hellfire_ramparts/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_hhr})
source_group("Outlands Scripts\\Instances\\Hellfire Citadel\\Hellfire Ramparts" FILES ${sources_raid_ol_hhr})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_hhr})
source_group("Outlands Scripts\\Instances\\Hellfire Citadel\\Hellfire Ramparts" FILES ${sources_raid_ol_hhr})
#Instance: Hellfire Citadel - Shattered Halls
file(GLOB sources_raid_ol_hsh scripts/outland/hellfire_citadel/shattered_halls/*.cpp scripts/outland/hellfire_citadel/shattered_halls/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_hsh})
source_group("Outlands Scripts\\Instances\\Hellfire Citadel\\Shattered Halls" FILES ${sources_raid_ol_hsh})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_hsh})
source_group("Outlands Scripts\\Instances\\Hellfire Citadel\\Shattered Halls" FILES ${sources_raid_ol_hsh})
#Instance: Tempest Keep - Arcatraz
file(GLOB sources_raid_ol_ta scripts/outland/tempest_keep/arcatraz/*.cpp scripts/outland/tempest_keep/arcatraz/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_ta})
source_group("Outlands Scripts\\Instances\\Tempest Keep\\Arcatraz" FILES ${sources_raid_ol_ta})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_ta})
source_group("Outlands Scripts\\Instances\\Tempest Keep\\Arcatraz" FILES ${sources_raid_ol_ta})
#Instance: Tempest Keep - Botanica
file(GLOB sources_raid_ol_tb scripts/outland/tempest_keep/botanica/*.cpp scripts/outland/tempest_keep/botanica/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_tb})
source_group("Outlands Scripts\\Instances\\Tempest Keep\\Botanica" FILES ${sources_raid_ol_tb})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_tb})
source_group("Outlands Scripts\\Instances\\Tempest Keep\\Botanica" FILES ${sources_raid_ol_tb})
#Instance: Tempest Keep - The Mechanar
file(GLOB sources_raid_ol_ttm scripts/outland/tempest_keep/the_mechanar/*.cpp scripts/outland/tempest_keep/the_mechanar/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_ttm})
source_group("Outlands Scripts\\Instances\\Tempest Keep\\The Mechanar" FILES ${sources_raid_ol_ttm})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_ttm})
source_group("Outlands Scripts\\Instances\\Tempest Keep\\The Mechanar" FILES ${sources_raid_ol_ttm})
#Raid: Hellfire Citadel - Magtheridons Lair
file(GLOB sources_raid_ol_hml scripts/outland/hellfire_citadel/magtheridons_lair/*.cpp scripts/outland/hellfire_citadel/magtheridons_lair/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_hml})
source_group("Outlands Scripts\\Raids\\Hellfire Citadel\\Magtheridons Lair" FILES ${sources_raid_ol_hml})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_hml})
source_group("Outlands Scripts\\Raids\\Hellfire Citadel\\Magtheridons Lair" FILES ${sources_raid_ol_hml})
#Raid: Tempest Keep - The Eye
file(GLOB sources_raid_ol_tte scripts/outland/tempest_keep/the_eye/*.cpp scripts/outland/tempest_keep/the_eye/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_tte})
source_group("Outlands Scripts\\Raids\\Tempest Keep\\The Eye" FILES ${sources_raid_ol_tte})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_tte})
source_group("Outlands Scripts\\Raids\\Tempest Keep\\The Eye" FILES ${sources_raid_ol_tte})
#Raid: Coilfang Reservoir - Serpentshrine Cavern
file(GLOB sources_raid_ol_csc scripts/outland/coilfang_reservoir/serpent_shrine/*.cpp scripts/outland/coilfang_reservoir/serpent_shrine/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_csc})
source_group("Outlands Scripts\\Raids\\Coilfang Reservoir\\Serpentshrine Cavern" FILES ${sources_raid_ol_csc})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_csc})
source_group("Outlands Scripts\\Raids\\Coilfang Reservoir\\Serpentshrine Cavern" FILES ${sources_raid_ol_csc})
#Raid: Black Temple
file(GLOB sources_raid_ol_bt scripts/outland/black_temple/*.cpp scripts/outland/black_temple/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_bt})
source_group("Outlands Scripts\\Raids\\Black Temple" FILES ${sources_raid_ol_bt})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_bt})
source_group("Outlands Scripts\\Raids\\Black Temple" FILES ${sources_raid_ol_bt})
#Raid: Gruul's Lair
file(GLOB sources_raid_ol_gl scripts/outland/gruuls_lair/*.cpp scripts/outland/gruuls_lair/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_gl})
source_group("Outlands Scripts\\Raids\\Gruul's Lair" FILES ${sources_raid_ol_gl})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_ol_gl})
source_group("Outlands Scripts\\Raids\\Gruul's Lair" FILES ${sources_raid_ol_gl})
#Instance: Azjol Nerub
file(GLOB sources_instance_nr_aznj scripts/northrend/azjol-nerub/azjol-nerub/*.cpp scripts/northrend/azjol-nerub/azjol-nerub/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_aznj})
source_group("Northrend Scripts\\Instances\\Azjol Nerub" FILES ${sources_instance_nr_aznj})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_aznj})
source_group("Northrend Scripts\\Instances\\Azjol Nerub" FILES ${sources_instance_nr_aznj})
#Instance: Ahn'Kahet
file(GLOB sources_instance_nr_ahnk scripts/northrend/azjol-nerub/ahnkahet/*.cpp scripts/northrend/azjol-nerub/ahnkahet/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_ahnk})
source_group("Northrend Scripts\\Instances\\Ahn'Kahet" FILES ${sources_instance_nr_ahnk})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_ahnk})
source_group("Northrend Scripts\\Instances\\Ahn'Kahet" FILES ${sources_instance_nr_ahnk})
#Instance: Trial of the Champion
file(GLOB sources_instance_nr_totch scripts/northrend/crusaders_coliseum/trial_of_the_champion/*.cpp scripts/northrend/crusaders_coliseum/trial_of_the_champion/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_totch})
source_group("Northrend Scripts\\Instances\\Trial of the Champion" FILES ${sources_instance_nr_totch})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_totch})
source_group("Northrend Scripts\\Instances\\Trial of the Champion" FILES ${sources_instance_nr_totch})
#Instance: Drak'Tharon Keep
file(GLOB sources_instance_nr_dtk scripts/northrend/draktharon_keep/*.cpp scripts/northrend/draktharon_keep/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_dtk})
source_group("Northrend Scripts\\Instances\\Drak'Tharon Keep" FILES ${sources_instance_nr_dtk})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_dtk})
source_group("Northrend Scripts\\Instances\\Drak'Tharon Keep" FILES ${sources_instance_nr_dtk})
#Instance: Gundrak
file(GLOB sources_instance_nr_gdk scripts/northrend/gundrak/*.cpp scripts/northrend/gundrak/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_gdk})
source_group("Northrend Scripts\\Instances\\Gundrak" FILES ${sources_instance_nr_gdk})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_gdk})
source_group("Northrend Scripts\\Instances\\Gundrak" FILES ${sources_instance_nr_gdk})
#Instance: Frozen Halls: Forge of Souls
file(GLOB sources_instance_nr_fh_fos scripts/northrend/icecrown_citadel/frozen_halls/forge_of_souls/*.cpp scripts/northrend/icecrown_citadel/frozen_halls/forge_of_souls/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_fh_fos})
source_group("Northrend Scripts\\Instances\\Forge of Souls" FILES ${sources_instance_nr_fh_fos})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_fh_fos})
source_group("Northrend Scripts\\Instances\\Forge of Souls" FILES ${sources_instance_nr_fh_fos})
#Instance: Frozen Halls: Halls of Reflection
file(GLOB sources_instance_nr_fh_hor scripts/northrend/icecrown_citadel/frozen_halls/halls_of_reflection/*.cpp scripts/northrend/icecrown_citadel/frozen_halls/halls_of_reflection/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_fh_hor})
source_group("Northrend Scripts\\Instances\\Halls of Reflection" FILES ${sources_instance_nr_fh_hor})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_fh_hor})
source_group("Northrend Scripts\\Instances\\Halls of Reflection" FILES ${sources_instance_nr_fh_hor})
#Instance: Frozen Halls: Pit of Saron
file(GLOB sources_instance_nr_fh_pos scripts/northrend/icecrown_citadel/frozen_halls/pit_of_saron/*.cpp scripts/northrend/icecrown_citadel/frozen_halls/pit_of_saron/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_fh_pos})
source_group("Northrend Scripts\\Instances\\Pit of Saron" FILES ${sources_instance_nr_fh_pos})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_fh_pos})
source_group("Northrend Scripts\\Instances\\Pit of Saron" FILES ${sources_instance_nr_fh_pos})
#Instance: The Nexus
file(GLOB sources_instance_nr_nex scripts/northrend/nexus/nexus/*.cpp scripts/northrend/nexus/nexus/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_nex})
source_group("Northrend Scripts\\Instances\\The Nexus" FILES ${sources_instance_nr_nex})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_nex})
source_group("Northrend Scripts\\Instances\\The Nexus" FILES ${sources_instance_nr_nex})
#Instance: The Oculus
file(GLOB sources_instance_nr_oculus scripts/northrend/nexus/oculus/*.cpp scripts/northrend/nexus/oculus/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_oculus})
source_group("Northrend Scripts\\Instances\\The Oculus" FILES ${sources_instance_nr_oculus})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_oculus})
source_group("Northrend Scripts\\Instances\\The Oculus" FILES ${sources_instance_nr_oculus})
#Instance: Halls of Lightning
file(GLOB sources_instance_nr_uld_hol scripts/northrend/ulduar/halls_of_lightning/*.cpp scripts/northrend/ulduar/halls_of_lightning/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_uld_hol})
source_group("Northrend Scripts\\Instances\\Halls of Lightning" FILES ${sources_instance_nr_uld_hol})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_uld_hol})
source_group("Northrend Scripts\\Instances\\Halls of Lightning" FILES ${sources_instance_nr_uld_hol})
#Instance: Halls of Stone
file(GLOB sources_instance_nr_uld_hos scripts/northrend/ulduar/halls_of_stone/*.cpp scripts/northrend/ulduar/halls_of_stone/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_uld_hos})
source_group("Northrend Scripts\\Instances\\Halls of Stone" FILES ${sources_instance_nr_uld_hos})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_uld_hos})
source_group("Northrend Scripts\\Instances\\Halls of Stone" FILES ${sources_instance_nr_uld_hos})
#Instance: Utgarde Keep
file(GLOB sources_instance_nr_uk scripts/northrend/utgarde_keep/utgarde_keep/*.cpp scripts/northrend/utgarde_keep/utgarde_keep/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_uk})
source_group("Northrend Scripts\\Instances\\Utgarde Keep" FILES ${sources_instance_nr_uk})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_uk})
source_group("Northrend Scripts\\Instances\\Utgarde Keep" FILES ${sources_instance_nr_uk})
#Instance: Utgarde Pinnacle
file(GLOB sources_instance_nr_up scripts/northrend/utgarde_keep/utgarde_pinnacle/*.cpp scripts/northrend/utgarde_keep/utgarde_pinnacle/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_up})
source_group("Northrend Scripts\\Instances\\Utgarde Pinnacle" FILES ${sources_instance_nr_up})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_up})
source_group("Northrend Scripts\\Instances\\Utgarde Pinnacle" FILES ${sources_instance_nr_up})
#Instance: Violet Hold
file(GLOB sources_instance_nr_vh scripts/northrend/violet_hold/*.cpp scripts/northrend/violet_hold/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_vh})
source_group("Northrend Scripts\\Instances\\Violet Hold" FILES ${sources_instance_nr_vh})
LIST(APPEND mangosscript_LIB_SRCS ${sources_instance_nr_vh})
source_group("Northrend Scripts\\Instances\\Violet Hold" FILES ${sources_instance_nr_vh})
#Raid: Naxxramas
file(GLOB sources_raid_nr_naxx scripts/northrend/naxxramas/*.cpp scripts/northrend/naxxramas/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_naxx})
source_group("Northrend Scripts\\Raids\\Naxxramas" FILES ${sources_raid_nr_naxx})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_naxx})
source_group("Northrend Scripts\\Raids\\Naxxramas" FILES ${sources_raid_nr_naxx})
#Raid: Vault of Archavon
file(GLOB sources_raid_nr_voa scripts/northrend/vault_of_archavon/*.cpp scripts/northrend/vault_of_archavon/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_voa})
source_group("Northrend Scripts\\Raids\\Vault of Archavon" FILES ${sources_raid_nr_voa})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_voa})
source_group("Northrend Scripts\\Raids\\Vault of Archavon" FILES ${sources_raid_nr_voa})
#Raid: Obsidian Sanctum
file(GLOB sources_raid_nr_os scripts/northrend/obsidian_sanctum/*.cpp scripts/northrend/obsidian_sanctum/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_os})
source_group("Northrend Scripts\\Raids\\Obsidian Sanctum" FILES ${sources_raid_nr_os})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_os})
source_group("Northrend Scripts\\Raids\\Obsidian Sanctum" FILES ${sources_raid_nr_os})
#Raid: Ruby Sanctum
file(GLOB sources_raid_nr_rs scripts/northrend/ruby_sanctum/*.cpp scripts/northrend/ruby_sanctum/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_rs})
source_group("Northrend Scripts\\Raids\\Ruby Sanctum" FILES ${sources_raid_nr_rs})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_rs})
source_group("Northrend Scripts\\Raids\\Ruby Sanctum" FILES ${sources_raid_nr_rs})
#Raid: Icecrown Citadel
file(GLOB sources_raid_nr_icc scripts/northrend/icecrown_citadel/icecrown_citadel/*.cpp scripts/northrend/icecrown_citadel/icecrown_citadel/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_icc})
source_group("Northrend Scripts\\Raids\\Icecrown Citadel" FILES ${sources_raid_nr_icc})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_icc})
source_group("Northrend Scripts\\Raids\\Icecrown Citadel" FILES ${sources_raid_nr_icc})
#Raid: Trial of the Crusader
file(GLOB sources_raid_nr_totc scripts/northrend/crusaders_coliseum/trial_of_the_crusader/*.cpp scripts/northrend/crusaders_coliseum/trial_of_the_crusader/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_totc})
source_group("Northrend Scripts\\Raids\\Trial of the Crusader" FILES ${sources_raid_nr_totc})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_totc})
source_group("Northrend Scripts\\Raids\\Trial of the Crusader" FILES ${sources_raid_nr_totc})
#Raid: Eye of Eternity
file(GLOB sources_raid_nr_eoe scripts/northrend/nexus/eye_of_eternity/*.cpp scripts/northrend/nexus/eye_of_eternity/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_eoe})
source_group("Northrend Scripts\\Raids\\Eye of Eternity" FILES ${sources_raid_nr_eoe})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_eoe})
source_group("Northrend Scripts\\Raids\\Eye of Eternity" FILES ${sources_raid_nr_eoe})
#Raid: Ulduar
file(GLOB sources_raid_nr_uld scripts/northrend/ulduar/ulduar/*.cpp scripts/northrend/ulduar/ulduar/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_uld})
source_group("Northrend Scripts\\Raids\\Ulduar" FILES ${sources_raid_nr_uld})
LIST(APPEND mangosscript_LIB_SRCS ${sources_raid_nr_uld})
source_group("Northrend Scripts\\Raids\\Ulduar" FILES ${sources_raid_nr_uld})
#WorldScript: Scarlet Enclave
file(GLOB sources_world_scarlet_enclave scripts/eastern_kingdoms/scarlet_enclave/*.cpp scripts/eastern_kingdoms/scarlet_enclave/*.h)
LIST(APPEND mangosscript_LIB_SRCS ${sources_world_scarlet_enclave})
source_group("Eastern Kingdoms Scripts\\World\\Scarlet Enclave" FILES ${sources_world_scarlet_enclave})
LIST(APPEND mangosscript_LIB_SRCS ${sources_world_scarlet_enclave})
source_group("Eastern Kingdoms Scripts\\World\\Scarlet Enclave" FILES ${sources_world_scarlet_enclave})
add_library(mangosscript STATIC ${mangosscript_LIB_SRCS})
add_library(mangosscript STATIC
${mangosscript_PCH_CPP}
${mangosscript_LIB_SRCS}
)
# Generate precompiled header
# Generate PCH
if(PCH)
ADD_CXX_PCH(mangosscript ${mangosscript_PCH_H} ${mangosscript_PCH_CPP})
ADD_CXX_PCH(mangosscript ${mangosscript_PCH})
endif()
if(NOT ACE_USE_EXTERNAL)
add_dependencies(mangosscript ace)
add_dependencies(mangosscript ace)
endif()
if(UNIX)
set(mangosscript_LINK_FLAGS "-pthread")
if(APPLE)
set(mangosscript_LINK_FLAGS "-framework Carbon ${mangosscript_LINK_FLAGS}")
# Needed for the linking because of the missing symbols
set(mangosscript_LINK_FLAGS "-Wl,-undefined -Wl,dynamic_lookup ${mangosscript_LINK_FLAGS}")
endif()
set(mangosscript_LINK_FLAGS "-pthread")
if(APPLE)
set(mangosscript_LINK_FLAGS "-framework Carbon ${mangosscript_LINK_FLAGS}")
# Needed for the linking because of the missing symbols
set(mangosscript_LINK_FLAGS "-Wl,-undefined -Wl,dynamic_lookup ${mangosscript_LINK_FLAGS}")
endif()
if(APPLE)
set(mangosscript_PROPERTIES INSTALL_NAME_DIR "${LIBS_DIR}")
else()
set(mangosscript_PROPERTIES INSTALL_RPATH ${LIBS_DIR})
endif()
if(APPLE)
set(mangosscript_PROPERTIES INSTALL_NAME_DIR ${LIBS_DIR})
else()
set(mangosscript_PROPERTIES INSTALL_RPATH ${LIBS_DIR})
endif()
# Run out of build tree
set(mangosscript_PROPERTIES
${mangosscript_PROPERTIES}
BUILD_WITH_INSTALL_RPATH OFF
)
# Run out of build tree
set(mangosscript_PROPERTIES
${mangosscript_PROPERTIES}
BUILD_WITH_INSTALL_RPATH OFF
)
set_target_properties(mangosscript PROPERTIES
LINK_FLAGS ${mangosscript_LINK_FLAGS}
${mangosscript_PROPERTIES}
)
endif()
set_target_properties(mangosscript PROPERTIES
LINK_FLAGS ${mangosscript_LINK_FLAGS}
${mangosscript_PROPERTIES}
)
endif()

View file

@ -1,344 +0,0 @@
GNU GENERAL PUBLIC LICENSE
==========================
Version 2, June 1991
Copyright (c) 1989, 1981 [Free Software Foundation, Inc.][1]
Everyone is permitted to copy and distribute verbatim copies of this license
document, but changing it is not allowed.
## Preamble
The licenses for most software are designed to take away your freedom to share
and change it. By contrast, the GNU General Public License is intended to
guarantee your freedom to share and change free software -- to make sure the
software is free for all its users. This General Public License applies to most
of the Free Software Foundation's software and to any other program whose
authors commit to using it [^1]. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our
General Public Licenses are designed to make sure that you have the freedom to
distribute copies of free software (and charge for this service if you wish),
that you receive source code or can get it if you want it, that you can change
the software or use pieces of it in new free programs; and that you know you
can do these things.
To protect your rights, we need to make restrictions that forbid anyone to deny
you these rights or to ask you to surrender the rights. These restrictions
translate to certain responsibilities for you if you distribute copies of the
software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or for
a fee, you must give the recipients all the rights that you have. You must make
sure that they, too, receive or can get the source code. And you must show them
these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2) offer
you this license which gives you legal permission to copy, distribute and/or
modify the software.
Also, for each author's protection and ours, we want to make certain that
everyone understands that there is no warranty for this free software. If the
software is modified by someone else and passed on, we want its recipients to
know that what they have is not the original, so that any problems introduced
by others will not reflect on the original authors' reputations.
Finally, any free program is threatened constantly by software patents. We wish
to avoid the danger that redistributors of a free program will individually
obtain patent licenses, in effect making the program proprietary. To prevent
this, we have made it clear that any patent must be licensed for everyone's
free use or not licensed at all.
The precise terms and conditions for copying, distribution and modification
follow.
## TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
### 0.
This License applies to any program or other work which contains a notice
placed by the copyright holder saying it may be distributed under the terms of
this General Public License. The "Program", below, refers to any such program
or work, and a "work based on the Program" means either the Program or any
derivative work under copyright law: that is to say, a work containing the
Program or a portion of it, either verbatim or with modifications and/or
translated into another language. (Hereinafter, translation is included
without limitation in the term "modification".) Each licensee is addressed
as "you".
Activities other than copying, distribution and modification are not covered by
this License; they are outside its scope. The act of running the Program is not
restricted, and the output from the Program is covered only if its contents
constitute a work based on the Program (independent of having been made by
running the Program). Whether that is true depends on what the Program does.
### 1.
You may copy and distribute verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and appropriately
publish on each copy an appropriate copyright notice and disclaimer of warranty;
keep intact all the notices that refer to this License and to the absence of
any warranty; and give any other recipients of the Program a copy of this
License along with the Program.
You may charge a fee for the physical act of transferring a copy, and you may
at your option offer warranty protection in exchange for a fee.
### 2.
You may modify your copy or copies of the Program or any portion of it, thus
forming a work based on the Program, and copy and distribute such modifications
or work under the terms of Section 1 above, provided that you also meet all of
these conditions:
* **a)** You must cause the modified files to carry prominent notices stating
that you changed the files and the date of any change.
* **b)** You must cause any work that you distribute or publish, that in whole
or in part contains or is derived from the Program or any part thereof, to be
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License.
* **c)** If the modified program normally reads commands interactively when run,
you must cause it, when started running for such interactive use in the most
ordinary way, to print or display an announcement including an appropriate
copyright notice and a notice that there is no warranty (or else, saying that
you provide a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this License.
(Exception: if the Program itself is interactive but does not normally print
such an announcement, your work based on the Program is not required to print
an announcement.)
These requirements apply to the modified work as a whole. If identifiable
sections of that work are not derived from the Program, and can be reasonably
considered independent and separate works in themselves, then this License,
and its terms, do not apply to those sections when you distribute them as
separate works. But when you distribute the same sections as part of a whole
which is a work based on the Program, the distribution of the whole must be on
the terms of this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest your
rights to work written entirely by you; rather, the intent is to exercise the
right to control the distribution of derivative or collective works based on
the Program.
In addition, mere aggregation of another work not based on the Program with the
Program (or with a work based on the Program) on a volume of a storage or
distribution medium does not bring the other work under the scope of this
License.
### 3.
You may copy and distribute the Program (or a work based on it, under Section 2)
in object code or executable form under the terms of Sections 1 and 2 above
provided that you also do one of the following:
* **a)** Accompany it with the complete corresponding machine-readable source
code, which must be distributed under the terms of Sections 1 and 2 above on
a medium customarily used for software interchange; or,
* **b)** Accompany it with a written offer, valid for at least three years, to
give any third party, for a charge no more than your cost of physically
performing source distribution, a complete machine-readable copy of the
corresponding source code, to be distributed under the terms of Sections 1
and 2 above on a medium customarily used for software interchange; or,
* **c)** Accompany it with the information you received as to the offer to
distribute corresponding source code. (This alternative is allowed only for
noncommercial distribution and only if you received the program in object code
or executable form with such an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for making
modifications to it. For an executable work, complete source code means all
the source code for all modules it contains, plus any associated interface
definition files, plus the scripts used to control compilation and installation
of the executable. However, as a special exception, the source code distributed
need not include anything that is normally distributed (in either source or
binary form) with the major components (compiler, kernel, and so on) of the
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If distribution of executable or object code is made by offering access to copy
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third parties are not compelled to copy the source along with the object code.
### 4.
You may not copy, modify, sublicense, or distribute the Program except as
expressly provided under this License. Any attempt otherwise to copy, modify,
sublicense or distribute the Program is void, and will automatically terminate
your rights under this License. However, parties who have received copies, or
rights, from you under this License will not have their licenses terminated so
long as such parties remain in full compliance.
### 5.
You are not required to accept this License, since you have not signed it.
However, nothing else grants you permission to modify or distribute the Program
or its derivative works. These actions are prohibited by law if you do not
accept this License. Therefore, by modifying or distributing the Program (or any
work based on the Program), you indicate your acceptance of this License to do
so, and all its terms and conditions for copying, distributing or modifying the
Program or works based on it.
### 6.
Each time you redistribute the Program (or any work based on the Program), the
recipient automatically receives a license from the original licensor to copy,
distribute or modify the Program subject to these terms and conditions. You may
not impose any further restrictions on the recipients' exercise of the rights
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### 7.
If, as a consequence of a court judgment or allegation of patent infringement
or for any other reason (not limited to patent issues), conditions are imposed
on you (whether by court order, agreement or otherwise) that contradict the
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you may not distribute the Program at all. For example, if a patent license
would not permit royalty-free redistribution of the Program by all those who
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of the Program.
If any portion of this section is held invalid or unenforceable under any
particular circumstance, the balance of the section is intended to apply and the
section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents or
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section has the sole purpose of protecting the integrity of the free software
distribution system, which is implemented by public license practices. Many
people have made generous contributions to the wide range of software distributed
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up to the author/donor to decide if he or she is willing to distribute software
through any other system and a licensee cannot impose that choice.
This section is intended to make thoroughly clear what is believed to be a
consequence of the rest of this License.
### 8.
If the distribution and/or use of the Program is restricted in certain countries
either by patents or by copyrighted interfaces, the original copyright holder
who places the Program under this License may add an explicit geographical
distribution limitation excluding those countries, so that distribution is
permitted only in or among countries not thus excluded. In such case, this
License incorporates the limitation as if written in the body of this License.
### 9.
The Free Software Foundation may publish revised and/or new versions of the
General Public License from time to time. Such new versions will be similar in
spirit to the present version, but may differ in detail to address new problems
or concerns.
Each version is given a distinguishing version number. If the Program specifies
a version number of this License which applies to it and "any later version",
you have the option of following the terms and conditions either of that version
or of any later version published by the Free Software Foundation. If the Program
does not specify a version number of this License, you may choose any version
ever published by the Free Software Foundation.
### 10.
If you wish to incorporate parts of the Program into other free programs whose
distribution conditions are different, write to the author to ask for
permission. For software which is copyrighted by the Free Software Foundation,
write to the Free Software Foundation; we sometimes make exceptions for this.
Our decision will be guided by the two goals of preserving the free status of
all derivatives of our free software and of promoting the sharing and reuse of
software generally.
## NO WARRANTY
### 11.
BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE
PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE
STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE
PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED,
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PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE,
YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
### 12.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY
COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE
PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL,
SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY
TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF
THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
## END OF TERMS AND CONDITIONS
### How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible
use to the public, the best way to achieve this is to make it free software
which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach
them to the start of each source file to most effectively convey the exclusion
of warranty; and each file should have at least the "copyright" line and a
pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this when it
starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may be
called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your school,
if any, to sign a "copyright disclaimer" for the program, if necessary. Here
is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may consider
it more useful to permit linking proprietary applications with the library. If
this is what you want to do, use the GNU Lesser General Public License instead
of this License.
[^1]: Some other Free Software Foundation software is covered by the GNU Lesser
General Public License instead.
[1]: http://fsf.org/ "Free Software Foundation, Inc."
[2]: http://www.gnu.org/licenses/ "Licenses - GNU Project"

View file

@ -1,257 +0,0 @@
Introduction to Database content for SD2
================================================
This guide is intended to help people
* to understand which information of the database is used with SD2
* who want to contribute their patches as complete as possible
All SQL-related files are located in the ScriptDev2/SQL and subsequent directories.
SQL-Files
---------
Files that contain full SD2-Database content
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For a script we usually have to take care of these files:
* mangos_scriptname_full.sql
+
This file is applied to the world database (default: mangos), and contains the script names
+
* scriptdev2_script_full.sql
+
This file is applied to the sd2 database (default: scriptdev2), and contains texts, gossip-items and waypoints
Patchfiles for incremental Updates
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Patches for the databases are stored in the files:
* Updates/rXXXX_mangos.sql
+
This file contains the changes that should be done with the patch to the world-database
+
* Updates/rXXXX_scriptdev2.sql
+
This file contains the changes that should be done with the patch to the scriptdev2-database
World-Database
--------------
ScriptNames of NPCs:
~~~~~~~~~~~~~~~~~~~~
If we need to assign a ScriptName to a NPC (GameObject-Scripts are similar) the statement is:
-----------
UPDATE creature_template SET ScriptName='npc_and_his_name' WHERE entry=XYZ;
-----------
or
-----------
UPDATE creature_template SET ScriptName='npc_something_identifying' WHERE entry IN (XYZ, ZYX);
-----------
'Remark:' For creatures with many difficulty entries, only the one for normal difficulty needs the ScriptName.
ScriptNames for scripted_areatrigger:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For Areatriggers (or scripted_event) we usally cannot use UPDATE, hence we need to DELETE possible old entries first:
-----------
DELETE FROM scripted_areatrigger WHERE entry=XYZ;
INSERT INTO scripted_areatrigger VALUES (XYZ, at_some_place);
-----------
ScriptDev2-Database
-------------------
entry-Format for texts and for gossip-texts:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The to be used entry is a combination of the number depending on the map and a counter.
* This is for texts: -1<MapId><three-digit-counter>
* For gossip-texts: -3<MapId><three-digit-counter>
+
where <MapId> is the ID of the map for instances, or 000 for all other maps.
Example: Text on WorldMap
^^^^^^^^^^^^^^^^^^^^^^^^^
Let's say we want to add a new text to a NPC on Kalimdor (no instance),
then we need to look which is the last text entry of the format -1000XYZ
(this one can be found in scriptdev2_script_full.sql).
On the moment where I write this guide this is:
----------
(-1000589,'Kroshius live? Kroshius crush!',0,1,0,0,'SAY_KROSHIUS_REVIVE');
----------
so our first text entry will be -1000590.
Example: Gossip-Item in Instance
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Let's say we want to add a new gossip item to a NPC in Culling of Stratholme, this map has the ID 595.
At this moment there is already some gossip_text, and the last one is
------------
(-3595005,'So how does the Infinite Dragonflight plan to interfere?','chromie GOSSIP_ITEM_INN_3');
------------
so our first gossip-text entry will be -3595006.
Format for texts
~~~~~~~~~~~~~~~~
The format is `(entry,content_default,sound,type,language,emote,comment)` with these meanings:
entry:: should now be clear ;)
content_default:: is the text (in english) enclosed with '. +
There are a few placeholders that can be used:
+
[horizontal]
%s;; self, is the name of the Unit saying the text +
The $-placeholders work only if you use DoScriptText with a 'target'.
$N, $n;; the [N, n]ame of the target
$C, $c;; the [C, c]lass of the target
$R, $r;; the [R, r]ace of the target
$GA:B; ;; if the target is male then A else B is displayed, Example:
+
--------------------------------
'Time to teach you a lesson in manners, little $Gboy:girl;!'
--------------------------------
+
Remember to escape [red]#\'# with [red]#\'#, Example:
+
--------------------------------
'That \'s my favourite chocolate bar'.
--------------------------------
sound:: is the sound ID that shall be played on saying, they are stored in SoundEntries.dbc
+
[quote, Ntsc]
_____________________________
Sound Ids are stored within the SoundEntries.dbc file. Within that dbc file you will find a reference to the actual file that is played. We cannot help you with reading these files so please do not ask how.
_____________________________
+
type:: is the type of the text, there are these possibilities:
+
-------------
0 CHAT_TYPE_SAY - 'white' text
1 CHAT_TYPE_YELL - 'red' text
2 CHAT_TYPE_TEXT_EMOTE - 'yellow' emote-text (no <Name>... )
3 CHAT_TYPE_BOSS_EMOTE - 'big yellow' emote-text displayed in the center of the screen
4 CHAT_TYPE_WHISPER - whisper, needs a target
5 CHAT_TYPE_BOSS_WHISPER - whipser, needs a target
6 CHAT_TYPE_ZONE_YELL - 'red' text, displayed to everyone in the zone
--------------
+
language:: is the language of the text (like LANG_GNOMISH), see +enum Language+ in `game/SharedDefines.h` -- usually zero (LANG_UNIVERSAL)
emote:: is the emote the npc shall perform on saying the text, can be found in +enum Emote+ in `game/SharedDefines.h`
comment:: is a comment to this text, usually the used enum of the script, like SAY_KROSHIUS_REVIVE, if this enum is not identifying the npc, then the name of the npc is put before.
Format for gossip-texts
~~~~~~~~~~~~~~~~~~~~~~~
The format for gossip texts is `(entry,content_default,comment)` +
The fields have the same meaning as for script-texts.
Format for waypoints
~~~~~~~~~~~~~~~~~~~~
The format for waypoints is `(entry,pointid,location_x,location_y,location_z,waittime,point_comment)` with these meanings:
entry:: is the entry of the scripted NPC
pointid:: is the ID of the point, usally starting with 01, and increasing
location_*:: describes the position of the waypoint
waittime:: is the time, the mob will wait after reaching _this_ waypoint, before he continues to go to the next
point_comment:: is used to note if something special is happening at this point, like quest credit
Creating the Patch
------------------
There are different ways to get to a patch, I prefer this workflow:
For the scriptdev2 database (patch files):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Open scriptdev2_script_full.txt +
scroll to the right place for the needed SQL-statements, to note the entry. +
(for texts depending on mapId, and to the last counter, for waypoints behind the last inserted waypoint)
Example for normal world text:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Assume the last entry in your map (here world-map) was:
--------------
(-1000589,'Kroshius live? Kroshius crush!',0,1,0,0,'SAY_KROSHIUS_REVIVE');
--------------
Now create a new file: Updates/r0000_scriptdev2.sql
Add there:
-----------
DELETE FROM script_texts WHERE entry=-1000590;
INSERT INTO script_texts (entry,content_default,sound,type,language,emote,comment) VALUES
(-1000590,'My fancy aggro-text',0,1,0,0,'boss_hogger SAY_AGGRO');
-----------
or
-----------
DELETE FROM script_texts WHERE entry BETWEEN -1000592 AND -1000590;
INSERT INTO script_texts (entry,content_default,sound,type,language,emote,comment) VALUES
(-1000590,'My fancy aggro-text1',0,1,0,0,'boss_hogger SAY_AGGRO1'),
(-1000591,'My fancy aggro-text2',0,1,0,0,'boss_hogger SAY_AGGRO2'),
(-1000592,'My fancy aggro-text3',0,1,0,0,'boss_hogger SAY_AGGRO3');
-----------
Hint: the INSERT statements can also be copied from the scriptdev2_script_full.sql
Example for waypoints:
^^^^^^^^^^^^^^^^^^^^^^
The required SQL code to add a waypoint is:
----------
DELETE FROM script_waypoint WHERE entry=<MyNpcEntry>;
INSERT INTO script_waypoint VALUES
(<MyNpcEntry>, 1, 4013.51,6390.33, 29.970, 0, '<MyNPCName> - start escort'),
(<MyNpcEntry>, 2, 4060.51,6400.33, 20.970, 0, '<MyNPCName> - finish escort');
----------
When the Update file is done, append an additional empty line +
And test these lines for correctness!
For the scriptdev2 database (full files):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If everything works alright, and you finally intend to prepare the full-patch, copy the SQL-Code that is needed to the proper place in scriptdev2_script_full.sql,
(for a new npc add an empty line), and change the semicolon to a comma:
Example for world text:
^^^^^^^^^^^^^^^^^^^^^^
-----------
(-1000589,'Kroshius live? Kroshius crush!',0,1,0,0,'SAY_KROSHIUS_REVIVE'),
(-1000590,'My fancy aggro-text',0,1,0,0,'boss_hogger SAY_AGGRO');
-----------
The waypoints are added behind the last waypoint, after an empty line.
For the world database:
~~~~~~~~~~~~~~~~~~~~~~~
Create a new file: Updates/r0000_mangos.sql +
In this file put the needed statements for your ScriptNames, append an empty line, convert lineendings to Unix, and then test it for correctness.
If everything is alright, open mangos_scriptname_full.sql and go to the right place (this is usally sorted alphabetically by zone). +
Insert the needed statement where it fits (usally again ordered alphabetically)
After this is done, Create a patch including the (untracked) files in Update/ +
then you have all information in the created patch, and anyone who wants to test your patch just needs to apply the created files from Updates/

View file

@ -1,31 +0,0 @@
Script source code layout
=========================
In order to make it easier to find scripts, we have agreed on a fixed naming scheme
for directories and scripts.
Directories
-----------
* **battlegrounds**: contains scripts used in the Alterac Valley, Arathi Basin and
Warsong Gulch battlegrounds.
* **eastern_kingdoms**: contains scripts for area triggers, creatures, dungeons,
instances, etc. related to the Eastern Kingdoms continent. Instances located on
Eastern Kingdoms are grouped in sub-directories by instance name.
* **kalimdor**: contains scripts for area triggers, creatures, dungeons, instances,
etc. related to the Kalimdor continent. Instances located on Kalimdor are grouped
in sub-directories by instance name.
* **world**: contains scripts which are used on every map, and not limited to one
specific zone. This includes scripts for area triggers, game objects, items, and
some creatures which can be found over the world. Also, scripts for spells are
stored here.
Contains scripts for anything that is not related to a specified zone.
Naming Conventions
------------------
Source files should be named `type_objectname.cpp` where
* *type* is replaced by the type of object,
* and *objectname* is replaced by the name of the object, creature, item, or area
that this script will be used by.
`AddSC` functions used for registering scripts to the server core should use the
form of `void AddSC_filename(void);`.

View file

@ -1,85 +0,0 @@
Texts Documentation
===================
In order for scripts to have a centralized storage for texts, text tables have been
added to the database. Any script can access and use texts from these tables.
An additional table is available for custom scripts.
For each table ranges of valid identifiers have been define
* entry `-1` to `-999999`: reserved EventAI in *mangos*,
* entry `-1000000` to `-1999999`: script text entries,
* entry `-2000000` to `-2999999`: text entries for custom scripts,
* entry `-3000000` to `-3999999`: texts for scripted gossip texts.
Text entries not using identifiers from the defined ranges will result in startup
errors.
Database structure
------------------
`custom_texts`, `gossip_texts`, and `script_texts` share an indentical table
structure, thus making it very easy to add new text entries.
Field name | Description
--------------- | --------------------------------------------------------------
entry | A unique *negative* identifier to the text entry.
content_default | The default text to be displayed in English.
content_loc1 | Korean localization of `content_default`.
content_loc2 | French localization of `content_default`.
content_loc3 | German localization of `content_default`.
content_loc4 | Chinese localization of `content_default`.
content_loc5 | Taiwanese localization of `content_default`.
content_loc6 | Spanish Spain localization of `content_default`.
content_loc7 | Spanish Latin America localization of `content_default`.
content_loc8 | Russian localization of `content_default`.
sound | A sound from SoundEntries.dbc to be played.
type | Type of text (Say/Yell/Text emote/Whisper/Boss whisper/zone yell).
language | A text language from Languages.dbc
emote | An emote from Emotes.dbc. Only source of text will play this emote (not target, if target are defined in DoScriptText)
comment | This is a comment using the Creature ID of NPC using it.
*Note*: `sound`, `type`, `language` and `emote` exist only in the tables
`script_texts` and `custom_texts`.
*Note*: Fields `content_loc1` to `content_loc8` are `NULL` values by default and
are handled by separate localization projects.
Text Types (`type`)
-------------------
Below is the list of current text types that texts tables can handle.
ID | Internal name | Description
-- | ---------------------- | ----------------------------------
0 | CHAT_TYPE_SAY | Displayed as a Say (Speech Bubble).
1 | CHAT_TYPE_YELL | Displayed as a Yell (Red Speech Bubble) and usually has a matching Sound ID.
2 | CHAT_TYPE_TEXT_EMOTE | Displayed as a text emote in orange in the chat log.
3 | CHAT_TYPE_BOSS_EMOTE | Displayed as a text emote in orange in the chat log (Used only for specific Bosses).
4 | CHAT_TYPE_WHISPER | Displayed as a whisper to the player in the chat log.
5 | CHAT_TYPE_BOSS_WHISPER | Displayed as a whisper to the player in the chat log (Used only for specific Bosses).
6 | CHAT_TYPE_ZONE_YELL | Same as CHAT_TYPE_YELL but will display to all players in current zone.
Language Types (`language`)
---------------------------
This is the race language that the text is native to. Below is the list of
current language types that are allowed.
ID | Internal Name | Description
--- | ------------- | --------------------------------------------------------
0 | UNIVERSAL | Understood by *all* races.
1 | ORCISH | Understood *only* by Horde races.
2 | DARNASSIAN | Understood *only* by the Night Elf race.
3 | TAURAHE | Understood *only* by the Tauren race.
6 | DWARVISH | Understood *only* by the Dwarf race.
7 | COMMON | Understood *only* by Alliance races.
8 | DEMONIC | Understood *only* by the Demon race (Not Implemented).
9 | TITAN | This language was used by Sargeras to speak with other Titians (Not Implemented).
10 | THALASSIAN | Understood *only* by the Blood Elf race.
11 | DRACONIC | Understood *only* by the Dragon race.
12 | KALIMAG | Text will display as Kalimag (not readable by players, language of all elementals)
13 | GNOMISH | Understood *only* by the Gnome race.
14 | TROLL | Understood *only* by the Troll race.
33 | GUTTERSPEAK | Understood *only* by the Undead race.
35 | DRAENEI | Understood *only* by the Draenai Race.
36 | ZOMBIE | (not currently used?)
37 | GNOMISH BINARY| Understood *only* by Alliance when drinking Binary Brew
38 | GOBLIN BINARY | Understood *only* by Horde when drinking Binary Brew

View file

@ -254,13 +254,13 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 i
// No target so we can't cast
if (!pTarget)
{
return NULL;
return false;
}
// Silenced so we can't cast
if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
{
return NULL;
return false;
}
// Using the extended script system we first create a list of viable spells
@ -659,7 +659,9 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
{
case NPC_BROODLORD: // broodlord (not move down stairs)
if (fZ > 448.60f)
{ return false; }
{
return false;
}
break;
case NPC_VOID_REAVER: // void reaver (calculate from center of room)
if (m_creature->GetDistance2d(432.59f, 371.93f) < 105.0f)

View file

@ -23,7 +23,4 @@
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#ifndef __SD2_REVISION_NR_H__
#define __SD2_REVISION_NR_H__
#define SD2_REVISION_NR "Rel20.2929"
#endif // __SD2_REVISION_NR_H__
#include "precompiled.h"

View file

@ -23,16 +23,23 @@
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#ifndef SC_CONFIG_H
#define SC_CONFIG_H
#ifndef SC_PRECOMPILED_H
#define SC_PRECOMPILED_H
#include "Platform/CompilerDefs.h"
//#include "revision.h"
#include "sd2_revision_nr.h"
#include "SystemConfig.h"
#include "system/ScriptDevMgr.h"
#include "Object.h"
#include "Unit.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "GameObject.h"
#include "sc_creature.h"
#include "sc_gossip.h"
#include "sc_grid_searchers.h"
#include "sc_instance.h"
#include "SpellAuras.h"
#include "World.h"
#ifndef SCRIPTDEV2_VERSION
#define SCRIPTDEV2_VERSION "Revision [" SD2_REVISION_NR "] (" REVISION_ID ") " REVISION_DATE " " REVISION_TIME
#endif
// sc_gossip.h: ADD_GOSSIP_ITEM_EXTENDED outcommented box-money (Required until professions are fixed)
// sc_creature.cpp: Used in ScriptedAI::SelectSpell, outcommented SchoolMask
#endif

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@ -1,30 +0,0 @@
/**
* ScriptDev2 is an extension for mangos providing enhanced features for
* area triggers, creatures, game objects, instances, items, and spells beyond
* the default database scripting in mangos.
*
* Copyright (C) 2006-2013 ScriptDev2 <http://www.scriptdev2.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#ifndef __SD2_REVISION_SQL_H__
#define __SD2_REVISION_SQL_H__
#define REVISION_DB_SCRIPTDEV2 "required__scriptdev2"
#define REVISION_DB_SD2_MANGOS "required__mangos"
#endif // __SD2_REVISION_SQL_H__

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@ -23,9 +23,9 @@
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "precompiled.h"
#include "precompiled.h"//..\bindings\scripts\include\precompiled.h"
#include "Config/Config.h"
#include "config-sd2.h"
#include "SystemConfig.h"
#include "Database/DatabaseEnv.h"
#include "DBCStores.h"
#include "ObjectMgr.h"
@ -80,44 +80,16 @@ struct TSpellSummary
uint8 Effects; // set of enum SelectEffect
} extern* SpellSummary;
// Free Spell Summary
// Free resources before library unload
// ScriptDev2 startup
// Get configuration file
// Set SD2 Error Log File
// Check config file version
// Load database (must be called after SD2Config.SetSource).
// Resize script ids to needed ammount of assigned ScriptNames (from core)
// Check existance scripts for all registered by core script names
//*********************************
//*** Functions used globally ***
/**
* Function that does script text
*
* @param iTextEntry Entry of the text, stored in SD2-database
* @param pSource Source of the text
* @param pTarget Can be NULL (depending on CHAT_TYPE of iTextEntry). Possible target for the text
*/
* Function that does script text
*
* @param iTextEntry Entry of the text, stored in SD2-database
* @param pSource Source of the text
* @param pTarget Can be NULL (depending on CHAT_TYPE of iTextEntry). Possible target for the text
*/
void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
{
if (!pSource)
@ -129,7 +101,7 @@ void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
if (iTextEntry >= 0)
{
script_error_log("DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.",
pSource->GetEntry(), pSource->GetTypeId(), pSource->GetGUIDLow(), iTextEntry);
pSource->GetEntry(), pSource->GetTypeId(), pSource->GetGUIDLow(), iTextEntry);
return;
}
@ -139,14 +111,14 @@ void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget)
}
/**
* Function that either simulates or does script text for a map
*
* @param iTextEntry Entry of the text, stored in SD2-database, only type CHAT_TYPE_ZONE_YELL supported
* @param uiCreatureEntry Id of the creature of whom saying will be simulated
* @param pMap Given Map on which the map-wide text is displayed
* @param pCreatureSource Can be NULL. If pointer to Creature is given, then the creature does the map-wide text
* @param pTarget Can be NULL. Possible target for the text
*/
* Function that either simulates or does script text for a map
*
* @param iTextEntry Entry of the text, stored in SD2-database, only type CHAT_TYPE_ZONE_YELL supported
* @param uiCreatureEntry Id of the creature of whom saying will be simulated
* @param pMap Given Map on which the map-wide text is displayed
* @param pCreatureSource Can be NULL. If pointer to Creature is given, then the creature does the map-wide text
* @param pTarget Can be NULL. Possible target for the text
*/
void DoOrSimulateScriptTextForMap(int32 iTextEntry, uint32 uiCreatureEntry, Map* pMap, Creature* pCreatureSource /*=NULL*/, Unit* pTarget /*=NULL*/)
{
if (!pMap)
@ -220,21 +192,24 @@ void Script::RegisterSelf(bool bReportError)
}
}
//********************************
//*** Functions to be Exported ***
//************************************
//*** Functions to be used by core ***
void SD2::FreeScriptLibrary()
{
// Free Spell Summary
delete []SpellSummary;
// Free resources before library unload
for (SDScriptVec::const_iterator itr = m_scripts.begin(); itr != m_scripts.end(); ++itr)
{
delete *itr;
}
m_scripts.clear();
num_sc_scripts = 0;
setScriptLibraryErrorFile(NULL, NULL);
}
@ -247,7 +222,7 @@ void SD2::InitScriptLibrary()
outstring_log(" |___/\\__|_| |_| .__/\\__|___/\\___|\\_//___|");
outstring_log(" |_| ");
outstring_log(" http://scriptdev2.com/\n");
// Get configuration file
bool configFailure = false;
if (!SD2Config.SetSource(MANGOSD_CONFIG_LOCATION))
@ -258,33 +233,38 @@ void SD2::InitScriptLibrary()
{
outstring_log("SD2: Using configuration file %s", MANGOSD_CONFIG_LOCATION);
}
// Set SD2 Error Log File
std::string sd2LogFile = SD2Config.GetStringDefault("SD2ErrorLogFile", "scriptdev2-errors.log");
setScriptLibraryErrorFile(sd2LogFile.c_str(), "SD2");
if (configFailure)
{
script_error_log("Unable to open configuration file. Database will be unaccessible. Configuration values will use default.");
}
// Check config file version
if (SD2Config.GetIntDefault("ConfVersion", 0) != MANGOSD_CONFIG_VERSION)
{
script_error_log("Configuration file version doesn't match expected version. Some config variables may be wrong or missing.");
}
outstring_log("\n");
// Load database (must be called after SD2Config.SetSource).
LoadDatabase();
outstring_log("SD2: Loading C++ scripts");
BarGoLink bar(1);
bar.step();
// Resize script ids to needed ammount of assigned ScriptNames (from core)
m_scripts.resize(GetScriptIdsCount(), NULL);
FillSpellSummary();
AddScripts();
// Check existance scripts for all registered by core script names
for (uint32 i = 1; i < GetScriptIdsCount(); ++i)
{
@ -293,9 +273,10 @@ void SD2::InitScriptLibrary()
script_error_log("No script found for ScriptName '%s'.", GetScriptName(i));
}
}
outstring_log(">> Loaded %i C++ Scripts.", num_sc_scripts);
}
char const* SD2::GetScriptLibraryVersion()
{
return strSD2Version.c_str();
@ -633,11 +614,3 @@ InstanceData* SD2::CreateInstanceData(Map* pMap)
return pTempScript->GetInstanceData(pMap);
}
#ifdef WIN32
# include <windows.h>
BOOL APIENTRY DllMain(HANDLE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
{
return true;
}
#endif

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@ -28,6 +28,7 @@
#include "Common.h"
#include "DBCStructure.h"
#include "ScriptMgr.h"
class Player;
class Creature;
@ -79,7 +80,8 @@ public:
static bool EffectDummyGameObject(Unit*, uint32, SpellEffectIndex, GameObject*, ObjectGuid);
static bool EffectDummyItem(Unit*, uint32, SpellEffectIndex, Item*, ObjectGuid);
static bool EffectScriptEffectCreature(Unit*, uint32, SpellEffectIndex, Creature*, ObjectGuid);
static bool AuraDummy(Aura const*, bool);
static bool AuraDummy(Aura const *, bool);
//static bool AuraDummyTick(Aura const*); [-ZERO:] no dummy ticks. TODO
};
// *********************************************************
@ -170,13 +172,4 @@ struct Script
void DoScriptText(int32 iTextEntry, WorldObject* pSource, Unit* pTarget = NULL);
void DoOrSimulateScriptTextForMap(int32 iTextEntry, uint32 uiCreatureEntry, Map* pMap, Creature* pCreatureSource = NULL, Unit* pTarget = NULL);
// *********************************************************
// **************** Internal hook mechanics ****************
#if COMPILER == COMPILER_GNU || COMPILER == COMPILER_CLANG
#define FUNC_PTR(name,callconvention,returntype,parameters) typedef returntype(*name)parameters __attribute__ ((callconvention));
#else
#define FUNC_PTR(name, callconvention, returntype, parameters) typedef returntype(callconvention *name)parameters;
#endif
#endif

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@ -25,10 +25,10 @@
#include "precompiled.h"
#include "system.h"
#include "../config-sd2.h"
#include "ProgressBar.h"
#include "ObjectMgr.h"
#include "Database/DatabaseEnv.h"
#include "SystemConfig.h"
DatabaseType SD2Database;
std::string strSD2Version;