Пример #1
0
void ObjectMgr::LoadGameobjectInfo()
{
    sGOStorage.Load();

    sLog.outString( ">> Loaded %u game object templates", sGOStorage.RecordCount );

}
Пример #2
0
void ObjectMgr::LoadCreatureTemplates()
{

    sCreatureStorage.Load();

    sLog.outString( ">> Loaded %u creature definitions", sCreatureStorage.RecordCount );
    sLog.outString( "" );
}
Пример #3
0
bool Storage_ReloadTable(const char * TableName)
{
	// bur: mah god this is ugly :P
	if(!stricmp(TableName, "items"))					// Items
		ItemPrototypeStorage.Reload();
/*	else if(!stricmp(TableName, "creature_proto"))		// Creature Proto
		CreatureProtoStorage.Reload();*/
	else if(!stricmp(TableName, "creature_names"))		// Creature Names
		CreatureNameStorage.Reload();
	else if(!stricmp(TableName, "gameobject_names"))	// GO Names
		GameObjectNameStorage.Reload();
/*	else if(!stricmp(TableName, "areatriggers"))		// Areatriggers
		AreaTriggerStorage.Reload();*/
	else if(!stricmp(TableName, "itempages"))			// Item Pages
		ItemPageStorage.Reload();
/*	else if(!stricmp(TableName, "spellextra"))			// Spell Extra Info
		SpellExtraStorage.Reload();*/
	else if(!stricmp(TableName, "quests"))				// Quests
		QuestStorage.Reload();
	else if(!stricmp(TableName, "npc_text"))			// NPC Text Storage
		NpcTextStorage.Reload();
/*	else if(!stricmp(TableName, "fishing"))				// Fishing Zones
		FishingZoneStorage.Reload();
	else if(!stricmp(TableName, "teleport_coords"))		// Teleport coords
		TeleportCoordStorage.Reload();
	else if(!stricmp(TableName, "graveyards"))			// Graveyards
		TeleportCoordStorage.Reload();*/
	else if(!stricmp(TableName, "realmmap_info"))		// WorldMapInfo
		WorldMapInfoStorage.Reload();
	else
		return false;
	return true;
}
Пример #4
0
void Storage_Cleanup()
{
	ItemPrototypeStorage.Cleanup();
	CreatureNameStorage.Cleanup();
	GameObjectNameStorage.Cleanup();
	ItemPageStorage.Cleanup();
	QuestStorage.Cleanup();
	WorldMapInfoStorage.Cleanup();
}
Пример #5
0
void Storage_Load()
{
	ItemPrototypeStorage.Load("items", gItemPrototypeFormat);
	CreatureNameStorage.Load("creature_names", gCreatureNameFormat);
	GameObjectNameStorage.Load("gameobject_names", gGameObjectNameFormat);
	ItemPageStorage.Load("itempages", gItemPageFormat);
	QuestStorage.Load("quests", gQuestFormat);
	WorldMapInfoStorage.Load("realmmap_info", gRealmMapInfoFormat);
}
Пример #6
0
void ObjectMgr::LoadQuests()
{
    sQuestsStorage.Load ();

    // create multimap previous quest for each existed quest
    // some quests can have many previous maps setted by NextQuestId in previouse quest
    // for example set of race quests can lead to single not race specific quest
    for(uint32 i = 1; i < sQuestsStorage.MaxEntry; ++i )
    {
        QuestInfo const* qinfo = GetQuestInfo(i);

        if(!qinfo)
            continue;

        if(qinfo->PrevQuestId )
            sPrevQuests.insert(QuestRelations::value_type(qinfo->QuestId,qinfo->PrevQuestId));

        if(qinfo->NextQuestId )
            sPrevQuests.insert(QuestRelations::value_type(qinfo->NextQuestId,qinfo->QuestId));
    };

    sLog.outString( ">> Loaded %u quests definitions", sQuestsStorage.RecordCount );
    sLog.outString( "" );
}
Пример #7
0
void ObjectMgr::LoadItemPrototypes()
{
    sItemStorage.Load ();
    sLog.outString( ">> Loaded %u item prototypes", sItemStorage.RecordCount);
    sLog.outString("");
}